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May 15, 2025, 04:15:13 pm

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


FFT Animation Editor (FFTae) 2.04

Started by mrgudenheim, January 12, 2025, 01:01:20 pm

mrgudenheim

January 12, 2025, 01:01:20 pm Last Edit: April 15, 2025, 08:27:15 pm by mrgudenheim Reason: added v2.04 notes
Release: https://github.com/mrgudenheim/FFT-like-engine/releases/tag/v0.06
Release (1.04 and older): https://github.com/mrgudenheim/FFTae/releases

v2.04 - fixed MON animations that use sp2 files. Added ability names to animation descriptions
v2.03 - fixed errors in animation preview and gifs
v2.02 - fixed xml patch generation writing empty seq files for files that were not changed. fixed many settings/selections not working
v2.01 - improved gif exporting feature to include multiple layers (wep, eff, etc) and handle opcodes more accurately (move in 3d space)
v2.00 - ability to save gifs and a grid png of frames. refactored and changed code base
v1.04 - bug fixes
v1.03 - Added initial support for Animation Rewrite ASM. Only SetBackFacedOffset opcode is supported in this release. Since the Animation Rewrite ASM changes the ffc2 opcode to have 1 parameter instead of 0, there may be issues unless all vanilla ffc2 opcodes are changed to something else.
v1.02 - Improved responsiveness when loading rom or switching spr. Improved ui of animation list and frame list
v1.01 - xml generated will now be for all modified files. SEQ and SHP will be auto selected when selecting a sprite. fixed bug causing wep seq pointers to be wrong
v1.00 - Added animation preview
v0.04 - Changed tool to load files from the whole ROM. Added SHP preview list.
v0.03 - Add or delete animations. Add, delete, or edit animation pointers
v0.02 - added file size overwrite to the generated xml

This tool streamlines editing animations/SEQ files and creating a patch. It's mostly based on the process I followed before, but also fixes some issues.
https://ffhacktics.com/smf/index.php?topic=13253

Limitations and Notes:
- Putting multiple Move opcodes in a row may cause weird issues.
- Deleting an animation will cause any pointer that points past the end to instead point to the first animation

This tool also allows exporting a gif of an animation.
Example gif of Talcall's sprite confused:
talcall_confused.gif
talcall_dagger.gif

References:
https://ffhacktics.com/wiki/SEQ_%26_Animation_info_page
  • Modding version: PSX