Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Zozma on January 21, 2008, 09:59:07 pm

Title: New spells...
Post by: Zozma on January 21, 2008, 09:59:07 pm
so given only the available gfx from the game, what spells would you add to the game?

i would REALLY like to find a way to take the leviathan spell minus the leviathan picture and make and make a spell like "Flood" to go with the dimension magic skillset of Quake, Melt, Tornado

i think its tacky that a water spell is missing... well anyway that would be MY first project if i could find a way to do it without destroying the skill leviathan.
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Post by: Xifanie on January 21, 2008, 10:33:47 pm
if we extent the ROM size, we could get a fucking big lot of new effect files.

But I doubt the format (other than the picture) is simple.
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Post by: Zozma on January 31, 2008, 05:44:36 pm
the new spells im referring to would simply be to assign a pre existing gfx to an empty slot of data to create a new skill.

example: take the blank ability that comes after the "parasite" skill.
giving it status is easy fft patcher gives you everything you need to make it do what you want BUT what id like to do is maybe assign fire 1's effect (just example) so that my new skill looks just like fire 1.

to go on further... another thing i have never seen or heard mention of is the type of skill it looks like when you cast it. (you know, the energy that collects over your head when you cast a magic spell, or the glowing green orbs that circle you when you cast a summons, or when a character swings a sword to use a sword skill. )

being able to take the effects like the red revive spell from the zodiac stone also would be great for creating a new skill since you never really get to see the effect more than once in game.
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Post by: Xifanie on January 31, 2008, 07:08:48 pm
Quote from: "Zozma"BUT what id like to do is maybe assign fire 1's effect (just example) so that my new skill looks just like fire 1.

Why don't you just do it if you want to? 1.92 allows it.

Your Tsunami spell would require extending the ISO & editing the Leviathan spell by simply removing Leviathan from it.

Just make sure you don't use any set skill with some assigned Effect. Those after Parasite are OK sine they usually just crash the game. But don't take like Summon Demon and replace it with Fire 3 unless you want every demon born from a ground of fire.
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Post by: Zozma on February 01, 2008, 05:24:56 pm
thanks for the info i didnt realize 1.92 was there :D ill give this a try

wow this is awesome! by the way it appears the type of skill animation is found elsewhere examples the energy collecting over a casters head, slashing a sword before a sword skill, etc.

for the values after parasite they look like they are charging if there is a ct, and then just raise their hands. but you can take monster skills like ulmaguest or mimic titan or whatever that was (you know how they throw out a glitchy knife or some broken animation if a human uses them?) well not if the grafic is from one of those slots. (the last blank before "potion" is actually attack)

haha muramasa without drawing out a katana thats awesome too...

i tested out some of the effects, all of the zodiac demon flashes, and explosions work perfectly as long as you use the proper range and effect radius. the two zodiac revive effects work fine too, however if you are, for example, on the side of a hill it might not rotate the screen so you dont always get a good view of the spell.

at any rate this is great, just need to be able to play around with text now
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Post by: Zozma on February 21, 2008, 02:02:32 am
so okay ive figured out that if you insert one effect over another that has an image of the same size pixels it will function properly...

what good would that be you ask? well for example bio 2 has four of the same spell just different color... but what if i take a recolored spell like "gusty wind" change it from blue to green and then paste that effect in bio2's place? well i have just created a new effect and spell "Aero" :D cool...

im just wondering i see that someone has extracted the images from those effects... however how do you insert them back into the effect file? all i have the ability to do is recolor and paste over other effects of equal or lesser file size...
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Post by: trickstardude7 on February 21, 2008, 06:18:02 am
i dont want to sound dumb but do the effects have their own file  type or is it bitmap?
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Post by: Sen on February 21, 2008, 08:55:23 am
additional spells
local quake for quake and waterball for water

how do you change the effect's colors?
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Post by: Xifanie on February 21, 2008, 04:27:29 pm
Just as the .spr files, the effect files includes an image. I doubt there would be any part compressed in it  but the later part of the file contains everything of what happens during the animation (camera move, X graphic at Y location, display damage, only one cast at center for all targets, etc.).

There is already Quake in the game. :/

Although I have never seen Hashmalum use it.
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Post by: Sen on February 22, 2008, 01:12:56 am
Hashmalum's Quake can be Quake 4 like Fire 4 and etc.
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Post by: Zozma on February 22, 2008, 02:33:50 am
well i changed the colors by using this "snespal" program... after opening the effect file i scrolled thru all the boxes of color till i saw a pattern of same colors.. there are alot by the way, and tho i am certain there is a much faster way to do this i do not have the tools to take the image out of the bin file and put it back in after photoshop or whatever.... but for what it is worth, as long as the file fits into another effect file with the same height and width pixels, with this you can at the very least create re colored effects... imagine a bloody red galaxy stop? or a blue night sword etc.... but to add after hearing mention of the quake and stuff.. yes i hope to create a set of wind and earth spells and if enough space allows water as well.. im really hoping to take the leviathan spell someday and turning it into the fouth spell in the dimension magic set to have all 4 true elements. quake, melt, tornado, flood. im going to reduce the number of bio spells to the 3 green ones with multiple random status effects and use the other slots for my wind and earth...

but anyway, this thing is what i used...
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Post by: Sen on February 23, 2008, 03:20:49 am
uhmm...
How should I know where is the GustyWind's effect? can you show me a list or something just to know where are the effects
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Post by: Xifanie on February 23, 2008, 08:05:16 am
FFTPatcher in the Abilities section or auritech.eu / Data / Effects.
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Post by: Zozma on February 24, 2008, 12:59:57 am
my bad, here you can see images of all the effects
http://dotchan.com/fft/effects.html (http://dotchan.com/fft/effects.html)

and in the data section of this wonderful site auritech you can see all the true names of those effects! also here you can have this too its a bit bright green but its a color changed version :D

i think it would be awesome if some day it were possible to alter the size of the empty skill slots that are just 0 without totally destroying the game...
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Post by: Sen on February 24, 2008, 04:56:42 am
Thanks for the links,information and the edited gusty wind file.
I'll try to make my own later.

But the probem as of now in making a skill with those that are below parasite as that when charging the character isn't raising his/her hands.
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Post by: Xifanie on February 24, 2008, 11:02:12 am
Quote from: "Zozma"i think it would be awesome if some day it were possible to alter the size of the empty skill slots that are just 0 without totally destroying the game...
I think I saw a PS2 Tutorial on ISO expansion but not for PSX...

I doubt it would be much hard but we never know.
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Post by: Zozma on February 24, 2008, 08:46:56 pm
yeah i'm not sure how to change the hand raising thing, but you can assign the gfx to another spell that does that animation. those slots are great for another type of skill tho... i made elmdor's sword spirit skills use the katana skill without drawing out a katana. now his skillset works yay just need to be able to re name...

also for slots with spellcast animations i think having 3 bios, 4 bio2s, and 3 bio3s is a waste! i brought it down to the green versions of bio1 2 and 3 adding more status effects. and im using the other slots for whatever i want they all have the magic casting look. another one that does is the empty space below "meteor"

as for expanding size... it would be so awesome... i really don't want to have to sacrifice one effect for a new one when they are all so nice :D i actually think that would come in handy for sprites as well some of them cant hold any data after the portrait.
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Post by: Sen on February 29, 2008, 05:55:41 am
I think it will be good if the 3 dimension magics will be moved below parasite and changing their old place with a new spell for the hand raising animation.

Because Lucavis doesn't have those hand raising animation that human characters do and just charge like an archer  when casting spells so just moving melt,tornado and quake below parasite doesn't make any changes to them and will increase the slots for the making of another set of spells
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Post by: Zozma on March 12, 2008, 12:08:31 am
for anyone who would like to create some new sword skills i have one idea for you...

all monsters have a basic attack that uses the normal attack formula.
certain monsters attacks actually call upon the weapon strike animation and by just giving that monster "Attack" (the skill right above "potion" (ITS NOT BLANK that might make a good update in the patcher) they will simply perform a normal attack instead. (also the tree monsters could finally be more useful)

these skills use the said animation:
Choco Attack
Choco Ball
Choco Meteor
Bite  (Bomb)
Beak (Steel Hawk)
Eye Gouge (Goblin)
Small Bomb (Blue)
Small Bomb (Black)
Small Bomb (Red)
Tentacles (Squidlarkin)
Shake Off (Minitaurus) (i like this skill as is...)
Knife Hand (Living Bone) (its cool but perhapts the skills gfx could be used for something else maybe implementing a shield break skill for mighty sword?)

Small bomb? 3 of them just to have the bomblet color match the bomb? screw that! they removed the 2 extras from the psp version as well anyway. now i have "Dark Wave" and "Dusk Blade" additions to the dark knight set finally i can consider it a whole job with 4 sword skills instead of 2. and now my Mystic Knight can finally get 3 skills "Heat Smash", "Static Blade", "Ice Smash"
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Post by: Zozma on March 16, 2008, 05:49:19 am
double-post but anyway i need an opinion... the oracle skills effects are rather large files meaning theres space to insert smaller customized effects into them.. i was thinking of making oracle spells use the versions without the little spirit looking thingies... thus freeing up the origional effects... do you think this would rob beowulf of his uniqueness as a temple knight? its just so tempting altho all im able to do right now is recolor i can put anything smaller there... hmmm maybe a the sword skills for one since they are kind of big files too... still the little spirit things kinda separate the oracle from other mage jobs... afterall you dont see a little ghost appear and start shooting fire, ice or thunder right?... i just don't know... hmmm
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Post by: LastingDawn on March 18, 2008, 08:29:40 am
Hmm? I never noticed that the Oracle calls upon a ghost to use it's attacks... but now that I think about it... that is rather odd. But yes, if you do that, it may seem like you've lost what makes an Oracle an Oracle.
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Post by: Zozma on March 18, 2008, 03:06:05 pm
when you think about it in a general "FF" magic set sort of way they would seem more normal without the little ghosts...

im still so tempted to use the slots for custom skills tho..
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Post by: LastingDawn on March 18, 2008, 03:10:18 pm
Well, if I understood right, you don't want to overshadow Beowulf, who, in my opinion... has too much going on with him anyhow. To take a little bit of him and applying it to other classes doesn't seem like a bad idea at all.
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Post by: Zozma on March 18, 2008, 08:36:20 pm
well its not so much watering down beowulf as it is doing so to the oracle... its only really in a grafix sense. but i somehow dont really care for the ghosts anyway. i think it looks more like other FF games spells if you remove them. but maybe it is a good idea to do something else with beowulf anyway. im kind of torn between chaning his skills completely and keeping them the same.. on the other hand if i did remove his spells, it would leave room for my own custom job "Mystic Knight" who will use thunder, ice, fire, wind, earth sword attacks.. itll look like spells with the sword attack animation but will do physical damage with elemental property
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Post by: Xifanie on March 18, 2008, 09:25:11 pm
Personally I always prefered using Beowulf for the simple fact that his skill animations takes twice less time and looks less weird.

Actually if I were you I'd make Beowulf a Mystic Knight, I feel it suits him better than his current Temple Knight.
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Post by: Zozma on March 19, 2008, 06:42:59 am
hmm that sounds good actually, i mean his skills are basically duplicates of the oracle skills without the lil ghosts and without any ct.

it may change my plans for Alicia being a Mystic Knight unless either i make her's vary somewhat or turn her into an enemy after the intro.
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Post by: NeedsMoreNoise on March 19, 2008, 06:24:28 pm
Quote from: "Zodiac"Personally I always prefered using Beowulf for the simple fact that his skill animations takes twice less time and looks less weird.

Actually if I were you I'd make Beowulf a Mystic Knight, I feel it suits him better than his current Temple Knight.
The Temple Knight thing always confused me, since in the story, those were the people like Wiegraf, Izlude, etc.
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Post by: Sen on March 19, 2008, 10:45:48 pm
They're Shrine Knights.
I think Templar is better than Temple Knight.
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Post by: Zozma on March 19, 2008, 10:57:30 pm
yeah i agree that Templar is a better name, i dont like most of the psp translation, but i do agree on a few of the changes... (hate things like "basic skill" being replaced with "Fundaments" wtf lol...) still if you divide up the huge amount of skills he has you can create two seperate and better sword mages which is exactly what i plan to do... :D


okay so i pasted a recolored stacis sword over the oracles version of "blind"
and then a recolored hellcry punch, yay new sword skills i guess? and i dont have to use the exact same gfx lol
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Post by: Sen on March 29, 2008, 03:36:07 am
hey Zozma would you mind making a tutorial about the Snespal coz I have difficulties in using it and also others who don't know how to use it?

second: How about creating sword skill with different form of attacks like
Direct: like dragon breaths
Cleave: 3 Directions
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Post by: Zozma on March 29, 2008, 05:10:45 am
well i donno about a tutorial but ill try to explain best i can...

basically for right now all you need to know if your trying to edit the color palette of a skill is that youll know that you've found it when you see it.
say you open up one of the effect files and the spell is normally blue (like stasis sword) you can scroll thru all the colors (which appear in a row) if you keep scrolling forward for a while youll find a long series of the color blue that gradually gets either lighter or darker down the row... typically thats the color palette, and you have to individually adjust the red blue and green of each...
pain in the ass? yes but untill we can open the effects in something like photoshop and then save it back into the origional file i donno what else to do... but my advice for using it is that if you want to change the color, make sure that its brightness equals that of the one you change it to... like if red is 10, green is 0 and blue is 20 and you want to reverse what color it is, just switch them around for the entire palette.

i hope that helps somewhat.. to scroll forward hold down the button circled in red, but beware holding it down for too long makes it scroll super fast..

and where ive circled in blue, that number indicates the location of each individual color to edit (if you find the right spot you can wright down the number and type it in here to jump strait to that spot) in this example ive turned the blue gusty wind skill into a green aero spell :P

for this spell, just to be clear, i have switched all the blue's values with the green. looking at this series of color, its obvious that this section of colors is the palette. before you get to the palette youll see random other colors in no particular pattern...
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Post by: Sen on March 29, 2008, 11:11:09 am
hehe thanks but its a pain finding the palettes am I right?

red stasis sword = bloody swoord :twisted:
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Post by: Zozma on March 29, 2008, 03:28:10 pm
not really its pretty obvious where the palette is because all the different shades of the same color appear together... its more time consuming than hard
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Post by: Vanya on April 04, 2008, 06:16:38 am
I'm definitely going to drop the ghost thingys, especially since I'm making Beowulf into a Mystic Knight (Actually I prefer the term Mage Knight).

What I'm thinking, though is that if the data in the effect files is organized neatly there's probably some specific byte(s) for the caster's pose. It would make sense to do it like that. Tracking that info down would greatly increase our flexibility.
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Post by: Zozma on April 05, 2008, 06:10:01 am
i really dont think the data for the pose is in the effect file.

if you save the "stasis sword" effect over the "silence song" effect
and then test out silence song, it looks like you cast a spell to create the stasis sword... so i really think its elsewhere... (just look at my screenshots above (thats alma casting "blind" on someone) she doesnt swing she casts like it were a spell...

thats why im having to remove a few monster skills like "small bomb" ,"eye gauge", "choco attack", and 'beak"
because they use the weapon strike animation, so i can use those slots to create brand new sword skills

heres an example of what i did:

i created the "purple hellcry punch" effect

pasted it in the oracle's effect for blind
(i assigned the same gfx from the temple knight's version of the oracle skills so i could use the effect slots of the origional oracle skills to create new sword skills effects)

i took away chocobo's "choco attack" and gave him normal "attack" (the skill right above "potion"

assigned the new purple hellcry punch to display when using "choco attack" and also made it so it requires a sword and checked the box for "weapon strike" so it shows the sword too...

and there i go, new swordskill....
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Post by: Sen on April 05, 2008, 06:25:48 am
Hehe I've also tried making stasis sword into red and it was a success.
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Post by: Zozma on April 05, 2008, 06:47:32 am
i think its pretty sweet really, a whole new swordsman can be created or you could create commoners with one special up their sleeves to make enemies in battle more interesting...

with the purple swordskill ill make it inflict 100% poison on top of the damage.. plus it will be effect 1 mwahaha... "venom blade" or something
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Post by: LastingDawn on April 05, 2008, 06:51:57 am
Hmm, I see what you mean, have a few secondary skillsets reserved for NPC's! That would balance things quite a fair bit, or in essence, would break them if they were invited, I can't recall if secondary skills stay on after you invite someone.
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Post by: Zozma on April 05, 2008, 07:44:42 am
i think secondary does stay. but id just make it so enemies with those secondary wont join you.

also has anyone else noticed, if you give an actual mp using spell to a monster skillset the monster doesnt use mp? hmmm..........
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Post by: Vanya on April 07, 2008, 06:24:26 pm
How can the files be edited? For example, what if I wanted to use Wave Around (the 2nd Minotaur skill) but without the lightning? How could I remove that part of the effect?
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Post by: Zozma on April 08, 2008, 06:05:11 am
thats the problem right now, we dont have a way to open the image, change it and save it back in right now....

all we REALLY have access to is the color palette of the spell
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Post by: Sen on April 08, 2008, 06:12:47 am
Are there any effect files from psp like skills of DarkKnight?
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Post by: Zozma on April 08, 2008, 06:45:25 am
the effects from the psp are actually borrowed from other skills.
all of them are.

next time u play it look closely.
night sword and dark sword are obvious of course
but then theres the one that looks exactly like beowulf's "Shock!"
the next one looks like "Earth slash" but its range is a cone like holy breath
and then the other one is actually the effect for "Koutetsu"

they did the same thing i did as well by removing two versions of "small bomb" and placing other skills like those over them.
notice that in the psx version a blue bom will have blue small bombs
but in the psp version it will have red small bombs because there is only one version of that skill on the psp..

for the two other small bombs i created two more sword skills for the dark knight.

Dark Wave - looks like dark whisper hope to make a formula like a much stronger version of cecil from ff4's dark wave.

Dusk Blade - its like a long range wish... well he can steal hp and then use it to heal.. how sweet....
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Post by: Sen on April 10, 2008, 08:28:19 am
by the way what're the names of those skills that corresponds to those effects? and I havn't played the psp version yet.
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Post by: Vanya on April 10, 2008, 11:30:47 am
As for editing, if the graphics can be ripped then we're already half way to being able to edit them. All that needs to be done if figure out how to reinsert them. According to the site they used PSicture to get the images.
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Post by: Zozma on April 11, 2008, 04:59:43 am
okay ps picture im familiar with that program, but it cant save as the same file type can it....? perhaps someone could look at that program and add a few things....
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Post by: Sen on April 11, 2008, 11:36:40 am
Have you tried making a cone shaped skills because I tried to copy Abyssal Blade of Dark Knight for psx but then it turned out like Earth Slash?
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Post by: Vanya on April 11, 2008, 02:43:00 pm
Try comparing Abyssal Blade with all the other cone attacks and see what they have in common that your version doesn't. If you find nothing special, then the effect might be one of those things that lay undiscovered as of yet.
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Post by: Sen on April 12, 2008, 05:42:07 am
hmm.. what other skills that have cone attacks?

I only know Holy Breath/Bracelet but it is doesn't came in front of you.

for adding magic spells teleport 3 sen and return must be replaced for other element spells.
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Post by: Zozma on April 12, 2008, 06:16:58 am
yeah but if you change those gfx for send and return theleport then any time altima moves it will look like whatever you changed it to.

sure you could use the effect as a skill as well however it probably wont display any numerical or status damages properly. it would be a neat idea if one could create a spell that lets you teleport another character to a different panel tho.....

also i dont know of any other move that has a cone shape there might be more too it than just some formula like an unknown box? but i just don't see it when i look in the editor...
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Post by: Vanya on April 12, 2008, 11:14:32 am
EDIT: I AM ON CRACK! I WAS THINKING OF TACTICS OGRE.!
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Post by: Zozma on April 12, 2008, 04:24:40 pm
but are those really cone? i think they are actually more like earth slash or holy explosion with less range
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Post by: Xifanie on April 12, 2008, 07:54:17 pm
I suppose this was changed in the PSP version.
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Post by: Vanya on April 12, 2008, 08:21:22 pm
I'm going to check to make sure. If I'm on crack, I'll correct and say that I was thinking of Tactics Ogre.
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Post by: Zozma on May 04, 2008, 05:23:23 pm
"Toad2" 's effect is perfect for BIOJA (BIO4)
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Post by: Vanya on May 04, 2008, 08:37:38 pm
Does anyone have a suggestion for an effect for my warcry skill?

Warcry
Range - 0
Verticle - 4
Effect - 2

+2 to bravery to self AND all allies.

I've tried the Scream effect and the talk skill effects, but they only animate on the unit with the highest unit number instead of each unit.
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Post by: Zozma on May 04, 2008, 08:51:55 pm
make it look like "Scream" or "Battle Song" ?
or gather power would be good too if it were red or something right?

stigma sound good, but it should be red....
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Post by: Lydyn on May 04, 2008, 09:02:28 pm
Yeah, any skill like scream, or yell, or the talk skills that normal only works on one enemy will usually never display right when placed on a skill that affects multiple targets. Battle Song is a good suggestion... I suppose you can try Berserk, though that may not work either... maybe try one of the Draw Out effects? Stigma Magic would work too, in my opinion.
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Post by: Vanya on May 04, 2008, 09:03:04 pm
Tried those, they don't work right. But, thanks. Any others?
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Post by: Zozma on May 04, 2008, 09:10:57 pm
use the scropio zodiac stone flash, if it has a 0 range it should be centered on the caster. then you could just say the  rays hit the other units around? lol

i changed "sudden cry" into a dance that drains hp from every enemy on the map :O
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Post by: Lydyn on May 04, 2008, 09:16:41 pm
Stigma Magic didn't work?  :shock: *Is confused*
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Post by: Zozma on May 04, 2008, 09:33:03 pm
i donno if he tried it cause that one is scripted to hit multiple targets

by the way, got any ideas for Graviga and Gravija?
i used demi1 and 2 for Gravity and Gravira of course.....

i was thinking the effect from Ulmaguest for Gravija....
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Post by: Lydyn on May 04, 2008, 09:51:25 pm
I forget what Ulmaguest looks like so the only thing that really comes to mind is either Despair 2 or Blind 2.
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Post by: Zozma on May 04, 2008, 10:13:31 pm
ulmaguest looks awesome, i think its wasted being limited to only the ultima demons. plus i dont like the fomula, its just like another version of "shock!" or "blade beam"

"death sentence" the kind that the evil eye things use would be great for graviga, but its gfx dont display hitting multiple targets :(
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Post by: Lydyn on May 04, 2008, 11:32:01 pm
Wouldn't be too much trouble to give us a screenshot - or me - would it? Also I believe the Monster Skill on Dark Behemoths (sp?) have Ulmaguest as well ... I remember, 'cause I gave them that normally.
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Post by: Archael on May 04, 2008, 11:41:24 pm
All of the Ultima Demon's spells look awesome.

So does Altima I's Ultima II and Altima II's All-Ultima.

Blind 2 kicks ass too.

all rare spells that never see the light of day

:(
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Post by: Lydyn on May 04, 2008, 11:44:10 pm
I've seen Zalera use Confuse 2 and Flare 2 and I've seen Altima use All-Ultima, Despair 2, and Shock all in the same play through. :P
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Post by: LastingDawn on May 05, 2008, 12:00:35 am
Ah, but have you seen Darkness, Return 2, Blind 2? Those hardly if ever get used.
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Post by: Lydyn on May 05, 2008, 12:03:06 am
I've never seen Darkness ... I've only seen Return 2 because I was looking at effects. Dang it! Now you're making me want to go see all these ones I'm curious about!

On the up side, I'd have a better opinion on what to use for .. uh .. Demi 3 or whatever Zozma's calling it. :P
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Post by: Vanya on May 05, 2008, 12:16:39 am
Stigma Magic works well enough, so I'll go ahead and make one that's red.
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Post by: Lydyn on May 05, 2008, 12:28:11 am
Well, I've come to my conclusion ... Blind 2 or Despair 2. Ulmaguest if you're alright have a gravity spell being rainbow-colored. :P
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Post by: Zozma on May 05, 2008, 12:35:36 am
k this is bad quality video but here

http://i140.photobucket.com/player.swf? ... aguest.flv (http://i140.photobucket.com/player.swf?file=http://vid140.photobucket.com/albums/r9/zozma1/ulmaguest.flv)

edit: thats not really rainbow colored it does flash red, green and blue,
however if you get the chance to look at it in game for yourself youll see that its probably the most "gravity-like" of all the effects i could probably find a way to recolor it so it doesnt flash red and green but still.... ive reserved "despair 2" for a lvl4 darkness attack spell and i renamed it "Andromeda" lol....
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Post by: Vanya on May 06, 2008, 03:50:58 pm
OK, I'm using stop breath for the knight's stat break skills. I went in with snespal and changed some and pasted them over some duplicate effects. Everything works great except that the color swaps didn't affect the lines coming out of the center. I haven't been able to locate the right palette data for those pesky lines. Any suggestions or help?

I just had an idea. Do you guys think we should start a tread that lists the palette address for the various effect files? That way we can just look them up when we need to.
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Post by: Lydyn on May 06, 2008, 04:01:39 pm
Quote from: "Zozma"edit: thats not really rainbow colored it does flash red, green and blue, however if you get the chance to look at it in game for yourself youll see that its probably the most "gravity-like" of all the effects

I'd still have to disagree, sadly. It looks more like a hyped-up version of difference to me, only it does real damage instead of taking the enemies MP and doing the same amount of damage. Blind 2 still looks more gravity-like to me ... not to mention the 'balls' are all spiky like and do the same 'in-and-out' motion of difference ... I would imagine gravity spells are more just like Demi & Demi 2 appear to be, black holes imploding into the target.

Vanya: No clue, sorry. I just work with what I have. :P Not sure why you changed the break skills effects though.
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Post by: Zozma on May 06, 2008, 04:13:32 pm
speaking of not being able to find the right color palette data. i had the same problem with the "Destroy Sword" skills, i could recolor the rays that shine off of it, but the circles retained the same color :/
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Post by: Vanya on May 06, 2008, 04:29:50 pm
I'm beginning to think that some of the colors are hard coded or something.

I added effects to Battle Skills/Arts of War because they were pretty boring IMHO.

Oh, and I think I found a good one for my Warriors' Warcry skill. Summon Demon, effect 02B, only ever appears over the caster and has no visible effect on the targets in range. Just how I would imagine the skill to look.
As a consequence, I think I'll replace the original Summon Demon with Summon Angel.
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Post by: Lydyn on May 06, 2008, 04:34:43 pm
Ah, gotcha ... and maybe, or the palettes for that part of the skill is somewhere else? *Shrug* It's really hard to.. hard code graphic effects.
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Post by: Vanya on May 06, 2008, 04:41:02 pm
That's what I'm hoping. I tried editing other spots that looked like the right colors, but they caused the game to freeze when I changed them.
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Post by: Zozma on May 06, 2008, 04:57:49 pm
happened to me too, i tried to recolor Bio 1 to make a water spell and i must have recolored the wrong series of green, cause it just crashes.

btw, you know what, if return2 wasnt so brightly colored (like if we recolored it to something more like the purple that dark holy uses it would definately look like a gravity spell dont you think?
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Post by: Vanya on May 06, 2008, 06:50:20 pm
Yeah, but I'd use a reeaallllyy dark violet.
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Post by: Zozma on May 06, 2008, 06:58:41 pm
thats pretty close, what do you think? should i give it a try? i hope i can find the entire palette otherwise it will be no good all the shades are bright....
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Post by: Lydyn on May 06, 2008, 07:02:48 pm
As long as you can make it dark/gravity looking, that's a perfect effect for a third gravity spell. ^^
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Post by: Zozma on May 06, 2008, 07:09:22 pm
actually i've gotta find one for Graviga, i plan to use it for Gravija if it looks right. i like to have all the different sets have 4.
fire,ice,lightning,Cure(holy) have the four
but im making sets of four for: Bio, Gravity,Water,Wind,Earth,Darkness

EDIT: I can't figure out where the friggin hell the color palette begins and ends for "Return 2" sigh it would make a perfect Gravija if i could make it look deep indigo...
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Post by: Zozma on May 08, 2008, 01:39:43 am
okay soo...

if you make the first gravity spell use the "pitfall" effect then gravira use "Demi" effect then graviga can use "demi2" but i still gotta find one for gravija... i guess blind2 is the closest so far but still its lacking something for gravityish looks....

also for wind
aero = the "kamiatachi" effect
aera = "gusty wind" (i recolored it green)
aeraga = "hurricane" effect
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Post by: Lydyn on May 08, 2008, 01:45:28 am
Sounds cool ... it's going to be hard to find four versions for all those things though, without either repeating GFXs or wiping some skills out completely.
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Post by: Sen on May 08, 2008, 05:46:13 am
I once tried the hurricane effect to be aero3/aeroga then what happened is that when I cast it on a unit beside another unit the unit beside it will also be damaged and the game will crash.

arn't you creating a 4th version of aero if you want you could use tornado and just make it green
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Post by: Zozma on May 08, 2008, 07:22:01 pm
tornado is my Aeroja, but im thinking of making the level 4 spells have their own unique names like ice4 could be Frost, and Bolt4 could be Thunderstorm or Static or something etc....

tornado would look a little better tinted more green like silf tho i do agree...

-Edit- and actually for my own patch i don't mind repeating a few skill effects (like kamiatachi being aero1, pitfall being gravity, and local quake being quake1, i might use "mimic titan" as quake3) hmmm.......

waterball would be good for water1 and bio1 would look good as water2 if recolored.......

also just so u guys know, there are 2 effects at the very bottom labled by the patcher as "crashes game" but they actually look like cure1 and u can paste custom spells over it, thats what i did for aero 1, its a green version of "gusty wind" and i didnt have to overwrite anything new.... also the bio spells make good slots for replacement do you REALLY need 3 versions of each bio spell? come on just make each have more status effects instead....
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Post by: Vanya on May 08, 2008, 10:12:01 pm
Actually to add to that, all the special lucavi skills (loss, lose voice, etc.) use duplicate effect files. They're kinda small, but they can still be consolidated. That's where I put my colored 'Stop Breath' edits.

Also, I was testing out effects and noticed that Beowulf's silence uses an effect that strongly reminds me of the aero spell effects from ff5. It's even already green. I was thinking of replacing silence with one of Malak's effects and using silence for an aero 1 spell.
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Post by: Zozma on May 08, 2008, 10:14:08 pm
that thought had occured to me as well, it looks almost exactly like "Aera" or "Aero 2" as ff5 calls it .... they seem to associate silence with wind effects in this game... but it doesnt look super special id use it for aero 1 at most i think

to replace silence id either use a recolored version. the only problem with using that silence effect as aera is that it's sound effect is not quite windy... ah well
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Post by: Vanya on May 08, 2008, 10:32:32 pm
I think I'll accept the sound effect on the logic that such a weak spell should sound wimpy.
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Post by: Vanya on May 09, 2008, 12:16:24 am
Is there ANY program better than SNESpal? It would be like a billion times better if we could see a way bigger section of data like the NES palette editors.
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Post by: Zozma on May 09, 2008, 12:48:28 am
you know a good effect for graviga the lvl3 spell would be the dark spell from the "un-truth" set if you removed the symbol. but we dont have a way to do that yet....
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Post by: Vanya on May 21, 2008, 05:19:52 pm
Here's something that might be useful to those that want to make a new skill set for the Dragoons. I was testing out all of the Monster skills to see what animations humans do when using them. When I tried out Worker 8's Crush skill with Ramza he jumped up and landed on the targeted unit. Looks like this could be used to make a Jump skill for normal menus.

Also, I noticed the Uribo's Please Eat skill causes Ramza to use what looks to me like the throw animation used by Ninjas and Chemists equipped with throw item. So there might be a way to emulate shuriken.
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Post by: Sen on May 21, 2008, 10:41:50 pm
QuotePostPosted: Thu May 22, 2008 5:19 am    Post subject:
Here's something that might be useful to those that want to make a new skill set for the Dragoons. I was testing out all of the Monster skills to see what animations humans do when using them. When I tried out Worker 8's Crush skill with Ramza he jumped up and landed on the targeted unit. Looks like this could be used to make a Jump skill for normal menus.

making this skill for normal menus you'll have to choose from different levels  of Jumps
instead of an upgraded Jump
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Post by: Vanya on May 21, 2008, 11:20:39 pm
Actually, I've only found 1 monster skill that has this animation, so right now there'd only be 1 jump in the Dragoon's menu.
     However, you could at least add in other skills like dragon breaths and what not to make their skill set more diverse.  Same for the Ninja if the skill I found can be made to at least approximate an item throw.
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Post by: Sen on May 22, 2008, 12:59:30 am
I have a question what job in other FF uses only Earth,Water,Wind(Aero)magic?
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Post by: LastingDawn on May 22, 2008, 06:44:35 am
Hmm, Bishops have Holy, Water, Wind, in FFTA, but I can't quite recall any with Earth, Water, Wind alone.
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Post by: Vanya on May 22, 2008, 08:12:19 am
The only other one that has ever had those spells, but not only those, is Geomancer.
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Post by: Sen on June 06, 2008, 05:06:39 am
have you seen IcewolfBite's pallete in snespal?

its white but when you use it ingame it has pink and purple colors.
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Post by: Vanya on June 06, 2008, 08:32:12 am
It seems some effect files have what I call tinting. Like the effect used by Stop Bracelet. You can alter the palette but it only changes the core of the effect, the red rays are always red.
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Post by: Zozma on June 07, 2008, 04:48:26 am
i altered the white on icewolf bite to look green and the result was that the mist that forms around the stabbing gfx is green and the thing that looks kind of like a spear head looks golden...

see there are more than 1 palette in these effects but i dont know where the rest is stored. (i tried to make "mind ruin" green instead of yellow and light blue but the result was i was only able to change the colors of the rays and not the rings) and when i tried to recolor "Return 2" to make it look like the ultimate gravity spell it only freezes the game.. so im doing something wrong)

(also on the question about jobs using water, wind and earth)
in ffV it was the blue mage that could learn all the aero spells
and aqualung and i think an earth spell.
actually in ffVI the character that learns aero and aquarake and clean sweep(water spells) was technically a blue mage too...
but anyone could use the tornado quake and melt spells on that game.

and in ff7 aqualung, the water spell again e-skill matera is blue magic....
if they were to make aero 3 accessible it likely wouldve been blue magic as well.

so.... blue mage :) but i personally prefer it to be more of an offshoot of a black mage instead...

they kind of separate these 3 from the rest which sucks for me because for rpg's wind is my favorite element. in other rpg's these elements sometimes get equal attention, as they should! fire, water, earth, air... are these not the four major elements??
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Post by: Sen on June 07, 2008, 05:44:45 am
What about just put these 3 other elements to Redmage instead of weaker magic of what other classes have?..

and I seem can't find the Hurricane effect what is it's number?
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Post by: Vanya on June 07, 2008, 07:42:33 am
in Patcher it's 17F which means the file in the ISO is 383.
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Post by: VincentCraven on June 08, 2008, 12:51:55 am
Quote from: "Sen"What about just put these 3 other elements to Redmage instead of weaker magic of what other classes have?..

and I seem can't find the Hurricane effect what is it's number?

Great idea! Making a Red Mage with dupes of other class skills is a little boring, wouldn't you agree?
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Post by: Vanya on June 08, 2008, 03:13:51 am
I was thinking of having my version use special versions of the Black and White magicks that are faster but not as strong as 2nd tier spells.
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Post by: Sen on June 09, 2008, 03:53:30 am
And for more spells to use I'll just make the Zodiac beasts have thier own element like Hashmal is Earth so I'll give him earth spells only and remove Tornado from him and just make Tornado recolored for Aero 4/Aeroja
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Post by: Zozma on June 21, 2008, 06:35:33 am
were you able to recolor tornado?...
(its a real shame that there are no good gfx to create a lvl3 earth spell since mimic titan does not follow target... that really sux :() it puts a damper on my plans to create an equal amount of attack spells for each element.
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Post by: Sen on June 24, 2008, 12:07:10 am
I think I did but I haven't even tried it in game but I'm sure I've recolored it's palletes also Hurricane effect still doesn't work right when replacing single target spells like bio,fire etc.

by the way what's your level 2 earth spell?
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Post by: Zozma on June 24, 2008, 02:29:16 am
all i could do was use the two effects that the elementalists used, local quake and... uhh carve model for the lvl1 and 2 spells... dont know what else to use earth is probably the least seen element ( in magic form ) in this game
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Post by: Zozma on June 25, 2008, 12:36:17 am
did it ever occur to anyone else that the water element is the least used element in the game? (not ice.. water)
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Post by: Nevarie on June 25, 2008, 12:41:30 am
Yep,
It's ussed for one elemental skill, leviathan and... water ball!

It's actualy pretty underused in other final fantasy games now that i think about it. Ussualy just like "Water" "Waterga" "Flood" "Leviathan" and one or two monster skills.
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Post by: Zozma on June 25, 2008, 02:46:30 am
hmmm might try to create spells for it too
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Post by: LastingDawn on June 25, 2008, 02:48:35 am
when I first played I was surprised to see the absence of Aqua Rake which was a pretty staple spell since 5 if I recall, Sleep 2 kind of looks like a bubbly Aqua Rakish move though, or another water move altogether.
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Post by: Zozma on June 25, 2008, 03:00:56 am
i think you could use water ball for a lvl1 spell
a recolored bio spell for 2
and uhhh mmmm something for lvl3
and then leviathan without the monster gfx for a lvl4 spell....
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Post by: Bastard Poetry on June 25, 2008, 03:02:45 am
If you re-colored Sleep 2, it would look great for your Lv3 Water spell.
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Post by: Zozma on June 25, 2008, 03:04:17 am
i donno where the palette is for that spell unfortunately

same problem with return 2 turning it into the ultimate gravity spell would require a recolor
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Post by: BeoulveBlack on June 26, 2008, 07:04:03 pm
i dunno if this applies to the current topic, but you know how when a unit is undead, they become covered in that purplish color, but skeleton and ghost monsters, although always undead, never are that color?

what about them makes them NOT turn purple like everything else (i dont think special characters when enemies turn purple either, but i think i might be wrong here)?

btw, i plan on trying to make a skill that uses the icewolf bite graphic, but continues in a wave-motion straight line like gabriel celest's attack from star ocean; any idea if this will work?
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Post by: Zozma on June 26, 2008, 08:51:08 pm
you mean multi target in a line? yes that will work ive tested it with an effect area of 1 and it works fine so that will too im sure of it.
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Post by: BeoulveBlack on June 27, 2008, 10:54:54 am
what about the zombie thing? is there any way to make an undead unit that isn't colored that funny purplish color? or do i need to consult melonhead on this one?
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Post by: Vanya on June 27, 2008, 04:07:59 pm
I suggest you try setting rad to being a monster in the ENTD and then give squires innate undead status and see what happens.
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Post by: BeoulveBlack on June 28, 2008, 10:45:33 am
i did something along that lines...and no success. i then changed a skeleton that was in my party, well, i changed the monster graphic and portrait of the skeleton to that of the pisco demon, and he was always that purple color DESPITE actually being a skeleton!

what this tells me is that the immunity to that color lies in the sprite-sheet of the undead families...and i'm gonna find out soon...
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Post by: Vanya on June 28, 2008, 03:54:42 pm
Interesting. I wish you success.
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Post by: Zozma on June 29, 2008, 04:12:06 am
what id like to do is make "transparent" have no effect on AI so that i can use it only as a special effect for ghosts.
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Post by: Nevarie on July 04, 2008, 01:17:44 am
Don't know if you noticed this or not Zomza, but if you open the files found at http://dotchan.com/fft/effects.html in photoshop or any other image editing program that will display the indexed colors, you can enter the RGB values into snespal to speed up your searching. You'll see in the screenshot attached that the colors displayed by photoshop and the ones in snespal match up perfectly in reverse order.
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Post by: Zozma on July 04, 2008, 02:34:02 am
yeah.... if only there was a way to edit them that way and put them back in......

id have my Flood spell too :(
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Post by: Nevarie on July 04, 2008, 06:27:53 am
Toad 2 would make a good flood if you turned the sound off. =/ Alternativly you could go the FFXI route and have flood/quake/tornado/ect be single target which would give you more effects to play with.
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Post by: Sen on July 04, 2008, 01:47:33 pm
That is what I actually when I edit effects especially with tornado which is I find difficult to balance the hue when turning it to green in Snespal.

I'm just wondering if we could copy an effect from a different game and then import it to FFT?
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Post by: Zozma on July 04, 2008, 03:24:44 pm
if you can find the same green thats in the silf summon, it would look good for tornado.

also i doubt you could import effects from other games unless you mean the image portion only. since each spell probably has some animation programming within.
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Post by: Zozma on July 04, 2008, 03:35:23 pm
ill just wait till i can remove the leviathan picture out of the spell and ill have a perfect flood spell
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Post by: Cheetah on July 04, 2008, 07:08:50 pm
What is the name of that spell?
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Post by: Zozma on July 04, 2008, 08:06:20 pm
isnt that screenshot a picture of kamiatachi? the geomancer spell
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Post by: Nevarie on July 04, 2008, 10:26:32 pm
Gusty wind... Ive been trying to get it to be more like hurricanes semi transparent pale green but no real success so far. I think maybe the base effect is not as transparent as hurricane and thats why.

Don't happen to know where the several different bio/bio2/bio3 effects are in that list do you?
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Post by: Sen on July 05, 2008, 02:11:06 am
Effect 214 is the last Bio 1, 218 is the last Bio 2 and I think 221 is the last Bio 3.
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Post by: Zozma on July 05, 2008, 03:56:36 pm
i couldn't find the palette for the bio 1 spell sigh, wanted to make a water spell.... oh well

also i made gusty wind green, but its very bright green... still to make it more transparent you need to make the color closer to black, which means that you have to make it dark green to look more transparent.
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Post by: Nevarie on July 05, 2008, 10:11:16 pm
That's interesting. I'll give it a try next, thanks for the tip.
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Post by: Nevarie on July 07, 2008, 02:44:42 am
Quote from: "Zozma"i couldn't find the palette for the bio 1 spell sigh, wanted to make a water spell.... oh well

The E212.BIN Bio? Palette ends at $002EC2

The order isent reversed like the other spells ive looked at which is kinda odd.
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Post by: Zozma on July 07, 2008, 08:06:15 pm
thanks for the info, now i can make my "Watera" spell lol....
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Post by: Nevarie on July 10, 2008, 09:42:31 am
Anyone have a complete list of what effects are tied to what bin files?
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Post by: BeoulveBlack on July 10, 2008, 10:03:35 pm
with the colors, as far as making it 'closer to black' or 'more transparent,' you should try turning the color's saturation down some; doing this lends some very new color possibilities for palettes and effects.

heck, i never though agrias would look cool in red, but turn it to a royal crimson-ish color, and whoop-de-do...

btw, you could take bio 1 (oil) seeing as how the cpu doesn't do it in favor of the bio 3's and the better effected ones, and turn it into a SD3 inspired spell called 'black rain'
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Post by: Vanya on July 10, 2008, 10:57:40 pm
Quote from: "Nevarie"Anyone have a complete list of what effects are tied to what bin files?

In the FFT Patcher if you convert the hex values in the effect list to dec they'll match up with the list on the site.
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Post by: Nevarie on July 11, 2008, 03:18:07 pm
well attempting to re-color blank ink for use as a aqua breath spell was epic fail. tho i did figure out that the purple band of coloring in there is part of a color change to the enemy near the end of it. This makes me think that other effects might have similar color gradients in them for the same thing tho so at least it wasent a total waste of time.
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Post by: Zozma on July 26, 2008, 09:28:19 am
i had thought of another idea.
i had wanted to create an alchemist who job uses the same consumable  items to take reverse effects than the normal chemists skills...

example: a skill ill just call "Poison" you use the skill and it uses an antidote out of your inventory and poisons the enemy targeted 100% as effective just as a potion would.

anyone know if its possible to do this by creating brand new skills... without erasing the normal chemist skills or creating new potion items just for this?
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Post by: Vanya on July 26, 2008, 11:35:41 am
Not exactly. You'd probably have to create new items to use instead of the medicines. To do it exactly the way you want will need some ASM hacking, I think.
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Post by: BeoulveBlack on July 26, 2008, 06:43:51 pm
about the alchemist thing, i planned myself to include a character with that type of ability, and what i found you could do is to use all those dumb items as well as the ninja balls, and change their item icons and palettes to be new items and change the effects for the items (be sure to change their type to item as well so they show up in the item inventory), and voila!

you could...
-take dumb useless items, like eyedrop, cancel: silence item, etc., etc., and change those into the 'bad items'*
-take lightning and water balls (fire ball is good as is; dunno if this will work 100%) and change their type, element, effect, formula, and special attributes to fit the 'bad items'**

*i always thought chemists had too many skills to learn...
 
**when do we even use these?! against bomb monsters, squids, and other easy monsters? just give them a new skillset called jutsu, and you could use the unused bio's, and redo graphics to get a water, fire, earth, air, lightning, and ice justsu's....think of it: a ninja saying 'katon!' or 'doton no jutsu!'
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Post by: Zozma on July 27, 2008, 08:39:04 pm
i would probably take malak's skills and turn them into jutsu effects since i plan to remove the heaven and hell knight from the playable characters set.
plus they have one of each element. even wind and earth.

i like your idea's on using up the balls too but i think im gonna take the fire ball and turn it into a grenade or something (when it hits the target the compress effect is displayed)
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Post by: VincentCraven on July 28, 2008, 08:04:44 am
Quote from: "BeoulveBlack"**when do we even use these?! against bomb monsters, squids, and other easy monsters? just give them a new skillset called jutsu, and you could use the unused bio's, and redo graphics to get a water, fire, earth, air, lightning, and ice justsu's....think of it: a ninja saying 'katon!' or 'doton no jutsu!'

Against units with flame and ice shields.

Oh, and take out phoenix down too.  Takes away from the beauty of White Magic.
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Post by: Zozma on July 29, 2008, 04:50:39 pm
no, i say just make phoenix down cost alot more.
not jpwise but money.
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Post by: Sen on July 29, 2008, 08:07:34 pm
or make Pheonix downs a rare item
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Post by: Zozma on July 29, 2008, 08:08:57 pm
rare seems like too much, afterall they will be rare if they are expensive.
to make it even more expensive, rewards after battels could be lowered too so that it actually would greatly benifit you to have to use "move-find item" i always thought it was too easy to get money anyway...
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Post by: Zozma on July 29, 2008, 08:16:33 pm
this isnt related to the phoenix downs but has anyone found any way to make a spell like koutetsu, or mimic titan appear directly over targetted enemy instead of centering around the caster? id really like to know because i want to make a dark holy colored version of koutetsu and make it a Graviga spell.
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Post by: Vanya on July 29, 2008, 08:30:35 pm
I was thinking about this sort of thing a few weeks ago. I haven't had a chance to experiment. I figure that by comparing two files that have different graphics, but the same targeting style we should be able to figure out where the targeting data is. Then if all the files have this data in a uniform location we should be able to cut and paste it at will.
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Post by: Zozma on July 29, 2008, 08:53:23 pm
its just that i cannot create my complete element set without those two effect files appearing over the target instead of in the caster.
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Post by: IronJustice on July 30, 2008, 03:26:08 am
You can make them like a draw-out skill, they appear over the caster and affect those nearby.
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Post by: Zozma on July 30, 2008, 03:30:27 am
yeah i know... but thats what i want to be able to alter. still if all else ill just make the skills similar.
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Post by: Vanya on July 30, 2008, 10:44:40 am
if I discover anything I'll post the info here. =)
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Post by: Vanya on August 04, 2008, 11:05:00 am
I finally found a solution for duplicating the Charge ability for a default menu setting. I was messing with Cloud's Limit Break skills and I realized that they have a CT and don't allow the player to move after selecting the target panel.
now I'll be able to make a generic Aim skill AND give the Archer's other abilities. They may also be a good alternative for a new generic jump skill.

Just found this. It may be useful:

# effect
*.bin
    Very little is known. Palettes are 256 colors as far as known. Files larger than 70kB have the last 64kB of the file as a 256-pixel wide image, with the palette 1,028 bytes before that. Images over 34kB have a 32kB 128-pixel wide image at the end, with the palette 1,028 bytes before that. Smaller files have the 128-pixel wide image at 16kB minus 512 bytes from the end of the file, with the palette 16kB from the end.
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Post by: Sen on August 05, 2008, 12:58:32 am
http://dotchan.com/fft/effects.html (http://dotchan.com/fft/effects.html) doesn't have the effect sheets anymore.
Can't search for effect palettes quickly

@Vanya
I think you said something about one of Worker 8's abilities for the jump ability.
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Post by: Zozma on August 05, 2008, 01:16:41 am
yes, one of the abilities if used by a human unit forces it to do the jump effect. (like instead of throwing a punch or swinging a weapon to execute the skill) i think its the only one besides the normal jump that does it too...
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Post by: Vanya on August 05, 2008, 01:37:11 am
That's right Zozma. The Limit break slot may be useful in the future.
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Post by: Zozma on August 05, 2008, 07:13:53 pm
*cry* i was planning on making beatrix have an ultimate attack "Climhazzard" (not clouds version) based off of the effect for Omnislash but recolored from blue to red... unfortunately that file is one of the biggest files like galaxy stop, cure 4 etc so i won't be able to fit it without erasing some other badass skill... so i guess thats that....
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Post by: Sen on August 05, 2008, 07:23:36 pm
Why don't you make Beatrix's Climhazzard the Omnislash skill itself? then just rename it.. :idea:
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Post by: Zozma on August 05, 2008, 07:43:58 pm
i donno, i think it would be a waste to use an identical effect thats so flashy for two different skills unless its color was different, then again it wouldn't be so bad for her to have omnislash anyway...
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Post by: Zozma on August 06, 2008, 09:50:05 pm
also if i was ever able to remove the limit flash and the little ice stones from finish touch, id recolor it green and make another tornado effect...
that would be pretty sweet if you asked me it would look even better than the real tornado effect.

also: i thought about this one once, you know how on ff7 palmer's weapon is a "mako gun" that has bolt, fire and ice spells?
it would be interesting to make one of the guns randomly shoot any of the 3 spells wouldn't it?
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Post by: Sen on August 07, 2008, 12:08:24 am
I'm wondering don't you have any problems with the hurricane effect?

About your idea of a mako gun I think Cherry Blossom does that kind of effect.
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Post by: Zozma on August 07, 2008, 01:51:33 am
no, i haven't had any glitches with hurricane, in fact it works perfectly for Aeraga since i have effects for aero and aera already

also cherry blossom, is  a bit too extreme, im talking about randomly casting one of the 3 elements per shot actually...
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Post by: Sen on August 07, 2008, 06:58:46 am
Doesn't the game freezes when you replace a Bio spell with the hurricane effect ?
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Post by: Zozma on August 07, 2008, 10:21:48 pm
why do that? did you recolor it? if not then you don't need to paste the effect there...

i see what you're saying, yes it does but i don't think its necessary to recolor that effect unless you just really want to.
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Post by: Sen on August 07, 2008, 11:33:33 pm
No I didn't recolor it I just replace a Bio spell then set like Fire 3's properties.
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Post by: Zozma on August 08, 2008, 12:05:23 am
dont replace the spell by insertion, just assign the same gfx to that bio spell too in the skill editor.
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Post by: Sen on August 08, 2008, 12:28:51 am
Oh I see!! I haven't done that yet.
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Post by: Zozma on August 08, 2008, 12:41:39 am
yeah thats how they created the new skills for the psp version, they just borrow the same effect file from another skill. one of the dark knights new skills uses the earth slash effect, another is koutetsu and then the other is Shock!
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Post by: Vanya on August 12, 2008, 02:07:55 am
That's kinda lame that they didn't even try to recolor them.

Anyway. I had an idea for my new Medic job that is replacing the old chemist. The dilemma I was having was that I wanted to emphasize their healing abilities without having to give the item skills to another job. So I thought about it this way: what if they use the items as part of their medical procedures? Shouldn't they be able to do some healing while they cure status conditions? Then I remembered the formula used by 'Phoenix Down'. It performs a status action and restore 1 to X-1 HP. So now I've set all the basic status items to restore 1-9 HP. Remedy and Holy Water restore 1-25 HP. And lastly, Phoenix Down restores 1-50 HP. What do you guys think?
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Post by: Zozma on August 12, 2008, 10:51:20 pm
i just thought of something....

Leviathan... if i wanted to remove the image without being able to open the file... i wonder... maybe i can change the color palette of the entire picture to all 0,0,0 black without changing the water color... plus it might lower the file size ?? hmm hmm? anyone know the color palette location?
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Post by: Sen on August 13, 2008, 01:47:15 am
If you still have the effect sheets from http://www.dotchan.com/fft/effects.html (http://www.dotchan.com/fft/effects.html) because the site is now gone, you could open it on GIMP and get it R,B,G and divide it by 8 so you could search on SNESpal.

if not then I think the Leviathan picture's colors is lighter than the effect and it  
has red and yellow with it.
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Post by: Zozma on August 13, 2008, 03:59:54 am
one thing that sucks is that i had that effect picture saved on the pc for a good while... why! whyd i delete it lol..
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Post by: LastingDawn on August 13, 2008, 11:30:35 am
Well there is a program called "FFTView" which was used to extract these pictures, it might not look as nice, but it does do the trick.
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Post by: Zozma on August 13, 2008, 03:59:36 pm
as long as i can get the color palette ;P or even a few matching colors
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Post by: Vanya on August 14, 2008, 12:20:58 am
@Zozma: I tried removing Leviathan, but he just turned into a silhouette. Maybe there's a specific value for transparency?
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Post by: LastingDawn on August 14, 2008, 12:22:43 am
Silhouette, eh? That still sounds pretty cool. If you can make the water black and transparent you could sport a "Shadow Dragon" or some sort.
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Post by: Vanya on August 14, 2008, 12:26:01 am
I just need to know the value that the game uses for transparency. But it could be more complicated. The transparent pixels could be coded into the image itself. Without the ability to re-compress it there may be NO HOPE!!!! :shock:
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Post by: Zozma on August 14, 2008, 12:27:23 am
vanya thanks alot for trying, i was really hoping that the game would just automatically assume that true 0,0,0 black is transparent... sigh

unless, in this case its using a different color to represet transparent, but that s way too much to do.
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Post by: Vanya on August 14, 2008, 12:36:44 am
I'm going to ask my friend about it. He was looking at the effect files for me to try to identify the pose and sound effect data. Maybe he can figure this out ,too.
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Post by: Zozma on August 14, 2008, 12:42:57 am
yay! <3 hopefully can complete the dimension magic skillset soon by adding flood
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Post by: Zozma on August 21, 2008, 02:02:29 am
ive got it! i know how we can get rid of the leviathan picture.

with the hex editor and shishi, this should also help us edit skills gfx in general, but as you can see i haven't removed the right section here and so leviathan is overlapping the water.... *help* lol.......

sigh... well maybe anyway
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Post by: Vanya on August 21, 2008, 07:47:35 am
Looks like shishi is using the wrong bit depth or isn't decompressing the file correctly. Maybe try opening it in YY-CHR?

Let me know what you did, pls. I opened the effect file in shishi and it looks completely different.
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Post by: Zozma on August 21, 2008, 05:31:23 pm
the problem, i think, is that more of the file is extracted than just the location of the leviathan picture and so everything is overlapped....i think we could get it out if we found the start and end of only the picture.

it MIGHT be the same case with the Iron Giant (Dami.spr) and the kasanem and kasanek sprites
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Post by: Vanya on August 21, 2008, 08:07:42 pm
That FFT View program can already extract them correctly. What we need is a way put them back in. Who the hell made that program anyway?
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Post by: Zozma on August 21, 2008, 08:21:53 pm
no idea, i dont even know the extract program i didnt get it? but all we need is the location, exactly, of where the pictures are so that we don't interfere with any other data.
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Post by: SentinalBlade on August 21, 2008, 08:30:18 pm
Zozma, have you tried the one of the japanese programs? the one that consists of a list of sprites and extracts them into 3 parts? Maybe there is a function somewhere to effect file extraction/injecting... i cannot do it, but you could do just as much as i can. considering id be clicking at random. i just started learning kanji last night to help translate things
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Post by: Zozma on August 21, 2008, 08:32:27 pm
hmm but that one is inferior to Shishi....
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Post by: SentinalBlade on August 21, 2008, 08:37:54 pm
Most definatly. But i do not know much about effect files. from what i can gather fomr the above 4 posts

It is extracted but discombobulated

It ends up overlapping

If you edit it, you may remove the things under it as well

It canot be... "Recombobulated" when finished...

The japanese are FAR more advanced in hex editing and event editing than we are, but i can only translate so much, and google is worthless for translting things.... "Old lady sells ducks" does not = "Adoko Kunachi Ka So Shin"

chances are they have some kind of way to reimport it. we know alot more about editing but they know far more about file structure.
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Post by: Vanya on August 21, 2008, 10:15:12 pm
I had an idea for my scholar. For his skill set if you place a spell in his set and gave it the math skill flag it would not be directly usable in the skill set right? But when choosing the spell to use with the specified parameters it would be selectable no? My point is giving the scholar some very basic spells that use like no elements and are weak, but then as the unit learns other spells they become usable in the scholars skill set. I'd limit the parameters and usable skills to just a few to prevent it from being too powerful. Sound good?

This might help in your translation efforts, SB:
http://www.csse.monash.edu.au/~jwb/cgi-bin/wwwjdic.cgi?1C

Here's some info from the FFT investigation project page about effect file formatting:

Quote# effect

*.bin
    Very little is known. Palettes are 256 colors as far as known. Files larger than 70kB have the last 64kB of the file as a 256-pixel wide image, with the palette 1,028 bytes before that. Images over 34kB have a 32kB 128-pixel wide image at the end, with the palette 1,028 bytes before that. Smaller files have the 128-pixel wide image at 16kB minus 512 bytes from the end of the file, with the palette 16kB from the end.

And here's the program to view effect file and extract the graphics as bitmaps:
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Post by: Zozma on August 22, 2008, 03:12:16 am
thx for the program...
hmmm once they are saved as bmp it cant be changed back........
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Post by: Vanya on August 22, 2008, 08:00:23 am
Right. If we could only figure out how to re-insert those bitmaps...
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Post by: Vanya on August 22, 2008, 06:39:09 pm
Well? Good idea or bad idea?

Quote from: "Vanya"I had an idea for my scholar. For his skill set if you place a spell in his set and gave it the math skill flag it would not be directly usable in the skill set right? But when choosing the spell to use with the specified parameters it would be selectable no? My point is giving the scholar some very basic spells that use like no elements and are weak, but then as the unit learns other spells they become usable in the scholars skill set. I'd limit the parameters and usable skills to just a few to prevent it from being too powerful. Sound good?
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Post by: SentinalBlade on August 22, 2008, 06:52:05 pm
I like it, i was in fact thinking about doing that for a special class...unqiue char ftw...with more uniqueness the cant be ftl :P

at anyrate, i like hte idea
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Post by: Vanya on August 22, 2008, 06:58:29 pm
Cool. =)
Right now I'm giving him Level, Height, x3, x4, x5, Prime, and I'm making a couple of spells for him. One spell is a very basic magic formula spell that is non-elemental, and the other is a weak healing spell.

Any ideas for other special spells I could give him, or do you think is that a good start? Keep in mind that he'll be able to use most low level spells once he learns them from other jobs. Cure, Fire, Poison, etc.
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Post by: CidIII on August 23, 2008, 12:49:46 am
Exactly SB, their programs can actually correctly read Unit.bin, and WLDFace.bin
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Post by: Zozma on August 26, 2008, 05:01:43 am
i never realized that the effects Dejeon Send and Dejeon Arrive where centered! i thought they were off to one side of the map but its just that arrive is at a higher elevation.... they make great attack spells too hmmm...

i wish they followed target or caster but based off the effect it looks like it could hit anyone on the map really...
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Post by: Xifanie on August 26, 2008, 10:10:00 am
Yeah because that USB's map is almost all flat 0 height, it looks good but Dejeon Send on pretty much any map looks like real crap sadly.
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Post by: Vanya on August 26, 2008, 02:21:15 pm
@ Zozma: About your Leviathan problem. I forgot about this, but the FFT Investigation project does have info about the effect files. The last 64k of Leviathan is the image part of the file. The palette is 1028 bytes before the start of the image. Also, the image is supposed to be 256 pixels wide.

I checked the image I ripped with FFTViewer and it checked out. If we can figure out how to remove the pixels that make up Leviathans pert of the image you should have your Flood effect.

I'm going to start experimenting.
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Post by: Zozma on August 26, 2008, 03:18:25 pm
awesome! thanks vanya, i need that spell for when teta becomes the aquarius lucavi lol
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Post by: Vanya on August 26, 2008, 05:08:11 pm
No problem. I have stuff I'd like to remove or modify myself. this is what I have so far:

E073 - Leviathan
size - 91612 bytes (165DC hex)
image location - 0x65DC to 0x165DB
palette location - 0x61DC to 0x63D8? might be off by by a
couple of bytes.

Now I hope that I can work with the ripped BMP to figure out how to remove the beastie.

Edit: I successfully removed ALL the graphics! I made look like an invisible tidal wave spell! =P But at least I know I'm moving in the right direction!
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Post by: LastingDawn on August 26, 2008, 10:15:20 pm
Alright, alright... so the Tidal Wave is transparent or black now?
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Post by: Vanya on August 26, 2008, 10:55:53 pm
Actually every single pixel in the image portion of the file is transparent.

You see, the way these images work means that changing the palette can't make anything transparent. When I tried turning the colors for Leviathan's part of the palette black it just made him show up as a silhouette. The palette is stored separately from the image data. The palette data strictly describes what colors to use.

The image data serves a different purpose. It, being a bitmap presumably, contains info about the properties of the pixels. These bytes of data have different properties than just which color goes where. In this section a value of 0 means there's nothing to display on this pixel it's transparent. So all I have to do is figure out which bytes are which pixels and set them to 0 where needed.

Also, I just tried something that worked marvelously! The Final Fantasy Tactics Investigative Project site states that the images in files of Levithan's size are 256 pixels wide. Well I just opened the extracted image in a hex editor along with the FFT table file. Then I proceeded to have the editor display 256 bytes per line. And, when I did and looked at the text side... what do I see? A very crappy looking ascii image in the shape of Leviathan and his water effects!!!!!

I'm working on removing Leviathan right now!! Whoohoo!!

Edit: 33% done removing Levithan from his effect file!
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Post by: CidIII on August 27, 2008, 12:22:25 am
So, we can now edit spell/ability effects?

Awesome if we can! :)
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Post by: Vanya on August 27, 2008, 03:57:33 pm
New Flood spell:
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Post by: CidIII on August 27, 2008, 04:04:00 pm
How do you see what it looks like?
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Post by: Zozma on August 27, 2008, 04:29:13 pm
y-you got it???? whaaaaat?? *cant wait to get home and test it*
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Post by: Vanya on August 27, 2008, 05:18:20 pm
Hadn't gotten my PM's huh? Yeah it's done.

Just use CD mage to import it into the leviathan effect or any other effect the same size or smaller, CidIII.
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Post by: Zozma on August 27, 2008, 05:23:30 pm
hm the pm is blank... ah well, im so excited, thanks alot!

Is the file smaller now too?

this is a breakthrough actually, now we should be able to change images inside the effects, what about a sword skill like Crush Punch, for example that uses the image of Hellcry Punch

(just as an example not really saying use that one specifically)

now just to find camera instructions :D
maybe someone knows what camera instructions look like in hex, i think zodiac did a tutorial but thats for events or something right?
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Post by: Vanya on August 27, 2008, 05:32:44 pm
Basic Palette and Image editing should be easy once I make a simple insertion tool. FFTVierer can extract the bitmaps, we just need to insert them back. Otherwise you have to do it like I did and hex edit everything.
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Post by: Cheetah on August 27, 2008, 06:03:36 pm
Great work Vanya, this is quite awesome.
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Post by: CidIII on August 27, 2008, 06:16:58 pm
What effect number is leviathan?
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Post by: Vanya on August 27, 2008, 06:39:32 pm
E073

Thanks, Cheetah! Keep in mind that If I'm successful in making the tool it will be total pwnage!! We will have image/palette editing of effect files dominated. After that I hope to be able to do more with them like sound effect and target editing.
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Post by: CidIII on August 27, 2008, 07:05:34 pm
Oh shit, that's tight nice job man!
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Post by: Vanya on August 27, 2008, 07:21:40 pm
Thanks!

Could someone post E234.BIN (Gravi 2)? I think mine's wrong. Or is it supposed to look just like E030 (Death)?
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Post by: Zozma on August 27, 2008, 07:25:17 pm
yep thats how it is normally, too bad they didnt make a nice effect for it

(i was thinking 'space storage back', without the japanese symbol in it)
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Post by: Vanya on August 27, 2008, 07:29:56 pm
Oh! OK. I don't like either one. I'm going to be rearranging all the effects for most of the spells when I get around to the mages. I'm writing notes right now on the targeting styles of all the effects and other uses they might have.
Especially for effects that are fundamentally different than the rest of the series.

Speaking of which; wouldn't Cloud's meteorain make a good comet spell?
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Post by: Zozma on August 27, 2008, 07:34:32 pm
if you could remove the flashy limit break effect and the sound that goes with it, it sure would..

i also think that if you can remove the ice shards and the flashy limit break effect that Finish Touch would make a Wicked "Aeroja" if recolored green.
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Post by: Vanya on August 27, 2008, 08:12:06 pm
I was actually thinking Finish touch would make a better effect for Tornado. Tornado looks more like a Sandstorm & Sandstorm looks more like Dust Devil.

Right now I can definitely remove the flashy thingy, but not the sound. However they have more effects around the caster that I'm sure will look better on their own without the flashy thingy.
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Post by: Zozma on August 27, 2008, 08:15:17 pm
id love to see this new tornado, without the ice shards too of course..

and i bet as far as sound effect goes, its probably as simple as finding the locatin copy from tornado and paste over whatever is in finish touch.
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Post by: Vanya on August 27, 2008, 10:08:57 pm
I'm hoping it's just a single byte or maybe two that tells the animation sequence what s.e. to initiate. As for the twister, the shards should be very easy to remove.
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Post by: Zozma on August 28, 2008, 12:35:40 am
mmm... i didnt want to destroy any big effect files for flood so i tried one that im not particularly fond of (midgar swarm). the file fits inside BUT it doesnt work in battle :P

which summon spell do you think is the most worthless?

Edit: okay well i think the spell will only work over leviathan, but the flood looks awesome by itself!! ill just remove leviathan from the skillset

Vanya you rule thanks so much!

(mwahaha.. i hate to erase any existing spells but i might remove fairy if galaxy stop works over it.. then ill make a red version)

Edit: *Places official request* please remove the limit and ice shards from the finish touch effect vanya! <3  pleeeese?
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Post by: Vanya on August 28, 2008, 07:20:44 am
OK. Strange that Leviathan didn't work over Midgard Swarm.
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Post by: Zozma on August 28, 2008, 07:44:48 am
its not all about file size.... but it works just fine over original leviathan and then i just assign it to one of the extra bio2 slots and give it all the stats of the dimension magic spells.

sacrificing the leviathan summon isnt such a big deal to me, sacrificing salamander also isnt a big deal (i wonder how it looks without its picture)
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Post by: Vanya on August 28, 2008, 07:55:41 am
Have you tried placing it over any other summon spells? I tried it over Zodiark and it wouldn't work either.
Is it possible that parts of the effect file are referenced by address?
It may be possible to have Flood work over any file larger than itself by one of 2 methods.

1)I either rearrange the image and/or palette to be 'flush' with the new end of the file. (Hoping that it is addressed from the back end of the file.)

2)or somehow insert the new file in it's correct size and then insert a separate blank file after it to fill in the space. (I don't know if this is even possible.)
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Post by: Zozma on August 28, 2008, 08:10:15 am
midgar swarm sucks.. thats why i wanted to use it, the only other effects id consider would be fairy or salamander... all the other ones are too important (to me anyway)  for me to even consider

i think its more like how its arranged within itself...
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Post by: Vanya on August 28, 2008, 08:25:28 am
And normal Leviathan works fine in over other effect files?
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Post by: Zozma on August 28, 2008, 03:43:56 pm
nope, it crashes just the same as flood :P your flood effect is flawless, its just not compatable i bet all summons are probably unique.
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Post by: Vanya on August 28, 2008, 06:46:30 pm
It'll take some hacking and pasting to *MAYBE* gut it to work right in other effect files. No guarantee i can get it to work.
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Post by: Zozma on August 28, 2008, 07:47:50 pm
its such a huge file that were limited to what can be overwritten

id think that because such a large picture was removed the effect file would be smalle enough to fit into one of those huge oracle effects but its the same size. guess they dont work the same way as sprites. im just happy to have that water spell *cry*
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Post by: Vanya on August 28, 2008, 10:37:20 pm
The problem is that from what I can tell, *NOTHING* in the effect files is compressed. The variance in the size of the files comes from the size of the pictures and the complexity of the animation sub-routine it uses to work.
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Post by: Zozma on August 28, 2008, 10:45:11 pm
too bad we cant just duplicate the programming for leviathan into midgar swarm so that there is no loss of summon skills. but do you think it would be strange to have that water spell AND leviathan in the same game?
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Post by: Vanya on September 03, 2008, 11:42:53 am
Looking into the .BMP format I'm finding that it should be fairly simple to make a utility to export and import images from the effect files.

Finding the raw pixel data is very easy. The only pain in the ass is the exact locations of the palettes. After that it's just a matter of creating the header for the extracted image data and then organizing it into a full bitmap.

Importing would be the same thing backwards, but without the trouble of creating a header. Just plug the palette back in place and re-organize the pixel data the way FFT uses it.
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Post by: Zozma on September 03, 2008, 03:46:03 pm
any luck with the new tornado effect?

im wondering also is sound contained within, or is there just a value somewhere that tells it to play this sound and that sound... anyway enough of that detail. Tornado, how do i remove the limit break and ice shards :D

thanks to you work on effect files is getting more spotlight
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Post by: Vanya on September 03, 2008, 04:38:16 pm
I haven't gotten to the tornado yet, since I haven't started revamping the Black Mage.

The sound effect used is definitely part of the ASM in each effect file. Most likely each sound effect is referenced by a byte or 2 depending on how many sounds the game has access to. It's just a matter of dis-assembling the code and figuring out which instruction(s) call the sound(s). Then all you have to do is change the corresponding byte(s) in the effect file. The problem is I don't know enough ASM to be able to tell what is what.

And if you want to go ahead and try editing Finish Touch yourself do the following:

1) Open the effect file (E257) in FFtView or try to track down a picture of the image to get an idea of where what is in the image.

2) Make a table file that has entries for everything except 0. It also helps if you use various symbols instead of alphanumeric characters. I recommend TableManager for this. Also, to make it easier to see the picture in the hex editor make sure to use a single empty space for 0's character.

3) Now open the effect file in a hex editor. You will NEED to make sure its an editor that can adjust the number of bytes displayed per line. I use Translhextion for this.

4) Open the table file you made in step 2 and increase the bytes per line in the options to 128 if the file is smaller than 70KB or 256 if its bigger.
As you scroll down you'll notice that the numbers make a pattern similer to the image of the effect. Scroll to the left and you'll see a nice Ascii picture that matches the effect image pixel for pixel. The values that make up the picture are indexing colors from the palette. So if you see a 01 that means the first color from the palette goes there.

5) Anyway, now that you have an idea of what it is you want to delete just start over-writing it with 00's. Then just save it, and you're done! =)
Easy!! =P
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Post by: Zozma on September 03, 2008, 05:46:06 pm
awww sounds like it would be easy enough, but i've never made a table file before XD

im a real hex newb. i didnt realize  until recently just how closely pictures are linked to all those numbers.
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Post by: Vanya on September 03, 2008, 07:15:24 pm
If you use the program I mentioned it'll be very easy to make the table.

Table file are just .txt files renamed into .tbl files.
The format of the file is super simple. let's say you know for a fact that the value 3A in a given file is the hex value it uses to display the lower case 'a'.
you just have to write a line in the table that looks like this:

3A=a

Press enter after to put in another entry and so on.
TableManager has a bunch of fields from 0 - FF and you just type in the characters to be displayed by the value you're inputting in and save. It does all the formatting for you.
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Post by: Zozma on September 03, 2008, 07:51:04 pm
another thought for finding sound... if we had a list of the sounds or values that point to specific ones i bet there is a certain number that represents "play sound" instruction and then well see a pattern.
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Post by: Vanya on September 03, 2008, 10:15:35 pm
possibly.
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Post by: Zozma on September 03, 2008, 11:35:43 pm
it MUST sound like WINDDDDDDDD!!!!
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Post by: Vanya on September 04, 2008, 12:24:23 am
Doesn't it? I hadn't noticed. Well you could always try randomly corrupting the data. Hint: it is definitely not in the palette or image data. That narrows your search to like only 15% of the file at the beginning. =)
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Post by: Zozma on September 04, 2008, 06:55:36 am
yeah the sound of FT is kinda kreepy but its not really a windy sound
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Post by: Zozma on September 04, 2008, 07:59:37 am
vanya i did it but using a different method

windhex32 has a great feature, a tile editor! built in...

you can see the shapes thus know what to remove and erase it right there on the spot. and it worked... but the tornado is blue... now what? lol

btw there seems to be an additional problem. the funnel and the limit break seem to be made of same stuff.... perhaps finding the red color palette adn changing it to 0 would do the trick tho

Edit: Okay so even tho there is grayscale and i cant find the shades of blue, if you change the grayscale to just green..... this also writes over the red funnel too... this also means the mist might get in the way too.. perhaps it should be removed as well? note that this is raw green as a test it could be softened a little... also it appears that in this case.. unless i can find out the colors that cover the greyscale... it will be more of a matter of the programming to remove the limit funnel... and one last thing, i dont think affected the tint of the screen
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Post by: Zozma on September 04, 2008, 09:14:12 am
double post in order to make the files available
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Post by: LastingDawn on September 04, 2008, 12:01:51 pm
Glorious! That looks positively fantastic Zozma! The effect does actually look better without the Ice... who would have guessed?
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Post by: Zozma on September 04, 2008, 03:51:49 pm
id love to be able to find the true source of the blue that colors the funnel over the greyscale as it would look significantly better i think...

another thought i had was copy/pasting a couple of those leaves from silf's effect file where the ice shards used to be.. hmm? what u think?
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Post by: Vanya on September 04, 2008, 10:10:20 pm
As long as the leaves are in the right spot they should work just fine. That is as long as they aren't too bog either.

Thanks for the tip about WindHex32. I had no idea these file would be compatible with it's hex editor! =)

Good job on those edit so far. That tinting is definitely part of the animation code. but I believe if you change the grey scale palettes to a color that it overrides the tinting on the bitmaps.
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Post by: Zozma on September 04, 2008, 10:30:35 pm
yeah, i recolored the greyscale green and the screenshots are the result.. the only thing is, see how the little mist clouds look almost solid green? instead of whitish and the green on the edges like the blue is.. hmmm

at any rate, other than the fact that i dont know how to remove the limit break funnel without damaging the tornado, im quite satisfied with how it looks. sound changing i guess would be another step.

(i also did a test on one of the summons with the windhex and successfully removed silf from her spell on the first try)

okay so this is where i recommend "Tile Layer Pro" which will not display hex, but it will let you see the images AND copy/cut/paste entire sections. why use this when windhex will let you erase stuff? well tlp is definately faster AND you can have more than one file open for edit at once meaning i can copy those leaves from silf and paste them over the ice shards in no time at all :D

you can find tlp at zophar's domain? was that the name? zophar.net?
probably in the snes sprite edit section
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Post by: Vanya on September 05, 2008, 07:30:02 am
Google'ing ''Zophar's Domain'' will bring it up first on the list.

The first thing I tried after your post was tlp. what settings did you use?
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Post by: Zozma on September 05, 2008, 07:39:30 am
the default setting where everything is just one shade of green.

zoom all the way out and expand the image vertically as far down as it will let you. you are able to adjust the size horizontally too, and for different pictures you might need to in order to make the image take shape.

so just a little more to share, i removed salamander from his effect file and it makes a pretty sweet stand alone fire spell. silf actually looks ok without the picture but i suppose that one isnt perfect. i removed the symbol from Hydragon Pit Back and Space storage Back and the earth one too..

Hydragon is perfect for another water spell, Space storage is perfect for a gravity spell (IMO) and the earth one..? well i was hoping to come up with a level 2 earth effect.. but without the symbol its even less impressive than carve model and local quake... and even tho we are the shortest on good earth spells, i didn't try out titan yet to see if it looks alright. the thing is that and quake both appear as such ultimate spells of earth that it would be too much to make either of them anything less than a lvl4 spell IMO

the next step? putting new pictures in, it will be easy to copy/paste from one effect to another but will it be so easy to add something totally new? the color palettes come to mind as i present that question.
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Post by: Vanya on September 05, 2008, 08:29:26 pm
Cool! Thanks!

I was thinking of Mimic Titan with an edited palette, but the targetting script is centered on the caster. If I find anything useful, I'll let you know.

As for all new graphics the easiest thing would be to be able to turn a bmp into a raw binary image and then copy the data to the effect. But I don't know how difficult that would be or if there is a prog that can do that.
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Post by: Zozma on September 05, 2008, 08:37:48 pm
okay vanya, i REALLY want mimic titan to be the third level quake spell....  there must be some coding in effects that prevent it from moving away from the caster, just like some effects dont repeat (like fire1, 2,3) and are instead like (example: shadow stitch, even if you give it effect area 1 it will only display te effect once)

oh btw, with snes pal you can find the color palette, but im sure you've noticed by now that it displays the address that the color is located at right? we could probably poke around there to see about other spell instructions...
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Post by: Zozma on September 13, 2008, 05:26:18 am
craaap, can this Aeroja spell fit into anything besides finish touch..... please tell me there is a compatible slot....

Edit: Attached is a video of my first attempt at transferring an image from one effect file to another. I call this a mega charm spell since the effect is able to spread over more than one panel unlike Allure, Maidens Kiss and Steal Heart.

also attached is the effect. Please note that its host effect was "Hydragon Pit Back" and so it may sound a bit like water lol... and obviously there was a palette change too :P

http://i140.photobucket.com/player.swf? ... 2-test.flv (http://i140.photobucket.com/player.swf?file=http://vid140.photobucket.com/albums/r9/zozma1/Allure2-test.flv)
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Post by: Vanya on September 13, 2008, 10:28:34 am
Pretty cool! I'm going to be doing something similar with those spells. I need some for the Monk who will have new Chakra abilities based on the 7 traditional chakras. Not to mention that I'll also need a new silence and curse spell too. =)
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Post by: Vanya on September 26, 2008, 12:16:57 pm
Found a somewhat easier way to make more complicated edits to these things.

Here goes:

Going by the descriptions of the effect file formats at the FFT Investigative project site I was able to find and extract the image data for Wish.

Then I made a 128x256 pixel, 256-color bitmap image in NeoPaint.

Next I took the bitmap, opened it in Translhextion, and pasted the image data from E161.BIN into it's image data area.

When I opened the bitmap in NeoPaint I found that the effect image was plainly visible down to the pixel.

The only problems are that because of the bitmap format the image comes out flipped on it's horizontal axis and the palette has to be reformatted or recreated.

The important thing here is that once a decent palette is in place we can flip the image over, make complex changes, flip it back, and then copy the raw image data back into the BIN file.

The palette format thing is the biggest hassle. I'll look for a program that can convert palette formats.

I'll post a more detailed tutorial if there's any interest.
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Post by: Cheetah on September 26, 2008, 12:34:03 pm
I would be interested in hearing more.
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Post by: Vanya on September 26, 2008, 02:28:53 pm
Damn. It worked, but it didn't...

I made the changes, but when it saved in the bitmap it drastically altered the values. There's something wrong with the way it maps the raw data back to the file. I'm guessing it has to do with the fat that the PSX uses 16-bit colors and Windows bitmap palettes are set up as 24-bit color when using a 256 color palette.

However, the basic principle works. Copy the raw image data over to the bitmap template, flip it, make changes, flip back, save, copy raw data back to effect file. I think the problem can be averted if I could somehow get an image editor that can save in true 16-bit color.
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Post by: Cheetah on September 26, 2008, 03:00:16 pm
Graphics Gale?
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Post by: Vanya on September 26, 2008, 04:02:03 pm
It actually depends on the OS. So I'm thinking I might need to get my hands on a very old program that I can run in an emulated version of windows.

Here's what it will take to make a program to handle all this crap for us.

1) must open x effect file.
2) find or be directed to raw image data in effect file.
3) find or be directed to 16-bit palette in effect file.
4) create a bitmap file by converting raw image and 16-bit palette to bitmap format and 24-bit palette
5) take the edited image data and convert it back into raw format with correct color indexing.
6) insert edited image back into the effect file in the right place.

Step 5 is the biggest pain in the ass.
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Post by: Vanya on September 26, 2008, 07:43:38 pm
Big Announcement!!!

I have found a program that can display the effect file graphics seemingly perfectly!!

Use TileMolester! Open the effect file, set it to 8bpp, 2 dimensional, and get the palette directly from the file by inputting the byte offset and size of the palette in bytes!! Woohoo!! I'll post more later!!!!
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Post by: Zozma on September 26, 2008, 10:39:27 pm
yay vanya! wooohhoooooooo!!! been waiting to hear something like this for a long time :D im so glad you've been drawing in attention to effect files
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Post by: DarthPaul on September 27, 2008, 12:03:54 am
this will make some of my better ideas more pertinent
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Post by: LastingDawn on September 27, 2008, 12:10:31 am
Does that mean *blink, blink* I might be able to actually input my four new summon ideas, as well as get replace Leviathan for a Shadow Dragon?
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Post by: DarthPaul on September 27, 2008, 12:11:22 am
hopefully LD i cant wait to see those summons in action
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Post by: Vanya on September 27, 2008, 12:59:57 am
:D
This means we'll be able to do much more complex edits of existing effects. The only thing that will be a bit of a pain in the ass is that tilemolester does tile based edits instead of freehand like a normal image editor.

The problem of getting certain spells to function correctly in other slots still remains to be examined.

But hell, we could put make any edit we want! I could make every summon spell into a giant boob if I want!! =)
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Post by: Cheetah on September 27, 2008, 01:04:42 am
Ahhh but would the boobs bounce?
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Post by: Vanya on September 27, 2008, 01:30:23 am
Tutorial:

here's a step-by-step explanation of how to do this.

1) Open your effect file in TileMolester. (it can be downloaded from Romhacking.net or Zophar's Domain.)

2) Click on the view menu. Go to the Codec option and click on "8bpp linear".

3) Next click on the view menu again and go to the mode option. Now click on "2-Dimensional". Now if you scroll down the image you'll be able to make out the form of the raw image in the effect file.

4) This is the most complicated part. now you have to figure out where the palette is located for the file that you opened.

First let me explain the rules for locating the palette as read from the Final Fantasy Tactics Investigative Project.

http://web.archive.org/web/20070124055559/http://www.m-l.org/~greerga/fft/

If the effect file is larger than 70KB (71,680B)...
-the last 64KB (65,536B) of the file is a raw image 256x256 pixels.
-the palette is 1028B before the start of the raw image.
-the offset for the palette = the size of the file in bytes minus 66,564 bytes.
-NOTE to view the image correctly for files of this size you have to expand the width of the canvas to 32 instead of 16.

If the effect file is larger than 34KB (34816B) but smaller than 70KB...
-the last 32KB (32,768B) of the file is a raw image 128x256 pixels.
-the palette is 1028B before the start of the raw image.
-the offset for the palette = the size of the file in bytes minus 33,796 bytes.

If the effect file is smaller than 34KB (34816B)...
-the last 15,872B of the file is a raw image 128 pixels wide.
-the palette is 512B before the start of the raw image.
-the offset for the palette = the size of the file in bytes minus 16KB (16384B).

As an example take E161 - Wish.BIN
I'm editing it to make it look less like Esuna.

Size: 51,336B
Palette offset: 51,336B - 33,796B = 17,540B

5) Import the palette from the file. Click on the Palette menu and go to the "Import From..." option. Click on "This File...". This will open the "Import internal Palette" dialogue. In the box marked "Offset" type in the location we got for the palette. In this cast it's '17540'. Where it says "Size" always type 512 because it always used a 256-color palette with 2 bytes for each entry. then click OK and you're ready to edit!! =)

6) Make your changes. Save or Save As... You now have a brand spankin' new effect!! Woohoo!!!!!!! =)

Be warned the program is kinda finicky when undoing stuff so be careful and save often. Also, you can open multiple files to copy over stuff! =)
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Post by: Vanya on September 27, 2008, 02:38:29 am
As an extra added bonus...

I emailed Dot Warner, the host of the Effect file images? Well, he confirmed that the images were removed on purpose. =(

However, he was gracious enough to give the images to me in a zip! =)

the file is huge so I'm going to have to split it up into smaller files or post them into a new thread for stickying purposes.
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Post by: Cheetah on September 27, 2008, 01:12:52 pm
Ohhh I want those files.
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Post by: Zozma on October 16, 2008, 07:06:48 pm
w-wait, has anyone edited spell quotes? where are those again..... lol
i've got some new sword skills i need quotes for
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Post by: LastingDawn on October 16, 2008, 09:55:52 pm
They are in Spell.mes, very easy to take out and edit.
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Post by: BeoulveBlack on October 16, 2008, 10:10:58 pm
great, i was having trouble trying to find a niche for my character; it will be much easier now that i can edit some effect files! and btw Zoz, yo have any problem sending/posting the edited effect file for that edited Hydragon aka 'Charmdragon'?

oh yeah, does anyone know where the image for that golem hand protector thingy is located? i wanna change it into an AT field looking barrier for a new skill

P.S.
since i hate the ghost monsters, i removed them...not before placing a human sprite over it. i had to edit the sprite a bit (cut out certain things, like the singing poses, repeating fist poses, talk poses, etc. - just like the skeleton monsters), but i now have a human that's an undead without changing colors!
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Post by: Zozma on October 16, 2008, 11:10:58 pm
yeah its up already on this page of this topic called "megacharm.ace"

http://www.ffhacktics.com/forum/viewtop ... &start=240 (http://www.ffhacktics.com/forum/viewtopic.php?t=116&postdays=0&postorder=asc&start=240)
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Post by: Cheetah on October 22, 2008, 03:28:15 pm
This might be useful. There is a new plug-in for GIMP that allows the opening and saving of TIM formatted images. These are use in psx games and I know there are some in FFT and they also might be the format of some of the effects stuff.

http://www.romhacking.net/utils/553/ (http://www.romhacking.net/utils/553/)
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Post by: LastingDawn on October 22, 2008, 11:38:08 pm
There are quite a few TIM's in FFT, but decoding the majority of them is the hard part. it appears.
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Post by: Zozma on October 24, 2008, 02:38:53 am
k, well this doesnt really belong here but...

skillsets A7 and A8
A7 has only the skill "Blood suck" and A8 has only the skill "Frog"

does this mean these are linked to the status effects bloodsuck and frog?

like when a black mage or character with black magic has the frog spell?

just a thought
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Post by: Archael on October 24, 2008, 08:26:19 am
Quote from: "Zozma"k, well this doesnt really belong here but...

skillsets A7 and A8
A7 has only the skill "Blood suck" and A8 has only the skill "Frog"

does this mean these are linked to the status effects bloodsuck and frog?

like when a black mage or character with black magic has the frog spell?

just a thought

nice find
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Post by: Lydyn on October 24, 2008, 12:52:16 pm
Probably not, is my thought ... just because SquareSoft seems to be found of doing things like that. If it were really true, we'd probably see skillsets with only Petrify and Sleep as well. *Shrug* I didn't know about the Frog skillset though, but Eldmor uses that Blood Suck one as a secondary inside the castle.
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Post by: The Damned on October 24, 2008, 03:20:25 pm
Quote from: "Zozma"k, well this doesnt really belong here but...

skillsets A7 and A8
A7 has only the skill "Blood suck" and A8 has only the skill "Frog"

To mimic what Lydyn said and looking over it myself right now on FFTPatcher, they just seem like superfluous code since they're not even named and they're the only statuses that get they're own "skillsets".

A lot of the unnamed skillsets towards the end are just reproductions of skillets from the beginning like Dragoner's or Temple Knight's or a complete version of Fear. It's probably just more stuff that Square left in the game that didn't get used that they didn't delete since no one in his right mind would want to look at the code.  :wink:

Finally, considering the Blood Suck that Elmdor uses is doubtless named, meaning it's the 3F one, and considering that the Vampire (Cat) Blood Suck, the only other attack in the game able to cause Blood Suck at all, uses a different Inflict Status code than Elmdor's Blood Suck, Elmdor's cannot be the controller of the Vampire's.

(Besides, the whole separate existence of the Inflict Status codes in FFTPatcher makes this all more certain.)
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Post by: Archael on October 24, 2008, 03:36:19 pm
You are both really slow individuals.

Here's what Zozma was referring to:

A7 might be the skillset that people under Blood Suck Status gain to be able to USE Blood Suck on others.

A8 might be the skillset that people under Frog Status gain to be able to cast the spell Frog if they have Black Magic secondary.

That's what he was getting at. If one of those theories turns out to be true, then it opens up alot of possibilities for skills that let units access a new skillset.

His theory about A7 is wrong because LD uses the real (3F) Blood Suck for a transformation spell (as in the unit gains a new skillset) successfully in Mercenaries.

A8 is untested.

Just because they seem like superfluous code doesn't mean they don't do anything.

For example, the very first skill listed in FFTPatcher looks like Superflous code, it's named <Nothing>, but it certainly does do something, and is used in-game.

The same goes for the two Blank Skills in between Quake and Toad 2.

etc etc
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Post by: LastingDawn on October 24, 2008, 03:44:58 pm
Not quite... Elmdor uses 3F Blood Suck, that A7 is a unique Blood Suck, if it has no other purpose. And he has a good point. Blood Suck uses Blood Suck, and Frog Can use Frog. It's a good possibility and a theory that should be tested!

EDIT: Voldemort, what Balmafula uses is a modified version, the starting point is the Vampire's Blood Suck (Augur Apophis), which turns her into a "new form"and from that "new form" she uses Elmdor's Blood Suck (Coven's Calamity). Now it is a possibility that the Blood Suck is actually using "A7 Blood Suck" since it is the only skillset, I know the initial skill Certainly does not set the move used.
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Post by: The Damned on October 24, 2008, 04:12:44 pm
Quote from: "Voldemort7"You are both really slow individuals.

Guilty...as charged.

*Heat Drives Voldemort7*


Anyway, I completely forgot that Blood Sucked people use Blood Suck, probably because I usually try and avoid the status if I can. Same with Frog, of course.

I suppose that's a valid argument, though it seems like it would be rather easy to test out, which is what made me think that it was superfluous alongside the other repeat ones since no one has apparently tested out yet.

(To test it out, all you would have to do is get rid of A7 and A8, apply Blood Suck and Frog respectively, the former to others and the latter to yourself, and then see what happens.)

As for the stuff on the ability page, those are actually bad examples of superfluous code since almost ALL of those are necessary outside of the Crashes Game stuff (maybe). I'm a neophyte at coding, but even I know that a default state (the 00 on all the pages) is necessary.

As for other blanks spots on the ability page, I noticed rather easily the first time opening FFTPatcher that those are actually use for in-game cutscene actions like summoning Demons or Altima or whatever. The animations kind of tell you exactly what they're used for, so those are obviously not superfluous.

If I get the time tonight, I'll try and test out the A7 and A8 things myself since I was going to test out a few other things as well (if I get the time).

I'll see after I get back from the dentist.
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Post by: Archael on October 24, 2008, 04:18:47 pm
you could also just do what LD did to add skillsets

etc

but

yeah

has some

unfinihsedh
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Post by: LastingDawn on October 24, 2008, 04:40:50 pm
I have tested them and it appears to make no visible impact... a good theory, but it didn't seem to go through.
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Post by: The Damned on October 24, 2008, 08:22:51 pm
Quote from: "LastingDawn"I have tested them and it appears to make no visible impact... a good theory, but it didn't seem to go through.

So basically the Blood Sucked people can still add Blood Suck to others and Frogged people can still un-Frog themselves with Black Magic even if both A7 and A8 are deleted? That's good to know.

I'm curious, though. Did you use the original Inflicted Status codes in FFTPatcher when testing them? Or did you already make changes and then test them?

I'm just asking to ask since I can't really think of anything that changes since I know the Blood Suck (Blood Suck) has 100% of adding Blood Suck and the Vampire one has only a 25% (IIRC, at least in 1.0), so I'm pretty sure that the former is what Blood Suckers use anyway.

Hmm...that makes me curious, though, about what would happen if you got rid of the human Blood Suck and used only the Vampire Blood Suck.

I guess I should test that out considering that I'm curious about another potential Blood Suck anomaly anyway.

(It's currently looking like I'll have ample time tonight.)
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Post by: Zozma on October 24, 2008, 08:29:50 pm
its good for me to know too, because im hoping to use all the blank skillsets to force some generics to have specific skills learned in some battles. because i might have several copies of each skillset with only specific things learned, i might end up using them all.
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Post by: The Damned on October 25, 2008, 01:03:10 am
I guess I'll report what I found before I go to bed even though my findings are far from complete with regards to Blood Suck status, even though this technically isn't the correct thread for it.

For my first Test patch, I used human Blood Suck and let all Squires have it as well while being thoughtful enough for once to make Ramza and Ch. 1 guesses innately immune and making 108 Gems available from the start, cost 1 Gil, and give me broken stats. (Thank you Item Attribute.)

It seems like having to access to Blood Suck makes the afflicted act differently, as I vaguely remember in 1.0, on the Elmdor fight (a.k.a. the only time you ever run into Blood Suck in the entire game) that when infected you, your character would Teleport to move even if they didn't have Teleport and would try to attack someone ever turn that they were in range, even if they were on your team and already turned.

Well...with regards to enemies at the very first battle of the game (after the Prologue), they seemed to largely avoid going after each other after the initial bite--one of them bit the other again, but they largely avoided each other--and the Teleport aspect never happened.

It may be just be my faulty memory that those things actually occurred in 1.0, though.

Other than that, the only other Blood Suck thing I got to test was on monsters. I undid Chocobos, Panthers, and Goblins immunity to Blood Suck to see if monsters made immune to Blood Suck because it glitched them somehow...but all three took to Blood Suck and were able to Blood Suck me back, so I'm guessing it was just some throwaway thing that got added in since you never access to Blood Suck unless you have an Invited Vampire (Cat) and are standing next to it with Monster Skill.

Similarly, with Blood Suck being controlled now, battles seem to glitch a bit if you win by having the (remaining) units Blood Sucked as the enemy units don't disappear. This could be potentially hiliarious at Aldramelk and possibly game crashing at Bethla Garrison, but I'm not going to nearly that far.

I'll probably just switch to the Vampire version of Blood Suck next and see if that has any different effects. I'll maybe even try to edit the ENTD so that I have access to all types of monsters at Mandalia, but I doubt it.

(Oh, and since I was bugging Lydyn about it, I tested Item in another class, Squire in this case. It looks like Item is the same as Throw, Jump, and Draw Out: it simply won't work for other classes.

That's rather annoying considering what I wanted to do with my potential patch.)
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Post by: BeoulveBlack on October 25, 2008, 01:08:20 pm
i always thought that those skillsets with blood suck and frog only were for what Zoz said, but i guess not...

perhaps they were used in the testing stages, like that one with all those "broken" techniques packed into one or the complete fear skillset
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Post by: Zozma on October 25, 2008, 05:40:13 pm
yeah, its definately good to know tho. thanks for testing it out.

i dont know what ill do with 2 extra blank skillsets anyway... but if i have like 5 versions of punch art, draw out, other generic sets.. etc i can control exactly what specific enemies will use on you without just relying on their job level and random selection stuff.
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Post by: The Damned on October 25, 2008, 11:13:44 pm
You could also just try to play around with % that A.I. learns things depending on what particular skillset you're using, though I'm sure you already know that.

Hmmm...I'm currently not at my desktop so I guess that isn't anything else to add outside of being more specific about that unfortunate Item instance:


When I tried to use Potion in my generic Squire's menu, it would flash red as if not in stock, even though I had 5~, and say that it had it would take a turn to activate instead of being instant like they are now.


I wonder what part of the code this calls on that we would have to replace/manipulate.


(Also, if anyone didn't know, apparently Panthers use their Cat Kick animations for Reaction animations that aren't physical Counters. [Or at least it did for Speed Save.] It's oddly cute.)
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Post by: Skip Sandwich on October 26, 2008, 09:10:01 am
Item requires that the unit have a special type of action menu, you can set this in the Action tab of FFTPatcher. So you can't mix and match item type abilities with normal skills (the same goes for throw, charge, calculate, jump and draw out)
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Post by: The Damned on October 26, 2008, 01:07:32 pm
I actually already knew that from what Lydyn had said, but he wasn't sure about Item, so I just decided to check out it for him.

I think I've thought of a way or two to circumvent it, but that takes testing on my (for some reason) sluggish desktop.

***

Normal/<Default> EDIT: Okay, so making Item go to <Default> just causes the same problems for everyone. Maybe I have to make all Items to Normal then too....

***

Normal/Normal EDIT: Damn. It seems like changing Items to Normal doesn't change a thing either. I was expecting it to pseudo-work except that Items wouldn't be taken out of the inventory like they're supposed to be.

***
Normal/Item Inventory EDIT: Okay, so it seems that even if you change them to Normal, Items work normally as long as Item itself has Item Inventory attached to it. It still won't work as part of none Item Skillsets though, so I'm beginning to think the Unknown Boxes have something to do with it if there is anything in FFTPatcher at all.

(I didn't check to see if stock was affected like I should have.)

***

Unknown EDIT: So unchecking that one box didn't work and the two other Unknown boxes near don't do exactly what I thought they would do in and of themselves apparently. Hmm...this will probably take longer than I want to do today since I want to clean my room.

Anyway, the only headway made after that (and before I took a nap) was double-checking Lasting Dawn's test (that Blood Suck can still be spread without A7 and that you can still un-Frog yourself with Frog after A8 has been deleted, even if you're giving Starting Status: Frog--I'm guessing Innate status prevent that though) and then messing around with a bit with the Vampire version of Blood Suck.

Interestingly enough, the Vampire version of Blood Suck isn't evadable like it says. It also doesn't add Blood Suck automatically like the formula says it should (since it uses the same formula as Blood Suck Blood Suck--perhaps I should just say Elmdor Blood Suck) and instance does the 25% chance thing like I remember, which interestingly enough makes it physically counterable.

I didn't check to see if the transmission rate was 100% like with Elmdor's Blood Suck, but I will probably do that tomorrow. (Maybe in another thread by then if so necessary.)
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Post by: Zozma on November 17, 2008, 09:10:19 pm
so Vanya...

you know how if u insert new spells into "fairy" and crap like that largest effect files in the game... the game only freezes instead of showing the inserted effect...

i was thinking that if you changed the amount of bytes assigned to the effects sector to match the size of the effect you're inserting that MAYBE it wont crash...

u know how we can now change the sectors and sector sizes for sprites? i was thinking maybe it can be done for effects too... i wanted to fit a red colored galaxy stop into the file that holds fairy but the game just freezes...
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Post by: Vanya on November 17, 2008, 10:05:55 pm
That's an interesting idea. Can you give me some info about sprite sector stuff?
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Post by: Zozma on November 17, 2008, 10:07:06 pm
sure let me dig around for that tho, i forget where zodiac first told me about it lol...
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Post by: Vanya on November 17, 2008, 10:27:43 pm
Cool. ^_^
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Post by: Vanya on November 17, 2008, 11:50:04 pm
I posted the first 8 Effect files at the wiki. If you need them go get them! I'll be posting more from time to time! ^_^
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Post by: Cheetah on November 18, 2008, 12:01:29 am
Yay for effect files, keep posting them please Vanya, I could really use them as reference.
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Post by: Zozma on November 18, 2008, 03:42:05 pm
vanya here is what i was referring to

http://www.ffhacktics.com/forum/viewtop ... s&start=20 (http://www.ffhacktics.com/forum/viewtopic.php?t=586&postdays=0&postorder=asc&highlight=sprite+sectors&start=20)
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Post by: Vanya on November 18, 2008, 06:04:35 pm
OK! I'll look into it! ^_^

Disclaimer: Probably gonna be a while before I get to this. But I thin it shouldn't be a problem to execute this.
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Post by: Vanya on November 25, 2008, 11:27:14 pm
Quote from: "Zozma"so Vanya...

you know how if u insert new spells into "fairy" and crap like that largest effect files in the game... the game only freezes instead of showing the inserted effect...

i was thinking that if you changed the amount of bytes assigned to the effects sector to match the size of the effect you're inserting that MAYBE it wont crash...

u know how we can now change the sectors and sector sizes for sprites? i was thinking maybe it can be done for effects too... i wanted to fit a red colored galaxy stop into the file that holds fairy but the game just freezes...

I guess this all depends on weather we know where the sector offsets for the effect files are. The first step to finding out would be to get the sector values from CDprog, convert them to hex & look for them in Battle.BIN.
Title:
Post by: Zozma on November 26, 2008, 04:23:02 pm
it appears i wont be able to investigate this as my computer is screwy big time. lucky for me bmp files arent so affected by viruses so i can still work on my sprite. but this thing destroyed a few files (not seemingly important to me) i can't even run defrag lol.... i think i got rid of the bugger tho
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Post by: Vanya on November 26, 2008, 07:35:14 pm
I'll check on it when I get a chance. ^_^
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Post by: Zozma on November 28, 2008, 03:10:06 pm
a thought had occured to me... isn't the pink lines that circle a character when changing jobs an effect file too?

i wonder if thats what the weird pink thing thats in... was it effect file 000
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Post by: Vanya on November 28, 2008, 03:19:28 pm
Maybe.
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Post by: Vanya on December 04, 2008, 09:31:26 am
Zozma1 Thought I should bring your attention to this quote:

Quote from: "Zodiac"I found some stuff that should most likely interest you a LOT.

Special Job & Sprite sheet link (by sectors)

What does that mean?

When I find an easy way to increase the ROM size, the limit of usable sprites will basically be the number of jobs.

It would also allow to use up to 512 effects files. (I found the sector offsets for those as well)
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Post by: Zozma on December 05, 2008, 02:04:10 am
oh really? sweet... now i wonder if the plan will work..
Title:
Post by: Vanya on December 05, 2008, 02:52:10 am
Only one way to find out! ^_^
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Post by: Vanya on January 08, 2009, 07:05:05 pm
Screenies of my new spell effects:

Raise - Made from 005 Raise
(http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184645_0625.png) (http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184646_0281.png) (http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184647_0375.png)

Araise - Made from 006 Raise 2
(http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184704_0765.png) (http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184705_0593.png)
(http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184706_0843.png) (http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184707_0781.png)

Pray - Made from 007 Reraise
(http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184722_0671.png) (http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184723_0000.png) (http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184723_0453.png)
(http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184724_0203.png) (http://i256.photobucket.com/albums/hh189/koala_knight/SCUS_94221_08012009_184724_0453.png)
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Post by: Zozma on January 08, 2009, 08:55:45 pm
hah, that looks pretty sweet, what did you do?
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Post by: Vanya on January 08, 2009, 10:16:32 pm
I just modified some of the graphics in the files. Swapped some stuff around, removed some things. For pray I swapped a lot of graphics from the Cure file.

BYW, if you want some good resources for the effect files try ripping TIMs from some of the other PSX Final Fantasies. Final Fantasy Origins has a lot of good spell graphics to work with. ^_^
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Post by: Zozma on January 08, 2009, 10:44:58 pm
looks like a telepeort hehe
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Post by: Vanya on January 08, 2009, 11:03:49 pm
Think halos dropping a bit of blessing! ^_^
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Post by: Srekciv on January 08, 2009, 11:46:50 pm
awesome dude, is the pray graphic going to fall on every unit that gets healed?
pray is a wicked sweet idea for a spell as well.
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Post by: CidIII on January 09, 2009, 12:39:16 am
Yeah dude, Pray would be a sweet spell.

Pray dominated in FFX, I miss that game...
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Post by: Vanya on January 09, 2009, 01:31:37 pm
It will be kind of a semi mix between the original Pray in FF4 and the Pray in FFX.
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Post by: Vanya on January 14, 2009, 10:01:07 pm
Damn! I wanted to make new protect and shell effects based on Reflect, but it's one of those effects that doesn't work when imported into another effect file. Maybe we should start compiling a list with skills that won't work when moved around?
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Post by: Zozma on January 21, 2009, 07:32:10 am
holy crap! i was playing around with E212.BIN the green bio

trying to find where the tint screen color is so i could make it blue instead of green....

anyway at 00160C i changed the color there from R 16, G 00, B 00
to R 00, G 00, B 16 and instead of looking "hit" when the spell is cast on them, the person being hit does an attack animation!

165E and 1694 seemed to affect the sound

1918 seemed to tint the targetted units

interesting... even tho im sure these are hex addresses i had done the changes in snespal
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Post by: Vanya on January 21, 2009, 07:38:54 am
Sweet! That proves that the effect files have animation code in them! I wonder if they use ASM code? They don't seem to use compression at all, so maybe they should be run through a MIPS disassembler? ^_^
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Post by: Cheetah on January 21, 2009, 12:24:19 pm
Hey Vanya. If you up load all the graphics you have of the spells that you got from that other site I would be happy to help decode this stuff as well :). You said you were going to put them in the wiki. Though really they should have a home on the homepage.
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Post by: Vanya on January 21, 2009, 02:28:00 pm
Here are all the effect file images in jpeg. ^_^

Thay're in the exact same order that they appear in the pull-down list in the patcher. ^_^

Have fun!!
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Post by: Zozma on January 21, 2009, 04:28:10 pm
does this also mean that the tinting of the screen probably is a hex value for a color rather than an actual color value i can find in snespal? ... sigh.. finally i had created a good looking water spell (hydragon pit doesnt spread! and i never noticed that)
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Post by: Vanya on January 21, 2009, 05:12:01 pm
That is more than likely the cast. When ever I've had to mess with an effect that had tinting I just configured the palette to take the tinting into account. There are some that I'd like to remove altogether, though. Like I'd like to prevent the Don't Move effect from making the whole background pale white. ^_^

Any way, you now have all the tools to zero in on the palettes and image in each file. Once you have those accounted for the remaining bytes have to contain the animation data. ^_^
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Post by: Zozma on January 21, 2009, 05:40:27 pm
sigh, unfortunately to create a watera effect out of bio1 theres no configuring around the tinting... i tried to recolor the black bio1, but it seems to remain totally dark :/
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Post by: Vanya on January 21, 2009, 07:58:33 pm
Here's the thing to do next.
Mind you it's very tedious and will probably induce suicide.
Go through the part of the file that IS NOT the image or the palette and change one byte at a time until you see a change.
See? I told you it was tedious. ^_^
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Post by: Zozma on January 21, 2009, 08:51:03 pm
thats pretty what i did, only with snes pal instead of a hex program.

sorry but that is way too tedious for me...

sigh, i think this is absolutely the least priority for most ppl lol... oh well
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Post by: Zozma on February 14, 2009, 12:57:25 pm
Dominic, this is an important topic... perhaps it doesn't belong here anymore? but wherever it moves can we get it stickied
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Post by: Zozma on April 29, 2009, 08:57:24 pm
a side note, color palettes are always 200 bytes long even if they dont use all of it and their locations can easily be found using "snespal" and then easily copied/pasted using a hex editor
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Post by: Vanya on April 30, 2009, 04:02:11 pm
The exact locations are different depending on the size of the effect file. The addresses are easy to find with a calculator.
Title: Re: New spells...
Post by: GreenGiant on March 04, 2010, 11:06:06 pm
So, let's say someone wanted to work on figuring out what the animation bytes did, what do you guys think would be the best way to go about that?
Title: Re: New spells...
Post by: Vanya on March 04, 2010, 11:18:30 pm
You mean the bytes in the animation tab of the patcher, or the animation data in the effect files?
Title: Re: New spells...
Post by: GreenGiant on March 05, 2010, 01:24:44 am
The animation data in the effect files.
Title: Re: New spells...
Post by: Vanya on March 05, 2010, 12:59:03 pm
I'd say begin by using my tutorial to zero in on the data that is likely for animation by ruling out the known graphics data.
Then get a disassembler for MIPS ASM, and see whet you can make out.

An alternative method, is to load a file into a hex editor and start changing data byte by byte.
Title: Re: New spells...
Post by: FelixFlywheel on April 19, 2010, 02:49:55 am
Whoa! New spells would be amazing!  I suggest creating an Aero spell series for the white mage!  Please give Bio magic to the black mage as well.  They're meant to have it. XP
Title: Re: New spells...
Post by: Zozma on May 15, 2010, 04:09:11 pm
you are aware that ive already created effect files for the Aero set, Tornado being the 4th tier

i have also done the same for Water and earth but earth is lacking a lvl3 effect that looks decent
Title: Re: New spells...
Post by: Zozma on June 14, 2010, 10:18:37 pm
another recolor
Title: Re: New spells...
Post by: Vicent on July 10, 2010, 08:31:56 pm
I have a doubt I wanted to know how to find the bin type of skill I edited an effect
I want to add in a magic, wonder how I discovered it in the bin cd
Title: Re: New spells...
Post by: Vanya on July 12, 2010, 07:17:00 pm
What exactly do you mean by bin type?
Title: Re: New spells...
Post by: RandMuadDib on October 14, 2010, 12:06:00 am
Question for you guys experienced with color replacements (i.e. Zozma et all)

Is there a way to change the palettes of effects files all at once? or multiple values at once? Its incredibly tedious to change each of the 256 colors individually, especially if you want to do something as simple as change the blue hue to red.

Otherwise, do you guys have any suggestions for making the process go faster?

Edit:
Messed with the Kamaitachi effect, so its just the slashes and not the weird blobs. Also colored them a bit differently.
Title: Re: New spells...
Post by: Zozma on October 24, 2010, 03:18:07 pm
this is it right here, i hope it has made it to the site main page but its relatively new info

viewtopic.php?f=17&t=5501 (http://www.ffhacktics.com/forum/viewtopic.php?f=17&t=5501)
Title: Re: New spells...
Post by: RandMuadDib on October 29, 2010, 12:11:42 am
Oh hey thanks!
Title: Re: New spells...
Post by: Zozma on October 29, 2010, 09:12:25 pm
hey, if you manage to create anything new or interesting please share lol