• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

FFTorama 1.22 - see assembled frames while editing spritesheets

Started by mrgudenheim, July 23, 2024, 05:03:29 pm

mrgudenheim

July 23, 2024, 05:03:29 pm Last Edit: April 15, 2025, 07:37:55 pm by mrgudenheim Reason: update version to 1.22
Release: https://github.com/mrgudenheim/FFTorama/releases
Github: https://github.com/mrgudenheim/FFTorama
v1.22 - updated to work with Pixelorama 1.1
v1.21 - updated to work with Pixelorama 1.1 BROKEN
v1.20 - assembled frame and animation will update in real time while editing the canvas
v1.19 - improved performance, fixed rotations in right-facing frames
v1.18 - added new settings to show submerged frames or right-facing frames
v1.17 - added new options for importing palettes under "Import FFT Options" button
v1.16 - minor bugfix to fix issue with assembled frame and animation background color
v1.15 - added option to swap palettes when importing or exporting - the spritesheet must only use the first 16 colors of the current palette. When importing a portrait, added option to overwrite a row of the current palette
v1.14 - fixed crash when eff2 spritesheet type was selected. Fixed exporting 4bpp bmp files (formation sprites and portraits). Added ability to import portraits.
v1.13 - added buttons to import palettes from 4bpp and 8bpp .bmp files and to export spritesheets, formation sprites, and portraits as paletted bmp files.
v1.12 - added animation names
v1.11 - added button to export an individual assembled frame
v1.10 - added functionality to save settings and autoload the settings the next time the project is opened
v1.09 - Added ability to load graphics from sp2. The .pck and release notes are on github
v1.08 - Fixed bug that would cause pixelorama to crash anytime pixelorama was started with the FFTorama extension already enabled. Also added a default layout that will be loaded the first time the extension is enabled. The .pck and release notes on github
v1.07 - .pck and release notes on github
v1.06 - .pck and release notes on github
v1.05 - .pck and release notes on github
v1.04 - Implemented interpretation of opcodes that use loops and MFItem opcodes. Added offsets for weapons. Added button to load in custom .shp or .seq files.
v1.03 - Implemented rotations on frames. Added interpretations of opcodes for QueueSpriteAnim, Move, SetLayerPriority, SetFrameOffset, FlipHorizontal. QueueSpriteAnim allows seeing the weapon and effect together with the unit attack animation.
v1.02 - Improved handling of WEP and EFF animations by adding setting to select weapon. Fixed bug where 2 bytes were skipped after every opcode.
v1.01 - Improved how WEP and EFF sprite sheets are handled.
v1.00 - Fixed some UI issues. Viewports for frame and animation now allow panning and zooming
v0.02 - Added all vanilla shp and seq types and improved the UI


To use the extension, extract the .pck file from the zip and drag it into Pixelorama. Two tabs should be added to the top left.
If the new tabs do not appear, you may need to go to Edit-> Preferences -> Extensions and select and enable FFTorama.
The new tabs and be dragged to new locations withing pixelorama.
https://www.oramainteractive.com/Pixelorama-Docs/extension_system/extension_basics#installing-the-extension

This extension adds two panels to pixelorama. One to display a selected frame and one to display an animation. When selecting a frame, the corresponding sections of the sprite sheet will be selected.

Please comment with any feature requests or bugs found

Notes:
- Animations only interpret the following opcodes:
    - LoadFrameAndWait
    - QueueSpriteAnim - Location of weapon and effect sheets are set in the settings panel
    - LoadMFItem, UnloadMFItem, MFItemPosFBDU - Item to load is set in the settings panel
    - Move operations
    - SetLayerPriority
    - SetFrameOffset
    - FlipHorizontal
    - Wait
    - WaitForInput, WeaponSheatheCheck1, and WeaponSheatheCheck2 - These are interpreted as a fixed delay (in frames) set in the settings panel
- There may be alignment errors on frames that use rotation
- Does not handle transparency
- Looks up SP2 graphics in extended spritesheets or separate spritesheet - settings to use animation id, frame id, or hardcoded offsets based on animation id (for longer extended spritesheets)
- If a loaded custom file uses the same name as a vanilla file, the vanilla version will be overridden. To get the vanilla behavior back there are two options:
a) change the name of (or delete) the corresponding file in User/AppData/Roaming/pixelorama/FFTorama.
b) load in the vanilla file
- When exporting, the sprite should only use the first 16 colors in the palette. Formation sprite exports use the current assembled frame.
- Works with Pixelorama 1.0 or newer

Works with Pixelorama 1.0:
https://github.com/Orama-Interactive/Pixelorama
https://orama-interactive.itch.io/pixelorama
https://www.oramainteractive.com/Pixelorama-Docs/
  • Modding version: PSX

curryberto

When I try and load fftorama as an extension it create a txt file at

C:\Users\xxxx\AppData\Roaming\Pixelorama\extensions\faulty.txt

which lists FFTorama.pck

do you have any advice on how to resolve?
  • Modding version: PSX

mrgudenheim

I have not come across that before. Are you using a 1.0 version of pixelorama? Most links still go to the 0.11 version of pixelorama.
1.0 release candidate versions can be downloaded from the link below until its official release on July 29
https://nightly.link/Orama-Interactive/Pixelorama/workflows/dev-desktop-builds/master
  • Modding version: PSX

curryberto

Quote from: mrgudenheim on July 24, 2024, 04:55:51 pmI have not come across that before. Are you using a 1.0 version of pixelorama? Most links still go to the 0.11 version of pixelorama.
1.0 release candidate versions can be downloaded from the link below until its official release on July 29
https://nightly.link/Orama-Interactive/Pixelorama/workflows/dev-desktop-builds/master

This fixed it - thanks!
  • Modding version: PSX

Alucchi

Mr Gudenheim. I have been trying for a long time to get this extension to work. Old and new versions of FFTorama, old and new versions of Pixelorama.
The new tabs never show.
Is there anyway that you have a version with Pixelorama installed?

mrgudenheim

I just released FFTorama v1.21 which is working with Pixelorama v1.1 for me.
A few things to check to help with troubleshooting:
1) Go into the editor data folder and check if there is a "give_in_bug_report" folder. If there is and the there is a FFTorama file in it, delete the FFTorama file.
2) In the editor data folder go into the "layouts" folder and delete the FFTorama.tres file. The plugin will recreate this file with defaults when loaded.
3) Completely close and restart Pixelorama and try reinstalling FFTorama.
(shortcut to editor data folder is in the Pixelorama menu bar, see attached image) fftorama-help.png
  • Modding version: PSX

mrgudenheim

Nevermind. I am still getting an error where nothing happens and then Pixelorama removes the extension the next time it starts. I will need to develop another new update.
  • Modding version: PSX

Alucchi

Quote from: mrgudenheim on April 14, 2025, 09:01:43 pmNevermind. I am still getting an error where nothing happens and then Pixelorama removes the extension the next time it starts. I will need to develop another new update.

First let me say, thank you so much for making this.

Is there any way that I can get just the Godot composite sprite logic without Pixelorama? The reason I wanted to use your plugin in the first place was to export the sprites into Godot so that I could rewrite the Merchant City of Dorter level.

I just want to import the sprite sheet and see all of the animations in Godot.

mrgudenheim

Quote from: Alucchi on April 15, 2025, 10:16:42 amFirst let me say, thank you so much for making this.

Is there any way that I can get just the Godot composite sprite logic without Pixelorama? The reason I wanted to use your plugin in the first place was to export the sprites into Godot so that I could rewrite the Merchant City of Dorter level.

I just want to import the sprite sheet and see all of the animations in Godot.

1) I released FFTorama v1.22 that should actually be working again (see attached gif)

2) If you don't care about editing the sprite work, check out my newer project that loads assets directly from the ROM. The FFT-like-engine codebase was used for Algus Hunt and FFTae and actually handles the animations better than FFTorama.
FFT-like-engine: https://github.com/mrgudenheim/FFT-like-engine/releases
FFT Animation Editor: https://ffhacktics.com/smf/index.php?topic=13263.msg234241#msg234241
Algus Hunt: https://ffhacktics.com/smf/index.php?topic=13286.msg234438

The composite sprite part of the code is in the Shp class, but it's kind of not straight forward because the details of how a sprite is assembled actually depends on the animation that is playing.
https://github.com/mrgudenheim/FFT-like-engine/blob/main/src/file_formats/Shp.gd

I'm active on the FFHacktics discord with the same username if you have any questions.
  • Modding version: PSX