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May 20, 2025, 01:54:04 am

News:

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


[FFTA] Extracting Palette Transformations

Started by Larkas, September 16, 2024, 11:23:58 pm

Larkas

I've been wanting to extract Square's algorithms for changing color palettes implemented in FFTA. The reasons for this are two-fold. First, I want to create two color LUTs using those algorithms, so hackers of the game could check out how their modified sprites would be affected by the game's "LCD B" and "TV" color modes. Second, I want to create shaders based on those algorithms, so other games could benefit from the good (IMHO) results attained by Square in this game with shaders in platforms like RetroArch. Leonarth has pointed out here that he was able to map where those transformations are located. I need, however, to understand how to extract and make sense of that data, but I don't even know where to start! Could anyone please help me? Thanks a lot in advance!