Final Fantasy Hacktics

Modding => Tutorials and Learning => Topic started by: Xifanie on July 19, 2010, 05:47:25 pm

Title: Effect Graphics editing tutorial
Post by: Xifanie on July 19, 2010, 05:47:25 pm
Things you will need:
- Hex editor
- TIM Utility (http://xifanie.ffhacktics.com/zodiac/TIMUTIL.EXE)  Updated link. - Celdia
- A BMP editor
- 128x128 TIM template (http://zodiac.ffhacktics.com/128x128.TIM)
- 128x256 TIM template (http://zodiac.ffhacktics.com/128x256.TIM)
- 256x256 TIM template (http://zodiac.ffhacktics.com/256x256.TIM)


How to extract the effect graphics:
Open the file in your hex editor.
Now you need to determine the graphics image size. This can be pretty much only done by observation as I don't know where that parameter is stored.
In any case, larger effects tend to be 256x256 (0x10000 bytes) and smaller effects 128x256 (0x8000 bytes) and finally the smallest being 128x128 (0x4000 bytes). Else just observing the data pattern should be enough.
The graphics data is stored at the end of the file.
The palette data is stored 0x0404 bytes before the graphics.
For instance if your file is 0x20000 (131072) bytes long, it will likely be a 256x256 image, meaning:
0x10000 to 0x1FFFF is the graphics data
The palette is 0x0404 bytes before that, so it starts at:
0x10000 - 0x0404 = 0xFBFC
And since the palette data is 0x0200 bytes long...
Palette Data: 0xFBFC-0xFDFB

If you prefer there is a 0x204 bytes gap between the palette and graphics.

Now let us go with the appropriate TIM template file, the 256x256 one.
Copy/Paste the palette (0xFBFC-0xFDFB) at 0x0014-0x0213
Copy/Paste the graphics (0x10000-0x1FFFF) at 0x0220-0x101FF

Save, and now load this file in TIM Utility:
(http://zodiac.ffhacktics.com/TIM%20utility%201.png)

Convert to BMP and now edit the Effect image as you wish.


How to import the effect graphics:
(http://zodiac.ffhacktics.com/TIM%20utility%202.png)

Convert back your 8bit BMP to TIM and make sure you check the transparency if you want your effect to look like something.

Now you need to reverse to procedure...
Copy/Paste the palette (0x0014-0x0213) at 0xFBFC-0xFDFB
Copy/Paste the graphics (0x0220-0x101FF) at 0x10000-0x1FFFF

Save your Effect file and now import using CDMage/cdprog.

Don't forget all my Effect file offsets were only examples, the offsets you really need to remember are the ones in the TIM files:
0x0014 = palette
0x0220 = graphics

Random edit:
[attachment=0:3pfhs8mx]Red Stasis SWORDS.png[/attachment:3pfhs8mx]
(http://zodiac.ffhacktics.com/SCUS_942.21_19072010_164044_0406.png)(http://zodiac.ffhacktics.com/SCUS_942.21_19072010_164044_0625.png)(http://zodiac.ffhacktics.com/SCUS_942.21_19072010_164044_0984.png)
Title: Re: Effect Graphics editing tutorial
Post by: R999 on July 19, 2010, 06:12:29 pm
THANK YOU SO MUCH !

This is going to change everything... :)

(http://img17.imageshack.us/img17/6445/scus9422119072010184230.png)(http://img257.imageshack.us/img257/2812/scus9422119072010184226.png)(http://img835.imageshack.us/img835/6392/scus9422119072010184228.png)



This is a Game Changer, no less.
Title: Re: Effect Graphics editing tutorial
Post by: jimmyjw88 on July 19, 2010, 08:59:35 pm
This is great!! Thanks a lot!!
Title: Re: Effect Graphics editing tutorial
Post by: GeneralStrife on July 20, 2010, 12:45:24 am
Oh...SH**
Title: Re: Effect Graphics editing tutorial
Post by: Lijj on July 21, 2010, 05:40:10 am
Oh so fun to finally be able to manipulate Effects.. Magic!
I don't know what anyone could do with this out of place hoplite impaler. But it actually looks smooth in-game. I couldn't capture the way it comes out of the ground very well; it's fast. It's a replacement of Icewolf Bite.
[attachment=2:f6xbrnd2]Sprtnfrms.png[/attachment:f6xbrnd2]
(http://img535.imageshack.us/img535/9476/zoddytomb.png) (http://img535.imageshack.us/i/zoddytomb.png/)


Here is the Bin file as well
UpdateE170 doesn't look nearly as nice in-game but it's something:
E171:(http://img16.imageshack.us/img16/9715/e171a.png) (http://img16.imageshack.us/i/e171a.png/)E170:(http://img408.imageshack.us/img408/6315/e170a.png) (http://img408.imageshack.us/i/e170a.png/)
Title: Re: Effect Graphics editing tutorial
Post by: Vicent on July 21, 2010, 08:20:50 pm
not,fucion Windowns 7?
Title: Re: Effect Graphics editing tutorial
Post by: Lijj on July 22, 2010, 04:04:52 am
Hmm.. I'm not sure Vicent. i'm using Win XP. It should
Title: Re: Effect Graphics editing tutorial
Post by: GeneralStrife on July 18, 2011, 06:41:01 pm
I decided to bump this cause I was looking for it for myself and it shouldn't be on page 6. Far too useful to be graveyarded. Someone should add it to tut section
Title: Re: Effect Graphics editing tutorial
Post by: Lijj on July 18, 2011, 06:44:30 pm
If anyone knows a way to get Timutil to work on windows 7 that would be helpful.
Title: Re: Effect Graphics editing tutorial
Post by: Eternal on July 18, 2011, 06:48:01 pm
Try running it as an Admin, maybe?
Title: Re: Effect Graphics editing tutorial
Post by: Durbs on July 18, 2011, 07:09:32 pm
Quote from: GeneralStrife on July 18, 2011, 06:41:01 pm
I decided to bump this cause I was looking for it for myself and it shouldn't be on page 6. Far too useful to be graveyarded. Someone should add it to tut section


Agreed. Btw, very epic Lijj.
Title: Re: Effect Graphics editing tutorial
Post by: Mando on July 18, 2011, 07:26:07 pm
I think I know how to get it to work. You can do 1 of 4 thing things.
The issue is people are trying to run a 16 bit application on 64bit OS which doesn't support 16 bit applications.

1) Have Windows 7 32bit installed. (It allows 16 bit applications to be run.)
2) Run "XP Mode" (this is not compatibility mode) like: http://lifehacker.com/5245396/set-up-and-use-xp-mode-in-windows-7

3)Run a virtual machine with windows xp or a 32 bit windows OS
4) Recompile the TimUtil application to a 32bit application, in which case may as well make it 64bit lol.
Title: Re: Effect Graphics editing tutorial
Post by: Choto on May 27, 2013, 11:04:47 am
Necrobump just for Lijjer:

I found an alternate to Timutil, i'll attach it to the post.

you can convert from .bmp to .tim or .tim to .bmp. It also shows you the CLUT so you can see what the palette looks like. May be a little simpler than Timutil actually.