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What are the settings for viewing FFT sprites in Tile Molester?

Started by Pickle Girl Fanboy, March 13, 2012, 02:54:49 pm

Pickle Girl Fanboy

I know it doesn't matter - we have a sprite editor - but I need to know this for a modding project with a different game.

Celdia

I don't know about the battle sprites but a lot of other things work in 2-Dimensional, 4bpp linear reverse-order. Then just expand the viewer to show 32 tiles horizontally.
  • Modding version: PSX
  • Discord username: Celdia#0


Celdia

Sorry, I forgot who I was talking to. Let me re-type my post in a more blunt fashion.

Many other graphics in FFT can be viewed in TileMolster using Mode: 2-Dimensional and Codec: 4bpp linear, reverse-order with the Canvas Size set to 32 Columns. If you TRY THOSE SETTINGS it is very likely/almost guaranteed the sprites you're looking for will be viewable.

You didn't need to clarify. You just needed to actually try what I suggested.

Bonus Protip: It actually works.
  • Modding version: PSX
  • Discord username: Celdia#0

Pickle Girl Fanboy

Worked, but unfortunately I was hoping it wouldn't work.  Thanks.

I hoped that the sprites in FFT were scrambled, and later reassembled in the game, so that I could find some specifications for reassembling sprites in SaGa Frontier.

Unrelated, but does anyone know what that shit at the end of the file is?

Xifanie

It's compression.

A spritesheet is 256x488
The first 256x256 is uncompressed. The rest is compressed.
  • Modding version: PSX
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Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
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Pickle Girl Fanboy

Quote from: Xifanie on March 13, 2012, 10:57:40 pm
It's compression.

A spritesheet is 256x488
The first 256x256 is uncompressed. The rest is compressed.

That is the craziest fucking thing I've ever heard.  Truly, Square coders smoke crack.