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Unit.bin

Started by Vanya, December 03, 2008, 01:33:58 am

Zozma

April 02, 2009, 09:50:20 am #40 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
the palettes are in exact order based on what you see on the sheet from left to right and top to bottom. monsters have 3 right next to eachother before it gets to the next monster (or two in the case of apandas and demons).

If you have a monster thats using the 4th battle palette, for example if a chocobo uses the 4th monster palette, in the menu you will see a glitchy red chocobo because its using the bomb's first palette then because bombs are the next thing over.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

April 02, 2009, 11:46:36 pm #41 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
You guys remember how I had that theory that the dark-haired priest was supposed to be Simon at a younger age?

Well I noticed that Simon has 2 unused palette.
The 2nd palette is a dup, but the third one...

I tried applying Simon's 3rd palette from his SPR to unit.bin...
One of the colors was dark brown instead of yellow, but when I fixed it...

That palette works perfectly for both Simon and the dark-haired priest! Just like if you apply Zalmo's palette it works perfectly for him and the bowl-cut-haired priest next to simon! ^_^

Pics:
1- Zalmo's SPR palette.
2- Zalmo's UNIT.BIN palette.
3- Simon's 3rd SPR palette.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

April 03, 2009, 12:12:25 am #42 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
thats not his palette tho...

the part thats yellow for simon is really blue for that guy. he really does have his own unit.bin color palette.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

April 03, 2009, 08:36:24 am #43 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Oh! Sorry, I was mistaking his palette for Ramza's.

BTW, I also noticed that in the palette slot that corresponds to the bowl-cut haired priest is the same palette as the funeral Priest from the ending. It works even better for him than either of Zalmo's palettes. Maybe the 2 are connected some how?

Edit: I just noticed something else... That sprite next to the unused dark-haired priest that I keep calling Zalmo... That isn't Zalmo. He has a similar palette. (The purple & grey one.) However, he doesn't have hair on the top of his head like Zalmo. So I guess he's another mysterious, unused priest.

I'm thinking now that the bowl-cut priest is the same as the funeral priest, but without the mitre.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

April 03, 2009, 03:59:53 pm #44 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
yeah he has his own palette too, and the bowlcut priest is indeed the funeral priest, they merely added a hat to the battle sprite. i guess the decided to use his job for the final alma later on.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

April 03, 2009, 04:16:03 pm #45 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I think I'm going to merge the funeral priest and Zalmo for my patch. It'll make Zalmo look more church-y, and will free up the funeral priests sprite for a custom enemy. No sense wasting a whole sprite on a guy that has one scene in the whole game.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

April 03, 2009, 04:34:15 pm #46 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
exactly. btw vanya, if you are using the expanded iso and sprite reassign patches the civilians are never used (they are just used in eventchr) that means all of those sprites are free for enemy only units
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

April 03, 2009, 05:01:14 pm #47 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
4A - 51? Sweet! I was originally going to merge the Mourners with the townsfolk, but if they're unused, then all the better.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

April 03, 2009, 05:29:17 pm #48 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
the mourners might be used, i cant recall. check the entd for that event just to see.. actually im sure they are since their portraits are used when they talk there.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Xifanie

April 03, 2009, 06:27:36 pm #49 Last Edit: April 03, 2009, 06:31:52 pm by Xifanie
usused jobs from ENTD 0x100 to 0x1FF:
35-39
4A-51
57-5F

The two first ENTDs are for randoms only and filling up... So I guess it is safe to assume they are never used in the game.

To be honest, this surprises me a bit... I do recall seeing those kind of sprites used in Goug.
  • Modding version: PSX
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Zozma

April 03, 2009, 06:31:21 pm #50 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
thats why they can be used for enemy only types :D tho you could also use jobs with short sprites for monster only jobs if you opt not to use the expanded iso/sprite reassign patches.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Cheetah

April 03, 2009, 08:55:27 pm #51 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Yeah like Zozma said, I'm not sure the towns people are actually ever used in an event. They are usually Ramza in ENTD and then using an even instruction they are assigned a palette and are then evtchr from there on. Though I can say that the mourners are used as themselves in the final scene so you couldn't overwrite those.
Current Projects:

Vanya

April 05, 2009, 01:41:41 pm #52 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I think this topic should be stickied. It has pretty much all the details we know about Unit.BIN.
  • Modding version: Other/Unknown
¯\(°_0)/¯

LastingDawn

April 06, 2009, 02:19:00 pm #53 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Yes, all of those "civilian sprites" aside from the mourners are Actually Ramza for whatever reason. Talk about a waste of a sprite space...
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Zozma

April 06, 2009, 04:38:11 pm #54 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
not anymore :D i use them for some enemy only stuff
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

April 06, 2009, 06:24:29 pm #55 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
me too! =P
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

April 06, 2009, 06:40:30 pm #56 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
they were "short" sprites but i expanded my iso anyway so they arent now. still i doubt my patch will work for psp version now but oh well
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

FFaddic

April 15, 2009, 12:54:08 pm #57 Last Edit: December 31, 1969, 07:00:00 pm by FFaddic
Sweet! My login still work! (has been like a year since I logged in...)

Hey Zozma, have you been able to find where the palette table is stored for Unit.bin yet? I noticed you found the sprite table (ADE34 in World.bin I think it was). How about the portrait table (if there is one). I did some searching the past 2 days and couldn't find anything at all.

I'm thinking about adding new special characters, and the above way would be the ideal way of doing it (moving the pointers to Unit.bin around). However, since that doesn't seem to be 100% possible yet, I'm considering taking the hidden guest approach. For example, making an used Job into Delita and then using the current Delita slot for a fully working special character and making Delita never join the Formation screen. Has anyone done this approach? Any negative effects?

Has anyone tried something similar to this with the Apanda, Ultima Demon, or Elibdis sprites? Can a regular human be put into their spot in the Unit.bin screen without anything bad happening?

Zozma

April 15, 2009, 01:18:53 pm #58 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
as far as changing menu stuff you dont have to do any of it the hard way now.

http://www.ffhacktics.com/forum/viewtopic.php?t=2281

this program (get the one off the main page that melonhead translated)

lets you import/export 16 color bmp files and palettes for the Unit.bin sprites and the wldface.bin that holds the menu portraits as well as the character's profile portraits.

you do, however, have to deal with the fact that we dont know how to reassign what job is linked to a menu sprite so instead i have a list of the jobs that are linked to menu sprites and portraits

*01-Ramza
*02-Ramza2
*03-Ramza3
*04-Delita1
*07-Algus
*0C-Ovelia
*0D-Orlandu
*0F-Reis
*11-Gafgarion (linked to job 17 for menu and menu portrait)
*12-Dead Malak(Not in any way linked to the other Malak has an unknown priest sprite and portrait in menu)
*13-Simon
*14-Final Alma(not in any way linked to the other alma Young Priest/funeral priest in menu/portrait)
*15-Olan
*16-Mustadeo (linked to job 22 menu sprite/portrait)
*17-Gafgarion (linked to job 11 menu sprite/portrait)
*19-Rafa (linked to job 29 menu sprite/portrait)
*1A-Malak
*1C-Tietra
*1E-Agrias (linked with job 34 menu sprite/portrait)
*1F-Beowulf
*21-Balmafula (linked to job 28 menu sprite/portrait) [Wierd]
*22-Mustadeo (linked to job 16 menu sprite/portrait)
*28-Wiegraf (linked to job 21 menu sprite/portrait) [Interesting, even more of an indication that Balmafula was intended to have a guest and join jobs]
*29-Rafa (linked to job 19 menu sprite/portrait)
*2A-Meliadoul (linked to job 2F menu sprite/portrait)
*2F-Meliadoul (linked to job 2A menu sprite/portrait)
*30-Alma
*32-Cloud
*34-Agrias (linked with job 1E menu sprite/portrait)
*90-Byblos (linked with 96 Apanda)
*91-Steel Giant
*96-Apanda (Linked with 90 Byblos)
*97-Serpentarius
*99-Archaic Demon (linked with 9A Ultima Demon)
*9A-Ultima Demon (Linked with 99 Archaic Demon)
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

FFaddic

April 15, 2009, 01:35:25 pm #59 Last Edit: December 31, 1969, 07:00:00 pm by FFaddic
Yeah... I remember the hard way with SNESPal. If I recall correctly, the individual SPR's use the same type of Palette as the Unit.bin, just located in different places. So can I export a PAL with Shishi and import with this and get a correct palette?

Edit: Yes, I made a chart like that in excel last night with which job links to which Formation sprite/portrait. I thought changing that is what that offset in World.bin changes??