Notes: - Order matches Sprite order in FFTPatcher - Numbering matches order of UNIT.BIN (some exceptions) - Values correspond to WLDFACE.BIN - Identical data found in three different places in WORLD.BIN
1 = Portrait in relation to WLDFACE.BIN 2 = Null? (always 00)
1 2 Portrait Sprite -- -- -------- ------ 00 00 - Ramza1 Ramza1 01 00 - Ramza2 Ramza2 02 00 - Ramza3 Ramza3 03 00 - Delita1 Delita1 78 00 - Delita2 Delita2 79 00 - Delita3 Delita3 04 00 - Algus Algus 7A 00 - Zalbaag1 Zalbaag1 7B 00 - Dycedarg Dycedarg 7C 00 - Larg Larg 7D 00 - Goltanna Goltanna 05 00 - Ovelia Ovelia 06 00 - Orlandeau Orlandeau 7E 00 - Feuneral Feuneral 07 00 - Reis (Human) Reis (Human) 7F 00 - Zalm Zalm 0D 00 - Gafgarion Gafgarion 09 00 - Bald Priest Malach (innate dead) 0A 00 - Simon Simon 0B 00 - Young Priest Alma (start dead) 0C 00 - Orlan Orlan 13 00 - Mustadio Mustadio 0D 00 - Gafgarion Gafgarion 81 00 - D'LaCroix D'LaCroix 0E 00 - Rapha Rapha 0F 00 - Malach Malach 82 00 - Elmdor Elmdor 10 00 - Tita Tita (innate dead) 83 00 - Barrington Barrington 17 00 - Agrias Agrias 11 00 - Beowulf Beowulf 85 00 - Weigraf1 Weigraf1 12 00 - Balmafra Balmafra 13 00 - Mustadio Mustadio 86 00 - Ludovichi Ludovichi 87 00 - Volmarv Volmarv 88 00 - Lofahr Lofahr 89 00 - Islude Islude 8A 00 - Cletienne Cletienne 12 00 - Balmafra Weigraf2 0E 00 - Rapha Rapha 14 00 - Meliadoul Meliadoul 8B 00 - Balk Balk 15 00 - Alma Alma2 (innate dead) 8D 00 - Celia Celia 8E 00 - Ledde Ledde 14 00 - Meliadoul Meliadoul 15 00 - Alma Alma1 8C 00 - Ajora1 Ajora1 16 00 - Cloud Cloud 00 00 - Ramza1 Zalbaag2 17 00 - Agrias Agrias 00 00 - Ramza1 Chemist F 00 00 - Ramza1 White Mage F 00 00 - Ramza1 Black Mage M 00 00 - Ramza1 Mystic M 00 00 - Ramza1 Squire M 8D 00 - Celia Celia 8E 00 - Ledde Ledde 8F 00 - Belias Belias 00 00 - Ramza1 Knight Mu 90 00 - Zalera Zalera 00 00 - Ramza1 Archer Mu 91 00 - Hashmal Hashmal 00 00 - Ramza1 Ultima 00 00 - Ramza1 Black Mage Mu 92 00 - Cũchulainn Cũchulainn 00 00 - Ramza1 Time Mage Fu 93 00 - Adrammelech Adrammelech 00 00 - Ramza1 Mystic Mu 00 00 - Ramza1 Summoner Fu 18 00 - Reis (Dragon) Holy Dragon 00 00 - Ramza1 Ajora2 00 00 - Ramza1 10yo M 00 00 - Ramza1 10yo F 00 00 - Ramza1 20yo M 00 00 - Ramza1 20yo F 00 00 - Ramza1 40yo M 00 00 - Ramza1 40yo F 00 00 - Ramza1 60yo M 00 00 - Ramza1 60yo F 00 00 - Ramza1 Mourner1 00 00 - Ramza1 Mourner2 00 00 - Ramza1 Mourner3 00 00 - Ramza1 Mourner4 00 00 - Ramza1 Young Priest w/ Mitre 00 00 - Ramza1 Squire M 00 00 - Ramza1 Squire M 00 00 - Ramza1 Squire M 00 00 - Ramza1 Squire M 00 00 - Ramza1 Squire M 00 00 - Ramza1 Squire M 00 00 - Ramza1 Dummy 00 00 - Ramza1 Kasanek 00 00 - Ramza1 Kasanem 19 00 - Squire M Squire M 1A 00 - Squire F Squire F 1B 00 - Chemist M Chemist M 1C 00 - Chemist F Chemist F 1D 00 - Knight M Knight M 1E 00 - Knight F Knight F 1F 00 - Archer M Archer M 20 00 - Archer F Archer F 21 00 - Monk M Monk M 22 00 - Monk F Monk F 23 00 - White Mage M White Mage M 24 00 - White Mage F White Mage F 25 00 - Black Mage M Black Mage M 26 00 - Black Mage F Black Mage F 27 00 - Time Mage M Time Mage M 28 00 - Time Mage F Time Mage F 29 00 - Summoner M Summoner M 2A 00 - Summoner F Summoner F 2B 00 - Thief M Thief M 2C 00 - Thief F Thief F 2D 00 - Orator M Orator M 2E 00 - Orator F Orator F 2F 00 - Mystic M Mystic M 30 00 - Mystic F Mystic F 31 00 - Geomancer M Geomancer M 32 00 - Geomancer F Geomancer F 33 00 - Dragoon M Dragoon M 34 00 - Dragoon F Dragoon F 35 00 - Samurai M Samurai M 36 00 - Samurai F Samurai F 37 00 - Ninja M Ninja M 38 00 - Ninja F Ninja M 39 00 - Arithmetician M [Generic M] 3A 00 - Arithmetician F [Generic F] 3B 00 - Bard [Monster] 3C 00 - Dancer Dancer 3D 00 - Mime M Mime M 3E 00 - Mime F Mime F 3F 00 - Chocobo Chocobo 40 00 - Goblin Goblin 41 00 - Bomb Bomb 42 00 - Coeurl Coeurl 43 00 - Mindflayer Mindflayer 44 00 - Skeleton Skeleton 45 00 - Ghost Ghost 46 00 - Ahriman Ahriman 47 00 - Cockatrice Cockatrice 48 00 - Boar Boar 49 00 - Dryad Dryad 4A 00 - Minotaur Minotaur 4B 00 - Molbor Molbor 4C 00 - Behemoth Behemoth 4D 00 - Dragon Dragon 4E 00 - Hydra Hydra 4F 00 - Byblos Byblos 50 00 - Ophiachus Ophiachus 00 00 - Ramza1 Dragon 51 00 - Demons Demons 52 00 - Steal Giant Steel Giant 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 00 00 - Ramza1 - 71 00 - Darlavon - 72 00 - Shopkeep - 73 00 - Mercenary Dealer - 74 00 - Poach Dealer - 75 00 - Barkeep - 76 00 - Elidibus - 77 00 - Alazlam -
1 = X Coordinate in Hex relating to UNIT.BIN 2 = 00 (always) 3 = Y Coordinate in Hex relating to UNIT.BIN 4 = 00 (always) 5 = Width, 18 for Human, 30 for big monsters 6 = 00 (always) 7 = Height, 28 for Human, 30 for big monsters 8 = 00 (always) 9 = Palette for Job Wheel Part 1 10 = Palette for Job Wheel Part 2 11 = 64 for Humanoid section (starts with Ramza), 65 for Monster section (starts with Male Mime) 12 = 00 (always)
Special Unit Formation Location Assignment WORLD.BIN 0xADE34
Notes: - Order matches Job order in FFTPatcher - Reads details from Formation Screen Sprite Details 0x0ADA44 - 0x0ADE33 - Does not affect palette - Values match WLDFACE.BIN - In Job Wheel selection correct palette is used (reason unknown) - Does not affect anything in Battle Preparation - Does not affect Portrait - Presumably ends when reaching the generic jobs
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Post by: Zozma on December 03, 2008, 02:01:52 am
the main page tells u which character is which and which sprite file belongs to them...
but for unit.bin stuff i know them
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Post by: Vanya on December 09, 2008, 12:16:18 am
I have a theory about that dark-haired Priest, Zozma! ^_^ I applied SIMON.SPR's palette to UNIT.BIN and guess which 2 sprites were the only 2 that looked 'correct'! I think that dark-haired priest was originally going to be Simon in a flash-back of some sort. Mystery solved?
Edit:
Oh, snap! I just got inspired when I noticed that Zalmour's sprite & the clean-cut priest looked very similar when using Simon's sprite. I changed Unit.BIN over to Zalmour's palette and sure enough the clan-cut priest fits his palette perfectly!! ^_^
I think that is enough circumstantial evidence to say their was going to be a flash-back between young Simon & young Zalmour. What do you think?
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Post by: Cheetah on December 09, 2008, 12:23:32 am
Definitely an interesting theory.
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Post by: Vanya on December 09, 2008, 12:36:42 am
With evidence even! ^_^
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Post by: Zozma on December 09, 2008, 02:03:16 am
interesting, and weather it was true or not it would be easy to create that and make it believeable
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Post by: LastingDawn on December 09, 2008, 07:55:33 am
Whoa, really? Well, Simon did have a bit of back story, that focuses on the Priest's examination, and "quit after one specific event" I always loved Simon and felt he deserved more of a part then he got. He seemed like a very dark character that knew a lot more then he let on. A flashback between young Zalmour and young Simon would add a lot to his character, especially if basing the flashback on that "one event" you could technically have a battle with Simon and Zalmour fighting together against the "Pagans" since I am led to believe, since they are in Unit.bin they originally wanted the two (four?) to fight at least somewhere... but that Is really interesting that the very young priest and Zalmo's palette work hand in hand... excellent discovery Zozma! I always felt the Priests didn't get enough recognition in the normal game/
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Post by: LastingDawn on December 09, 2008, 08:13:53 am
Double Post...
Missed the point of the topic, sorry about that, this is taken directly from the Gameshark Handbook, which I believe includes all four
01 | Squire SPRITE: Ramza, chapter 1 M |----------------------------------------------------------------- | COMMAND: Guts, 19 FORMATION SCREEN: same | EQUIP: Swd, Knf, Fla, Shl, Hlm, Hat, Arm, Clt, Rbe | NOTES: | If you accidentally change Ramza's sprite in chapter 1, | use this combination [30057F74 0001] to change it back.
02 | Squire SPRITE: Ramza, chapter 2/3 M |----------------------------------------------------------------- | COMMAND: Guts, 1A FORMATION SCREEN: same | EQUIP: Swd, Knf, Fla, Shl, Hlm, Hat, Arm, Clt, Rbe | NOTES: | If you accidentally change Ramza's sprite in chapter 2 or 3, | use this combination [30057F74 0002] to change it back.
03 | Squire SPRITE: Ramza, chapter 4 M |----------------------------------------------------------------- | COMMAND: Guts, 1B FORMATION SCREEN: same | EQUIP: Swd, Knf, Fla, Shl, Hlm, Hat, Arm, Clt, Rbe | NOTES: | If you accidentally change Ramza's sprite in chapter 4, | use this combination [30057F74 0003] to change it back.
04 | Squire SPRITE: Delita, chapter 1 M |----------------------------------------------------------------- | COMMAND: Guts, 1C FORMATION SCREEN: same | EQUIP: Swd, Knf, Fla, Shl, Hat, Clt, Rbe | NOTES: | Delita as a squire in chapter 1.
05 | Holy Knight SPRITE: Delita, second incarnation M |----------------------------------------------------------------- | COMMAND: Holy Sword, 1D FORMATION SCREEN: Ramza | EQUIP: Swd, Shl, Hlm, Arm, Rbe | NOTES: Looks screwy on the party placement screen before battle | Delita as a Holy Black Sheep Knight.
06 | Arc Knight SPRITE: Delita, final incarnation M |----------------------------------------------------------------- | COMMAND: Mighty Sword, 1E FORMATION SCREEN: Ramza | EQUIP: Swd, KSw, Shl, Hlm, Arm, Rbe | NOTES: | Delita in his kingly garb.
07 | Squire SPRITE: Algus M |----------------------------------------------------------------- | COMMAND: Basic Skill, 1F FORMATION SCREEN: same | EQUIP: Swd, Knf, Fla, Shl, Hat, Clt, Rbe | NOTES: | Algus Sadolfas, the treacherous cadet.
08 | Arc Knight SPRITE: Zalbag M |----------------------------------------------------------------- | COMMAND: Destroy Sword, 4B FORMATION SCREEN: Ramza | EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe | NOTES: | Zalbag Beoulve, general of the Hokuten.
09 | Lune Knight SPRITE: Dycedarg M |----------------------------------------------------------------- | COMMAND: Sword Skill, 46 FORMATION SCREEN: Ramza | EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe | NOTES: Inherent Defense Up, Magic Def UP | Dycedarg Beoulve. Should be 'Rune Knight'.
0A | Duke SPRITE: Larg M |----------------------------------------------------------------- | COMMAND: [none] FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: | You probably only want to use this for the sprite.
0B | Duke SPRITE: Goltana M |----------------------------------------------------------------- | COMMAND: [none] FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: | You probably only want to use this for the sprite.
0C | Princess SPRITE: Ovelia F |----------------------------------------------------------------- | COMMAND: Holy Magic, 24 FORMATION SCREEN: same | EQUIP: Stf, Hat, Rbe | NOTES: Inherent Defense UP, Mag Def UP | Princess Ovelia.
0D | Holy Swordsman SPRITE: Orlandu M |----------------------------------------------------------------- | COMMAND: All Swordskill,4A FORMATION SCREEN: same | EQUIP: Swd, KnS, Nja, Kta, Shl, Hlm, Hat, Arm, Clt, Rbe | NOTES: | The all-powerful 'Thunder God Cid'.
0E | High Priest SPRITE: Funeral M |----------------------------------------------------------------- | COMMAND: [none] FORMATION SCREEN: Ramza | EQUIP: Rbe | NOTES: | Marge Funeral, High Priest of the Glabados Church. Again, good | only for its sprite.
0F | Dragoner SPRITE: Reis (human) F |----------------------------------------------------------------- | COMMAND: Dragon, FORMATION SCREEN: same | EQUIP: [none] | NOTES: Inherent Martial Arts, Monster Talk, Train, Two Swords | Reis' human form.
10 | Holy Priest SPRITE: Zalmo M |----------------------------------------------------------------- | COMMAND: White-aid, 2A FORMATION SCREEN: Ramza | EQUIP: Rod, Stf, Stk, Dic, Hat, Clt, Rbe | NOTES: | Heresy Examiner Zalmo. Try Equip Sword for some new abilities | in 'White-aid'.
11 | Dark Knight SPRITE: Gafgarion M |----------------------------------------------------------------- | COMMAND: Dark Sword, 20 FORMATION SCREEN: same | EQUIP: Swd, Shl, Hlm, Arm, Rbe | NOTES: | Job of Gaff Gafgarion, the mercenary.
12 | Hell Knight SPRITE: Malak M |----------------------------------------------------------------- | COMMAND: Un-truth, 2E FORMATION SCREEN: weird bald dude | EQUIP: [none] | NOTES: | This imitation Hell Knight can't equip anything.
13 | Bishop SPRITE: Simon M |----------------------------------------------------------------- | COMMAND: [none] FORMATION SCREEN: same | EQUIP: [none] | NOTES: | The caretaker of Orbonne Monastery. Most useful as a sprite.
14 | Cleric SPRITE: Alma F |----------------------------------------------------------------- | COMMAND: Holy Magic, 31 FORMATION SCREEN: Male Cleric | EQUIP: [none] | NOTES: This isn't the real Alma -- probably used only internally | by the game.
15 | Astrologist SPRITE: Olan M |----------------------------------------------------------------- | COMMAND: Starry Heaven, 2F FORMATION SCREEN: same | EQUIP: Dic, Hat, Clt, Rbe | NOTES: | Olan Durai, author of the 'Durai Papers'.
16 | Engineer SPRITE: Mustadio M |----------------------------------------------------------------- | COMMAND: Snipe, 25 FORMATION SCREEN: same | EQUIP: Gun, Hat, Clt, Rbe | NOTES: | The job of Ramza's friend, Mustadio.
17 | Dark Knight SPRITE: Gafgarion M |----------------------------------------------------------------- | COMMAND: Dark Sword, 20 FORMATION SCREEN: same | EQUIP: Swd, Shl, Hlm, Arm, Rbe | NOTES: | As far as I can tell, the same as 11.
18 | Cardinal SPRITE: Draclau M |----------------------------------------------------------------- | COMMAND: [none] FORMATION SCREEN: Ramza | EQUIP: Knf, Rbe | NOTES: | Suprisingly, this cardinal does not wear red. <grin>
19 | Heaven Knight SPRITE: Rafa F |----------------------------------------------------------------- | COMMAND: Truth, 2D FORMATION SCREEN: same | EQUIP: Stf, Stk, Hat, Rbe | NOTES: | Rafa, the Heaven Knight.
1A | Hell Knight SPRITE: Malak M |----------------------------------------------------------------- | COMMAND: Un-truth, 2E FORMATION SCREEN: same | EQUIP: Stf, Stk, Hat, Rbe | NOTES: | Rafa's brother, the Hell Knight, Malak.
1B | Arc Knight SPRITE: Elmdor M |----------------------------------------------------------------- | COMMAND: Sword Spirit, 3B FORMATION SCREEN: Ramza | EQUIP: Kta, Shl, Hat, Hlm, Clt, Arm, Rbe | NOTES: Unfortunately, Elmdor's Sword Spirit command will never | work. Best to use the sprite and make him a different job, like | Samurai. It's a pity too, because the Arc Knight job has great | stats.
1C | Delita's Sis SPRITE: Teta F |----------------------------------------------------------------- | COMMAND: Magic, 23 FORMATION SCREEN: same | EQUIP: [none] | NOTES: If you use the 'Delita's Sis' job, she'll always be dead | on the battlefield.
1D | Arc Duke SPRITE: Barinten M |----------------------------------------------------------------- | COMMAND: [none] FORMATION SCREEN: Ramza | EQUIP: Rbe | NOTES: Another useless class; just for sprite use.
1E | Holy Knight SPRITE: Agrias F |----------------------------------------------------------------- | COMMAND: Holy Sword, 21 FORMATION SCREEN: same | EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe | NOTES: | Agrias Oaks, faithful protector of Princess Ovelia.
1F | Temple Knight SPRITE: Beowulf M |----------------------------------------------------------------- | COMMAND: Magic Sword, 45 FORMATION SCREEN: same | EQUIP: Knf, Swd, KnS, Shl, Hlm, Arm, Rbe | NOTES: | Only slightly less powerful than the Anglo-Saxon legend....
20 | White Knight SPRITE: Wiegraf, first incarnation M |----------------------------------------------------------------- | COMMAND: Holy Sword, 22 FORMATION SCREEN: Balmafula (!!) | EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe | NOTES: | Wiegraf Folles of the Death Corps, before possession by Lucavi. | Ever noticed that he looks like a palette-switched Beowulf? <g>
21 | Arc Witch SPRITE: Balmafula F |----------------------------------------------------------------- | COMMAND: [none] FORMATION SCREEN: same | EQUIP: Knf, Rbe | NOTES: | Another class that doesn't have any abilities, but does have a | nice sprite.
22 | Engineer SPRITE: Mustadio M |----------------------------------------------------------------- | COMMAND: Snipe, 25 FORMATION SCREEN: same | EQUIP: Gun, Hat, Clt, Rbe | NOTES: | The job of Ramza's friend, Mustadio.
23 | Bi-Count SPRITE: Rudvich M |----------------------------------------------------------------- | COMMAND: [none] FORMATION SCREEN: Ramza | EQUIP: Rbe | NOTES: Bart Rudvich, notorious black market trader. He's got no | abilities, and his class should have been translated 'Viscount'.
24 | Divine Knight SPRITE: Vormav M |----------------------------------------------------------------- | COMMAND: Mighty Sword, 40 FORMATION SCREEN: Ramza | EQUIP: Swd, KnS, Shl, Hlm, Arm, Clt, Rbe | NOTES: Vormav Tingel, leader of the new Zodiac Braves. | Immune to several status ailments.
25 | Divine Knight SPRITE: Rofel M |----------------------------------------------------------------- | COMMAND: Mighty Sword, 40 FORMATION SCREEN: Ramza | EQUIP: Swd, KnS, Shl, Hlm, Arm, Clt, Rbe | NOTES: Vormav's henchman. This job is also immune to several | status ailments.
26 | Knight Blade SPRITE: Izlude M |----------------------------------------------------------------- | COMMAND: Battle Skill, 33 FORMATION SCREEN: Ramza | EQUIP: Swd, KnS, Lan, Nja, Shl, Hlm, Arm, Rbe | NOTES: The son of Vormav, he, too, is endowed with the Zodiac | Braves' status immunities.
27 | Sorceror SPRITE: Kletian M |----------------------------------------------------------------- | COMMAND: All Magic, 48 FORMATION SCREEN: Ramza | EQUIP: Rod, Stf, Stk, Hat, Clt, Rbe | NOTES: Another of the Zodiac Braves, this is one of the few | special magic-using classes.
28 | White Knight SPRITE: Wiegraf, second incarnation M |----------------------------------------------------------------- | COMMAND: Holy Sword, 30 FORMATION SCREEN: Balmafula | EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe | NOTES: | Wiegraf after being possessed by Lucavi.
29 | Heaven Knight SPRITE: Rafa F |----------------------------------------------------------------- | COMMAND: Truth, 32 FORMATION SCREEN: same | EQUIP: Stf, Stk, Hat, Rbe | NOTES: | Rafa, the Heaven Knight.
2B | Engineer SPRITE: Balk M |----------------------------------------------------------------- | COMMAND: Snipe, 25 FORMATION SCREEN: Ramza | EQUIP: Knf, XBw, Gun, Hat, Arm, Rbe | NOTES: | Balk is another Zodiac Brave, with powers similar to Mustadio's.
2C | Cleric SPRITE: Alma F |----------------------------------------------------------------- | COMMAND: Holy Magic, 4C FORMATION SCREEN: same | EQUIP: [none] | NOTES: | Another fake version of Alma's class.
2D | Assassin SPRITE: Celia F |----------------------------------------------------------------- | COMMAND: Use Hand, 36 FORMATION SCREEN: Ramza | EQUIP: Kta, Hat, Clt | NOTES: This will glitch the game if you use it in the sprite | code. Use 2E instead for sprite, and only use this in the | current job code. You can use this sprite, however, if you | are playing the game on an emulator such as Bleem! or ePSXe.
2E | Assassin SPRITE: Lede F |----------------------------------------------------------------- | COMMAND: Use Hand, 37 FORMATION SCREEN: Ramza | EQUIP: Nja, Hat, Clt | NOTES: Celia, the pink Assassin, is the only Assassin sprite you | can use without crashing the game. Assassin is one of the most | powerful classes in the game.
30 | Cleric SPRITE: Alma F |----------------------------------------------------------------- | COMMAND: Holy Magic, 4C FORMATION SCREEN: same | EQUIP: Stf, Hat, Rbe | NOTES: | The real job of Alma Beoulve, Ramza's beloved sister.
31 | Phony Saint SPRITE: Ajora M |----------------------------------------------------------------- | COMMAND: [none] FORMATION SCREEN: Ramza | EQUIP: Rbe | NOTES: | Glitchy. Ajora before he transforms into Altima.
32 | Soldier SPRITE: Cloud M |----------------------------------------------------------------- | COMMAND: Limit, 29 FORMATION SCREEN: same | EQUIP: Swd, Shl, Hat, Clt, Rbe | NOTES: | Cloud Strife, hero of FF7.
33 | Arc Knight SPRITE: Zalbag (possessed) M |----------------------------------------------------------------- | COMMAND: Destroy Sword, 4B FORMATION SCREEN: Ramza | EQUIP: Swd, KnS, Shl, Hlm, Arm, Rbe | NOTES: One of the best classes in the game, statistically. | Zalbag possessed by Lucavi.
3A | [none] SPRITE: Celia ? |----------------------------------------------------------------- | COMMAND: [none] FORMATION SCREEN: Ramza | EQUIP: ??? | NOTES: | Glitches game unless you are playing on an emulator.
3C | Warlock SPRITE: Velius M |----------------------------------------------------------------- | COMMAND: Fear, 67 FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: Immune to several status ailments. | The evil transformation of Wiegraf.
3D | Knight (Undead) SPRITE: Male Knight M |----------------------------------------------------------------- | COMMAND: Sword Skill, 9B FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: Undead. | An undead Knight.
3E | Angel of Death SPRITE: Zarela M |----------------------------------------------------------------- | COMMAND: Fear, 6B FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: Immune to several status ailments. | The evil transformation of Elmdor.
3F | Archer (Undead) SPRITE: Male Archer M |----------------------------------------------------------------- | COMMAND: Charge, 9C FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: Undead. | An undead Archer.
40 | Regulator SPRITE: Hashmalum M |----------------------------------------------------------------- | COMMAND: Fear, 6F FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: Immune to several status ailments. | The evil transformation of Vormav.
42 | Wizard (Undead) SPRITE: Male Wizard M |----------------------------------------------------------------- | COMMAND: Black Magic, 9D FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: Undead. | An undead Wizard.
43 | Impure King SPRITE: Queklain M |----------------------------------------------------------------- | COMMAND: Fear, 73 FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: Immune to several status ailments. | The evil transformation of Cardinal Draclau.
44 | Time Mage (Undead) SPRITE: Female Time Mage F |----------------------------------------------------------------- | COMMAND: Time Magic, 9E FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: Undead. | An undead Time Mage.
45 | Ghost of Fury SPRITE: Adramelk M |----------------------------------------------------------------- | COMMAND: Fear, 77 FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: Immune to several status ailments. | The evil transformation of Dycedarg.
46 | Oracle (Undead) SPRITE: Male Oracle M |----------------------------------------------------------------- | COMMAND: Yin-Yang Magic,9F FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: Undead. | An undead Oracle.
48 | Holy Dragon SPRITE: Reis (Dragon form) F |----------------------------------------------------------------- | COMMAND: Breath, 2C FORMATION SCREEN: same | EQUIP: [none] | NOTES: | The dragon form of Reis.
49 | Arch Angel SPRITE: Altima, second incarnation F |----------------------------------------------------------------- | COMMAND: Complete Magic,7D FORMATION SCREEN: Ramza | EQUIP: [none] | NOTES: Inherent Float, Teleport 2, Face Up | Several status immunities. The game's final boss.
That should help a fair bit finding where everything links to.
Well... 12 Hell Knight Malak (Dead) seems to link to beta Zalmo. Alma's first Cleric of 14 is linked to the youngest looking Priest. Simon of course links to... Simon, curiously Zalmo doesn't link to anything but Ramza, strange...
But what is odd is that Simon's younger sprite''s nowhere to be found, according to the codes, but that is Kasanem's territory isn't it?
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Post by: Vanya on December 09, 2008, 12:23:33 pm
I did the palette experiments, but anyway...
I think the Simon/Zalmo flashback event was either never completed or scrapped and written over. Also, I still think Kasanem & Kasanek are archival files for tentative sprites.
The pig-tailed girl has no sprite anywhere either. Maybe she was part of the flashback, too? Maybe a very young Balmafra? Maybe the 2 young Priests wipe out all the Pagans except a young girl with impressive magical talent? Overcome with a merciful conscience, perhaps young Simon takes her back to the church for salvation? Who knows?
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Post by: DarthPaul on December 09, 2008, 01:19:37 pm
That's a very interesting assumption Vanya or maybe she was offered to the church for the pagan's chance to leave the jurisdiction of the church. Who know yours sounds cooler though.
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Post by: LastingDawn on December 09, 2008, 03:59:44 pm
The game seems to hint at a back story for Balmafula and Simon both, but never really explains either of their stories. Though perhaps it is worth of some to note that Teta's sprite is called "Furaia". Which links to the little girl? Though I believe the portrait is Teta, if I recall.
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Post by: Vanya on December 09, 2008, 06:42:35 pm
Yeah that sounds about right, LD. I'm confident that all the sprites that have wierd names like Furaia & Gando were going to be other characters but were used for dupes instead. ^_^
BTW, thanks for that list, LD. It was very useful in verifying some stuff for my new Specials.
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Post by: Zozma on December 09, 2008, 07:24:43 pm
LD that still leaves one of the priest sprites that doesnt show a link to anything... i guess we have no way of using that menu sprite for anything. tho i could have sworn that its linked to at least one sprite.
Tietra's messed up menu sprite may be nothing more than an early staged template for her for all we know.... but at least we can fully use the menu sprite and portrait for her and link it to a full sized sprite.
I was simply thinking one of those "priests" were supposed to be the bremondt guy or whoever. anyway doest Reis get healed by some "priest" if you kick her out of the party while shes still a dragon?
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Post by: LastingDawn on December 09, 2008, 08:28:03 pm
As I said, I think Kasanem links to the one we think is Younger Simon, if memory serves correctly. Also Bremondt or "Buremonda" is the one who placed the curse on her, if that were the case I don't see why War of the Lions didn't reuse that sprite. They probably had plans for him, (since he is mentioned...) but his role is never expounded. Also I agree with you Vanya, but keep in mind Teta isn't a dupe, but she is curiously not fit for battle, despite being in battle, unlike Gando, who is fit for battle.
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Post by: Zozma on December 09, 2008, 09:35:39 pm
no... unfortunately i tested that it doesnt link to anything but ramza.
really i never understood why they waste a perfectly good menu sprite slot for a dupe dragon either. like reis. they could have just made it use the 4th palette instead of how they do it.
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Post by: Vanya on December 10, 2008, 09:19:13 am
I just noticed something important. The young priest shares his palette with the old bald priest, who I was mistaking for Zalmo. So the theoretical flashback scene is between young Simon an the young Priest, not Zalmo. Also, the file names don't match up. The young Priest is attached to Gando, and the bald priest is attached to Gyumu. To complicate things further, the young and bald priests share the same palette format, but not the same palette.
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Post by: Zozma on December 10, 2008, 09:37:29 am
wait gyumu?? isnt that alma sleeping? isnt that the fourth one..?
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Post by: Vanya on December 10, 2008, 09:59:22 am
Gyumu is one associated with the Alma that starts dead. Not to be confused with the Alma that is perma-dead.
4th one? There's only 3 Alma's and Ajora in Alma's body.
Speaking of Ajora... I just tested the Ajora sprite set, and the unit.bin portrait that pops up in the formation screen is the Blue-hooded dude/chick. I'm going to go out on a limb and say that the Blue-hooded dude/chick is Ajora. And I finally remembered last night where I learned about the founder of the Glabados church being a woman. They allude to it in FF12. There's a bit of text that explains that the Light of Kiltia Church had a sect that was founded by a woman. Glabados is supposed to have been an offshoot of a larger religion, right? 1+1=2. ^_^
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Post by: Zozma on December 10, 2008, 10:06:58 am
k so...
12 dead malak is linked to 1 of the priests 14 Alma guest version at graveyard of airships linked to youngest priest unconcious alma is linked to both a menu sprite and portrait?
hmmm i thought there was another
okay so the black haired priest is not known to be linked to anything?
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Post by: Vanya on December 10, 2008, 10:14:57 am
Sprite set - File - Unit Sprite - Unit Portrait
12 Malak - GANDO.SPR - Old Bald Priest - Old Bald Priest (Innate Dead) 14 Alma - GYUMU.SPR - Young Priest - Young Priest (Start Dead) 2C Alma - H82.SPR - Alma - Alma (Innate Dead) 30 Alma - ARUMA.SPR - Alma - Alma
Nothing yet for Black-hair. Once I'm done I'm going to do a search of Unit.bin to see if the sprite set links are defined there.
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Post by: jimmyjw88 on February 21, 2009, 06:39:22 am
hi....erm....any can tell me why the unit.bin file only have half of the chars sprites like ramza, delita, agrias, orlandu and etc.....i wanna ask where are the evil chars sprites like wiegraf, vormav, izlude, miluda....zodiac monsters....and etc??? anyone can help....please and thank u ^^
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Post by: Zozma on February 21, 2009, 07:08:22 am
unit.bin was only designed to hold the sprites of anyone that's ever seen in the menu.
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Post by: jimmyjw88 on February 28, 2009, 01:39:49 am
oh...ic...ok then...thanks alot ^^ cause i was planning to replace my char with maybe miluda, wiegraf....and then replace its spr with other spr in battle and formation screen....oh well ^^ thanks ya ^^
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Post by: gojoe on February 28, 2009, 11:27:19 am
Quote from: "Zozma"unit.bin was only designed to hold the sprites of anyone that's ever seen in the menu.
except the new sprites on the psp, those are hidden away in ralphs closet
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Post by: jimmyjw88 on March 01, 2009, 12:56:31 am
Oo...psp. Well, i don't have psp =D Btw, do pspe plays fft lion war? What should be the file format?
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Post by: Azrael on March 30, 2009, 07:56:24 pm
I keep looking around and am having difficulty procuring this information...
I've made one of the starting six generics that join you (military academy) into an NPC of my creation, using Rudvich's slots for the job, sprite, and skilset (well, skillset 23 is actually Teta's Magic..) . By default, the formation sprite is Ramza, with Ruvich's ugly mug.. and this is for a sorcerESS, no less >_< lol
...I'm using the Miang sprite.. how do I use her portrait and make a formation sprite..? I mean, I get the gist... I watched Sentinal Blade's video and have the programs, but still am unsure on how to actually link whatever portrait I put in there to Rudvich,or rather, sprite slot 23. I mean, from what I know, I'd have to replace Ramza's, since that's what's being used..? But this would obviously affect Ramza as well...
EDIT: I apologize, by the way.. I've perhaps made a bad habit of asking my questions in other topics - I simply am posting where I find info closely related to what I'm asking... >.<
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Post by: Kaijyuu on March 30, 2009, 08:04:50 pm
AFAIK, the pointer to where each job pulls their formation sprite and portrait from isn't known. If you want to have a special character on your team look right in the formation screen, you have to overwrite one of the jobs that has a correct one already. Check LastingDawn's list earlier in the thread to determine which jobs are good for making player owned units out of.
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Post by: Azrael on March 30, 2009, 09:09:20 pm
I see... I was beginning to suspect this, but was hoping there was another way... lol, after all that tinkering around, I FINALLY get it to work right, and I learn to finish the job, I have to do it over using different slots... lol ... gahhhh... fun stuff >_<
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Post by: Zozma on March 31, 2009, 04:15:24 pm
this lets you replace unit.bin and wldface.bin sprite/portraits
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Post by: Azrael on April 01, 2009, 01:13:36 am
Ah-ha. Thanks, but I already have the programs :p I just wish I knew a way to link a formation sprite and portrait without having to redo my character.. again... lol.
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Post by: Zozma on April 01, 2009, 04:22:57 pm
unfortunately no one has ever found that info.
i had to rearrange quite a bit of shit just to get full use of all the unit.bin stuff. my Zalbag is in Delita chapter 1 slot just so i could give him a menu sprite.
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Post by: SentinalBlade on April 01, 2009, 04:48:10 pm
Yea, this is actually going very slowly due to my SoR progress and school coming up, this will be on the backburner.
That info seems within grasp though zozma, and im very close to finding it, but i think i detered towards sprite space in unit.bin once zodiac said he found alot of that data and jsut never posted it. bug him in hopes he still has it somewhere.
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Post by: Zozma on April 01, 2009, 04:57:32 pm
thats good to know. its so much extra work when you have to do everything around that stuff
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Post by: Xifanie on April 01, 2009, 06:00:33 pm
WORLD.BIN
0x000ADE34
Main problem is that... IT DOESN'T CHANGE THE PALETTE.
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Post by: Vanya on April 01, 2009, 06:03:04 pm
Don't we already have the ability to change the palettes with simple hex edits? Also, I'm guessing that the sprite links are simple 1 byte values?
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Post by: Kaijyuu on April 01, 2009, 06:03:27 pm
Ah, but if you use some tricky palette modifications it's still viable. I'll take advantage of this.
EDIT: Yes, we can change the palettes. What zodiac's saying though, is if you change the sprite to another one in unit.bin, it'll use the palette of the sprite it originally linked to.
This means it's easy to swap two sprite's locations in unit.bin (not that it'd be any less work than switching them with FFTEVGRP...). It also means we can use that unused priest one, provided we don't mind that it shares a palette with some other sprite.
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Post by: Vanya on April 01, 2009, 06:08:39 pm
That means there may be a table with palette link data too. Just have to find it. ^_^
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Post by: Zozma on April 01, 2009, 06:19:33 pm
but if you know where the palettes are you can change them with snespal
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Post by: Azrael on April 01, 2009, 10:44:58 pm
man, if I knew hex, or whatever it is that you guys are using to explore, decode, and hack into this game, I'd totally be willing to offer my time and help contribute. I MIGHT be able to do some spriting - I used to be quite good in that area( drawing, graphics,etc.), though I've never really attempted to custom-make a sprite before, or do a whole sheet...
When I find the time, I may have something to share in the near future...
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Post by: Cheetah on April 02, 2009, 01:05:46 am
These are great advances guys, keep it up. Tell me if there is anyway I can help out, Unit.bin isn't something I have experiment with yet though.
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Post by: Zozma on April 02, 2009, 09:50:20 am
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.
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Post by: Vanya on April 02, 2009, 11:46:36 pm
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! ^_^
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Post by: Zozma on April 03, 2009, 12:12:25 am
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.
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Post by: Vanya on April 03, 2009, 08:36:24 am
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.
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Post by: Zozma on April 03, 2009, 03:59:53 pm
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.
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Post by: Vanya on April 03, 2009, 04:16:03 pm
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.
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Post by: Zozma on April 03, 2009, 04:34:15 pm
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
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Post by: Vanya on April 03, 2009, 05:01:14 pm
4A - 51? Sweet! I was originally going to merge the Mourners with the townsfolk, but if they're unused, then all the better.
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Post by: Zozma on April 03, 2009, 05:29:17 pm
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.
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Post by: Xifanie on April 03, 2009, 06:27:36 pm
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.
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Post by: Zozma on April 03, 2009, 06:31:21 pm
thats why they can be used for enemy only types 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.
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Post by: Cheetah on April 03, 2009, 08:55:27 pm
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.
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Post by: Vanya on April 05, 2009, 01:41:41 pm
I think this topic should be stickied. It has pretty much all the details we know about Unit.BIN.
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Post by: LastingDawn on April 06, 2009, 02:19:00 pm
Yes, all of those "civilian sprites" aside from the mourners are Actually Ramza for whatever reason. Talk about a waste of a sprite space...
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Post by: Zozma on April 06, 2009, 04:38:11 pm
not anymore i use them for some enemy only stuff
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Post by: Vanya on April 06, 2009, 06:24:29 pm
me too! =P
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Post by: Zozma on April 06, 2009, 06:40:30 pm
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
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Post by: FFaddic on April 15, 2009, 12:54:08 pm
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?
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Post by: Zozma on April 15, 2009, 01:18:53 pm
as far as changing menu stuff you dont have to do any of it the hard way now.
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)
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Post by: FFaddic on April 15, 2009, 01:35:25 pm
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??
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Post by: Zozma on April 15, 2009, 01:40:33 pm
we dont know where the offsets for changing that are
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Post by: Vanya on April 15, 2009, 02:07:34 pm
So what DOES that world.bin offset do?
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Post by: Zozma on April 15, 2009, 02:26:44 pm
hmmm? i don't really have all that info, i know zodiac located part of the unit.bin info tho.
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Post by: Vanya on April 15, 2009, 03:08:25 pm
I guess I'll start messing with it & post any results.
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Post by: FFaddic on April 15, 2009, 03:10:29 pm
Oh, sorry Zozma. Zodiac posted that offset, not you. I misread, haha.
That offset does exactly that. It is a table that tells which sprite in the unit.bin file each job uses. I've tested it. The problem is, that if I change Ramza's job to use Delita's sprite in the formation screen, it ends up being Delita's sprite but with Ramza's palette. This suggests there is a separate table for palette data as well as profile data.
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Post by: Vanya on April 15, 2009, 03:20:10 pm
that's what I thought too. The palette thing may not be too hard to get around though; even without finding the corresponding tale for them. Also, you'd think if there is such a table it would ba close by the sprite assignment table.
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Post by: FFaddic on April 15, 2009, 03:43:08 pm
Well the problem is, if I want say Holy Knight Delita to use the unused priest's sprite, it will be that sprite with ramza's palette (since that's the sprite he normally uses). So if you change the palette to match Holy Knight Delita, it will change the palette that Ramza is using too. At least I believe that's how it will work.
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Post by: Vanya on April 15, 2009, 04:17:46 pm
So it's just a matter of finding the palette assignments. imagine they'd be in the same format, no? Perhaps a relative search is in order?
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Post by: FFaddic on April 15, 2009, 05:05:38 pm
I was trying a lot last night, couldn't find anything in any file.
I tried counting the palettes and using monsters (since special characters will just be 010203 etc... which is too frequent) but couldn't find anything.
I'm thinking it could be pointers to the location in the Unit.bin file instead of a simple table. I haven't figured out how pointers work in FFT yet though.
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Post by: Cheetah on April 15, 2009, 06:03:07 pm
So I'm picking apart World.bin looking for the Sound Novels and this stuff was the first thing I found in my independent search. I'm find more stuff related to this, but while experimenting this happened...
I will post more information once I have it better organized.
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Post by: Kaijyuu on April 15, 2009, 06:07:54 pm
Did you expand it or just change the x offset?
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Post by: Cheetah on April 15, 2009, 06:13:56 pm
Just simple hex editing. Lasting Dawn and I are working on this as we speak in the chat.
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Post by: Cheetah on April 15, 2009, 09:59:44 pm
Okay Lasting Dawn and I spent a couple hours decoding this stuff and this is what we have so far. This is pretty powerful and complicated stuff, but is ultimately pretty useless. We only ever noticed changes is the Formation screen and the Job Wheel (note that things aren't the same between the two), but no changes in the Preparing for Battle Screen or anywhere else. We have been unable to see any changes that bytes 9 and 11 make, and those need further testing. There also needs to be much further testing with monsters for a majority of the bytes and I haven't quite pinned down which relates to which monster. So this is all a step in the right direction and may be useful later and in figuring out other stuff. So if you are ambitious give messing with those unknown bytes a try, especially with monsters, and who us what you find.
WORLD.BIN xADA48-xADE37
Formation Screen Sprite Details
1 = width, 18 for Human, 30 for big monsters 2 = always 00 3 = height, 28 for Human, 30 for big monsters 4 = always 00 5 = Palette for Job Wheel Part 1 6 = Palette for Job Wheel Part 2 7 = 64 for Humanoid section (starts with Ramza), 65 for Monster section (starts with Male Mime) 8 = always 00 9 = Unknow, repeats 10 times then increases 10 = always 00 11 = Unknow, loops 10 different values 12 = always 00
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Post by: Xifanie on April 15, 2009, 10:30:13 pm
I'm positive the only things left are the portrait and locating the list of sprites for the battle formation.
Unit.bin stuff
Sprites Format: 1 byte in special job listing
WORLD.BIN 0x000ADE34 World Formation Sprites
Palettes Format: 2 bytes ID of UNIT.BIN file at 0x0000F000
WORLD.BIN 0x00074B16 Unknown 0x000AA16A World Formation Pallete Index 0x000AA8BA Unknown
ATTACK.OUT 0x00016BB2 Battle Formation Palette Index
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Post by: FFaddic on April 16, 2009, 12:26:24 am
You already found portraits Zodiac :-p
0x000AA8BA = Portrait data.
Changed the first 0000 to 7C00 and Ramza's portrait changed to Larg's.
I tried the offsets you have listed for palettes and they didn't work... I dunno.
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Post by: Cheetah on April 16, 2009, 12:55:50 am
FFaddict is spot on. Plus we can finally reveal Algus for the little girl he really is haha.
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Post by: Cheetah on April 16, 2009, 01:15:51 am
WLDFACE.BIN Portrait Values:
Not unknown information, but hopefully this makes it easier to read. For easy reassigning in WORLD.BIN and other locations. This should also expedite matching the portrait instruction offsets with the sprites since they don't seem to be in any recognizable order.
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Post by: Kaijyuu on April 16, 2009, 01:31:35 am
:O
Are we done? Is this everything?
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Post by: Xifanie on April 16, 2009, 07:12:14 am
No, we still need most addresses that should be located in battle.bin. But right now we have everything for the world formation.
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Post by: FFaddic on April 16, 2009, 11:11:08 am
Correction on that chart, Cheetah. There is no break between values 70 and 81. The portrait you have for 81 will show up for value 71.
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Post by: LastingDawn on April 16, 2009, 11:26:41 am
You mean they cut off access to the unused 100-112?
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Post by: FFaddic on April 16, 2009, 11:50:36 am
Not sure, haven't tested it much yet. Just changed Ramza to portrait 7C which was Larg. In Cheetah's chart Larg is labeled as 8C. So basically subtract 16h from the values after 70.
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Post by: LastingDawn on April 16, 2009, 12:02:47 pm
That's very odd... since I know they can be accessed with the Attack.out portions of things. In any case this is fantastic work! Ah yes, a little thing we found yesterday (not really important but just a bit humorous)
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Post by: Vanya on April 16, 2009, 12:34:10 pm
OK. That's just nuts! Can you imagine managing all those units! LOL ^_^
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Post by: LastingDawn on April 16, 2009, 12:58:22 pm
Haha! Indeed! A 60 party roster is a bit much, I would imagine...
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Post by: Cheetah on April 16, 2009, 04:04:54 pm
You are absolutely right FFaddict. I had it how you said when I originally tested but, then forgot when I got in the mode of just copying a pasting all those numbers. I will correct and repost it soon.
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Post by: FFaddic on April 19, 2009, 03:14:37 am
So I was retarded. Palette data was right at AA16A. While messing around, I also figured out that portraits do not require any palette data.
And 74B16 is portrait data for when you use select and press Circle on a character's name. Why this is different than the regular portrait I dunno, but that's what it changes, heh.
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Post by: Vanya on April 19, 2009, 05:57:44 am
Cool. And just to clarify, AA16A are the actual palettes, not the palette assignments?
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Post by: Xifanie on April 19, 2009, 08:58:19 am
if you want to modify the palettes, they are at the end of UNIT.BIN.
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Post by: Vanya on April 19, 2009, 12:12:35 pm
OK. SO.. what? World.bin sets up the palette assignments for Unit.bin or something. Bloody hell, I think I've confused myself. =P
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Post by: FFaddic on April 19, 2009, 12:52:38 pm
Sorry, I worded my post badly. It was like 3 in the morning.
I was referring to the formation screen portraits. You can use world.bin to change the portrait and sprite assignment for each character. However, sprite assignment also requires an additional value for palette assignment. Portrait assignment does not. It uses the palette that matches the assigned portrait.
Edit: AA16A = Palette assignment
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Post by: Vanya on April 19, 2009, 09:49:38 pm
Ah. Cool. Is that it then? Are these bastards finally fully editable? I'm about to begin a major overhaul of the sprites in my patch and I'd like to keep unsavory surprises to a minimum. ^_^
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Post by: Cheetah on April 21, 2009, 02:50:13 am
Okay I updated the WLDFACE sheet so that it is correct. I think I'm going to go through a bit more of this stuff and document it a bit more thoroughly.
PS: Okay it took me like 4 tries but now I actually have a fully accurate WLDFACE chart up there. Those "empty" spots can totally be used btw.
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Post by: FFaddic on April 21, 2009, 10:16:54 am
Is there available palette data for the empty spaces in WLDFACE.bin?
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Post by: Cheetah on April 21, 2009, 02:08:43 pm
There is definitely room for palettes for all those blank spots, they are right where you would think they should be in order with the other palettes. Also note that there is generally a lot of room for more palettes besides that.
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Post by: Vanya on May 20, 2009, 11:42:15 pm
Are the words in the circle used? (http://i256.photobucket.com/albums/hh189/koala_knight/UNITBINquery.png)
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Post by: Cheetah on May 21, 2009, 12:27:22 am
I feel like they likely aren't. Everything else here actually appears in the Battle Prep screen or in the Formation Screen, but I don't see how that text would be there. Worth testing.
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Post by: Zozma on May 21, 2009, 01:05:16 am
yes leaving temp is used for certain when units are on propositions
missing probably is too. infact, equipped is probably shown over all units eqipped with any item you search for when looking at your inventory in the menu.
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Post by: LastingDawn on May 21, 2009, 02:27:33 am
I know that Missing is used when you leave a character "behind" when you clear a chapter if they were on a proposition.
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Post by: Kuraudo Sutoraifu on May 21, 2009, 02:55:34 am
Wow, this game is over 11 years old, and I just learned that "Missing" thing.
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Post by: Zozma on May 21, 2009, 03:04:19 am
it's never happened to me so i've never seen it myself
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Post by: Xifanie on May 21, 2009, 06:33:53 am
Equipping and Can't equip are being used when you press triangle on an equip in the item list.
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Post by: Zozma on May 21, 2009, 03:23:15 pm
so you see, if you use it for another sprite your gonna be seeing parts of that character chopped up over other units. XD
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Post by: deadlyangel91792 on May 30, 2009, 02:05:46 pm
i hope this isnt off topic im trying to edit the unit.bin but every time i try to put in a sprite it says not a 16 color bitmap any suggestions i made sure it was the correct facing 24x40 bmp image help???
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Post by: jimmyjw88 on May 30, 2009, 08:47:41 pm
Well, I have the same problem before, just like you ^^ If you're using GIMP, all you have to do is click the image option, choose mode, then choose indexed... Keep in mind that of course, that image needs to be in color of 16 and voila ^^
EDIT: Wait, are talking about face inserting? Or...?
Sorry. You're talking about the sprite unit right? Well, do the same like what I said in above, of course, you're palettes need to be correct and in 16 bits.
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Post by: Cheetah on September 25, 2009, 03:54:37 am
So this was done by changing a byte in ATTACK.OUT so that Ovelia was used for Ramza in the Formation screen. This is one of the last pieces of information we were missing to be able to have complete control over custom characters. The list matches what is found for the Portrait and Palette designation in World.BIN and the value correspond to my Visual Portrait aid found a little earlier in this topic. Note that there is still on last piece of information missing in that we don't know where ATTACK.OUT is retrieving this information given just a single byte. So we are closer, but still missing a little something.
Experiment for yourself.
File: Attack.out Offset: 0x016BB2
PS: The japanese Wiki clued me in to this info and there have been lots of updates over there recently.
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Post by: Zozma on September 25, 2009, 05:54:41 am
okay, to dig even deeper....
in attack out i tried to make Celia show the sprite of the generic dancer so it looks less buggy..
well then she has the male bard's portrait! i had changed value 8D into 3B (dancer) to cause this... of course 8D is celia's unit.bin portrait id
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Post by: Vanya on September 25, 2009, 08:32:29 am
Isn't the value for the dancer portrait 3C?
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Post by: Vanya on September 25, 2009, 08:37:50 am
Quote from: "Vanya"Are the words in the circle used? (http://i256.photobucket.com/albums/hh189/koala_knight/UNITBINquery.png)
I wonder if those words couldn't moved elsewhere? It would be worth the effort to have an extra Monster type. The Value for the monster type that would be in that spot is already set up after all. It just isn't used.
If we could replace the big triangle thing on top of moving the text, we could add a new large monster to Unit.bin and thus have a new monster type that could be given a sprite of it's own.
It would look something like this:
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Post by: Zozma on September 25, 2009, 09:03:27 am
i want it to display the dancer sprite, but their own portraits....
we're still missing some info i guess
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Post by: Vanya on September 25, 2009, 09:23:27 am
We should organize the info we have and add it to the wiki.
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Post by: Zozma on September 25, 2009, 09:39:48 am
Quote from: "Cheetah"WLDFACE.BIN Portrait Values:
Not unknown information, but hopefully this makes it easier to read. For easy reassigning in WORLD.BIN and other locations. This should also expedite matching the portrait instruction offsets with the sprites since they don't seem to be in any recognizable order.
as you were saying, the dancer portrait is 3C, However, i was attempting to make Celia and Lede sprites look like the Dancer sprite which seems to work as 3B, but as i was saying, thats not the problem, the problem is it shows the wrong portrait, and even if the portrait matched the dancer i still want the portraits to match Celia, and Lede.
The assassins were just tests since it seemed like a simple enough thing to do. its not like i intend to have them join, just would have been nice to make it match more. I did manage to assign the unused priest sprite to my second version of gafgarion tho, so i think finally the unused unit.bin thing isnt wasted.
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Post by: Vanya on September 25, 2009, 09:53:30 am
Hmm. Maybe it's as simple as messing with other values?
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Post by: Zozma on September 25, 2009, 10:10:36 am
anyway, my ultimate goal would be to have as many of the jobs as possible appear in the menu. cram as many on the sheet as i can. it would be nice to be able to give my guests back their menu sprites. but i might only be able to do Gaffy
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Post by: Cheetah on September 25, 2009, 12:08:21 pm
Most of the info is all in here Vanya, though I do have all of it in a more organized fashion. The ordering and related portrait to these values is all known. The values match up with the portrait chart I made. Then when it is just one long list they are in the same order as what I have in the description of the World.BIN instructions. I am still finding out more about this stuff and will update/complete the data when I'm sure about everything.
Oh and Vanya. That giant arrow thing is used in the formation screen to show which direction to be facing. If it is always the same, and I think it is, then we would have to figure out how to redirect all that text.
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Post by: Zozma on September 25, 2009, 12:31:26 pm
i wonder if there is extra room for more palettes in the unit.bin.....
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Post by: Cheetah on September 25, 2009, 12:42:42 pm
There is room for extra palettes in Unit.bin, not a whole lot but some.
PS: Only like 6 or 7 available palettes as far as i can tell, ouch. It might be possible to add more...
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Post by: Vanya on September 25, 2009, 02:24:15 pm
I was thinking just that about the big arrow myself, Cheetah. I put in the 2 alternate ones just in case. If you can figure out how to redirect that text I'm sure plenty of people would appreciate it including myself.
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Post by: Zozma on September 25, 2009, 05:46:33 pm
0x0ADE34 sprite assigned in unit.bin?
this is a screenshot of ramza changed from 00 to 3B.. (haha, ramza's palette is totally compatible with the dancer)
Edit: holy crap i did it, see this gafgarion? well its actually using that unused priest sprite that wasnt attached to any job, the black haired one with the blue robe. so now job 11 uses that sprite, and job 17 is my version of rad
okay, so i cant believe i missed this section for so long. it would have saved me so much grief.
does anyone know the value of the last color palette used? i want to add more
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Post by: Vanya on September 25, 2009, 08:06:06 pm
Alright! That does it! I'm gonna compile all this info and put it on the wiki! Yar! ^_^
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Post by: Seushiro on September 25, 2009, 08:07:18 pm
That would be great Vanya. . . I salute you in ur reorganization effort. . . I too should follow ur efforts in reorganizing my threads main page. . .
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Post by: Cheetah on September 25, 2009, 08:50:03 pm
Vanya I'm telling you I have it already. Just give me a few days and I will see if I can find the last of the missign stuff. You would just be redoing a lot of work, especially since some of my previously posted info is outdated/incorrect.
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Post by: Vanya on September 25, 2009, 09:13:18 pm
Oh, right, Duh! Ok! I'll be waiting in anticipation! ^_^
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Post by: Zozma on September 25, 2009, 10:33:21 pm
this topic so deserved more attention, but i dont think enough ppl understand it.
somethings missing... but what exactly? something with the unit placement screen?
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Post by: Vanya on September 25, 2009, 10:57:58 pm
I guess we'll see soon enough when Cheetah finishes compiling his data.
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Post by: jimmyjw88 on September 26, 2009, 07:56:17 am
About the unuse sprite slots, how many are there actually? In WLDFACE.bin, there are some unknown portrait, like that black hair and blue robe priest and more. So are those unused have been fully utilised now? I mean with that restructured ISO by that latest Shishi...
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Post by: Vanya on September 27, 2009, 04:39:43 pm
Well, any sprite that doesn't normally join your party is unused. The Black haired Priest (who is Kanbabrif, apparently) is the only one not linked to a sprite. I'm not sure about WLDFACE.bin.
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Post by: LastingDawn on September 27, 2009, 05:09:04 pm
Are you sure you didn't mean Kasanem, Vanya? Also in your theory wasn't that young Simon?
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Post by: Vanya on September 27, 2009, 05:13:02 pm
Kasanem is an unused sprite file. It doesn't have any representation in UNIT.bin. I thought he was refering to the images in Unit.bin.
That was my theory, but I thought I read somewhere that that is the original sprite for Kanbabrif. Supposedly it shows up in exactly one scene. Either that or I imagined it all.
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Post by: LastingDawn on September 27, 2009, 05:14:11 pm
Haha, you did... that sprite never shows up in the normal game. But I think he does have a startling similarity to Kasanem, if you look at his sprite in it's original colors.
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Post by: Vanya on September 27, 2009, 05:28:11 pm
Well, I still maintain that kasanem and kasanek are some sort of repository for WIP sprites.
Anyway I had a close look at the priest in kasanem, and he does look similar to the "Young Simon" image, but it is definitely different. He has the same style of costume as the rest of the priest characters but with seeming differences in palette organization. Also, the hair and mustache are different. He has more of a goatee style with a smaller 'stache.
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Post by: Zozma on September 27, 2009, 11:44:51 pm
Quote from: "Vanya"Well, any sprite that doesn't normally join your party is unused. The Black haired Priest (who is Kanbabrif, apparently) is the only one not linked to a sprite. I'm not sure about WLDFACE.bin.
well that black haired priest is the only unlinked one, but for me, not anymore i have made full use of the entire unit.bin file
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Post by: jimmyjw88 on September 28, 2009, 12:23:18 am
Oh, so have to edit at the UNIT.bin file? So, we just replace that black haired priest sprite = replaced? Or it doesn't work that way? Also, is there a way to use those Guest sprites as our own for special units? Like after Gafgarion's betrayal and the his guest's sprite isn't used anymore and we want to use his guest's sprite slot for our own special sprite, is it possible?
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Post by: Cheetah on September 28, 2009, 12:59:50 am
There is already an Unit.BIN graphic editor made by the Japanese Jimmy, it is on the downloads page I believe. Melonhead was awesome enough to translate it. Other than that I have no idea what you are saying. This topic is about changing the code that is assigning where a character is getting their unit.bin graphic from, editing Unit.BIN itself is easy and already being done.
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Post by: Zozma on September 28, 2009, 03:20:23 am
hes referring to that specific priest that isnt assigned to any job
but its so easy to change it with all the provided information in this topic
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Post by: jimmyjw88 on September 28, 2009, 05:02:02 am
Ah, sorry about that. I'll go through the posts before asking questions again. Thanks so much and sorry for the troubles. ^^
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Post by: Cheetah on October 01, 2009, 01:02:52 am
Formation and Job Wheel Portraits WORLD.BIN 0xAA8BA - 0xAAA5B
Notes: - Order matches Sprite order in FFTPatcher - Values correspond to WLDFACE.BIN - Identical data found in three different places in WORLD.BIN
1 = Portrait in relation to WLDFACE.BIN 2 = Null? (always 00)
Notes: - Order matches Sprite order in FFTPatcher - Numbering matches order of UNIT.BIN (some exceptions) - Values correspond to WLDFACE.BIN - Identical data found in three different places in WORLD.BIN
1 = Portrait in relation to WLDFACE.BIN 2 = Null? (always 00)
1 = X Coordinate in Hex relating to UNIT.BIN 2 = 00 (always) 3 = Y Coordinate in Hex relating to UNIT.BIN 4 = 00 (always) 5 = Width, 18 for Human, 30 for big monsters 6 = 00 (always) 7 = Height, 28 for Human, 30 for big monsters 8 = 00 (always) 9 = Palette for Job Wheel Part 1 10 = Palette for Job Wheel Part 2 11 = 64 for Humanoid section (starts with Ramza), 65 for Monster section (starts with Male Mime) 12 = 00 (always)
Special Unit Formation Location Assignment WORLD.BIN 0x0ADE35
Notes: - Order matches Job order in FFTPatcher - Reads details from Formation Screen Sprite Details 0x0ADA44 - 0x0ADE33 - Does not affect palette - Values match WLDFACE.BIN - In Job Wheel selection correct palette is used (reason unknown) - Does not affect anything in Battle Preporation - Does not affect Portrait - Presumably ends when reaching the generic jobs
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Post by: Cheetah on October 01, 2009, 01:09:17 am
Have fun scrolling through that. I will try getting it up on the Wiki once it is a bit more organized. So basically the coolest things you can with this is create new Special Characters that should show up correctly everywhere with some reassigning and graphic editing. That's for you Zozma. You have to be careful because some of the data is reading from other areas and you have to make sure to change it all correctly, but it should work quite nicely.
Things missing. There is still some info missing for the Battle Preparation screen, most likely in ATTACK.OUT. Basically you can change the values and do some graphic editing so that you can make anyone look like anyone, but I don't know where the info is that is assigning one value to affect so many different areas. So it would be nice to differentiate where the Spite/Portrait/Palette info is getting pulled from, because in WORLD.BIN there is a clear distinction.
I'm pretty positive about all this info, but tell me if I have made any mistakes or if you find new info.
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Post by: Vanya on October 01, 2009, 01:18:06 am
I'm on it! I'll try adding some special units and report any problems.
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Post by: jimmyjw88 on October 01, 2009, 02:18:41 am
Whoa....That's.....LLLOOONNNGGG.....Haha. I'll slowly read through to understand this unit.bin.
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Post by: Zozma on October 01, 2009, 06:32:19 am
thanks cheetah.
yeah theres that one missing part
when i change the battle formation assignment sprite of Lede or Celia to the dancer, it also changes their portrait to that of the generic bard... lol
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Post by: Xifanie on October 01, 2009, 08:06:23 am
null? did you actually try changing it to see if it wasn't a byte, but a half word?
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Post by: Cheetah on October 01, 2009, 10:31:13 pm
If by word you mean allowing for larger value than just FF then I think you are probably correct Zodiac. I haven't experimented with everything, but they usually result in nulls. I will take a look though to see what happens.
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Post by: Vanya on October 04, 2009, 03:46:18 am
Hmmm... I changed sprite 35 Female Priest into a Special Squidraken, but the formation image and job wheel image are messed up. I double and triple checked the relevant files, but everything seems fine. He shows up just fine in battle and in the battle prep screen. I used the EVPRG to edit the unknown priest into a squidraken, and then changed all the relevant bytes to 08 (unk priest's unit.bin slot). It keeps showing up as Ramza with the Squid's palette in formation screen and glitched in job wheel. Not sure why it isn't working.
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Post by: Cheetah on October 04, 2009, 12:34:41 pm
In the job wheel you have to set what palette is used in the "Formation Screen Sprite Details" section. You have to put in the actual address of the palette I think. But just look at what the sprite that you overwrote the palette of and put that value there. That should do the trick no problem.
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Post by: Vanya on October 05, 2009, 01:27:57 am
Well, I found my main problem was that I changed the wrong byte for the formation sprite. So now my Squidraken is looking perfect except on the job wheel. And the wierd thing is that when I first go into the job wheel the sprite in the center looks fine and the one in the circle looks messed up. If I change his job the center one gets messed up too.
Edit: Here's a pic. I don't see why it would do this since I replaced the Bearded Priest with the Squidraken.
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Post by: Vanya on October 05, 2009, 02:41:30 am
Hey, moderator dudes! I think it's time to sticky this thread. Very relevant info in here.
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Post by: Cheetah on October 05, 2009, 03:04:39 am
Fine be that way. Though I need to figure out a way to replace the first post so that I can put all the decoded information in there, I might just have to delete the first few posts.
Vanya's Problem: I'm not sure what piece of the puzzle you are missing, but I'm assuming you are just reassigning the palette incorrectly, looks like you are pointing to a blank on or something.
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Post by: Vanya on October 05, 2009, 03:25:20 am
I could always just post it myself. It'd save you the trouble of having to delete stuff.
Could that be an inherent problem with the Bearded Priest's slot? I better review the data, 'cause I never changed that part.
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Post by: Vanya on October 08, 2009, 01:27:40 am
I haven't found a solution to my problem yet.
Check this out. I changed 3 units to look like Ramza ch2, Ramza ch4, and Delita ch1. It ended up the same way as with my Squidraken. They work perfectly except on the job wheel. Here's a list of the address groups I made the changes in:
Info Portrait WORLD.BIN 0x74B16
Formation and Job Wheel Portraits WORLD.BIN 0xAA8BA - 0xAAA5B
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Post by: Vanya on October 08, 2009, 02:16:41 am
Here's something figured out with the information we have thus far.
In each job in the patcher you can set it to use a monster graphic, right? Well, the game doesn't use that value just to detect what graphic to use on the Formation screen. It also uses it to detect the monster type. That's why it's possible to make custom formula's that just effect dragons or bombs.
Well, As I was looking at the data the "Formation Screen Sprite Details" I noticed that there are 2 entries for Demon. This corresponds to the list I compiled of the different "Monster Graphic" values.
That said, it seems like it would be easy to 're-enable' the 'missing' monster type by replacing Serpentarius and the Demon with 3 new normal sized monsters. It would just require new graphics and a readjustment of the relevant data in WORLD.BIN. What do you guys think?
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Post by: Zozma on October 08, 2009, 07:21:15 am
Quote from: "Vanya"I could always just post it myself. It'd save you the trouble of having to delete stuff.
Could that be an inherent problem with the Bearded Priest's slot? I better review the data, 'cause I never changed that part.
the bearded priest doesn't have any problem... remember i successfully changed it in mine? Assigning both his portrait and Unit Sprite to job number 11 (gaffy enemy) it works perfectly in the job wheel as well as the battle formation assignment screen.
this seems more like a problem youd see only if your unit is a monster
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Post by: Vanya on October 08, 2009, 08:54:48 am
None of them are monsters though. baffling. Double checked. They are all set to males.
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Post by: Zozma on October 08, 2009, 11:05:32 am
so what job was it initially?
perhaps some of the jobs just cant handle that?
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Post by: Vanya on October 08, 2009, 06:17:02 pm
35, 36, & 37.
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Post by: Zozma on October 09, 2009, 12:46:38 am
what if you try the same thing on say job 11 like i did, just as an experiment?
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Post by: Vanya on October 09, 2009, 12:49:00 am
Yeah. I'll try that. If it does the same thing I'll try it on a fresh copy next. You don't think it could have something to do with the UNIT.BIN editor? I did use it to replace Bearded Priest with a Squidraken.
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Post by: Zozma on October 09, 2009, 07:48:39 am
no couldn't be that, all that thing does is change the image and palette
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Post by: Vanya on November 23, 2009, 11:46:15 am
I added Cheetah's WLDFACE.BIN portrait guide to the first post. Also, made a correction to the WORLD.BIN data. The x-coordinate for Ramza Ch.2 was wrong.
Title: Re: Unit.bin
Post by: Supyosup on July 04, 2010, 12:33:34 am
Whenever I open UNIT.bin in Shishi, all I get is black sprites???
I'm trying to replace my sprites on the formation screen. Help?
Title: Re: Unit.bin
Post by: blade8531 on July 04, 2010, 01:38:05 am
first you need to use CDmage to extract UNIT.bin from the finalfantasytactics.iso >>CDmage can be found at http://ffhacktics.com/downloads.php?id=2 (http://ffhacktics.com/downloads.php?id=2) >>unit.bin is located in the EVENT folder
next you need you open the extracted unit.bin with FFTEVGRP >>fftevgrp @ http://ffhacktics.com/downloads.php?id=15 (http://ffhacktics.com/downloads.php?id=15) >>find the sprite of the character you want to replace >>import an 8bpp .bmp of the same size (24 x 40) as the replacement sprite
((((((if someone could find a link to PalSuite3 that'd be great)))))))) third you will need to generate a Riff palette of the replacement sprite using PalSuite3 >>open the .bmp replacement sprite using palsuite3 and it will generate a palette for you >>save as a RIFF palette (.pal) >>go back to the FFTEVGRP and import the palette you just generated >>save the edited unit.bin
almost done, (make a backup of the unmodified unit.bin just in case) >>using CDMage again, go back to the EVENT folder >>replace the old unit.bin inside the iso with the edited unit.bin that should be it i think...
this explains it in more detail if you can extract just the info that applies to your needs. http://216.59.2.117/~zodiac/forum/viewt ... 2451ed69b5 (http://216.59.2.117/~zodiac/forum/viewtopic.php?f=23&t=4330&start=0&sid=d3b6f3f3e888b0b471129d2451ed69b5)
Title: Re: Unit.bin
Post by: Supyosup on July 04, 2010, 04:50:56 am
Thanks for all the help!
I finally got ONE sprite and ONE World Face correct, so after that I just copy pasted all the other sprites and world faces over the current files and saved it.
That way all the settings were correct, and the image changed.
Woot!!!!!
Title: Re: Unit.bin
Post by: RandMuadDib on July 10, 2010, 06:02:36 am
My World.Bin is empty after 0xAC290. The addresses are there, its just that everything is zero. Is this because i'm running the psp version? or is this normal? or am i looking in the wrong place? i'm trying to edit which unit.bin sprite the jobs/sprites point to in formation, so i'd start looking at 0xADE34, right?
Title: Re: Unit.bin
Post by: Zozma on September 01, 2010, 05:45:06 pm
Okay, so i was wondering... Since i have removed all monsters from being recruitable (except boco) is there a way to arrange the monster portion of the sheet to hold as many sprites as the hume section? this would make nearly all the human characters appear normally in the menu for me. otherwise i have use of about 20 freed up spaces only
Title: Re: Unit.bin
Post by: Cheetah on September 01, 2010, 06:52:55 pm
Yes. All the information should be there already discovered for doing this I believe. It is just space and you can set specific coordinates for most of the stuff.
Title: Re: Unit.bin
Post by: Zozma on September 01, 2010, 06:59:18 pm
sweet, ive managed to make nearly every hume character special and generic have their own menu sprite (weather you can normally get them or not) lol i just needed a little more space
Title: Re: Unit.bin
Post by: pokeytax on April 24, 2011, 03:31:11 pm
Thanks for compiling this info, guys! It's been a godsend while doing the RAD hack.
Cheetah's guide in the first post is broken, btw; I dunno if Vanya checks in at the moment, but I'm sure he wouldn't mind if a mod updated it?
Title: Re: Unit.bin
Post by: Vanya on May 10, 2011, 07:27:05 am
I wouldn't mind at all.
Title: Re: Unit.bin
Post by: darkskyx on April 13, 2022, 11:36:22 am
Hey guys... and mainly @Cheetah I have no idea of programming but I have a question: Maybe someone has figured it out where are DK and OK? I know it is hardcoded but I guess it's possible to change the Dark/Onion Knight unit.bin and wldface.bin by changing the code (via hex edit) to determine another unused sprite and then change that sprite, right? (Spritesheet too) If they is a way... Can anyone make me a little tutorial? It will be amazing as it would fix my issues. Because like you said:
Quote from: Cheetah on October 01, 2009, 01:09:17 amHave fun scrolling through that. I will try getting it up on the Wiki once it is a bit more organized. So basically the coolest things you can with this is create new Special Characters that should show up correctly everywhere with some reassigning and graphic editing. That's for you Zozma. You have to be careful because some of the data is reading from other areas and you have to make sure to change it all correctly, but it should work quite nicely.
(...)
I said this because maybe this is the solution to Dark/Onion Knight issues for the sprites. All of this for the PSP version. If it's only for PSX I will figure out another way to approach my issue. Thanks.
Title: Re: Unit.bin
Post by: Cheetah on June 15, 2022, 12:07:57 am
I just love that FFHacktics is still here. Thank you mods and contributors for keeping this place alive.
@darkskyx I'm not really tracking your question, as I hardly even remember what this thread is about 14 years after it was created. Though I think the majority of this information related to the PSX version of the game and I'm guessing some of the new tools now how more direct ways of making these adjustments.