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Replacing monster sprites with humans

Started by Mimi, July 27, 2010, 02:30:28 pm

Mimi

Is it possible to replace a monster sprite with a human character?
Does it affect gameplay in any way? How is breeding handled if it
can be done? I'm making a new hack and I want it to be unique. So
I want to make many special characters; but sprite space is limited.
Thanks for you help.

LastingDawn

Yep, just look to how each monster goes together and you can have humans with unique animations all to themselves through this. It might be simple in a couple of ways now that I think about it...
"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!!!!

Mimi

Thanks for answering my question. I'll have to try that. Is there a way to
turn of breeding for the character so the character
doesn't start having baby monsters? :-)

LastingDawn

I had thought there was...? But I can't seem to easily recall.
"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!!!!


LastingDawn

Quote from: "GeneralStrife"asm hack


No.

That's a blanket statement used for Way Too Much nowadays and harries outsiders and newcomers with its all encompassing meaning.
This is a Very simple process of looking at the monster sprites and realizing where each unique animation goes (say you wanted to change Ahriman into a human sprite, you could use it's unique animations towards unique animations for your humans)
"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!!!!

RolyTunedIn

the fftpatcher should have the option to turn off the baby making

Smash

Making clones by laying eggs, in this case.

Now for the extreme noobs question, let's say I want to make a special unit have a monster sprite. Do I simply assign it in patcher? Or is there more to it?
There should be acess to the job wheel by this unit.

Can't try anything out right now, all my hacking wares got destroyed.

GeneralStrife

Quote from: "LastingDawn"
Quote from: "GeneralStrife"asm hack


No.

That's a blanket statement used for Way Too Much nowadays and harries outsiders and newcomers with its all encompassing meaning.
This is a Very simple process of looking at the monster sprites and realizing where each unique animation goes (say you wanted to change Ahriman into a human sprite, you could use it's unique animations towards unique animations for your humans)
I was saying asm hack replying to there is one to turn off babie making in the formation

LastingDawn

Quote from: "GeneralStrife"
Quote from: "LastingDawn"
Quote from: "GeneralStrife"asm hack


No.

That's a blanket statement used for Way Too Much nowadays and harries outsiders and newcomers with its all encompassing meaning.
This is a Very simple process of looking at the monster sprites and realizing where each unique animation goes (say you wanted to change Ahriman into a human sprite, you could use it's unique animations towards unique animations for your humans)
I was saying asm hack replying to there is one to turn off babie making in the formation

I think it's a bit simpler than that, personally. Just give the monster sprite you intend to turn into a human into a non monster job, (this is done by forcing its sprite in the M. Portrait)  line it up using what we already know about redirection of Unit.bin sprites and that should be the case, oy... if only we had a tool to make that part of the job easier.
"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!!!!