Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Nevarie on July 03, 2008, 02:06:50 am

Title: Item Graphics Charts(PSX)
Post by: Nevarie on July 03, 2008, 02:06:50 am
Enjoy!
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Post by: Nevarie on July 03, 2008, 02:08:16 am
More.
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Post by: alexy1983 on July 03, 2008, 02:18:05 am
Thank you Nevarie, Nice work and good job! It's help me a lots on finding the colours of weapons and armors :D
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Post by: Nevarie on July 03, 2008, 02:22:18 am
Double Sized Images.
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Post by: Cheetah on July 03, 2008, 02:38:06 am
Very cool stuff.
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Post by: Archael on July 03, 2008, 10:13:01 am
Well, now we know what palettes to use for that crazy Acid Trip patch Asmo wants to make.

 :D

Row 5 gets my vote for trippiest colors.
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Post by: Asmo X on July 03, 2008, 10:24:00 am
Holy crap. This is great. thanks.
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Post by: LastingDawn on July 03, 2008, 12:39:17 pm
Incredible work! If we ever find out how to make items, we can implement them in much better with these charts.
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Post by: Nevarie on July 03, 2008, 01:08:46 pm
I don't really see a need for more items myself, theres a good spread of items already we just tend not to use many of them due to how fast they get outdated or just general imbalnce in progession/usefulness. Like the starting equipment you use for all of 2 battles and then replace after your first visit to igros.  :roll: or my personal favorite diamond and platina gear becoming available at relativly the same time, really what is the point of that when gil is so easy to get and its just a 10hp upgrade?
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Post by: Asmo X on July 03, 2008, 02:27:09 pm
I'd like to change the palettes/graphics on some existing items though. Some of them just look ugly and/or stupid.
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Post by: VincentCraven on July 07, 2008, 12:07:58 pm
Makes me want to make an equipment wars patch, where money is somehow limited and items rarely go out of date.

Shouldn't be too hard with a bit of scaling to magic?  Monks would screw it up though  :?


This is vunderful! I really needed this.
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Post by: Asmo X on July 07, 2008, 11:35:47 pm
Solution: No Monks. Or have them do something radically different. Perhaps make a "gauntlet" category of weapon (replace bags).
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Post by: Nevarie on July 08, 2008, 02:54:21 am
Well hand to hand is [(PA * Brave) / 100 ] * PA so if you limit the amount of brave and pa boosting in your game monks and bare handed attacks shouldent be to much of a problem.

Problem with nerfing monks directly is it dosent stop any of the other jobs from abusing it. More of a problem of all around weapon power groth vs pa growth for vanilla fft. Seems a bit less uber in 1.3
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Post by: trickstardude7 on July 09, 2008, 02:55:24 am
nice find! i acually like row 5
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Post by: BeoulveBlack on September 05, 2008, 01:38:16 pm
this will be very useful in creating new graphics for armor and whatnot AND getting them to be the right colors

i gotta design a tuxedo of sorts for my character  :wink:
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Post by: Archael on November 23, 2008, 11:17:56 pm
this should be moved to ripped data to go along with item graphs..
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Post by: HatterMadigan on February 13, 2009, 09:50:17 pm
Woah... I stumbled on a gold mine! Yipee-Kay-Yay I'm happy to-day! This'll help me create my FANS! Overexcitement... chill... out... breathe....

THANK YOU!
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Post by: Cheetah on February 13, 2009, 10:25:35 pm
These are just the item icons. To actually edit the attack animations it is a different file.
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Post by: samuchan on February 14, 2009, 12:08:22 am
Quote from: "Cheetah"These are just the item icons. To actually edit the attack animations it is a different file.
Party pooper.
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Post by: SydneySoul on February 14, 2009, 12:13:38 am
Would it be possible to implement the dolls as weapons yet? I think I remember hearing that we can't add new items yet, only alter existing ones... so that makes me think we can't. It would be great for one of the classes I've been toying around with in my mind, though. The dolls aren't displayed on this page but they are shown in other sprite rips, like this one:

http://spriters-resource.com/psx_ps2/fft/sheet/1268 (http://spriters-resource.com/psx_ps2/fft/sheet/1268)
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Post by: Zyro on March 14, 2009, 02:04:24 pm
This makes things much easier, thank you Nevarie.
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Post by: Clementine on August 09, 2009, 05:31:51 pm
Quote from: "Voldemort"Row 5 gets my vote for trippiest colors.


Row five has a tendency to glitch out once in a while. D: I tried to use it on a Ribbon and it made it glitch and now only some of the pixels show up when my girls equip it.
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Post by: Archael on August 09, 2009, 06:42:41 pm
yeah

I don't really like how it looks like in-game
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Post by: Midnight on September 26, 2009, 11:17:00 am
Hello how would you change the look of the weapons and shields in battle and not just in the menu?
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Post by: Vanya on September 27, 2009, 03:05:01 pm
Edit the WEP1 sprite it is near the end of the standard sprites.
To make a weapon into another type you'd change it's type it is set to in the ITEM tab of the Patcher. This isn't perfect yet though because we don't have info on how to change the specific graphic that is used.
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Post by: Cheetah on September 27, 2009, 03:12:40 pm
Ah excellent. I think we have the two pieces to this puzzle. This is some information I found on the Japanese wiki. First byte changes the palette, the second byte changes the weapon icon I think but it looks all messed up. I believe if that if you coordinate the stuff in the Patcher with this information it should work perfectly!

Battle.BIN Information

Weapon Palettes and Animations
0x02D3E6

2-byte increments (no address offset)
例:ダガー Example: Dagger
E0 00
① ②
①: palette on the left is (0,3 ~ F before), the right color effects撃等Missile (1: red 2: yellow, 3: green, 4: Brown, 5: White, 6: Purple ... F up also the same color)
 ②: graphic (this value of the basic data items SLPS +05 h (item type) is determined by the value of graphics)

SLPS here also have the same value and the values are different and different graphics.
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Post by: Vanya on September 27, 2009, 03:22:11 pm
Awesome! This should definitely be integrated into the Patcher.
Let's see if I'm understanding everything correctly...

XY ZZ
X = main weapon palette.
Y = projectile palette.
ZZ = specific graphic within it's group.

Is that the address for the US  or JAP version?
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Post by: Cheetah on September 27, 2009, 07:59:19 pm
The address I have there is the US one for sure. Oh I didn't understand the XY part before, but I think the Y is the hit/impact palette.
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Post by: Vanya on September 27, 2009, 08:02:04 pm
In your example:
E0 00

My format to refer to the numbers:
XY ZZ

Thus:
X=E
Y=1st 0
ZZ=2nd & 3rd 0
Title: Re: Item Graphics Charts(PSX)
Post by: Zozma on May 15, 2010, 04:24:25 pm
um, are we any closer to being able to change the weapon gfx in battle? we can change the colors of the icons but it doesnt change anything on weapons, making it impossible to create new things like knight swords etc without writing over ones that already exist
Title: Re: Item Graphics Charts(PSX)
Post by: Cheetah on May 15, 2010, 08:24:56 pm
I believe it is completely possible, I think we simply need to ask Melonhead to include it. Though there are other ways to do it using TileMolester.
Title: Re: Item Graphics Charts(PSX)
Post by: Zozma on May 15, 2010, 09:55:43 pm
tile molester? hmm even tho im referring to changing a value such as changing the assigned gfx of the "broad sword" into that of the "save the queen" for example?
Title: Re: Item Graphics Charts(PSX)
Post by: MasterGrand on October 14, 2010, 11:50:00 am
Wow Good Job Nevarie  , I was search for new Items :D