Enjoy!
More.
Thank you Nevarie, Nice work and good job! It's help me a lots on finding the colours of weapons and armors
Double Sized Images.
Very cool stuff.
Well, now we know what palettes to use for that crazy Acid Trip patch Asmo wants to make.
Row 5 gets my vote for trippiest colors.
Holy crap. This is great. thanks.
Incredible work! If we ever find out how to make items, we can implement them in much better with these charts.
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more items myself, theres a good spread of items already we just tend not to use many of them due to how fast they get outdated or just general imbalnce in progession/usefulness.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.
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?
I'd like to change the palettes/graphics on some existing items though. Some of them just look ugly and/or stupid.
Makes me want to make an equipment wars patch, where money is somehow limited and items rarely go out of date.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.
Solution: No Monks. Or have them do something radically different. Perhaps make a "gauntlet" category of weapon (replace bags).
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
nice find! i acually like row 5
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
this should be moved to ripped data to go along with item graphs..
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!
These are just the item icons. To actually edit the attack animations it is a different file.
Quote from: "Cheetah"These are just the item icons. To actually edit the attack animations it is a different file.
Party pooper.
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)
This makes things much easier, thank you Nevarie.
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.
yeah
I don't really like how it looks like in-game
Hello how would you change the look of the weapons and shields in battle and not just in the menu?
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.
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.
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?
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.
In your example:
E0 00
My format to refer to the numbers:
XY ZZ
Thus:
X=E
Y=1st 0
ZZ=2nd & 3rd 0
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
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.
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?
Wow Good Job Nevarie , I was search for new Items