Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Pixy on September 30, 2007, 09:05:46 am

Title: Battle Graphics
Post by: Pixy on September 30, 2007, 09:05:46 am
http://dotchan.com/fft/effects.html (http://dotchan.com/fft/effects.html)

Some time ago, this guy (don't remember his name) decided to rip all the skill and battle effects. It isn't really limited to just that, though. Multiple event effects, such as Lucavi transformations, are there as well. I knew I was interested, and someone else might be, as well.

EDIT: Crap and a half! The guy took them down, and Archive.org doesn't seem to have the images anymore! >=(

I suppose we get the info we needed in the time that has passed, but... dammit, those rips were nice! I wonder how he ripped all of them?
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Post by: Xifanie on September 30, 2007, 10:10:05 am
Ah, thanks. I thought I'll have to rip all of them one by one one day to guess which effect is which ability.

Since he already listed a lot, I could even find out where abilities are assigned their effect file. And that would mean...  8)
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Post by: Chrona on September 30, 2007, 10:23:23 am
Wow, it also has maps and sprites. Cool =)
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Post by: Xifanie on September 30, 2007, 10:34:48 am
Oh yeah, Oh yeah, Oh yeah, oh yeah baby!

Cure with a bolt 3 graphic.

Phil will be able to give an unused effect for it's 5th Mighty sword skill.

Isn't dat gr8?

Man I found it on my first try, that was too easy.  :roll:
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Post by: karsten on September 30, 2007, 12:16:27 pm
you're great zodiac! now you just need to program with c++ or visual basic  :o
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Post by: Xifanie on September 30, 2007, 01:08:47 pm
>_>

<_<

Well in any case I checked the 256 first effects and found 3-4 weird fast attack effects, Altima's teleportation, summon demon/angel. No Dejeon yet. :?
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Post by: karsten on September 30, 2007, 01:51:50 pm
Quote from: "Zodiac">_>

<_<

Well in any case I checked the 256 first effects and found 3-4 weird fast attack effects, Altima's teleportation, summon demon/angel. No Dejeon yet. :?

dejeon?
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Post by: Xifanie on September 30, 2007, 02:37:57 pm
The spell rofl cast before dying.

I got it, I also got Altima's End of the World which is literally funny to use because it will completely destroy the map. =D
Sadly there doesn't seem to be that much unused effect files and most (if not all) are only little. Nothing Catchy.

When I make my patch, I'm going to give Rafa's stone power for sure. 100% Revive with her Zodiac Stone. XD

However some are buggy to use in battle. Animations like the Zodiac Stone's glow can appear UNDER the terrain's map for no apparent reason.

It was odd too to give a full recharge of electricity to a bomb and see it becoming red of heat. :P

I'll still have to double check like 50 Effects because I'm not sure what they are or just can't tell when I know I have already seen them.
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Post by: karsten on September 30, 2007, 05:26:28 pm
Screens might make the interest soar. take some when you come out with weird changes and such.... this way other people might come and help
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Post by: Asmo X on September 30, 2007, 07:19:28 pm
Would it be possible to show the unused effects in a youtube vid or something? I've never made one so I dont know how much work that would be. Nevermind if it's a pain in the ass.
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Post by: Xifanie on September 30, 2007, 07:34:07 pm
Yeah it would be a pain in the ass, especially for me. :roll:

As for the stone glow graphic, I have no idea why but it won't appear unless it is on the same panel as a unit. (I was using a modified Diamond Strike to test)
Effects that weren't normally supposed to be used during battle lack to show damage.
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Post by: Xifanie on September 30, 2007, 08:41:00 pm
Quote from: "karsten"Screens might make the interest soar. take some when you come out with weird changes and such.... this way other people might come and help

I'm afraid that if anybody else join the project, they will quit after 1 month or so. Do you have any idea of how long I've been working on this project? This project is alive, and only alive because I wanted it to be.

If I could get a coder, that would be perfect but anything else would probably slow me down. And if there were any coder interested in this, he would've shown up. :/
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Post by: Argg0 on October 01, 2007, 01:46:06 am
You need a coder? What for?

What language? C++?
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Post by: Xifanie on October 01, 2007, 07:02:05 am
Who cares? any language would do. Even Java >_>'
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Post by: karsten on October 01, 2007, 08:31:45 am
yes, as long as we get something graphical that manages the hex changes in the file everything is ok
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Post by: Pixy on October 01, 2007, 11:11:57 am
What the hell is animation 464? It's just kinda thrown in between all the demon transformation animations.

Of course you probably already know this, but 451 is the Revive animation used for Malak.

And now, I'm going to keep myself entertained by identifying some of these.

468 - Gemini Stone Flash
469 - Leo Stone Flash
470 - Virgo Stone Flash? Looks like it.
471 - Scorpio Stone Flash
472 - Capricorn Stone Flash
371 - Shake Off, or so it looks like.
372 - Wave Around
373 - Mimic Titan? I've never seen Mimic Titan, so I'm only assuming here.
374 - Gather Power
375 - Blow Fire? Once again, just assuming here.
228 - Melt
204-208 - All of Destroy Sword
195-203 - All of Fear. The red rings are repeated and used for the single panel Fear skills (Seal, Chicken Race, etc.)
174 - Looks like a pallete swapped Holy, made gold. Golden Holy? Does anyone see potential?
342 - Thunder Soul
343 - Aqua Soul
344 - Ice Soul
345 - Wind Soul, assuming again.

What also caught my interest were animations 474-478. All of them show some lightning with some sort of symbol. I don't remember seeing those anywhere. I wonder...
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Post by: karsten on October 01, 2007, 11:18:44 am
those animation seems to be new to me
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Post by: Argg0 on October 01, 2007, 12:56:07 pm
Never messed with hex editting, so I'm not sure I'll be able to help...

Maybe you could be more especific?
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Post by: Xifanie on October 01, 2007, 04:43:42 pm
Pixy, don't waste you time I already listed ALL the effects. There are 4 unused by the game, and a Wing Attack effect which was ignored (intended? not sure) and uses the Dash effect instead.
There is also a black on white bubble talk skill (very similar to other talk skills)
Another one that looks like piercing something and having the blood form a mini shockwave
And the last one is simply a very fast animation with nothing very special... Err I'd say a gun's strike is the most similar thing to it.

Oh, and just you know, I let NOTHING to guessing. Well I don't remember ever seeing those 4 effects ever in the game so I assumed they weren't.

Really there's nothing left to discover except which file the table that links to the effects file is in.

Because I simply tested with a memory editor. :P
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Post by: Xifanie on October 01, 2007, 04:45:10 pm
Quote from: "Zodiac"Go check Data/Effects if you want to see the list.  :roll:

Are you guys even reading my posts? >_>'
Title: Re: Battle Graphics
Post by: Julian on October 18, 2007, 11:02:33 pm
Quote from: "Pixy"http://dotchan.com/fft/effects.html

Some time ago, this guy (don't remember his name) decided to rip all the skill and battle effects. It isn't really limited to just that, though. Multiple event effects, such as Lucavi transformations, are there as well. I knew I was interested, and someone else might be, as well.

Credit to...whoever ripped these. Not me.

What really interested me on that page were the maps.  I really like those map rips, and would like to have more of them because that page only has so few of all the maps.

Does anyone know how they went about in ripping those maps?  I wouldn't mind ripping myself if I knew what files had them, and how to convert them.  I've tried a lot of googling, and haven't found anything.  (Just one other site that had some rather bad quality maps)

If anyone knows anything I'd really appreciate it.  Thanks.
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Post by: Argg0 on November 01, 2007, 01:00:27 pm
I remember when there was a AI Championship on fft gfaqs forum, one guy created a page for it.

He had all maps there, no idea how... sadly, I don't remember his name.
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Post by: Zozma on January 20, 2008, 12:14:16 am
so question,

if i want to assign the red revive gfx, from when malak was revived,
to the spell raise 2. what do i do?
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Post by: Xifanie on January 20, 2008, 11:25:04 am
Go to 0x14F3F2 with your hex editor.

Check the site: auritech.eu / Data / Effects
Quote from: "auritech.eu"006 Raise 2
1C3 Scorpio's Revive spell (Rafa revives Malak)

Find the Raise 2 Effect Link: 0x0600 (0x14F3FC)
Change it to the given Effect: 0xC301

If you don't get it, it's simple. Those are stored as words.
Words are made up of two bytes.
Basically take 1C3 and Convert it to 2 bytes: 01 C3
Swap The bytes: C3 01

Save & Import.

Voilà

I don't know if melonhead will include it in the next version of FFTPatcher... probably.
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Post by: Zozma on January 20, 2008, 01:01:26 pm
thanks! ill give that a try if it works then ill probably take some crappy skill and put that effect in place. and then give the cleric/princess job a 100% success raise 2 spell. those stone shining gfx look so good and to only be seen once per game...
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Post by: Zozma on February 05, 2008, 10:05:39 pm
So i created a new spell for the holy magic skillset, the blank skill just below "meteor", using the scorpio revive gfx. it looks great of course despite the fact that if there is a wall in the way it wont rotate the screen auto to show the gfx. anyway there is something else...

it does everything its supposed to but it doesnt show the number of hp healed, if it misses it doesn't show that "missed" or "guarded" either.. hmm...
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Post by: Cheetah on February 05, 2008, 10:10:25 pm
Sounds pretty sweet, and those seem like pretty minor issues that likely have an easy fix. How certain are you that you are actually using an unused animation? Do you have the capability to show put up some vids of this stuff?
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Post by: Xifanie on February 05, 2008, 10:49:38 pm
Not an easy fix... the key to fix those is within the effect file itself.
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Post by: Cheetah on February 05, 2008, 11:37:25 pm
Well at least the code for these two things exists in other spells. Implementing it might not be super easy, but at least it is possible. I don't do any coding myself so my idea of "easy" is rather uneducated and vague.
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Post by: Zozma on February 06, 2008, 08:45:04 pm
sigh i seem to have forgotten how to record stuff with epsx lol.... oh well

anyway another thing im wondering is if its any easier to change the pre casting animation of a skill/spell. u know what i mean? weather they slash their sword first, or the magic energy collects over their heads, or dance or sing, etc...
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Post by: Xifanie on February 06, 2008, 09:17:27 pm
It's all within the effect file too...
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Post by: Zozma on February 06, 2008, 09:28:34 pm
ahh okay heres a recording of my spell. I even managed to add the name Revive to the empty space by shortening the name of the nearby spell "Spell Absorb" to "Osmose"

see it faces a specific direction when cast and it will NOT turn the screen if there had been a wall there u wouldnt be able to see it. still it looks awesome, cant say no to keeping the effect there.

also about those pre cast animations being contained in the effects too im not too sure... i can assign this same effect to one of the blank skills beneath the parasite skill and instead of showing the magic energy collect, they just look like their charging like an archer, and then raise their hands thats it.

http://i140.photobucket.com/player.swf? ... evive2.flv (http://i140.photobucket.com/player.swf?file=http://vid140.photobucket.com/albums/r9/zozma1/revive2.flv)
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Post by: Kuraudo Sutoraifu on February 06, 2008, 10:36:28 pm
Sweet, good job, Zozma!
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Post by: Cheetah on February 07, 2008, 02:27:46 am
These are awesome. I really like the animation for the Revive, looks great.
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Post by: VincentCraven on February 07, 2008, 07:49:06 am
Now the question is, how do we fix the lack of numbers and timing of the 'get up' animation?
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Post by: Zozma on February 07, 2008, 08:10:43 pm
yeah the special graphics you only see once per game are also the coolest ones :D. i think if you were able to see the numbers when healed the timing of the character getting back up wouldn't seem off.

i think its great how easy this all has been made for us now. the hardest part was opening a hex editor and shortening "Spell Absorb" into "Osmose" so that "Revive" would fit in the blank spot. and that was easy too, just takes time.

By the way, i was trying to make Mustadeo's "snipe" skills look cooler... so i took veleus petrify skill "Seal" wich looks like a red ring closing in on the character. i think it is perfect. its simple yet more flashy than just a normal gunshot... only problem is when he does it its as if the game trys to apply the  effect of the skill twice i tried to leg aim a character and they dodged twice and it said missed twice... so weird... i don't understand.

some more information: i notice that in the psp version the black and blue small bomb skills have been taken out (i saw the blue bomb use the red version of small bomb) for the psx version if you do the same, you can easily create new sword skills with the sword slash animation and all.
blue and black small bomb skills located near the ja magics skills.
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Post by: LastingDawn on April 05, 2008, 05:20:01 am
Hmm... I was going through the sprites again, and I think there's a beta Teta sprite model that's been missed (as far as I'm aware...) that her last 3 sprites, are of a Teta in a gown or robe. I suppose it shows they wanted to expand upon her, but she kind of dies...

(http://img259.imageshack.us/img259/8249/tetaww6.png) (http://imageshack.us)
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Post by: Zozma on April 05, 2008, 06:33:56 am
actually my guess is that the ones down there are what she origionally looked like.. if you really look at her portrait.. it looks like it might match that one more closely. they probably decided to improve the sprite or perhaps its because that one makes her look more like a little girl when shes really alma's age... either way there are no more occurances of that old image. too bad they didnt just completely finish the one you see in game i like her... but i took care of that anyway ;)
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Post by: LastingDawn on April 05, 2008, 06:38:46 am
Oh? I had heard her sprite couldn't be added onto? How did you fix her up?
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Post by: Zozma on April 05, 2008, 06:44:07 am
you cant use her true file its too small.
the best thing to do is use a character who has a duplicate sprite like alma
celia or lede and create her job from that. i have posted the nearly complete version of teta sprite for download too. im testing two more frames and ill add the complete complete version soon.

i think there are two different kinds of human sprites, and one of them seems to be for petite characters like alma, teta, celia, lede, dancers etc.... arms allign differently depending on the sprite file.
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Post by: LastingDawn on April 05, 2008, 06:48:11 am
I always thought Celia and Lede were taller then the average NPC? Well shows how much I know. I don't quite recall seeing this Teta anywhere, may I have a link to the current file?
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Post by: Zozma on April 05, 2008, 06:51:03 am
it's actually on the "completed sprites" section for download i will update that soon too. two more frames to go.
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Post by: LastingDawn on April 05, 2008, 07:00:32 am
Hmm, I thought that looked familiar... my friend, wanted to have Teta survive at Fort Zeakden and have Delita die instead, with Algus taking his place. So this is a wonderful start! I'll wait for the completed version though. You've done quite a lot of spriting. Thank you for your dedication to the project.
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Post by: Sen on April 05, 2008, 07:02:10 am
What about making a story that Teta is actually alive?
and you will meet her sometime.
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Post by: LastingDawn on April 05, 2008, 07:24:55 am
Well the story is, that the Lion War and the Durai Papers was a sham, that the true "hero" of the war died a year before the war began. Algus, using the persona of Delita Heiral. Teta finds Ramza and tells him (pretty much the opposite of what Delita says) that it was Delita who saved her. Algus makes it out alive, and pretty much takes Delita's role, except at points, Ramza and him come to heads. Of course I don't know the intracacies, it's been a while since I asked him about it, so I can't quite recall it all.
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Post by: Zozma on April 05, 2008, 07:50:41 am
im sereously going to think of a way to squeeze teta into the story without delita finding out. one of my thoughts had been to make her appear again as a bandit type that you have to fight.. (i did create a version of teta in a purple theif costume) but i like her dress costume better now that its almost finished, ill probably make a bonus mission where shes a missable character on the other end of the map surrounded by monsters lol... if you're unable to rescue her before her crystal counter runs out then thats it...
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Post by: LastingDawn on April 05, 2008, 12:16:51 pm
Haha, I really like those scenarios you make regarding those. But why the first time, would she not recognize Ramza, or vice versa? Of course, she would probably be sickened by her brother's choice of motives and believing Ramza another puppet of his would fight him, it makes sense.
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Post by: Vanya on April 05, 2008, 01:29:48 pm
What about all those skills in melon's editor that have FFFF in the graphics list? Accumulate's effect, for example, can they be used or moved?
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Post by: Zozma on April 08, 2008, 02:25:49 am
making her join sometime after ramza's final encounter with delita would eliminate part of it... also she did get hit with an arrow and then used as a meat shield so how about a nice healthy dose of amnesia?

 the ffff skills.... you can assign pre-existing gfx to some of them....
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Post by: Vanya on April 08, 2008, 09:06:26 am
But what if I want to use their gfx in another skill slot?
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Post by: Xifanie on April 08, 2008, 05:57:01 pm
You can't, FFFF means there is no effect file assigned.

Accumulate is special, it is stored somewhere else; so basically, only accumulate can have those graphics.

The others are just blank skills and you can change them as you wish.
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Post by: Vanya on April 08, 2008, 06:05:09 pm
Ah, I see. Thanks! =)
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Post by: Zozma on April 09, 2008, 02:41:37 am
zodiac! since this page has your attentinon for a second...

what if i wanted to actually assign gfx to the archers charge skills,
or take the jump or calculator skills and change them to other single spells.. is there any way that in the future the editor will allow this? right now you can only change the statistics of the type of skill it is, but not completely change what it is... if i were to eliminate the calculator job, it would be great to have those slots like "CT" or "5", "4" etc available to change into a real skill...
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Post by: NeedsMoreNoise on April 09, 2008, 02:58:45 am
Quote from: "Zozma"zodiac! since this page has your attentinon for a second...

what if i wanted to actually assign gfx to the archers charge skills,
or take the jump or calculator skills and change them to other single spells.. is there any way that in the future the editor will allow this? right now you can only change the statistics of the type of skill it is, but not completely change what it is... if i were to eliminate the calculator job, it would be great to have those slots like "CT" or "5", "4" etc available to change into a real skill...
Imagine if you could instead use the "two list"-function of the Calculator's skills for the Mystic Knight. List one would contain the elements, list two would contain different attack effects and/or ranges.

For example:

You're in a battle, and select the Mystic Knight's skillset. First list:

Second list:
The ones with less range and effect would do the most damage. Hell, the second list could even be substituted with status effects.

That'd probably be the worst thing ever to code, though, but it'd be neat.
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Post by: Xifanie on April 09, 2008, 07:06:32 am
you're supposed to be able to change the skills' gfx for all skills... doesn't FFTPatcher allow that?

And I'm afraid there probably won't be anytime that we'll be able to edit those skills...
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Post by: Vanya on April 09, 2008, 07:30:41 am
The editor allows us to change skills to other types, but doesn't change the specific stats that can be edited in the slot. That might confuse users, but I would presume it has something to do with the way the data is organized.
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Post by: Lydyn on April 09, 2008, 01:44:43 pm
The only things that aren't really editable with skills in the base forumlas and adding/subtracting new effects from the already existing ones. There's also some unknowns too, I suppose ... but you can change ~about~ anything you want in a skill.

I mean, I changed small bomb to a sword skill, so... I'm a tad bit confuzzled what you two are asking, myself.
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Post by: Vanya on April 09, 2008, 03:10:20 pm
Go to one of the Jump skills and change it's type (right under chance to learn) and you'll notice what I mean.
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Post by: Lydyn on April 09, 2008, 04:39:29 pm
Oh, that... yeah, noticed that a while ago. :P
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Post by: Zozma on April 10, 2008, 02:13:50 am
you cant make a skill like "Charge+1" have gfx or formulas or require things like a sword (not that u would want that but..) that's what i am referring to.
if you could that would leave room for so many more custom skills to be created...
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Post by: Vanya on April 10, 2008, 11:18:37 am
Well, back on the subject of Battle Graphicks. Maybe we should try putting together a list of which skills use which character poses? That way it will make it easier for people to figure out what to substitute. I know Zozma has already mentioned some before, like the empty spots under 'Parasite'. So, how 'bout it guys?
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Post by: Zozma on April 10, 2008, 08:42:19 pm
ill let you know what some of the unused slots use:

Skill right below "Meteor" and just above "Blind" uses:
Spellcasting animation with the magic energy collected overhead when cast.

all the skills just below "Parasite" use the hand raising animation looks like
if you were to use "Chakra" or draw out skills. Beware the blank skill at the very bottom of the set of blanks below parasite, just above "Potion" is actually "Attack" do not change this unless u want every attack in the game to have the same property or effect.
-------------------------------------------------
most everything else is used up, but several monsters have attacks that call upon the sword strike animation without the spell look, ideal for creating new sword skills:
Small Bomb(Blue)
Small Bomb(Black)
Small Bomb(Red)
Choco Attack
Choco Ball
Choco Meteor
Eye Gouge
Bite
Beak
----------
Singing Animation:
Grand Cross
Nano Flare
----------
Dancing Animation:
Stab Up
Sudden Cry
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Post by: Lydyn on April 10, 2008, 08:45:03 pm
Question, could you make Sword Skills out of the Songs and Dances at all? Or spells?
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Post by: Zozma on April 10, 2008, 09:00:21 pm
if you're referring to changing the slots that are currently songs or dances... like say "ewww i hate the dancer and bard skills im going to change them" if you try to change them to a sword skill type or even a spell for that matter, they will still sing or dance, instead of swing a sword.

we currently don't have a way to edit what type of animation a specific slot has by default.
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Post by: Lydyn on April 10, 2008, 09:02:22 pm
Hm, oh well. Was just curious ... though dancing or singing to cast spells could make for an interesting mage class anyways, but doesn't work so well for sword skills. :P
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Post by: Zozma on April 10, 2008, 09:50:43 pm
well the monster skills i mentioned... ohhh i forgot to include "Knife Hand"
can be changed into perfect looking sword skills with the right gfx.

most of those are basic monster attacks like bite, or beak, and can be replaced with "Attack" anyway since they use the same formula and arent flashy anyway...
Title: Re: Battle Graphics
Post by: Maluco on September 03, 2008, 10:53:01 pm
Quote from: "Pixy"http://dotchan.com/fft/effects.html

Some time ago, this guy (don't remember his name) decided to rip all the skill and battle effects. It isn't really limited to just that, though. Multiple event effects, such as Lucavi transformations, are there as well. I knew I was interested, and someone else might be, as well.

EDIT: Crap and a half! The guy took them down, and Archive.org doesn't seem to have the images anymore! >=(

I suppose we get the info we needed in the time that has passed, but... dammit, those rips were nice! I wonder how he ripped all of them?

I wanted to see this Battle effects… somebody that copied these images could upload in some place?
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Post by: Zozma on September 03, 2008, 11:35:03 pm
theres a program that can let you rip them yourself actually... uhh vanya?
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Post by: Vanya on September 04, 2008, 12:21:45 am
It isn't perfect, FFTView can open the files and most of them display correctly.
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Post by: Maluco on September 04, 2008, 09:33:46 pm
Where I can find this FFTview ? Here does not have http://www.ffhacktics.com/psx/downloads.php (http://www.ffhacktics.com/psx/downloads.php)

Thanks for the help!
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Post by: Vanya on September 04, 2008, 10:04:04 pm
I have it.
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Post by: Maluco on September 07, 2008, 09:40:53 pm
Thanks for the help! ^^
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Post by: SydneySoul on February 14, 2009, 08:20:06 am
Is there a way to get an animated preview for these yet? It would help me a bit in deciding what skills to give certain customs along with how to name them. I suppose it would be too much to ask for someone to make recording of all the animations. x_x It's just as tedious to test them one by one when you probably won't end up using most that you test. It would be great to have them archived on the main site.


The links no longer hold the image archives either... that's a lot to look through with FFT view. Not to mention it only previews the graphics, not hwo the game uses the animation.
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Post by: LastingDawn on February 14, 2009, 12:07:20 pm
Hmm... I could have sworn they were somewhere elsewhere by this point... I'm not sure about that though.
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Post by: SydneySoul on February 17, 2009, 06:01:59 pm
How does one go about altering an actual effect or creating our own? Or is that not possible yet?

I'd like to:

Remove Leviathan's image from the summon
Create 4 more Soul spells (Like Ice Soul, Thunder, Wind, and Aqua but for the other four elements)
Change the color of the spell animations I've used to create Aero

Also, is it possible to make the effects show HP changes? I've used Virgo's revive (the blue one, not the red one used on Malak by Scorpio) for my Inject Spirit spell, which raises an ally from the dead. Problem is, it doesn't really show that I've done anything. Same for certain damaging and healing spells that I've chosen off-effects(animations) for. Though, it is kind of funny seeing an enemy just drop dead. >_>
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Post by: Zozma on February 17, 2009, 06:24:51 pm
Vanya already made a version of Leviathan without the image.
I already made a version of Salamander without the dragon.
i have also already made recolored sword skills as well as
"Finish Touch" without the ice shards and recolored green

I have not posted all of the effects that i have edited but i can if you're interested.

http://www.ffhacktics.com/forum/viewtop ... 16&start=0 (http://www.ffhacktics.com/forum/viewtopic.php?t=116&start=0)
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Post by: SydneySoul on February 18, 2009, 12:09:21 am
I definitely am. :o A specific tutorial would be nice too. I don't know how you're able to alter the graphics without being able to extract them. Unless there's an extractor floating around that I don't know about, which seems very possible. As for hex editing graphics, I've never had to do that. Only used Hex Workshop for game savestates, so a tutorial would be needed there. x_x

I'm very interested in the fact that you were able to control the sounds and how a unit reacted to the spell. D=
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Post by: Zozma on February 18, 2009, 03:58:31 am
its kind of guesswork at the moment

I use "snespal" to change the colors of skills

and tile layer pro to change the images in the file. now copy and pasting images from one effect to another works well, but not pasting from outside sources...
Title:
Post by: SydneySoul on February 18, 2009, 04:23:19 am
Thanks much. :3 I'll start tinkering tonight. I hate having blue Aero spells. >=[
Title:
Post by: Vanya on February 18, 2009, 12:07:45 pm
Editing Effect File Graphics:
All
Vanya

here's a step-by-step explanation of how to do this.

1) Open your effect file in TileMolester. (it can be downloaded from Romhacking.net or Zophar's Domain.)

2) Click on the view menu. Go to the Codec option and click on "8bpp linear".

3) Next click on the view menu again and go to the mode option. Now click on "2-Dimensional". Now if you scroll down the image you'll be able to make out the form of the raw image in the effect file.

4) This is the most complicated part. now you have to figure out where the palette is located for the file that you opened.

First let me explain the rules for locating the palette as read from the Final Fantasy Tactics Investigative Project.

http://web.archive.org/web/20070124055559/http://www.m-l.org/~greerga/fft/

If the effect file is larger than 70KB (71,680B)...
-the last 64KB (65,536B) of the file is a raw image 256x256 pixels.
-the palette is 1028B before the start of the raw image.
-the offset for the palette = the size of the file in bytes minus 66,564 bytes.
-NOTE to view the image correctly for files of this size you have to expand the width of the canvas to 32 instead of 16.

If the effect file is larger than 34KB (34816B) but smaller than 70KB...
-the last 32KB (32,768B) of the file is a raw image 128x256 pixels.
-the palette is 1028B before the start of the raw image.
-the offset for the palette = the size of the file in bytes minus 33,796 bytes.

If the effect file is smaller than 34KB (34816B)...
-the last 15,872B of the file is a raw image 128 pixels wide.
-the palette is 512B before the start of the raw image.
-the offset for the palette = the size of the file in bytes minus 16KB (16384B).

As an example take E161.BIN (Wish)
I'm editing it to make it look less like Esuna.

Size: 51,336B
Palette offset: 51,336B - 33,796B = 17,540B

5) Import the palette from the file. Click on the Palette menu and go to the "Import From..." option. Click on "This File...". This will open the "Import internal Palette" dialogue. In the box marked "Offset" type in the location we got for the palette. In this cast it's '17540'. Where it says "Size" always type 512 because it always used a 256-color palette with 2 bytes for each entry. then click OK and you're ready to edit!! =)

6) Make your changes. Save or Save As... You now have a brand spankin' new effect!! Woohoo!!!!!!! =)

Be warned the program is kinda finicky when undoing stuff so be careful and save often. Also, you can open multiple files to copy over stuff! =)

This is pending submission to the main site.
Title:
Post by: Archael on February 18, 2009, 12:13:47 pm
Quote from: "Vanya"Editing Effect File Graphics:
All
Vanya

here's a step-by-step explanation of how to do this.

1) Open your effect file in TileMolester. (it can be downloaded from Romhacking.net or Zophar's Domain.)

2) Click on the view menu. Go to the Codec option and click on "8bpp linear".

3) Next click on the view menu again and go to the mode option. Now click on "2-Dimensional". Now if you scroll down the image you'll be able to make out the form of the raw image in the effect file.

4) This is the most complicated part. now you have to figure out where the palette is located for the file that you opened.

First let me explain the rules for locating the palette as read from the Final Fantasy Tactics Investigative Project.

http://web.archive.org/web/20070124055559/http://www.m-l.org/~greerga/fft/

If the effect file is larger than 70KB (71,680B)...
-the last 64KB (65,536B) of the file is a raw image 256x256 pixels.
-the palette is 1028B before the start of the raw image.
-the offset for the palette = the size of the file in bytes minus 66,564 bytes.
-NOTE to view the image correctly for files of this size you have to expand the width of the canvas to 32 instead of 16.

If the effect file is larger than 34KB (34816B) but smaller than 70KB...
-the last 32KB (32,768B) of the file is a raw image 128x256 pixels.
-the palette is 1028B before the start of the raw image.
-the offset for the palette = the size of the file in bytes minus 33,796 bytes.

If the effect file is smaller than 34KB (34816B)...
-the last 15,872B of the file is a raw image 128 pixels wide.
-the palette is 512B before the start of the raw image.
-the offset for the palette = the size of the file in bytes minus 16KB (16384B).

As an example take E161.BIN (Wish)
I'm editing it to make it look less like Esuna.

Size: 51,336B
Palette offset: 51,336B - 33,796B = 17,540B

5) Import the palette from the file. Click on the Palette menu and go to the "Import From..." option. Click on "This File...". This will open the "Import internal Palette" dialogue. In the box marked "Offset" type in the location we got for the palette. In this cast it's '17540'. Where it says "Size" always type 512 because it always used a 256-color palette with 2 bytes for each entry. then click OK and you're ready to edit!! =)

6) Make your changes. Save or Save As... You now have a brand spankin' new effect!! Woohoo!!!!!!! =)

Be warned the program is kinda finicky when undoing stuff so be careful and save often. Also, you can open multiple files to copy over stuff! =)

This is pending submission to the main site.

this is huuuuge should be added to an faq / wiki

rad/10
Title:
Post by: Vanya on February 18, 2009, 12:29:54 pm
I originally posted it months ago in the spell effects thread. Zodiac has been lazy about adding it to the main site. Bitch at him a little to get it up. In the mean time I guess I could add it to the wiki myself.
Title:
Post by: Vanya on February 18, 2009, 12:36:26 pm
Done. Added to the Notes section on the main page of the wiki.
Title:
Post by: SydneySoul on February 18, 2009, 12:46:33 pm
I heart you, Vanya!
Title:
Post by: Vanya on February 18, 2009, 12:54:38 pm
^_^

*joy*
Title: Re: Battle Graphics
Post by: CHIMERA on July 18, 2010, 04:30:14 pm
Thx for this.
Title: Re:
Post by: Patri on July 29, 2010, 12:57:16 pm
Quote from: "Zozma"-------------------------------------------------
most everything else is used up, but several monsters have attacks that call upon the sword strike animation without the spell look, ideal for creating new sword skills:
Small Bomb(Blue)
Small Bomb(Black)
Small Bomb(Red)
Choco Attack
Choco Ball
Choco Meteor
Eye Gouge
Bite
Beak
----------
Singing Animation:
Grand Cross
Nano Flare
----------
Dancing Animation:
Stab Up
Sudden Cry


Does this still hold true or does the animations tab in FTTPatcher allow you to change these?
Title: Re: Re:
Post by: LastingDawn on July 29, 2010, 06:44:26 pm
Quote from: "Patri"
Quote from: "Zozma"-------------------------------------------------
most everything else is used up, but several monsters have attacks that call upon the sword strike animation without the spell look, ideal for creating new sword skills:
Small Bomb(Blue)
Small Bomb(Black)
Small Bomb(Red)
Choco Attack
Choco Ball
Choco Meteor
Eye Gouge
Bite
Beak
----------
Singing Animation:
Grand Cross
Nano Flare
----------
Dancing Animation:
Stab Up
Sudden Cry


Does this still hold true or does the animations tab in FTTPatcher allow you to change these?

Animation tab lets you change this.
Title: Re: Battle Graphics
Post by: Zozma on August 03, 2010, 07:30:32 pm
yeah that was an old post long before we had access to the animation tab in fftpatcher