Final Fantasy Hacktics

Modding => Spriting => Topic started by: Xifanie on January 05, 2009, 07:52:51 pm

Title: Spritesheets reassignment
Post by: Xifanie on January 05, 2009, 07:52:51 pm
PPF Patches

http://www.ffhacktics.com/psx/downloads.php?id=13 (http://www.ffhacktics.com/psx/downloads.php?id=13)
http://www.ffhacktics.com/psx/downloads.php?id=14 (http://www.ffhacktics.com/psx/downloads.php?id=14)

direct links

http://www.ffhacktics.com/downloads/extend_ISO.rar (http://www.ffhacktics.com/downloads/extend_ISO.rar)
http://www.ffhacktics.com/downloads/rea ... sheets.rar (http://www.ffhacktics.com/downloads/reassigned_spritesheets.rar)

I'd recommend extending the ISO first. I cannot guarantee it will work in the opposite order; but you need to apply both.

Then check the dummy folder. If you want to edit job 1E's sprite (Agrias Join) just import on file DUMMY\SPRITE1E.SPR. If any sprite type changes are required, just do as usual.
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Post by: Vanya on January 05, 2009, 08:00:21 pm
Forgive me if I seem totally clueless, but what is this exactly?
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Post by: Xifanie on January 05, 2009, 08:41:21 pm
Uhhh well damn fuck, temporarly down DO NOT DOWNLOAD, it looks like it patches 13026 as well. X_X
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Post by: Vanya on January 05, 2009, 09:00:58 pm
Now I'm really confused. @_@
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Post by: Xifanie on January 05, 2009, 09:11:06 pm
OK the Extend ISO patch was reuploaded, you can download and patch now it should be alright.
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Post by: Xifanie on January 05, 2009, 09:14:38 pm
normally you only have 21-26 sectors for each spritesheet, which in most cases made it "impossible" to import without cutting the file.

the reassign sprites patch moves the location of all sprites in the game to the dummy folder and each has full space to use (32 sectors).

That means:
- 256 different spritesheets for you to use. (one per job)
- No more sprite cutting.
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Post by: gojoe on January 05, 2009, 10:05:34 pm
does this mean my worker 8 sprite which was too big before can now be put into the game!?!?!?! OMFG!!!

BBLLLAAARRGGHHHHHHHHHH!!!!!!!
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Post by: Zalge on January 05, 2009, 10:08:50 pm
HOLY ZODIAC! WE HAVE BEEN BLESSED!!!
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Post by: Vanya on January 05, 2009, 10:41:23 pm
Sweet! That's wheat I thought this was. Thank you, Zodiac. ^_^

Can these patches be applied to a mod'ed ISO without any problems?
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Post by: Zozma on January 05, 2009, 11:04:23 pm
zodiac youre the best man! btw this is a list of all the job numbers that have a menu portrait and sprite linked to them

*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)

There is still an unknown menu sprite/portrait what links the Dark Haired priest (in menu) to a job?  no one knows yet?
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Post by: Zozma on January 06, 2009, 08:34:01 am
oh, btw Zodiac..

I tried assigning sprite "A0" as the sprite in endt to test it out in a battle..

does everything after "sprite" 80/81/82 male/female/monster have to use the monster sprite setting trick? because i tried that too and A0 didnt seem to work...

im hoping to use all the way down to C3 because im trying to create an alternate skin toned set of all the generics...

(im starting to thing that you cant really go past a certain point... XD)

(not that anyone would ever be able to fill up to 9A with sprites but 9B and so on dont seem to work)
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Post by: Xifanie on January 06, 2009, 06:18:50 pm
There is some other stuff that has to be changed, the like section which has the sprite types.
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Post by: Zozma on January 06, 2009, 06:36:15 pm
ahh i see, so i will eventually be able to use them.. thats cool then...
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Post by: Archael on January 06, 2009, 07:58:50 pm
Quote from: "Vanya"Now I'm really confused. @_@

welcome to my world
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Post by: Zozma on January 06, 2009, 08:05:17 pm
confused by what exactly Voldemort?

every single job slot now has its very own sprite.
(and then some!... no and then alot. theres more available slots for sprites now than there are jobs.)

and the ones i listed a few posts up are the ones that have a menu sprite and portrait as well.

and its very simple, job 01 = sprite01.spr, job99=sprite99.spr etc...
instead of job 01 = Ramuza.SPR etc
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Post by: Vanya on January 06, 2009, 09:57:35 pm
I was only confused by the first post not saying at all what this was for.
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Post by: Zozma on January 07, 2009, 05:38:44 pm
heh... Zodiac... guess what?

after I add in Male Red Mage, Female Red mage, Male Warrior, Female Warrior, Male Sniper, Female Sniper, Joker, Harlequin

i will have used up all the available sprite spaces (up till 9A which is the last useable one) O.o
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Post by: Xifanie on January 07, 2009, 06:52:37 pm
Then uhh... start compressing slots (ex: all Hell Knight Jobs into one). We'd have to work on how to to assign useable with the monster trick. :/
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Post by: Zozma on January 07, 2009, 06:54:43 pm
huh, n-no.... i had already done that consolidation thing with jobs. there is only one of each character.... lol
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Post by: BeoulveBlack on January 09, 2009, 02:09:53 pm
Quote from: "Zozma"confused by what exactly Voldemort?

every single job slot now has its very own sprite.
(and then some!... no and then alot. theres more available slots for sprites now than there are jobs.)

and the ones i listed a few posts up are the ones that have a menu sprite and portrait as well.

and its very simple, job 01 = sprite01.spr, job99=sprite99.spr etc...
instead of job 01 = Ramuza.SPR etc

so, i guess i'll have to rename all of my .SPR files?i may be a bit confused here
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Post by: Vanya on January 09, 2009, 02:29:56 pm
No. You just have to import your customs into the new files instead of the old ones.
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Post by: Zozma on January 09, 2009, 04:12:02 pm
its more organized actually.

sprite 01 is ramza, just like his job
02 is ramza number 2, etc

the jobs match the sprite number. Princess ovelia's job is 0C
and so is her sprite number.
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Post by: nates1984 on January 09, 2009, 06:42:54 pm
I have nothing constructive to add, just wanted to say thank you Zodiac.
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Post by: nates1984 on January 16, 2009, 06:21:30 pm
Not going to edit my last post to add this so people know there's a new message.

If we make a patch using this stuff, then if someone wants to apply said patch to a blank ISO they'd have to first run these two ppf files right?

Just to add for anyone just now downloading this, Squire Male is 60, and Mime Female is 85, and of course the rest of the jobs are in between those.
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Post by: Zozma on January 16, 2009, 09:05:55 pm
you actually only need to run the expand iso patch

the second patch is not needed as the iso size will match, the ppf of your
own game which has the battle.bin changes for sprite reassignment will patch as long as you have used the expand iso patch first.
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Post by: nates1984 on January 17, 2009, 05:29:18 pm
Ok, thanks for clarifying. I'm guessing it'd be best to create your ppf with a blank ISO that has only been patched with the expand ppf to make sure it picks up all the sprites in the DUMMY folder then.
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Post by: Zozma on January 17, 2009, 05:52:17 pm
exactly
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Post by: spoonman on January 28, 2009, 01:57:27 pm
Er, this makes my IMG file 803 MB.

I'm missing something here.   :cry:
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Post by: Zozma on January 28, 2009, 03:36:45 pm
well it is an expansion right
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Post by: Angel on January 28, 2009, 10:31:18 pm
It basically means that you can't burn the image for use on a PlayStation. You can, however, make a fine eboot for PSP.
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Post by: Vanya on January 28, 2009, 10:35:23 pm
I wonder if a modded PS2 would be able to run it if it's on a DVD?
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Post by: Zozma on January 28, 2009, 10:36:09 pm
mayhaps it would?
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Post by: DarthPaul on January 28, 2009, 10:40:57 pm
I don't see why not.
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Post by: Zozma on January 29, 2009, 10:33:46 pm
but zodiac, is there any way we can make use of the sprites  9B-FF? or perhaps use their space for something else?
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Post by: Angel on January 29, 2009, 11:45:07 pm
Quote from: "Vanya"I wonder if a modded PS2 would be able to run it if it's on a DVD?
You'd need a modded PS2 that can actually play burned PSX games, which I have yet to encounter. That or I've become acquainted with people who make terrible choices in mod chips.
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Post by: DarthPaul on January 30, 2009, 08:04:22 am
You can buy a special disk that will allow a nonmodded PS2 to load the game from the DVD.
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Post by: Angel on January 30, 2009, 10:41:45 am
You mean Swap Magic? That will only boot PS2 games.
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Post by: DarthPaul on January 30, 2009, 10:50:21 am
HmmI thought I had seen one that boots PSX games, I have been wrong before.
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Post by: Angel on January 30, 2009, 07:03:19 pm
Nah. I used to have a set of Swap Magic discs before my ex made off with my PS2. There's one disc used for booting PS2 CDs, and another disc used for booting PS2 DVDs. Neither of the two will boot PSX games, and since you need a different disc for both formats on PS2, I would hazard a guess that it would be impossible to use a theoretical disc that loads PSX games to load a DVD.
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Post by: Xifanie on January 30, 2009, 09:08:09 pm
803mb * 2048 / 2352 = 699mb

this fits on a CD

I even tried burning a CD myself before making a PPF patch.
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Post by: spoonman on January 31, 2009, 02:34:03 pm
Quote from: "Zodiac"803mb * 2048 / 2352 = 699mb

this fits on a CD

I even tried burning a CD myself before making a PPF patch.

Fine with me, then. I was just confused.
Not a major problem for me (my Xbox has a PSX emu) but it would have sucked for my buddy who's at the mercy of a slim PS2.

Thanks for the info.
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Post by: CidIII on February 15, 2009, 12:22:12 am
So are all the expandable sprite slots able to have a portrait in Unit.BIN or just battle sprites?
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Post by: Zozma on February 15, 2009, 12:24:30 am
the sprites in the battle folder are completely ignored.

the same amount of menu sprites is still available, in the first page are the jobs that have menu sprites. everything is the same except you have more than enough space to hold any battle sprite. and every job has its own.

it doesn't have anything to do with that unit.bin
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Post by: CidIII on February 15, 2009, 12:28:14 am
Okay, thank you.
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Post by: Vanya on March 24, 2009, 02:37:23 pm
Query...

Sprite sets in the ENTD still correspond to the old sprite files or the new ones?
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Post by: Zozma on March 24, 2009, 06:04:50 pm
yes, basically if you apply zodiac's patch but do not insert any custom sprites yourself, everything will appear the same.
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Post by: Vanya on March 24, 2009, 07:20:55 pm
So the old sprites are for battles and the new for player units?
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Post by: Xifanie on March 24, 2009, 10:21:14 pm
new
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Post by: Zozma on March 25, 2009, 01:07:47 am
no all of the sprites are duped into the dummy folder and only the ones read from the dummy folder are used.

the only things used in the battle folder now are the crystal/chicken/chest and weapons and sp2 files
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Post by: sondowultimate on March 25, 2009, 12:35:46 pm
can this be used with the PSP version
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Post by: Vanya on March 25, 2009, 01:24:21 pm
OK, I just wanted to make sure. Thanks! ^_^

The 'sprite set' setting in the ENTD also corresponds to the new file, right?
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Post by: Xifanie on March 25, 2009, 04:59:08 pm
Quote from: "Zodiac"new
How the hell did I read that question?

The old files aren't used anymore at all...

I could've removed them completely, use that space created for a few full space, and put the rest in the extended space but I was too lazy and just put them all at the same spot.
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Post by: Zozma on March 26, 2009, 01:20:19 am
well i like the way they are organized now, you know exactly where everything is thats used
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Post by: Vanya on March 26, 2009, 01:04:12 pm
Agreed.
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Post by: Oblivion on April 06, 2009, 04:00:35 am
explain to me what this does, please not quite getting it.

does this give rad/ladd, alicia, lavian, lezales, etc. their own sprite sheet or do they still share with the generic characters?
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Post by: Vanya on April 06, 2009, 08:01:08 am
Every job now has a full, uncompressed sprite file of it's own.
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Post by: Zozma on April 06, 2009, 04:36:52 pm
and with that being the case, it would be easy to give ppl like rad, alicia, lavian, their own sprites. you are, however still limited to who u can have join and not look glitchy in the menu due to the unit.bin file
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Post by: Vanya on April 06, 2009, 06:23:36 pm
What was the max number of units for the PSX version again?
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Post by: Zozma on April 06, 2009, 06:38:04 pm
units in the party or units in the unit.bin?
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Post by: Vanya on April 06, 2009, 10:37:40 pm
Party.
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Post by: Oblivion on April 07, 2009, 12:57:38 am
Quote from: "Zozma"and with that being the case, it would be easy to give ppl like rad, alicia, lavian, their own sprites. you are, however still limited to who u can have join and not look glitchy in the menu due to the unit.bin file

how do i do that?
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Post by: Zozma on April 07, 2009, 03:25:57 pm
you simply have to use a job that exists already for them.

and Vanya

16 in the psx version is all you can hold at one time.
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Post by: Vanya on April 07, 2009, 05:25:47 pm
That blows. PSP is like 24 right?
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Post by: gojoe on April 07, 2009, 05:59:19 pm
no its OVER 9000!

why haven't we figured out how to add extra job sprites and slots like in the psp version anyway?
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Post by: Kaijyuu on April 07, 2009, 06:30:01 pm
It would require expansion of tables. And space is limited.

It's entirely possible (and likely) that we'll be able to use slots 17-20 for normal characters, and kick guests from the formation screen. Complete relocation of everything concerning player owned characters/guests to allow 24+ units, on the other hand, would be a huge project and isn't likely any time soon.
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Post by: Vanya on April 07, 2009, 06:54:49 pm
Not to mention that the PSX has a very limited amount of RAM compared to the PSP.

I'm all for kicking the guests out of the formation screen nd using their space for permanent characters. As is I had to relegate Orlandeau, Lavian and Alicia to guests in order to have all the new units i wanted to add in. With those 4 extra spaces I'd be able to put them back and add one more.
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Post by: Zozma on April 07, 2009, 07:20:05 pm
they were working on that but never got anywyere i think
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Post by: Azrael on April 08, 2009, 03:22:09 am
HERE'S a question...

Ok, so we have this expanded .ISO, and enough sprite sheets / slots available for all the job slots, and then some.. granted I haven't had the patience or time yet to fiddle with each slot, but so far every time I try and reassign a sprite to use a new slot, it ... doesn't work right..  For example, I believe I set 23 Bi-Count (Rudvich) to slot C0 or something, and in-game, he still used the sprite and portrait of his original slot, or rather, what I I had placed there - Miang.. was fairly amusing to say the least, but...

I also tried to do a similar thing for Miluda, except I was merely trying to use the custom sprite someone made (believe it was yours, Zozma - great sprite by the way, whoever made it!)... instead, I got a Holy Dragon in place of Miluda...

And on an earlier attempt, I tried to reassign Simon's sprite, only to get Celia / Lede (the pink one...) ...

So, is there anything else worth noting about these slots..? I mean, so far, they're not entirely helpful, if my sprite assignments don't stick... :/

Hex editing...? I belive I recall someone stating that 'lower' slots tend to be reserved / flagged as monsters... and sorry I wasn't more specific over which slots I used, though I know for memory purposes I used things like, either the first available ones (as in A0 and on) or the last ones (9F..)..

So, what gives?
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Post by: Vanya on April 08, 2009, 10:01:54 am
When you say they don't stick do you mean after a unit joins or in battle?

You can assign any unit any sprite in a given battle with or without the expansion patch.
The thing is that as a player unit their sprite is determined by their job.
The expansion patch just gives every job it's own sprite file instead of having multiple units share files.
Thus, if you put a sprite in a slot it has to have the same # job in order to work right.
So if I put Mustadio's sprite in slot 12 I have to give him job 12 in the ENTD tab in order for him to work right in your party.
Also, you have to edit Unit.BIN in order for him to look right in the formation screen.
Now an important note: Right now none of the sprites after 9A work correctly because they don't have sprite type data or something like that.
Sprite files 60 - 85 are used by sprite sets 80 & 81 for generic humans.
Sprite files 86 - 95 are used by sprite set 82 for generic monsters.
Sprite files 96 - 9A are for special monsters.
Sprite files 9B - 9F are unused.
Sprite files A0 - FF are new files, but don't work properly yet.
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Post by: Zozma on April 08, 2009, 03:54:39 pm
jobs 9B and on dont have space available to give job names/descriptions if i recall
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Post by: Azrael on April 08, 2009, 04:27:13 pm
Ah-ha... like a gift that I can't open 'til x-mas... DAGNABBIT!! >_<   lol

To be more clear, my party works fine, I used slot 23 (sprite/job/skillset) for MY custom party member, and then set Rudvich to use one of the slots that apparently don't work properly.. Rudvich showed up as Miang (the sprite I used in his place) in battle, and then in the cutscene.
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Post by: Vanya on April 08, 2009, 06:16:42 pm
Indeed. that is a problem.
However, could they be used for bosses?
Those types of units don't display their job title ever anyway, right?
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Post by: Zozma on April 08, 2009, 06:55:09 pm
for ??? bosses you can still see the job title, but you can't see the descriptions for them

you could use the sprites in those slots but have a different job set in entd tho...
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Post by: Vanya on April 08, 2009, 07:50:00 pm
Meh. Those bosses don't need job titles anyway. =P
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Post by: Zozma on April 08, 2009, 08:23:46 pm
just use one job to paste over those sprites and it could be named ????? even tho u see different sprites, and have the same growth, you can always make it seem like a totally different job just because of the sprite and hidden status.
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Post by: Vanya on April 08, 2009, 09:04:50 pm
Sounds good. ^_^
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Post by: Vanya on April 11, 2009, 04:32:50 pm
I wonder if it would be possible to change a portion of the new sprite files to function as SP2 files?
That way we can make more animations for bigger sprite types.
Plausible?
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Post by: Xifanie on April 11, 2009, 05:29:45 pm
melonhead was looking into that the last time I talked to him... which was 2 days ago.
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Post by: Vanya on April 11, 2009, 06:38:14 pm
Cool. That would make adding in the missing Lucavi better.
As is they're only going to have the one attack animation.
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Post by: Zozma on April 11, 2009, 07:40:58 pm
btw vanya... about jobs 9B-9F , as it turns out you cant use those for the sprite either, the game freezes when loading any battle that they are in. so 9B-9F is almost completely useless.

also it would be pretty sweet if there was a way to do sp2 for certain humans too...
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Post by: Vanya on April 12, 2009, 10:27:57 pm
Hellls yeah!
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Post by: Excalipur on May 10, 2009, 01:08:13 am
you should be able to patch your psp version of the game with both ppf files.  Its almost completely identical to the original psx version.  ppf-o-maticv3.0 should do the trick nicely.  So basically if you patch the game with this it lets you edit each individual sprite that is in the game?  How many sprites are there in FFT altogether anyways?
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Post by: Zozma on May 10, 2009, 01:18:20 am
after the reassignment 99 are right? (and i ran out of spaces to use with THAT)
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Post by: Excalipur on May 10, 2009, 02:14:28 am
Wow you must have been really creative dude.  Got a question, so if every 'job' has its own 'sprite' so to speak, would I have to assign a sprite set to a job in the ENTD editor for fftpatcher?
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Post by: Zozma on May 10, 2009, 04:56:42 am
after a certain point yes.

for example the slot that 10 year old boy is in cannot be used as a standalone job because that is where the generic jobs start, and immediately after that all the monster jobs.

generics and monsters dont play by the same rules as special human/monster sprites/jobs do. its just hard coded that if unit "so and so's" base job is "4A" generic squire and its "male" that he will be assigned sprite and if job changed then set to that jobs sprite
5F (according to this newest shishi) if they were set like special units then you'd actually see the ten year old boy there. or at least its something to this effect.

so anyway 10 year old boy, to see it i assign the sprite in ENTD and give him any job (it can even be the squire). however these could end up looking pretty buggy, their underlying status, if they are on the player's side so its best to use them as enemy only units so that u cant see all that crap.

anyway thats at least how it is in the psx version, they may have used up some of these slots in the psp version to add ppl like aliste or bremont?
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Post by: Excalipur on May 10, 2009, 05:15:40 pm
you're right about the psp version.  Aliste and Bremont do take up some of the free spaces. So almost any of the old battle sprites can be used eh?  Where exactly are the new ones stored? Expanding the iso dumps new sprite files where exactly?
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Post by: Zozma on May 10, 2009, 05:59:50 pm
im not really sure because i didnt think the reassignment worked for psp... or perhaps for the psp it cant expand the sizes?
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Post by: Excalipur on May 10, 2009, 10:33:17 pm
yeah strangely enough the iso file size increases once you patch it with the ppf files. But at looking at the files I cant find any change in byte size. Its weird.  So I think, what it comes down to......it doesnt really work for the PSP.
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Post by: Xifanie on May 10, 2009, 11:40:06 pm
of course it doesn't. At best it will fuck up half of your ISO.
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Post by: cenwei87 on September 05, 2009, 11:41:07 pm
Actually really..what is this? I'm confused...
Could you tell me how to do step by step? assume I'm using FFT 13030 version, will it works?

SORRY I'M TOTAL NOOB for this.. :D
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Post by: Xifanie on September 05, 2009, 11:44:14 pm
Hmm... I think this is kinda outdated; just use the latest Shishi.
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Post by: cenwei87 on September 06, 2009, 10:27:13 pm
Ouu..Ok..THX ^^
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Post by: Vanya on September 07, 2009, 09:02:57 am
Yeah, when it asks to reorganize the sprites it's doing what these patches do.