0x00118910 Number of allowed spritesheets; override. This one is risky if you aren't aware of the consequences. Normally the spritesheet limit is 9 and the game will always calculate that you bring 5 units in random battles, even if the squad allows less. Therefore the game will calculate that only 4 enemy spritesheets are allowed to be loaded and will not even try to load any different spritesheet units after that. By raising the limit to 13, it allows 8 enemy spritesheets. Whoever you have to make sure the amount of units the player is allowed in the squad plus the the total spritesheets the ENTD can generate doesn't exceed 9. Else you create the possibility that a graphical glitch will occur for some units just like in story battles or the Deep Dungeon.
Here are some demos I made with my crappy bmp palette generator spreadsheet. (making some myself would've been too long and too ugly ^^)
(http://zodiac.ffhacktics.com/gaffy.png)
(http://zodiac.ffhacktics.com/apandas.png)
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Post by: Zenko on June 28, 2009, 06:45:47 pm
EDIT: fix in beta test
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Post by: Vanya on June 28, 2009, 08:11:13 pm
That's really cool stuff, Zodiac. As for the crystal/palette problem. It sound's like the generics have all sorts of problems. Is it that their implementation was sloppy, or to specific for their own good? Since generics don't have the glitch, then I could make 8 special monsters that share one sprite file with no problems, right? Anyway, thanks for the new data! ^_^
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Post by: Zenko on June 28, 2009, 09:36:07 pm
You misread, and anyway I've looked into the bug and it works for special units too. it seems that targeting a panel (attack, ability) sometimes activates the freezing bug, that is, unless a unit already crystallized/treasured.
I'm working on it but the best I could do yet is remove the bug by removing the graphic...
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Post by: Cheetah on June 28, 2009, 09:48:39 pm
This is definitely cool stuff. The only thing left would be to implement more palettes in Unit.bin and assigning them correctly so that even more palette swap monster could be used as party members right?
Title: Re: sprite hacking
Post by: Archael on June 28, 2009, 11:28:42 pm
Quote from: "Zodiac"0x00118910 Number of allowed spritesheets; override. This one is risky if you aren't aware of the consequences. Normally the spritesheet limit is 9 and the game will always calculate that you bring 5 units in random battles, even if the squad allows less. Therefore the game will calculate that only 4 enemy spritesheets are allowed to be loaded and will not even try to load any different spritesheet units after that. By raising the limit to 13, it allows 8 enemy spritesheets. Whoever you have to make sure the amount of units the player is allowed in the squad plus the the total spritesheets the ENTD can generate doesn't exceed 9. Else you create the possibility that a graphical glitch will occur for some units just like in story battles or the Deep Dungeon.
this should be a HUGE help for mercenaries
thank you
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Post by: LastingDawn on June 28, 2009, 11:47:27 pm
Indeed, you have been a great help to me through all this! I'll look forward to using your other hacks as well.
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Post by: Zozma on June 29, 2009, 01:02:51 am
zodiac this is great!
theres another thing now...
crystals can only have 0-5 as palettes and treasure chest can only have 0-4 (there is absolutely no more space for color data due to other "sprites" like the frog and chicken using palette space as well.)
soo... is there any way you can make it so if the sprite has palette 5-8 it defaults their crystal and treasure palettes to the first palette so you dont have glitchy looking stuff?
or perhaps make it so crystal and treasure always uses palettes 0 for any assigned palette?
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Post by: Vanya on June 29, 2009, 09:05:20 am
That would be the most sensible solution. Bypass the glitch entirely.
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Post by: Zenko on June 29, 2009, 02:37:41 pm
Hey guys, try out the fix... I haven't tried it much but it seems to be working perfectly normal on my side.
By the way this isn't a normal fix, but the bug itself was extremely odd in the first place.
It fixes crystal/treasure/frog/chicken palettes with a MOD (example: 7 mod 5 = 2; 4 mod 5 = 4; 5 mod 5 = 0). And the other part of the routine prevents the freezing bug.
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Post by: Vanya on June 29, 2009, 05:24:45 pm
Sweet! Thanks a lot for this. BTW, do I set the palettes in the job or in the ENTD?
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Post by: Zenko on June 30, 2009, 12:53:14 am
ENTD only, that is why I made an option with or without monsters; since you'd have to reset the palette of every monster in every ENTD. For people like me that's easy. But as for some others, I doubt.
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Post by: Zozma on June 30, 2009, 04:33:11 pm
freezing bug?
i thought it had been because i had given the unit R/S/M skills in places they weren't supposed to have them. ---
well its good news about the crystal/chest thing
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Post by: Vanya on June 30, 2009, 04:35:42 pm
I thought it didn't matter where R/S/M are placed because the game only treats them differently for sorting purposes.
But, yeah this is a pretty big step forward for the community. ^_^
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Post by: Zozma on June 30, 2009, 04:42:54 pm
now all id like is for any unit to auto accept "hp/mp restore" from crystals instead of giving the option to absorb an ability.
i dont want crystal farming in my patch... because the generic enemies have too many skills unlocked
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Post by: Zenko on July 05, 2009, 12:31:17 pm
To my surprise, it seems the game is storing the palette. I forgot to reset to 0 the palette of a character that joins as a guest, and when I entered a random battle, it had the same it joined with. I reseted the palette and everything went to normal. So it works for special characters at the very least.
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Post by: Zozma on August 06, 2009, 06:20:59 pm
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Post by: Zenko on August 07, 2009, 01:45:52 am
under which circunstances?
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Post by: Zozma on August 07, 2009, 07:34:58 am
Z Falls, after all the event stuff and battle conditions display, as soon as the first character got her turn it gave the error
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Post by: Zenko on August 07, 2009, 11:32:35 am
I didn't manage to reproduce the bug at all; I even changed everyone's palette.
Can you give me a quicksave or something?
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Post by: Zozma on August 07, 2009, 12:20:59 pm
hmmm, well maybe later, i cant do it now im at work XD
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Post by: Zozma on August 16, 2009, 08:51:37 pm
shit i just thought of something, but havent tested it.
the moster thing, wont it create a problem for monsters
if their job is the lvl2 or 3 monster and they are in your party they will always be default palette 0 wont they?
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Post by: Zenko on August 16, 2009, 09:13:41 pm
Why would that happen? Honestly the only glitch I can see concerning monsters is that they'll load/save their job palette and not the one they were saved with in the formation.
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Post by: Zozma on August 16, 2009, 09:39:26 pm
oh, okay then,
very well creature
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Post by: Zozma on September 11, 2009, 07:38:00 am
Okay so i did test the monsters thing and Even if their job has "monster portrait" set to 01 or 02 for the second and third palettes it still takes on the palette from ENTD
this is good and bad... it means i can make any monster have any palette despite their job... but if you recruit them they will always have the first palette no matter what tier they are.