Final Fantasy Hacktics

Modding => Spriting => Topic started by: Mimi on July 27, 2010, 02:30:28 pm

Title: Replacing monster sprites with humans
Post by: Mimi on July 27, 2010, 02:30:28 pm
Is it possible to replace a monster sprite with a human character?
Does it affect gameplay in any way? How is breeding handled if it
can be done? I'm making a new hack and I want it to be unique. So
I want to make many special characters; but sprite space is limited.
Thanks for you help.
Title: Re: Replacing monster sprites with humans
Post by: LastingDawn on July 27, 2010, 05:22:31 pm
Yep, just look to how each monster goes together and you can have humans with unique animations all to themselves through this. It might be simple in a couple of ways now that I think about it...
Title: Re: Replacing monster sprites with humans
Post by: Mimi on July 27, 2010, 11:15:56 pm
Thanks for answering my question. I'll have to try that. Is there a way to
turn of breeding for the character so the character
doesn't start having baby monsters? :-)
Title: Re: Replacing monster sprites with humans
Post by: LastingDawn on July 27, 2010, 11:25:50 pm
I had thought there was...? But I can't seem to easily recall.
Title: Re: Replacing monster sprites with humans
Post by: GeneralStrife on July 28, 2010, 01:01:59 pm
asm hack
Title: Re: Replacing monster sprites with humans
Post by: LastingDawn on July 28, 2010, 01:57:18 pm
Quote from: "GeneralStrife"asm hack


No.

That's a blanket statement used for Way Too Much nowadays and harries outsiders and newcomers with its all encompassing meaning.
This is a Very simple process of looking at the monster sprites and realizing where each unique animation goes (say you wanted to change Ahriman into a human sprite, you could use it's unique animations towards unique animations for your humans)
Title: Re: Replacing monster sprites with humans
Post by: RolyTunedIn on July 28, 2010, 02:59:28 pm
the fftpatcher should have the option to turn off the baby making
Title: Re: Replacing monster sprites with humans
Post by: Smash on July 28, 2010, 06:12:36 pm
Making clones by laying eggs, in this case.

Now for the extreme noobs question, let's say I want to make a special unit have a monster sprite. Do I simply assign it in patcher? Or is there more to it?
There should be acess to the job wheel by this unit.

Can't try anything out right now, all my hacking wares got destroyed.
Title: Re: Replacing monster sprites with humans
Post by: GeneralStrife on July 28, 2010, 08:13:36 pm
Quote from: "LastingDawn"
Quote from: "GeneralStrife"asm hack


No.

That's a blanket statement used for Way Too Much nowadays and harries outsiders and newcomers with its all encompassing meaning.
This is a Very simple process of looking at the monster sprites and realizing where each unique animation goes (say you wanted to change Ahriman into a human sprite, you could use it's unique animations towards unique animations for your humans)
I was saying asm hack replying to there is one to turn off babie making in the formation
Title: Re: Replacing monster sprites with humans
Post by: LastingDawn on July 29, 2010, 10:34:17 am
Quote from: "GeneralStrife"
Quote from: "LastingDawn"
Quote from: "GeneralStrife"asm hack


No.

That's a blanket statement used for Way Too Much nowadays and harries outsiders and newcomers with its all encompassing meaning.
This is a Very simple process of looking at the monster sprites and realizing where each unique animation goes (say you wanted to change Ahriman into a human sprite, you could use it's unique animations towards unique animations for your humans)
I was saying asm hack replying to there is one to turn off babie making in the formation

I think it's a bit simpler than that, personally. Just give the monster sprite you intend to turn into a human into a non monster job, (this is done by forcing its sprite in the M. Portrait)  line it up using what we already know about redirection of Unit.bin sprites and that should be the case, oy... if only we had a tool to make that part of the job easier.