Modding => Help! => Topic started by: DrBreen on March 28, 2011, 02:01:36 am
Title: Importing custom effects
Post by: DrBreen on March 28, 2011, 02:01:36 am
So,i have a problem. After editing the effect and importing it back to ISO,it was ok IF IMPORTING ONTO SAME FILE. For example,i edited Kikuichimoji BIN file,and exported it back to Kikuichimoji BIN file.
But if i edit Kikuichimoji BIN file and export it to,for example,Wiznaibus,game freezes when i try to use the effect. What's the matter? Is there a way to replace effect?
Title: Re: Importing custom effects
Post by: Celdia on March 29, 2011, 08:26:29 am
I wasn't even aware you could import files of different sizes over the other ones. Every time I try with CDMage it refuses to to import anything that's not exactly the same file size.
Title: Re: Importing custom effects
Post by: DrBreen on March 29, 2011, 09:14:34 am
Well,it does :D But problem already solved-somehow,if i import onto Oracle's effects,it works. I think Wiznaibus just hardcoded in some way. Or maybe it was because i was exporting effects from dirty ISO. As you said,Celdia-
But i have a nother question. See,in effects there is alot of "discolored" effects. Changing the palette doesn't affect their color. And things like background color(like red background of Night Sword,or yellowish background of Kikuichimoji) also independant of palette. So,they are in effect "code"? Or there is way to change them? Because in japanese wiki seems to be a lot of information about effects (http://www23.atwiki.jp/fft_cheat/?cmd=word&word=effect&type=normal&page=EFFECT%E3%83%95%E3%82%A9%E3%83%AB%E3%83%80). Can someone translate this?
Title: Re: Importing custom effects
Post by: st4rw4k3r on April 03, 2011, 04:56:46 am
Bang.
Hope I translated it well. (not knowing Japanese and all.) I put notes from me in between eight stars (****stuff****), because I'm st4r.
Cheers! :D
EFFECT folder
Shows the effect of each one for each file. battle.bin of which corresponds to 14D37C ~ 14d670 In details, there.
****I put the link that battle.bin goes to, in the lower spoiler****
Image manipulation program (estimated) There does not exist (if no head of the file $ 28) If you need to present a special image processing can not be expressed in normal operation
Effects Data Images and data on the control
◆ Effect Data Configuration
Index to each section of the (4 x 10 bytes) after the data is arranged in each compartment
Clip Information ◇ partition 0 - Adjustable size - All files exist - A reference partition
Bundled or cut to use any part of the nine parcels from the image The index has a data start Many questions
◇ shape a sequence information block - Adjustable size - All files exist - Partition 3 references
County Clips (shape), or continue to display any order Contains information about display coordinates The index has a data start Some unknown
◇ 2 unknown partitions - Variable size (32 to 144 bytes, 4 bytes increments) - All files exist
Unspecified
◇ shape control information block 3 - Adjustable size - All files exist See block 7 -
Display coordinates of the shape, behavior, and particle control Many questions
Byte Contents --------+----------------------- 20 header Control Data 196 variable x (16) --------+-----------------------
◇ 7 show the overall control block - Fixed size (6280 bytes) - All files exist
View of the shape change of the character motion, determine the success or failure indication and timing of various abilities Characters, maps, and changes the background color Many questions
◇ image data block 9 - Adjustable size - All files exist 0 - the reference compartment
The image data for use in effect Palette (two for 256 colors for color and 16?), Image size, consisting of image data How to determine whether the image is 256 colors or 16 colors Unknown
Byte Contents
****sorry couldn't copy pic. go to image 1 to see what it looked like.****
Determining a width of the image? Variable image data
****sorry couldn't copy pic. go to image 2 to see what it looked like.****
Modification cases (clear picture of the beast summon)
1. BIN examine the effect you want to change the table img files copied from the corresponding effect 2. Bitmap files are provided in the suction FFTSPR dumped. 3. Open the file in binary editor dumped, the first 76h from the beginning (header file) to copy. 4. Open from the top to insert a binary file editor effect. Keep a backup of the original file at this time. 5. Binary insertion, 12h 4 bytes from the width of the image, 16h should come to a height of 4 bytes from the file. 6. Recalling the image 512 wide effects (00000200h) to adjust the width so that the editor is a binary. 7. Then proper height (256:00000100 h around) to adjust. 8. Bmp extension to the BIN. The bottom of the picture but not a painting program, so the effect probably You should come see what you can probably recall 画像Rashiki an animal to adjust more than 256 high. 9. Barely enough to see raised to the height of a binary editor (or disappear when the data size and image size.) 10. Save bitmap fills all in black where the beast summoned 画像Rashiki editing. 11. BIN extension back to. 12. Should look a little small compared to the backup file size. 13. An afterthought to the same file at the end only 00 fewer bytes in the binary editor. 14. FFTWRITE unused space suitable for writing. 15. The BNE battle.bin editing.
Title: Re: Importing custom effects
Post by: Zozma on April 21, 2011, 05:01:41 pm
you can import certain things into certain files, for example importing any of the sword skills into any of the oracle effects results in you having more sword skill effects to use.
however things like the draw out skills seem to require the specific slot they came from or they crash the game. this also seems to apply to the special event effect files. its really trial and error but has been my experience. summons are also this way and only work in their own slots