If you want to edit items like consumables you can do that easily with the Ability Editor since consumables are like abilities and are listed as such. If you want to edit equipment than you can use the Nightmare module and edit all of the equipment's stats and other effects. You can find all that on the stickied thread about editors and modules (https://ffhacktics.com/smf/index.php?topic=11999.0).
Last post by RetroTypes - April 03, 2020, 05:42:00 pm
If you're looking to edit weapon graphics, you've probably read this thread. And then you probably tried to download and use the linked TimUtil program and got hit with an error that it can't be run. Luckily, it's a lot simpler to edit this almost 10 years later, so here's an updated tutorial on editing weapon graphics:
1. Download Shishi as part of the FFTPatcher bundle as well as a graphic editor that supports FFT paletted images (4bpp paletted bitmaps). GraphicsGale is my preferred choice (portable version linked), but I believe Xif's Palette Editor works as well.
2. BACKUP YOUR FFT ISO IF YOU HAVEN'T ALREADY.
3. Run Shishi and open your FFT ISO ("File" -> "Open ISO").
4. Under the "Other Images" tab, use the drop-down box to select ITEM.BIN. You should see all the item sprites with their default colors, as shown below. This is the file you'll be editing shortly.
5. Click the checkbox next to "Import/Export as 256-color palette", then extract the image from your ISO using "Image" -> "Export". Save this somewhere convenient.
6. Minimize Shishi and open your image editor. I'll be explaining the specific steps for using GraphicsGale but it's probably similar using anything else. For those needing the in-depth walkthrough, make sure you use GG.
7. Open your ITEM.BIN bmp. Also make sure the palettes window is open and visible; if not hit "View" and click "Palette", it should have a checkmark to the left of it when it's opened. You can put this window wherever you like; I usually put it to the left of the workspace. The "Loupe" and "History" windows are also nice to have open but aren't necessary.
8. Zoom in on the image and expand the window for it as desired. At this point you should be looking at something like the following:
Application size and file name may vary, I'll explain the name of mine later.
9. Notice all the colors in the box on the left?
That's the 16 palettes for this image. Each row is a palette consisting of 16 colors. These are the vanilla palettes, and you can edit them as you'd like, but for this tutorial I'll be using the standard colors. Note that if you do change those, you change them for every item in the game.
10. You'll notice the image doesn't seem to be using all of the 256 colors in the palette window. That's because we're looking at just the first palette. As the game uses a different palette, it swaps the colors to the correct row, keeping each pixel's color in the same column it was in. So every pixel colored with the 11th color in the first row (the near-white color) will become the 11th color in the eighth row (the bright green) when the game uses the 8th palette, and so on. Since the image is displayed in the first palette, we will be editing with the first row of colors ONLY.
11. Now comes the actual editing. A few more notes before we jump in though: the first color is black and becomes transparent in-game, so don't use this for any part of your weapon unless you want a hole in it. The 2nd color is near-black in all palettes, so use that for the dark spots if needed. Also, you'll be editing against a black background, but the items will be displayed in-game against a tan background. Consider this when outlining your items.
For this tutorial I'll be replacing the first Axe with Cloud's Buster Sword, but you make your edits as desired, modifying existing items or replacing some entirely. Note the original item's height and width and try to stay as close to that as possible, if you go outside the invisible boundaries of each weapon it'll get cut off (if you look at the other items around it you can get a gist of where these boundaries are at).
12. Use the pen tool and select your desired colors to draw with (again, only use the colors from the first row), and edit away. I've found that if you stick to the colors near each other (4-7, 8-11, and 12-15), they blend the best when using the rest of the palettes. Here's my image with my new Buster Sword:
Note that it's shown with the first palette colors, but is intended for use with the 13th palette for best results.
13. Once you've made your edits, save the image as a new file. If this is the only image you're gonna edit for your modding purposes, name it whatever you want and ignore the next step.
14. Remember the weird name my image had? I didn't make it up, it serves a purpose. You can manually import your image back into Shishi regardless of what you named your modified version of the file, but if you're importing a bunch of edited files you can use the "Import all images" option under "Image" to import all of the images in a selected folder to the correct locations, but only if they're named correctly. By exporting every image Shishi manages using "Dump all images", you can see what the game names these files, and use those file names to re-import them correctly. Thus, EVENT_ITEM_BIN_0_32768.bmp is the file name needed to replace the ITEM.BIN bmp we edited. I'd recommend putting this in a folder specifically for images to import via Shishi, so you don't risk something weird happening unexpectedly.
15. Close/minimize your image editor and pull up Shishi again. If you closed Shishi entirely, redo steps 3 and 4. Now we're going to import our edited file into the game.
16. While on ITEM.BIN, make sure the "Import/Export as 256-color palette" checkbox is checked, then click "Image" -> "Import" and select your modified ITEM.BIN bmp. You should see the changes reflected in Shishi immediately. If you got an error, it was probably because that checkbox wasn't checked and thus it was the "wrong" file size. If you followed step 14, using "Import all images" and selecting the folder your bmp is in would work as well.
17. Once it's imported successfully, that's it! Shishi saves automatically, so this FFT ISO is now updated with your new item graphics. You can uncheck that 256-color checkbox and scroll through the different palettes to see how your edits look, and go back to editing as needed. Once you've got something you're happy with imported, be sure to update any item graphic/palette usage in FFTPatcher as necessary (remembering Shishi labels the palettes 1-16 but the Patcher uses 0-F), and enjoy your new items!
If anything in here is incorrect or leaving out important info, let me know below and I'll update accordingly.
Last post by demonwk - April 03, 2020, 05:05:55 am
is it possible to upload a folder with the game ready to use with this mod only without any other crazy stuff ? just seems a bit confusing seeing the guide on how to make everything work and it will be a huge help
Last post by demonwk - April 03, 2020, 04:44:30 am
hi every1 im new here and would love to get some directions. i understand that this is the original game enhanced in translateion and more content right ? also where can i find a guide in the forum on how to intall these mods ? and last can i use ePSXe ? or other emulator. thanks in advance guys