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Unit.bin

Started by Vanya, December 03, 2008, 01:33:58 am

Zozma

April 15, 2009, 01:40:33 pm #60 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
we dont know where the offsets for changing that are
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

April 15, 2009, 02:07:34 pm #61 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
So what DOES that world.bin offset do?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

April 15, 2009, 02:26:44 pm #62 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
hmmm? i don't really have all that info, i know zodiac located part of the unit.bin info tho.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Vanya

April 15, 2009, 03:08:25 pm #63 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I guess I'll start messing with it & post any results.
  • Modding version: Other/Unknown
¯\(°_0)/¯

FFaddic

April 15, 2009, 03:10:29 pm #64 Last Edit: December 31, 1969, 07:00:00 pm by FFaddic
Oh, sorry Zozma. Zodiac posted that offset, not you. I misread, haha.

That offset does exactly that. It is a table that tells which sprite in the unit.bin file each job uses. I've tested it. The problem is, that if I change Ramza's job to use Delita's sprite in the formation screen, it ends up being Delita's sprite but with Ramza's palette. This suggests there is a separate table for palette data as well as profile data.

Vanya

April 15, 2009, 03:20:10 pm #65 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
that's what I thought too. The palette thing may not be too hard to get around though; even without finding the corresponding tale for them. Also, you'd think if there is such a table it would ba close by the sprite assignment table.
  • Modding version: Other/Unknown
¯\(°_0)/¯

FFaddic

April 15, 2009, 03:43:08 pm #66 Last Edit: December 31, 1969, 07:00:00 pm by FFaddic
Well the problem is, if I want say Holy Knight Delita to use the unused priest's sprite, it will be that sprite with ramza's palette (since that's the sprite he normally uses). So if you change the palette to match Holy Knight Delita, it will change the palette that Ramza is using too. At least I believe that's how it will work.

Vanya

April 15, 2009, 04:17:46 pm #67 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
So it's just a matter of finding the palette assignments.
 imagine they'd be in the same format, no?
Perhaps a relative search is in order?
  • Modding version: Other/Unknown
¯\(°_0)/¯

FFaddic

April 15, 2009, 05:05:38 pm #68 Last Edit: December 31, 1969, 07:00:00 pm by FFaddic
I was trying a lot last night, couldn't find anything in any file.

I tried counting the palettes and using monsters (since special characters will just be 010203 etc... which is too frequent) but couldn't find anything.

I'm thinking it could be pointers to the location in the Unit.bin file instead of a simple table. I haven't figured out how pointers work in FFT yet though.

Cheetah

April 15, 2009, 06:03:07 pm #69 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
So I'm picking apart World.bin looking for the Sound Novels and this stuff was the first thing I found in my independent search. I'm find more stuff related to this, but while experimenting this happened...

I will post more information once I have it better organized.
Current Projects:

Kaijyuu

April 15, 2009, 06:07:54 pm #70 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
Did you expand it or just change the x offset?
  • Modding version: PSX

Cheetah

April 15, 2009, 06:13:56 pm #71 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Just simple hex editing. Lasting Dawn and I are working on this as we speak in the chat.
Current Projects:

Cheetah

April 15, 2009, 09:59:44 pm #72 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Okay Lasting Dawn and I spent a couple hours decoding this stuff and this is what we have so far. This is pretty powerful and complicated stuff, but is ultimately pretty useless. We only ever noticed changes is the Formation screen and the Job Wheel (note that things aren't the same between the two), but no changes in the Preparing for Battle Screen or anywhere else. We have been unable to see any changes that bytes 9 and 11 make, and those need further testing. There also needs to be much further testing with monsters for a majority of the bytes and I haven't quite pinned down which relates to which monster. So this is all a step in the right direction and may be useful later and in figuring out other stuff. So if you are ambitious give messing with those unknown bytes a try, especially with monsters, and who us what you find.

WORLD.BIN xADA48-xADE37

Formation Screen Sprite Details

1 = width, 18 for Human, 30 for big monsters
2 = always 00
3 = height, 28 for Human, 30 for big monsters
4 = always 00
5 = Palette for Job Wheel Part 1
6 = Palette for Job Wheel Part 2
7 = 64 for Humanoid section (starts with Ramza), 65 for Monster section (starts with Male Mime)
8 = always 00
9 = Unknow, repeats 10 times then increases
10 = always 00
11 = Unknow, loops 10 different values
12 = always 00

1...2...3...4..5...6...7...8..9..10.11..12.....Character
18 00 28 00 54 39 64 00 18 00 00 00 Ramza 1
18 00 28 00 15 38 64 00 30 00 00 00 Ramza 2
18 00 28 00 16 38 64 00 48 00 00 00 Ramza 3
18 00 28 00 17 38 64 00 60 00 00 00 Delita 1
18 00 28 00 54 38 64 00 78 00 00 00 Algus
18 00 28 00 55 38 64 00 90 00 00 00 Ovelia
18 00 28 00 56 38 64 00 A8 00 00 00 Orlandu
18 00 28 00 57 38 64 00 C0 00 00 00 Reis
18 00 28 00 94 38 64 00 D8 00 00 00 Priest 1
18 00 28 00 95 38 64 00 00 00 28 00 Priest 2
18 00 28 00 96 38 64 00 18 00 28 00 Priest 3
18 00 28 00 97 38 64 00 30 00 28 00 Priest 4
18 00 28 00 D4 38 64 00 48 00 28 00 Olan
18 00 28 00 D5 38 64 00 60 00 28 00 Gafgarion
18 00 28 00 D6 38 64 00 78 00 28 00 Rafa
18 00 28 00 D7 38 64 00 90 00 28 00 Malak
18 00 28 00 14 39 64 00 A8 00 28 00 Unknow girl
18 00 28 00 15 39 64 00 C0 00 28 00 Beowulf
18 00 28 00 16 39 64 00 D8 00 28 00 Balmafula
18 00 28 00 17 39 64 00 00 00 50 00 Mustadio
18 00 28 00 54 39 64 00 18 00 50 00 Meliadoul
18 00 28 00 55 39 64 00 30 00 50 00 Alma
18 00 28 00 56 39 64 00 48 00 50 00 Cloud
18 00 28 00 57 39 64 00 60 00 50 00 Agrias
18 00 28 00 94 39 64 00 78 00 50 00 Squire M
18 00 28 00 95 39 64 00 90 00 50 00 Squire F
18 00 28 00 96 39 64 00 A8 00 50 00 Chemist M
18 00 28 00 97 39 64 00 C0 00 50 00 Chemist F
18 00 28 00 D4 39 64 00 D8 00 50 00 Knight M
18 00 28 00 D5 39 64 00 00 00 78 00 Knight F
18 00 28 00 D6 39 64 00 18 00 78 00 Archer M
18 00 28 00 D7 39 64 00 30 00 78 00 Archer F
18 00 28 00 14 3A 64 00 48 00 78 00 Monk M
18 00 28 00 15 3A 64 00 60 00 78 00 Monk F
18 00 28 00 16 3A 64 00 78 00 78 00 White Mage M
18 00 28 00 17 3A 64 00 90 00 78 00 White Mage F
18 00 28 00 54 3A 64 00 A8 00 78 00 Black Mage M
18 00 28 00 55 3A 64 00 C0 00 78 00 Black Mage F
18 00 28 00 56 3A 64 00 D8 00 78 00 Time Mage M
18 00 28 00 57 3A 64 00 00 00 A0 00 Time Mage F
18 00 28 00 94 3A 64 00 18 00 A0 00 Summoner M
18 00 28 00 95 3A 64 00 30 00 A0 00 Summoner F
18 00 28 00 96 3A 64 00 48 00 A0 00 Thief M
18 00 28 00 97 3A 64 00 60 00 A0 00 Thief F
18 00 28 00 D4 3A 64 00 78 00 A0 00 Mediator M
18 00 28 00 D5 3A 64 00 90 00 A0 00 Mediator F
18 00 28 00 D6 3A 64 00 A8 00 A0 00 Oracle M
18 00 28 00 D7 3A 64 00 C0 00 A0 00 Oracle F
18 00 28 00 14 3B 64 00 D8 00 A0 00 Geomancer M
18 00 28 00 15 3B 64 00 00 00 C8 00 Geomancer F
18 00 28 00 16 3B 64 00 18 00 C8 00 Dragoon M
18 00 28 00 17 3B 64 00 30 00 C8 00 Dragoon F
18 00 28 00 54 3B 64 00 48 00 C8 00 Samurai M
18 00 28 00 55 3B 64 00 60 00 C8 00 Samurai F
18 00 28 00 56 3B 64 00 78 00 C8 00 Ninja M
18 00 28 00 57 3B 64 00 90 00 C8 00 Ninja F
18 00 28 00 94 3B 64 00 A8 00 C8 00 Calculator M
18 00 28 00 95 3B 64 00 C0 00 C8 00 Calculator F
18 00 28 00 96 3B 64 00 D8 00 C8 00 Bard
18 00 28 00 97 3B 64 00 00 00 00 00 Dancer
18 00 28 00 D4 3B 65 00 18 00 00 00 Mime M
18 00 28 00 D5 3B 65 00 00 00 28 00 Mime F
30 00 30 00 54 32 65 00 30 00 00 00
18 00 28 00 D6 31 65 00 30 00 28 00
30 00 30 00 55 32 65 00 90 00 28 00
30 00 30 00 57 32 65 00 48 00 00 00
18 00 28 00 D7 31 65 00 60 00 00 00
18 00 28 00 14 32 65 00 60 00 28 00
30 00 30 00 56 32 65 00 78 00 00 00
18 00 28 00 15 32 65 00 90 00 00 00
18 00 28 00 16 32 65 00 A8 00 00 00
18 00 28 00 17 32 65 00 C0 00 28 00
30 00 30 00 94 32 65 00 00 00 58 00
30 00 30 00 95 32 65 00 30 00 58 00
30 00 30 00 96 32 65 00 60 00 58 00
30 00 30 00 97 32 65 00 90 00 58 00
30 00 30 00 D4 32 65 00 C0 00 58 00
30 00 30 00 D5 32 65 00 00 00 88 00
30 00 30 00 D6 32 65 00 30 00 88 00
30 00 30 00 D6 32 65 00 60 00 88 00
30 00 30 00 17 33 65 00 60 00 88 00
30 00 30 00 17 33 65 00 90 00 88 00
30 00 30 00 14 33 65 00 C0 00 88 00
30 00 30 00 15 33 65 00 00 00 01 02
Current Projects:

Xifanie

April 15, 2009, 10:30:13 pm #73 Last Edit: September 25, 2009, 02:22:59 pm by Xifanie
I'm positive the only things left are the portrait and locating the list of sprites for the battle formation.

Unit.bin stuff

Sprites
Format: 1 byte in special job listing

WORLD.BIN
0x000ADE34 World Formation Sprites


Palettes
Format: 2 bytes ID of UNIT.BIN file at 0x0000F000

WORLD.BIN
0x00074B16 Unknown
0x000AA16A World Formation Pallete Index
0x000AA8BA Unknown

ATTACK.OUT
0x00016BB2 Battle Formation Palette Index
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

FFaddic

April 16, 2009, 12:26:24 am #74 Last Edit: December 31, 1969, 07:00:00 pm by FFaddic
You already found portraits Zodiac :-p

0x000AA8BA = Portrait data.

Changed the first 0000 to 7C00 and Ramza's portrait changed to Larg's.

I tried the offsets you have listed for palettes and they didn't work... I dunno.

Cheetah

April 16, 2009, 12:55:50 am #75 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
FFaddict is spot on. Plus we can finally reveal Algus for the little girl he really is haha.
Current Projects:

Cheetah

April 16, 2009, 01:15:51 am #76 Last Edit: April 21, 2009, 03:21:23 am by Cheetah
WLDFACE.BIN Portrait Values:

Not unknown information, but hopefully this makes it easier to read. For easy reassigning in WORLD.BIN and other locations. This should also expedite matching the portrait instruction offsets with the sprites since they don't seem to be in any recognizable order.
Current Projects:

Kaijyuu

April 16, 2009, 01:31:35 am #77 Last Edit: December 31, 1969, 07:00:00 pm by Kaijyuu
:O

Are we done? Is this everything?
  • Modding version: PSX

Xifanie

April 16, 2009, 07:12:14 am #78 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
No, we still need most addresses that should be located in battle.bin. But right now we have everything for the world formation.
  • Modding version: PSX
Love what you're seeing? https://supportus.ffhacktics.com/ 💜 it's really appreciated

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
<R999> My target market is not FFT mod players
<Raijinili> remember that? it was awful

FFaddic

April 16, 2009, 11:11:08 am #79 Last Edit: December 31, 1969, 07:00:00 pm by FFaddic
Correction on that chart, Cheetah. There is no break between values 70 and 81. The portrait you have for 81 will show up for value 71.