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Unit.bin Expansion Progress

Started by SentinalBlade, March 01, 2009, 01:09:48 am

SentinalBlade

March 01, 2009, 01:09:48 am Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Well guys, its been awhile since i picked this project up...

But as you know, i am very good at starting a project and then not delivering for a good long while.

While im waiting for my teammate(DarthPaul) to finish his ENTD changes, i thought id mess wiht this some

notice the Ultima Demon please~




See how its blanked out? also notice serpentarius in there. a sprite normally to big to fit into unit.bin without hitting some other units.



See how the ultima demon has his pallete back? :D

I found where the palletes are linked in unit.bin!, now to find the job links~

P.S. yes, this is the japanese iso, i was testing things with the EVTGroup program.

gojoe

March 01, 2009, 01:34:00 am #1 Last Edit: December 31, 1969, 07:00:00 pm by gojoe
......! if i didnt have morals and my heterosexuality i would totally
give you a high five
I never learn from my mistakes.

Cheetah

March 01, 2009, 02:03:21 am #2 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Pretty impressive stuff, are you just doing this with hex editing?
Current Projects:

DarthPaul

March 01, 2009, 07:26:01 pm #3 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
Your ENTD changes have arrived via PM a few hours ago SB.


Tried to make the battles a bit gimmicky but with some challenge to them.
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Archael

March 01, 2009, 08:46:33 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Archael
this is great

I know the unit.BIN and those palette issues were giving LD quite a bit of trouble before

also, dp, I didn't know you were helping him with the ENTD

that's pretty cool, I am really looking forward to what's gonna happen with those sprites SB is working on

SB is it possible to have EVERY sprite in an ISO properly displayed in the unit.bin? is that the ultimate goal?

DarthPaul

March 01, 2009, 08:52:47 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by darthpaul
Yea he recruited me months ago. When he didn't tell me what he wanted done I just took things into my own hands.

The current changes I sent him only cover chapter 1 though I shall be working on more after the funeral on wednesday.
Oh pitiful shadow lost in the darkness, bringing torment and pain to others. Oh damned soul wallowing in your sin, perhaps...it is time to die

Zozma

March 01, 2009, 09:25:00 pm #6 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
nice, good to see this being worked on again
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

SentinalBlade

March 01, 2009, 10:23:33 pm #7 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Thats the goal arch. Its mostly able to do it, with 63 new spots for a unit...(monsters just recognizing different palletes) Just really confusing to set up a new sprite, i had to take some space in a few other files...ill have to give in to zodiacs limitations eventually...but thats after i perfect whats goin on.

And thanks again DP, i really appreaciate that. it gave me time to work on Scarlet Mage

Cheetah

March 01, 2009, 11:30:17 pm #8 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
I would also look into the possibility of having all the jobs retain all five of their palettes in unit.bin. Then potentially there could be a hack so that you could recruit a character with any palette and have it show correctly in menus and battle. Though there would have to be much more involved in this to have it happen.
Current Projects:

SentinalBlade

March 02, 2009, 12:52:23 am #9 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
Im not sure. i think there is a check that makes sure the pallete is reverted to the first one. i can set it up like i would monsters...

Original sprite ID, offset for pallete data, and so forth

But im pretty that the game makes it revert to the first pallete as the next battles its automatically pallete 1. If zodiac or someone found a way around that, setting it up in unit.bin is no problem, as i already have it set up to load the they would need to be.

Cheetah

March 02, 2009, 01:30:46 am #10 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Hmm very interesting, this is definitely something I would love to have looked into.
Current Projects:

Zozma

March 02, 2009, 10:17:54 am #11 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
to let them retain their different palettes is definitely more trouble than its worth, im quite sure of that. you have to consider that the game is only to set the other pallets through entd and has no way of knowing that their palette was different once you go back to the map. no data is saved saying "this" character uses palette 2 instead of palette 0 etc...

also, once you have made this fix how many of the jobs will be able to have their own...? would be ideal for everything to show up properly.. what if you add a sprite for all the default characters good and bad, not alternate generic palettes tho.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

SydneySoul

March 02, 2009, 10:39:35 am #12 Last Edit: December 31, 1969, 07:00:00 pm by SydneySoul
Awesome work! <3
Lil' gay soul manipulator lolpatcher.

SentinalBlade

March 02, 2009, 06:47:27 pm #13 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
theres 63 spots^^
and there is support for large monsters like lucavi. but each lucavi takes 2 spots instead of one.
As it stands, everyone can be put into the unit.bin

Bloodthirster0

March 02, 2009, 07:00:45 pm #14 Last Edit: December 31, 1969, 07:00:00 pm by Bloodthirster0
I didnt understand exactly the 63 spots,is it for a bigger party,more sprites or something like this?

even with that stupid doubts(I lack on technical FFT),it still a great advancing and an outstanding work
Need something useful to write here

Zozma

March 02, 2009, 07:38:19 pm #15 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
k, so provided that you do not add any more lucavi, + get rid of serpentarius who doesnt belong there in the first place, but leave all the normal monsters... there is how many human slots (excluding the generics that shouldnt be removed) ?

and then, how would one go about assigning these slots?
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

SentinalBlade

March 02, 2009, 08:54:47 pm #16 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
There is alot of kinks in it, but the basics are 63 total slots

lets exclude lucavi frmo this example.

You only need 1 spot for a monster. it will load the pallete according to job, like normal unit.bin

excluding generic jobs, there is 41 spots.

thats 41 unique characters. LOTS of space.

Using the space in world.bin, unit.bin loads the pallete and sprite designated in world.bin. Its. basically its just copy and paste out of a 1 frame.bmp

ill explain it when i understand what the fuck im doing more in depth.

Zozma

March 02, 2009, 10:02:54 pm #17 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
it would allow me to make all the guests appear in the menu again....

but it would be nice to have an editor for this new unit.bin like that japanese program... -_-
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

CidIII

March 05, 2009, 04:54:42 pm #18 Last Edit: December 31, 1969, 07:00:00 pm by CidIII
Does this mean that there will be more space for portraits too?
I refuse to play Final Fantasy Tactics again until I am able to do my FF6 patch! And, FFT 1.3 doesn't technically count as FFT: so there!

SentinalBlade

March 06, 2009, 03:09:14 am #19 Last Edit: December 31, 1969, 07:00:00 pm by SentinalBlade
your running out of portrait room? :O

there are still unused portraits in worldface.bin, i didnt think portrait room was an issue...