Differences
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ff3:ff3us:tutorial:compressed [2017/09/02 15:53] madsiur [Decompressing the Graphic] |
ff3:ff3us:tutorial:compressed [2019/02/12 12:03] |
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- | ===== Compressed Graphics Tutorial ===== | ||
- | In this tutorial, we will edit a compressed graphic with the help of four utilities. We will first decompress from the ROM the graphic, modify its palette in the ROM, edit the graphic and finally compress the new graphic in the ROM. | ||
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- | ==== The Tools ==== | ||
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- | The first utility you will need is {{ff3: | ||
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- | Finally you will need an all purpose image editor. My favorite one is Gimp for many things, including icon making, spriting and other graphics editing. Visit [[https:// | ||
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- | ==== Decompressing the Graphic ==== | ||
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- | The first thing to do is to locate what you need to decompress. We have a [[ff3: | ||
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- | The battle graphics we are looking for are at $D2E000 (unheadered ROM). This is $12E000 in absolute addressing. If you open a hex editor and go at this address, you'll see the following: | ||
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- | {{ff3: | ||
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- | The first two bytes are always an inverted word of the compressed data size. This mean our graphics are $0B44 bytes in size (including the first two bytes), meaning they are from $D2E000 to $D2EB43. The wiki list the graphic ending at $D2EBFF, which is not totally false since $D2EB44-$D2EBFF is unused space. However, while the starting offset will always likely be good, I suggest you check the data size to decompress the exact amount of data. | ||
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- | Open your ROM in Peer Sprite Viewer (PSV). You'll see the main interface: | ||
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- | {{ff3: | ||
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- | **Start** is your starting offset, **End** is your ending offset, **Width** and *Height** are the wanted dimensions of your decompressed graphic, **BitPlane** is the type of graphic once decompressed and **Decomp** is the compression type. I have always kept the **BitPlanes** value as //4 (16 colors)// for FF3us and obviously **Decomp** value should be set as //Final Fantasy VI//. |