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ff3:ff3us:tutorial:sprites [2017/09/02 02:16] lockirby2 [7. Other Specifications] |
ff3:ff3us:tutorial:sprites [2019/02/12 11:12] (current) |
==== 3. Editing Tiles (YY-CHR) ==== | ==== 3. Editing Tiles (YY-CHR) ==== |
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If you wish to do simple tile edits, YY-CHR can be a solution. There is a {{ff3:ff3us:util:gfx:yychr_net.zip|.NET version}} and a {{ff3:ff3us:util:gfx:yy-chr20120407_en.zip|C++ version}}. I personally go with the C++ one; it is older, but it has more features that have not yet been ported to the .NET version. The image shown here is from the C++ version. | If you wish to do simple tile edits, [[rh:utilities:yychr|YY-CHR]] can be a solution. There is a .NET and C++ versions. I personally go with the C++ one; it is older, but it has more features that have not yet been ported to the .NET version. The image shown here is from the C++ version. |
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Character sprites are located at $D50000 ($D50200 with header). You can either {{ff3:ff3us:tutorial:sprites:yychr-offset.png?linkonly|enter that address}} (as $150000 or $150200 if header present) or scroll until you see the GFX tiles. Note that you need to {{ff3:ff3us:tutorial:sprites:yychr-4bpp.png?linkonly|set the graphic format to 4bpp SNES}}. | Character sprites are located at $D50000 ($D50200 with header). You can either {{ff3:ff3us:tutorial:sprites:yychr-offset.png?linkonly|enter that address}} (as $150000 or $150200 if header present) or scroll until you see the GFX tiles. Note that you need to {{ff3:ff3us:tutorial:sprites:yychr-4bpp.png?linkonly|set the graphic format to 4bpp SNES}}. |
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If you want the right colors (i.e., the right palette), you can import the {{ff3:ff3us:tutorial:sprites:ff3us-pal.zip|FF6 NPC Palettes}} in YY-CHR by going to //Palette -> Open Palette (*.pal)//. This makes editing a lot easier, but it is not mandatory. The palette shown in YY-CHR is not the one used by the game, and the GFX is not modified by this step since it uses a palette (see [[ff3:ff3us:tutorial:sprites#understanding_sprites|section 2]]). | If you want the right colors (i.e., the right palette), you can import the {{ff3:ff3us:tutorial:sprites:ff3us-pal.zip|FF6 NPC Palettes}} in [[rh:utilities:yychr|YY-CHR]] by going to //Palette -> Open Palette (*.pal)//. This makes editing a lot easier, but it is not mandatory. The palette shown in [[rh:utilities:yychr|YY-CHR]] is not the one used by the game, and the GFX is not modified by this step since it uses a palette (see [[ff3:ff3us:tutorial:sprites#understanding_sprites|section 2]]). |
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There are several different tile arrangements available. Since we are dealing with 16x24 sprites for characters, a more convenient way to view the tiles would be {{ff3:ff3us:tutorial:sprites:yychr-16x24.png?linkonly|16x24}}. If you had a 32x32 NPC sprite to edit, choosing 32x32 for the tile arrangement would make it easier to edit the tiles. As previously stated, other utilities are more useful than YY-CHR. [[ff3:ff3us:util:ff3usme|FF3usME]] and [[ff3:ff3us:util:ff3spriteed|FF3SpriteEd]] both have a tile editor (see {{ff3:ff3us:tutorial:sprites:ff3usme-tile.png?linkonly|here}} and {{ff3:ff3us:tutorial:sprites:ff3usse-tile.png?linkonly|here}}). [[ff3:ff3us:util:ff3se|FF3SE]] only allows sprite sheet editing, but it follows the same tile logic when saving the sprite to the ROM. | There are several different tile arrangements available. Since we are dealing with 16x24 sprites for characters, a more convenient way to view the tiles would be {{ff3:ff3us:tutorial:sprites:yychr-16x24.png?linkonly|16x24}}. If you had a 32x32 NPC sprite to edit, choosing 32x32 for the tile arrangement would make it easier to edit the tiles. As previously stated, other utilities are more useful than YY-CHR. [[ff3:ff3us:util:ff3usme|FF3usME]] and [[ff3:ff3us:util:ff3spriteed|FF3SpriteEd]] both have a tile editor (see {{ff3:ff3us:tutorial:sprites:ff3usme-tile.png?linkonly|here}} and {{ff3:ff3us:tutorial:sprites:ff3usse-tile.png?linkonly|here}}). [[ff3:ff3us:util:ff3se|FF3SE]] only allows sprite sheet editing, but it follows the same tile logic when saving the sprite to the ROM. |
{{ ff3:ff3us:tutorial:sprites:yychr.png?nolink }} | {{ ff3:ff3us:tutorial:sprites:yychr.png?nolink }} |
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To summarize this section, YY-CHR can help with basic tasks, but for complex sprite editing, FF3usME, FF3SpriteEd, and FF3SE are more convivial and allow a faster working pace. | To summarize this section, [[rh:utilities:yychr|YY-CHR]] can help with basic tasks, but for complex sprite editing, FF3usME, FF3SpriteEd, and FF3SE are more convivial and allow a faster working pace. |
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==== 4. Editing Sprites ==== | ==== 4. Editing Sprites ==== |
==== 9. Conclusion ==== | ==== 9. Conclusion ==== |
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Becoming a good FF6 spriter requires you to take a lot in consideration. However, many started from nothing and became good with time. It's more a matter of practice and knowing the basics, specifications, and exceptions before starting for real. This is what I tried to do with this tutorial. I might revise it a bit, but I covered most of the content I wanted to cover. | Becoming a good FF6 spriter requires you to take a lot into consideration. However, many started from nothing and became good with time. It's more a matter of practice and knowing the basics, specifications, and exceptions before starting for real. This is what I tried to do with this tutorial. I might revise it a bit, but I covered most of the content I wanted to cover. |
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If you want to read more on the artistic part of Pixel Art, there is a bunch of external tutorial links available on this [[ff3:ff3us:tutorial:external|wiki page]]. Happy spriting! | If you want to read more on the artistic part of Pixel Art, there is a bunch of external tutorial links available on this [[ff3:ff3us:tutorial:external|wiki page]]. Happy spriting! |
[[ff3:ff3us:util:ff3se|FF3SE]]\\ | [[ff3:ff3us:util:ff3se|FF3SE]]\\ |
[[ff3:ff3us:util:ff3spriteed|FF3SpriteEd]]\\ | [[ff3:ff3us:util:ff3spriteed|FF3SpriteEd]]\\ |
{{ff3:ff3us:util:gfx:yy-chr20120407_en.zip|YY-CHR (C++)}}\\ | [[rh:utilities:yychr|YY-CHR]] |
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