FF6 Hacking
FF3usME 6.7's Sprite Editor - Printable Version

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RE: FF3usME 6.7's Sprite Editor - SSJ Rick - 04-02-2011

bmp is accepted by FF3SE but PNG is better


RE: FF3usME 6.7's Sprite Editor - ArcadianKnight - 04-03-2011

thanks poco, i didn't know png works better. Wink


RE: FF3usME 6.7's Sprite Editor - SSJ Rick - 04-03-2011

it most def does Wink

and it takes up less space as well


RE: FF3usME 6.7's Sprite Editor - ArcadianKnight - 04-03-2011

cool. Smile


RE: FF3usME 6.7's Sprite Editor - ribbits - 04-08-2011

(03-30-2011, 01:21 AM)Gi Nattak Wrote: To find what you are looking for in the hex, get a hold of the "event dump" document, and then do a search for "Assign palette $00 to character $05"
That will lead you right to where character 5's (Sabin's) palette gets loaded for the first, and only time for him throughout the game. Most characters palettes and graphics only get loaded once, but in some cases for characters like Strago and Shadow, theirs get loaded more times than one. Anyways...

On the left it will tell you that its located at the address "CA/6D2B" So you will want to go to that address in the hex editor...or alternatively you could just search for the appropriate string of hex, which in this case is "43, 05, 00" --- and you get that from this:

43 Assign palette $00 to character $05 <----- remember this?

"43" is the command byte for "assign palette" "00" is the palette being loaded, and "05" is the character the palette is being loaded to.

Just remember that in the hex, the character byte comes before the palette byte, so don't let the dump confuse you. Also remember to be in SNES Hi-Rom when you do your search. To search for "CA/6D2B" you would want to go to "search offset", and search "A6D2B" No need for the "C"
because you are already in the C bank due to being in Hi-Rom, and it will mess up your search...
How do you know if it is in SNES Hi-rom? I'm currently using winhex

(03-30-2011, 01:21 AM)Gi Nattak Wrote: So once you get there, what you would want to do then is change the "$00" to "$04" and your done. Save. Also note that if the character has already been recruited, it will appear as though nothing has changed, due to his prior palette already being loaded and saved with. So to test and see the changes you will have to play before the characters graphics and palette gets loaded, obviously.

If you still really have no idea how to do this I suggest looking at the "All Things Event Hacking" thread and reading "The Basics."
Can this process be done with any character and any palette? I tried doing a search for "Assign palette $00 to character $11" but that didn't turn up anything. (I belive Gau is character 11).

And if the palette you want to change to is 0 what to input instead of 4 what would i change 00 to?

thanks in adavance


RE: FF3usME 6.7's Sprite Editor - ribbits - 04-10-2011

ok, so i've been able to find (or at least i believe so) the string of hex that allows me to change sabin's palette to a different one. But when i do make the change, save it and run the rom his overworld palette hasn't changed. I have not gotten sabin yet, so that shouldn't be an issue.

I have replace sabin's sprite with shadow's does that make a difference here? Do i need to change shadow's sprite loading instances instead?

thanks.


RE: FF3usME 6.7's Sprite Editor - danyetman - 05-26-2011

(04-08-2011, 02:14 PM)ribbits Wrote: Can this process be done with any character and any palette? I tried doing a search for "Assign palette $00 to character $11" but that didn't turn up anything. (I belive Gau is character 11).

And if the palette you want to change to is 0 what to input instead of 4 what would i change 00 to?

thanks in adavance

Gau IS character #11, but 11 in hex format is 0B. By putting '11' in, you're really telling it to swap the palette of character #17...of which there is none.

At least, that's what comes to my n00bie mind...I could be completely wrong.


RE: FF3usME 6.7's Sprite Editor - Angelo26 - 05-26-2011

You can assign palette 17 to a character. However, after palette 5 or so, they will reset themselves and restart from 0.

When you give gau (for example) the palette 10, the game will recognize it as palette 5, and will assign it. You will need an event command to assign special palettes (as an example, esper terra's palette is #8 in thee mobliz of WOR) .