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Decompressed WoB Overworld Tiles

#1
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This morning (9:47 AM), I decompressed the World of Balance overworld tiles and edited them in YY-CHR. I did a simple test by replacing a few mountain tiles with pure green squares. Something simple and easy; I then recompressed them and checked in game.
These are my results.

WoB OW Tiles
[Image: imgshk.png]

YY-CHR, bottom left.
[Image: imgshk.png]

This may mean that we can begin creating our own tilesets altogether. I can't be sure because I have had issues in the past with this sort of thing. I'll start by creating an FFIV tileset which will overwrite the FFVI tileset.

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EDIT.
This is what I've done.
https://www.ff6hacking.com/misc/imgshk.png
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#2
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Very cool. I do remember you were attempting to work with the forest tiles before, but encountered some difficulties importing the FFIV tree tiles correctly was it?


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#3
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Yeah, I was but now I'm having more success.
[Image: imgshk.png]
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I'd love to do the opposite and put FF6 tiles in FF4...


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#5
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I heard someone tell me the exact same thing in a FFWiki IRC channel lol.
This is the latest version of the new WoB tileset:
https://www.ff6hacking.com/misc/imgshk.png
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#6
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when it comes to using individual over world tiles do they need to be decompressed? for example, having the vector tiles which are exclusive in the WoB in the WoR while having kefka's tower and the cultist tower tiles in the wob while keeping all the other tiles unchanged.
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(07-29-2019, 08:35 AM)CzarMalboro Wrote: when it comes to using individual over world tiles do they need to be decompressed? for example, having the vector tiles which are exclusive in the WoB in the WoR while having kefka's tower and the cultist tower tiles in the wob while keeping all the other tiles unchanged.

If you want to edit the graphics, they need to be decompressed. You can decompress them with Peer Sprite Viewer then opening the exported binary file in YY-CHR to make your edits and finally recompressing the edited file in the ROM.
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#8
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will this affect the editor if you change the tile properties that are naturally excluded from that set?
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#9
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(07-30-2019, 06:47 AM)CzarMalboro Wrote: will this affect the editor if you change the tile properties that are naturally excluded from that set?

I'm not sure I understand correctly.. modifying the graphics won't change the tile properties but manually changing the tile properties should be reflected in the editor.
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okay I just wanted to make sure if would not cause any rom corruption in the editor or make incompatible.
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