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FF6Tools - Browser-Based ROM Editor
05-19-2020, 04:17 PM
You can now import and export graphics and color palettes using FF6Tools. Supported graphics formats include jpeg, png (both indexed and 32-bit color), and native console formats. Palettes can currently only be imported and exported as part of a png file, but I'm planning to eventually make it possible to import and export palettes separately in bgr555 and 32-bit format.
There are already many good freely available image editing tools, so I decided it wasn't worth it to try to add any graphics-editing capability directly to FF6Tools. GIMP is a good program for editing indexed png and jpeg files, and YY-CHR is pretty good for editing images in native console formats.
When importing a png or jpeg file with no color palette, FF6Tools uses the RgbQuant.js library to quantize the image, generating an optimized color palette with the appropriate number of colors. This can be used to convert almost any image to a native graphics/palette format. However, it's important to keep colors in the correct order when modifying any graphics that use multiple palettes, or graphics that share the same palette. Because of this, it's actually better to use indexed png files whenever possible. It's also important to make sure that height and width of the imported image match the original.
FF6Tools doesn't currently support importing FF6 character sprite sheets directly, but I want to eventually make it possible to do so since I imagine a lot of folks would find that useful. For now, the sprite tiles need to be in the order that they are stored in the ROM, not the order that is used for sprite sheets in FF3usME and other tools (which duplicates some tiles). The same applies to character portraits and monster graphics.
Here are some screenshots:
There are already many good freely available image editing tools, so I decided it wasn't worth it to try to add any graphics-editing capability directly to FF6Tools. GIMP is a good program for editing indexed png and jpeg files, and YY-CHR is pretty good for editing images in native console formats.
When importing a png or jpeg file with no color palette, FF6Tools uses the RgbQuant.js library to quantize the image, generating an optimized color palette with the appropriate number of colors. This can be used to convert almost any image to a native graphics/palette format. However, it's important to keep colors in the correct order when modifying any graphics that use multiple palettes, or graphics that share the same palette. Because of this, it's actually better to use indexed png files whenever possible. It's also important to make sure that height and width of the imported image match the original.
FF6Tools doesn't currently support importing FF6 character sprite sheets directly, but I want to eventually make it possible to do so since I imagine a lot of folks would find that useful. For now, the sprite tiles need to be in the order that they are stored in the ROM, not the order that is used for sprite sheets in FF3usME and other tools (which duplicates some tiles). The same applies to character portraits and monster graphics.
Here are some screenshots:
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