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FFVI PSX hacking
It looks like the graphic format is fine. What you need now are the graphic maps. For 64x64 monsters it's 8 bytes, each bit representing a tile. A 0 is blank tile and a 1 is a GFX tile. It's a bit of a compression to avoid blank space in the GFX data. The 128x128 monsters follow the same principle except that data is 32 bytes.
You'll also need the data for the palette and GFX pointer to display them properly in an editor.
See also:
http://www.angelfire.com/pq/jumparound/F...eSetup.txt
http://www.angelfire.com/pq/jumparound/F...tBmTmp.txt
Hopefully the data would be similar in the PSX release.. Here's the SNES data:
Edit: In the SNES release, some monsters use the 3bpp format. This was removed in the GBA release and all monsters use the 4bpp format. I have no idea where the PSX release stand in this regard.
You'll also need the data for the palette and GFX pointer to display them properly in an editor.
See also:
http://www.angelfire.com/pq/jumparound/F...eSetup.txt
http://www.angelfire.com/pq/jumparound/F...tBmTmp.txt
Hopefully the data would be similar in the PSX release.. Here's the SNES data:
Code:
D27000 D2777F Monster Graphics Data (384 items, 5 bytes each)
D2A820 D2A821 Pointer to Small Monster Graphic Maps (+$D20000)
D2A822 D2A823 Pointer to Large Monster Graphic Maps (+$D20000)
D2A824 D2AC23 Small Monster Graphic Maps (128 items, 8 bytes each)
D2AC24 D2B223 Large Monster Graphic Maps (48 items, 32 bytes each)
Edit: In the SNES release, some monsters use the 3bpp format. This was removed in the GBA release and all monsters use the 4bpp format. I have no idea where the PSX release stand in this regard.
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