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Mass Sprite Sheet Expansion Battle & NPC

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Expanded Battle Sprite Patch Download with Notes

*Attention* This version of the patch has an issue. It does work with a one byte correction though (an offset was a few numbers off),  the fix is listed somewhere mid thread if you really want to use this version. Just leaving it up because its already here. You have been warned.

What does it do:
  • Expand the ROM to 6mb
  • Expands the Battle Sprite pointer table to 166 pointers long (Spaced for each to have a full PC size sprite sheet)
  • Expands the Battle Palette table to 166
  • Includes Egger's Expanded Palettes Patch (So some NPC can be displayed correctly in battle)
  • Includes several sprites already loaded (See list below).

This patch was made from a V1.0 Header ROM,
Expanded to 4mb using FF3usME

This leaves free space (due to moved code) from:
C2/CE2B - C2/CE89    (Formerly the Battle Sprite & Palette List - Moved to 41/0000)
C1/3D43 - C1/3E4C    (Code replaced by Egger's Expanded Palettes Patch - Located at FF/F000)

Sprites Included in this Patch (And their Creator if applicable):
  • 16, Leo - (Complete)
  • 17, Banon - (Need Riding Sprite)
  • 18, Morphed Terra - (Need Riding Sprite)
  • 19, Merchant - PocoLoco (Complete)
  • 20, Ghost - PocoLoco (Complete)
  • 21, Kefka - Unknown (Complete)
  • 22, Gesthal - PocoLoco (Complete)
  • 27 Scholar - PocoLoco (Complete)
  • 28 Draco - PocoLoco (Complete)
  • 30 Returner - PocoLoco - (Complete)
  • 35 Clyde - Unknown - (Complete)
  • 40 Bird - Jameswhite89 - (Complete)
  • 41 Rachel - Zozma - (Complete)
  • 47 Cid - FF Fanatic - (Need Riding sprite)
  • 48 Maduin - PocoLoco - (Complete)
  • 52 Narsh Guard - PocoLoco - (Complete)
  • 55 Fairy Esper - PocoLoco - (Complete)
  • 58 Fish - Jameswhite89 - (Complete)
  • 59 Figaro Guard - PocoLoco - (Complete)
  • 60 Daryl - Zozma - (Complete)

Notes for the above list:
    If I'm incorrect on the credit/creator of a sprite sheet, please let me know. I've tried like hell to keep track of where they came from, but in the wide wide world of sprites that fact sometime gets a little blurry after they bounce around the net. If you know of one that is complete/cleaner than the one I have listed, again please let me know.

    (Needs riding sprite) Means this sheet needs a ... tent.
    (Complete) Means, I'm not even gonna explain this one.

P.S. If you do not want me using your sprite in this project, that is completely your call. I won't take it personal or hold it against anybody, but I have to know before I can take it out or not use it.

All the notes I had are included (including the code I put together, some notes by Edrin, and some notes by Eggers).

This patch will work with the current versions of FF6LE and FF3usME, because it does not modify the Map Graphic Pointer list, HOWEVER, neither will effect the battle sprites (including the normal PCs). If you want to edit, replace, or add battle sprites you will have to do it manually. The spreadsheet (it has multiple tabs at the bottom...) includes the list of offsets the sprite sheets are intended to be at and should not overwrite each other if placed in the proper location. For information on how to do this:
Edrin's Tutorial on Expanding NPC Sprite Sheets

If that doesn't show you how, ask and I'll attempt to explain it.

Eggers' Expanded Palette Patch
This is included in this patch. I did re-assemble it in order to change the sprite and palette pointers to my locations, and in an attempt to move the code to an out of the way location. It also includes another code by Eggers to clear the SRAM data he used to speed up the process (in case you need to force it to reload your palette/sprite data). It uses a few bytes at C3/F091 (formerly Free space). To use it, open the menu in game and hit L+R+Select. You should hear the "healing" sound effect.

This patch does use some "formerly unused" SRAM space. I do not know SRAM, but if you are doing something with it this may effect you.
This patch and it's documentation can be found here:
Eggers' Expanded Palette Patch

THIS patch does not fix portrait data. If you look in the included notes, I did start on it and there are notes regarding how to make it work. It does require portraits though for a true fix. It doesn't break it, they just look glitched. I can't draw a better portrait so instead of making people look at my crappy drawing skills I just left it. Least this way you get to see some pretty colors.


If you are having trouble using this patch, or having trouble reading the notes for yourself, ask and I'll try to help.

The reason I did not take this farther isn't due to any trouble or brick wall. I actually would have liked to expand it alot farther (and everything I saw says it could go ALOT farther), and included the full NPC map sheets as well. However, it reached a point that it became way to difficult to do without a definite goal. Trying to making a generic patch that does all of that is almost impossible, and since I don't really have a goal to use a patch to that extent, I'm not sure where to take it. THIS version is pretty generic, and would allow someone to use a few NPCs in battle without a ton of hacking, so here it is. Maybe someone will find the patch, or the information useful.


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#2
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what do u mean by npc profile pics? portraits?


The only limit is imagination. And 16 colors.. I guess 

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#3
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Yeah, portraits. As in the menu if they are in the party.

Not a very common creation, specially for vanilla NPCs. Wish I had good ones or at least generic that half fit the character and other portraits but, starting to look like I'm gonna have to come up with a completely generic portrait of a black shadow or something just to fill the space with something other than gibberish.


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#4
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maybe ill make some, after all pocos sprites are sick of these npcs


The only limit is imagination. And 16 colors.. I guess 

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That would rock.

As for a quick status update, currently no snags, added a few things to the "fixme" list, and a few updates I need to make to the above sprite list. Currently have the battle sprite pointer list and battle palette list moved, expanded, and seemingly working. Inserting sprites and testing come next. Gonna rig up the moggle battlefield to install three parties of npc's instead of moggles for testing, easiest way I can think to check several at a time. Screen shot if succesful, hopefully.

Seems complete vanilla sprite sheets are not that popular to make. Still could have swore I saw a sheet for the children once apon a time, stuff aint easy to find.

On a side note, turns out I can't get a database field to hold a sprite sheet's hex data without chopping it off. Excel on the other hand, holds a full sheet rather well. In a single cell even. Just thought I'd share that. (Yes I've got all the above sprites, saved in a spreadsheet with the rest of the code. I know I'm weird, I admit it.)

I'm down to the point of either OAM pointers or VRAM loading locations being the road block. Looking at the OAM side of it first, kinda: This question

Strangely enough, character 35 graphics load seemingly flawless in battle and map, yet character 27 graphics causes all sorts of cool graphical errors and tries to crash in battle, then character 28 graphics just shows up blank in battle.

Pure dumb luck that graphics on 35 happens to load up perfect? WTF

On a side note, Clyde does look pretty bad ass in battle...


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#6
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[Image: ym9q25untyjh2gzzg.jpg]
Partial success. Marginally anyway.
Assigned graphics: 41, 40, 47, 48 to the moogles at the start of the game and that is the result.
Why a "partial" success? Because other than those four, and number 35, the rest below Gesthal refuse to load anything, or cause major glitches. Don't have the slightest clue how to go about fixing that at the moment.


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This looks pretty dang cool.


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nice work

I have the riding for Draco and the scholar I can take care of you man just send me a pm with your email and I'll send you the bin files


"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

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Which actor's names are assigned to the 5 slots you managed to use? btw even just 5 extra npcs might be enough for my hack, i believe...


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#10
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Doesn't matter what name, you set all of that in the character stats... that tab in ff3usME. There are several unused then several with ?????? as a name. All I did was "assign graphics # to character #" then assigned the palette to match. In the WoB, like in the case of the moogles, all your future PC are added to the roster assigned different graphics and stats(which includes name). The only restriction in doing that is when you assign the stats of your PC it is all reset to default values and level balanced. So you wouldn't want to de-recruit your pc, assign new stats then try to turn them dirrectly back to the PC.

That being said, if you reserve one pc slot for npc toons, you could swap them out all you want, or swap the guest slots out. Just change the assigned graphics via event as often as you want.

Gonna try something else on this today, see if I can't get the rest(or at least more of them) working.


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