Author Topic: Graphics Hacking  (Read 63585 times)

Vehek

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Re: Graphics Hacking
« Reply #195 on: August 17, 2008, 02:26:52 am »
It should be basically the same method as in Vargose's tutorial, except that you aren't using the originally assigned palette.
Palette 9B should be at 240E88.
This is the palette Chrono'99 posted earlier in this topic. Paste it at the offset I just gave.
1f 43 9f 57 65 10 b2 00
07 00 4d 00 9f 2e 04 00 bd 11 5a 09 16 05 1e

24F2B4 should be the palette part of the leaves/Flame sprite data. Change the value there to 9B.
« Last Edit: August 17, 2008, 02:28:49 am by Vehek »

Agent 12

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Re: Graphics Hacking
« Reply #196 on: August 17, 2008, 02:58:33 am »
Awesome thanks Vehek it should be up in the next patch.

--JP

Vehek

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Re: Graphics Hacking
« Reply #197 on: November 29, 2008, 03:10:36 pm »
Chrono'99, do you still have those Porre NPC sprites?

Chrono'99

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Re: Graphics Hacking
« Reply #198 on: November 29, 2008, 03:54:55 pm »
Sure. Just for the record:

The Porre Private is ready and should replace {21} Prehistory Old Man.

The Porre Sergeant is ready and should replace {51} G.I. Jogger (no graphic hack, only the palette has to be changed).

Now concerning Sorin, the Porre Agent: I never finished his spriteset but there are enough frames for non-battle purposes. The initial plan was to replace the Guard enemy with him, but I guess the Guards are very practical enemies to have (they're used in several eras), so it's almost impossible to get rid of them. Sorin has enough frames to be a regular NPC (no battles), but I don't know what sprite he could replace.

As for Ishito, he could fit a remaining sprite slot, though he's not the most important NPC.

Wanna try something with these sprites?

[attachment deleted by admin]
« Last Edit: November 29, 2008, 03:57:33 pm by Chrono'99 »

Vehek

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Re: Graphics Hacking
« Reply #199 on: November 29, 2008, 03:57:12 pm »
Jsondaq2 used the Prehistory old man in the Frog-catching minigame. Still, we might be able to use sprite assembly or something to solve this (or remove any remaining prehistoric old men).
« Last Edit: November 29, 2008, 04:10:17 pm by Vehek »

Agent 12

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Re: Graphics Hacking
« Reply #200 on: November 29, 2008, 10:28:28 pm »
Definitely don't worry about the old man a new sprite takes priority there.

Guards are used quite a bit, they are useful because they are one of the few "humanoid" enemies. 

--JP

Chrono'99

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Re: Graphics Hacking
« Reply #201 on: February 11, 2009, 07:56:05 pm »
Okay, I have a bunch of very old and unfinished sprites here on my computer, and I thought I'd share them with the team. Don't get me wrong, this is kind of just a random, fancy post, like a little treat or something; they're definitely scrapped and I definitely don't want to delay the release by losing time finishing them...apart from the last sprite below.


Cedric's Ark - This was meant to be the box in which Cedric keeps the Frozen Flame (as in the very first plot outline) and is obviously based on the Ark of the Covenant. The corresponding chapter is good enough as is and adding this would require some annoying coding (like moving soldiers to the right coordinates so that they appear to carry the ark, etc.).


Henchman - That's a human enemy made from the Hench sprite (so it's a Henchman...get it? :lol:). I tried to make that human enemy because there's a lack of them. Only the face has to be modified, so I could whip up the complete spriteset in less than one day if needed, but the problem is that the Hench is a nice Mystic enemy to have and I don't know if we should replace him. So I only ever made one frame as a test.


N-Bulb - A bigger version of the Neo-N-Bulb from CC, for the Porre Lab. Lol this one looks really bad...


Ozzie - Modified to look like his CC design. I only ever completed one frame, since he's not a truely important NPC in this game. Redesigning him would mean we'd have to redesign Flea too (and Slash, but he's the same except for a black ponytail), so we're definitely leaving this one out.


Reptite Child - I thought it would be nice for Prehistory and the Reptite timeline, but it's not worth the effort and wasting a sprite slot.


King Zeal - That would be the final boss; King Zeal mutating into a Lavos. I wanted to show that sprite only when it's done, but as you know I got sidetracked by real life last year and never actually finished it (the top spike, the belly and the hole that shouldn't be a hole are really rough). As a tileset rather than a real sprite, it would have no animation apart from the flames.

Out of all these sprites, the first five sprites are definitely scrapped; the only one I will try to finish is the King Zeal one, after the polishing phase when all that will be remaining is beta-testing.
« Last Edit: February 11, 2009, 08:00:21 pm by Chrono'99 »

Agent 12

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Re: Graphics Hacking
« Reply #202 on: February 11, 2009, 08:18:14 pm »
What a fun post!

It seems like you spent alot of time on these :( (I'm by no means a spriter so I dont really know how long it takes).  But what was Cedric's Ark sprite replacing?  Did you mean for it to be in the Subjucation sidequest (where cedric and meets up with the choras guy on the ship?)  It wouldn't really be a pain to put it in there.  That scene is pretty simple and only has a few NPC's.  What sprite is it replacing?

I agree Henchman would be really hard to add now henches are in quite a few locations...

haha I like the N-Bulb!  It doesn't look bad.  Mutant's I don't think are in that many places?  And one of them is in the Porre lab already.  I think the only other place is the final dungeon and even then only in the last couple locations.  I'm not sure if you have the whole sprite sheet of it done or not?

Ozzie does look good :) Not sure how long it would take to replace the other two though.....

Reptite Child:  What sprite was it replacing?   

King Zeal:  WOW!  Is that replacing the Zeal head?  WOW!


Again I'm not a spriter so you know more than me if ithe practicality of it.  If the sprites are done, and we have open graphics I don't really see a reason to NOT add them at this point since we probably won't be using the graphics for anything else.  But I agree we shouldn't delay the release for to much at this point.    Also....we do have a few graphics issues that NEED to be done (changing 8's to 5's).


--JP


ZeaLitY

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Re: Graphics Hacking
« Reply #203 on: February 11, 2009, 08:32:25 pm »
Those are all pretty nice. I look forward to when there's more inline graphic hacking functionality in TF; that Super Mario RPG editor that came out is really amazing in that regard.

There will definitely be a beta portion of the big CE Feature that these can be displayed in, along with the first King Zeal sprite and our other ideas.

Lavos-King Zeal is frightening...That's great.

Yeah, if it's possible, we can add anything we want. Right now, development for me feels like I'm trying to organize controlled chaos because bugs are flying everywhere, we're not sure about the multiple endings, I need to polish 3-4 maps I made notes for myself, etc....but at some point, all these threads will be converged and we can look at individual variables like sprite slots and make easy decisions. Music, too...

FaustWolf

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Re: Graphics Hacking
« Reply #204 on: February 11, 2009, 08:41:22 pm »
I can help with sprite insertion should you guys need a hand. King Zeal is ridiculously awesome. I don't know how to work with animated tiles yet though.

I'm also keen on the Reptite child. If you guys don't use it, or even if you do, I'd like to modify it into an Imp child for AE:HU.

Chrono'99

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Re: Graphics Hacking
« Reply #205 on: February 12, 2009, 05:30:21 pm »
The Ark was meant to be in the Antaeus cutscene; in the first plot outline, the battle lasted two days and Cedric said that the divine forces were not on his side the first day but that he shall "bring" them to the second encounter. The Guardians would then carry that mysterious box around (think Indiana Jones & the Last Crusade) until Cedric opens it and reveals the Flame. It was meant to replace {08} Dactyl, the only NPC which is that large. I guess we can use this box in the Subjugation sidequest.

I only have one frame each for Henchman, N-Bulb, Ozzie and the Reptite child (which was meant for {55} Millennial Fair little girl), so let's not bother with them. It would take some time for me to sprite them, except for the Henchman which is really easy. Perhaps a solution for that one would be to copy/paste the data of the Hench (graphics and assembly) to another place in the ROM, so that we could have both the Hench and the Henchman in the game.

But for now, I think the only priority in sprite hacking is to add Sorin. FaustWolf, would it be feasible to replace some unused sprite, like {C5} Dancing woman, with Sorin and have it use a custom sprite assembly? Sorin's spriteset is a few posts above on this page.

In any case, any of these can totally be used in AE:HU :) (...you'd have to finish their spriteset though lol)
« Last Edit: February 12, 2009, 05:34:05 pm by Chrono'99 »

FaustWolf

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Re: Graphics Hacking
« Reply #206 on: February 12, 2009, 05:49:07 pm »
Replacing the dancer with Sorin with custom assembly should be doable -- I think Sorin's spritesheet graphics pack is liable to be larger though, so I might just want to use the dancer's sprite header/pointers and point to a new graphics pack in some empty space somewhere.

I should be able to do the switch this Sunday. ZeaLitY was interested in a better representation of Zeal after nightfall, so I'll take care of that too.

Agent 12

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Re: Graphics Hacking
« Reply #207 on: February 12, 2009, 11:32:36 pm »
Note to self.... need to change robo => annihilation energy agitator thing.

--JP

ZeaLitY

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Re: Graphics Hacking
« Reply #208 on: February 13, 2009, 12:00:23 am »
For Sorin, it is paramount that he have a "dead / sleeping / passed out" animation.

Chrono'99

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Re: Graphics Hacking
« Reply #209 on: February 13, 2009, 05:21:31 am »
I whipped up a dead frame and adjusted the walking frames as they were a bit funky in animation. So here's the final Sorin spriteset. His hair is slightly more brownish than before because red is sort of too reminiscent of Crono (anyone, do tell me if you prefer the red hair).

I also made a second image with the duplicate or mirrored tiles removed so you know at a glance where they are, FaustWolf. I don't know how helpful it is but I thought it would make your job easier. I also numbered each tile so I can give a detailed breakdown of Sorin's animations:

Walk down: 2/3/4/5
Walk left: 7/6/8/6
Walk right: 10/9/11/9
Walk up: 13/12/14/12
Die: 15/16
Attack: 17/18


EDIT: typo.
« Last Edit: February 16, 2009, 05:33:05 pm by Chrono'99 »