Chrono Compendium

Marbule Gallery - Completed Fan Creations => Crimson Echoes => Topic started by: Agent 12 on June 06, 2006, 05:47:10 pm

Title: Graphics Hacking
Post by: Agent 12 on June 06, 2006, 05:47:10 pm
Graphic changes:

Change Nizbel--Done, Meet lebniz
Mother Brain --Done Meet Vision Serpant
 Dragon Tank --Done, meet Gryphon Tank
Cyrus Ghost-  Done, meet Kasmir
3 Azalas but each one wearing a different colored coat, yellow, red and blue (lightning, fire, ice). 
Dragon Tooth -- Done
Ayla's Baby Done
Change OW Years to XXX5 instead of XXX2 -- Done
Anti annihalation energy agitator -- Done
Change Epoch Portrait to question mark -- -- Done

The Arc -- Done

Porre Pvt Sgt -- - don't see this happening
Krawlie -> Mech Warrior -- Wow, might happen, Darkken has shown progress
Glenn!!!!!!!!!!!!!!!!!!!! --  OMG, really? Chrono 99 is making sprites JP is doing first round of SA, will need someone else to do a second runover and probably 99 to give seal of approval

Epoch C pallette hack/insertion    FW has shown interest. Shouldn't be too hard
Epoch Tile Set Palette Hack  FW has shown interest. Shouldn't be too hard
Epoch Tile Set Insertion  Is in game lower right needs to be done
Epoch NPC Sprite InsertionI'd like 99 to do this, but if push comes to shove i can do it  ( I don't really have good software that I can do well for making tiles)
Epoch OW Sprite insertion I'd like 99 to do this, but if push comes to shove i can do it ( I don't really have good software that I can do well for making tiles)

King Zeal  -  Ran into some initial difficulty but we can get this back on track. Graphics are done, enemies are chosen.

Epoch OW Palette Hack  Could be harder....every OW has one and they are compressed...gross

I liked Chrono 99's idea of updating the mystic warrior sprites to be more similar to CC -- Probably won't happen
Change Epoch Years to XXX5 instead of XXX2 --  Cant happen


I would like to just give enemies a bit of an updated look.  Nothing drastic just minor changes to that people realize they are playing a new game.  One example would be  giving the beasts more hair (since it's a colder climate).  Or maybe extending a gargoyle's wings more?. -- I dont see this happening in the future



Procedure

Post a patch.  I will then load it and test it for corruption.  JLukas, if you see this can you give a tutorial on how to test if it's gunna corrupt or not?

--jp

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: justin3009 on June 06, 2006, 05:55:06 pm
Do you mean like changed 1000 AD to 1002 AD...I'm not sure if that is possible.  If you change a zero, sometimes it screws up the other ones.  For example if you made it 1002 AD 65,000,000 would be 65,222,222.  But change 1999 AD to Chronopolis is no problem.

05E2F7 - Top of Magus' Castle (Object) is all I can find so far (Thanks to ChickenLump for this).
1A4375 - Knife  Idk if this is the red knife, but i'll check this out.
Title: Re: Graphics Hacking
Post by: Agent 12 on June 06, 2006, 05:58:06 pm
Well that does suck but definately changing apocolypse to Chronopolis should be done.

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on June 06, 2006, 06:11:22 pm
Yes, Knife is the Red knife I believe.  I found the graphics for magus castle.  I don't know if I want to even attempt...The graphics are so scrambled that you can't even piece them together  :?
Title: Re: Graphics Hacking
Post by: Agent 12 on June 06, 2006, 06:14:07 pm
even a change of color would make a difference.  Honestly I never even noticed that sprite in game, but just in case people did notice changing the color would be something.

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 06, 2006, 06:27:44 pm
Why is Chronopolis replacing 1999AD? Isn't it actually in 2302AD?
Title: Re: Graphics Hacking
Post by: Agent 12 on June 06, 2006, 06:32:00 pm
1999 sent the team to a location (opposed to an overworld) which I was then able to edit the events of to send them over to Chronopolis.  If possible change the 1999 to 2302.....or I guess 2300 since we can't change 0's

Thanks Chrono 99'

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on June 06, 2006, 06:39:16 pm
Finished it...

(http://img125.imageshack.us/img125/1402/sillusions00150af.png)

How's that?  I don't really know how to make an .ips patch out of it... So i'll throw it inside the Crimson Echoes Rom and send that?

Also, who should I send the rom to?  Jsondag2, Zeality, Chrono'99?  Or should I just host it on a site.  Also I won't be posting until about 6:00 PM my time.  Gotta go help my dad with something but I'll throw this in the rom and then send it to someone when I get back.
Title: Re: Graphics Hacking
Post by: Agent 12 on June 06, 2006, 06:42:06 pm
no you don't have the latest rom and we have to be abosolutely sure nothing got corrupted.  Hm preferably learn to make patches it's really easy with Lunar IPS, but if you don't want to do that go ahead and send the rom to jpsondag@gmail.com.  In the body put if you did the hack on a fresh CT Rom and whether or not you removed the header before you hacked it.

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on June 06, 2006, 07:34:13 pm
Bah, i'm kind of confused.  I'll try something and see if it works.  Nevermind...I'll just send the rom... Sorry...
Title: Re: Graphics Hacking
Post by: Agent 12 on June 06, 2006, 08:55:39 pm
Justin it's a CE rom but you didn't say what CE rom you used to make it....was it the one we released to the public, or one that you found in this forum.  From now on when you do graphical hacks do it on a fresh CT rom so it's easy to make a patch.

also I thought we couldn't change 0's to 2's?

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on June 06, 2006, 09:55:28 pm
......I forgot to mention.  1999 AD has a whole differnet year set, so it doesn't matter on that one.  But every other one does...And i'll probably submit the flute and stop right there, I have way to much stuff on my hands and i'm tied up.  I can't really recreate sprites atm.  So just bare with me for a little bit until we can get my team mates setup for their work.  Which should be done by Sunday.  Then i'll really kick it into high gear to help you guys, and help with our project.  And it was the public one...

(http://img227.imageshack.us/img227/1565/epochyearsbig7pu.png)
Title: Re: Graphics Hacking
Post by: Agent 12 on June 06, 2006, 10:36:27 pm
K, I made a patch it looks great but I'm not going to attach it till were positive it's not corrupting anything.  First post is updated.

--jp
Title: Re: Graphics Hacking
Post by: JLukas on June 07, 2006, 06:49:58 am
It is safe to apply.  Before and after is exactly the same size.
Title: Re: Graphics Hacking
Post by: Agent 12 on June 07, 2006, 10:43:48 am
The entire ROM before and after is the same size?  Or the patch? 

--jp
Title: Re: Graphics Hacking
Post by: JLukas on June 07, 2006, 09:01:19 pm
I was talking about the compressed graphics that were modified.  In other words, it won't corrupt anything.
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 11, 2006, 06:06:41 am
Here are the finished King Zeal spriteset and the new values for its palette :)

Palette starts at address 240EE8:

1f 05 83 08 6a 59 f4 62
9c 73 76 15 3d 32 8a 6a e5 20 5d 53 e7 48 c4 28

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: JLukas on June 11, 2006, 06:54:22 am
Here are the finished King Zeal spriteset and the new values for its palette :)

edit: old link removed
Title: Re: Graphics Hacking
Post by: Agent 12 on June 11, 2006, 11:37:44 am
When I applied that patch King Zeal was very messed up.  He started off kind of drawn (part was missing) but with messed up pallettes and then when the fight started he got unrecognizable.

EDIT:  If anyone else wants to try I made the Dactyl in the Debug Room send you in the room right before King Zeal shows up and you fight him.  Here's the patch.......maybe I'm just bad at patching.

--jp

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 11, 2006, 12:10:53 pm
Made so that I could attach

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 11, 2006, 12:11:51 pm
Mmh, something goes wrong when I change the file extension to .txt, for some reason. I've replaced my attachment with the graphic smc in a rar file. It should work now (recompress to 1AA97F and change the palette in an hex editor).
Title: Re: Graphics Hacking
Post by: Agent 12 on June 11, 2006, 12:26:56 pm
K, I did it myself but it's in a temp CE Rom until JLukas either can verify that the attached rom is corruption free, verifies the patch is ok, or makes a patch of his own.

By the way, I love the flames coming out of his hands haha.

If anyone wants to see him do Debug room-->Chancellor--->go through Ocean Palace Ruins

--jp

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 11, 2006, 01:39:22 pm
I'm going to do the Terra Tower now. Thanks to this perfectly aligned drawing from Missing Piece (http://img122.imageshack.us/img122/2258/ccmp0970ga.jpg), it shouldn't be too hard (I'll just reduce this to the correct size and correct the blurred edges).
Title: Re: Graphics Hacking
Post by: Agent 12 on June 11, 2006, 05:26:36 pm
Hm...Magus' Lair is a much larger sprite than I thought.  I thought the middle part was it's own sprite and it was surrounded by 4 of "ozzie's fort" sprites.  But it looks like it's one large sprite (I'm really surprised they opted for this method).  There's going to be some pallette issues, I'm pretty sure we may have to have it be different colors in each time period......Does anyone know how Black Omen looks good in every time period despite the changing pallettes?  We should find what pallette that uses and use it.

Here's a pic of Magus Lair in 65 MIL

--jp

 Notes for Moi: 

Original 600 AD OW Events copy 329--->338
Sprite 51 for OW Sprites Group 8/9/6/1 Is Magus Lair




[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 11, 2006, 06:15:18 pm
Can the colors be fixed with the SetPalette command? Maybe the palette exists in each time period but has a different number.

Here's a work-in-progress picture (it's not actually inserted yet). It was really easier and faster than I expected (easier and faster than with the King lol). It's a bit small though because of the size constrain. I'll try to make the bottom part longer and replace the small forts with those giant pink shells...

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 11, 2006, 06:24:49 pm
From my understanding (lots of assuming made here) each overworld has 7 differnt pallettes to choose from.  Every object/sprite you insert you can use set pallette to pick one of those palletes.

So when I put it in 65 MIL I went through all 7 of the set pallettes and none of them looked right, then I changed layer 1/2 pallette to the same as 600 AD's and it did look right (of course 65 MIL itself looked horrible)

That sprite looks amazing by the way.


--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 14, 2006, 05:33:46 pm
Which version is better? I believe the one at the right is more impressive, but it's also very small compared to the size of the dungeon... So I've put a small mountain under it to make it seem bigger (and account for the different dungeon than the one in CC).

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 14, 2006, 05:56:12 pm
Personally I'll probably vote for the one on the left.   They both look great though.  Is that placed in the game already?

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 14, 2006, 06:00:53 pm
Not placed yet. I think I'm going to wait to see how the palette issue is handled... and do some maps in the meanwhile.
Title: Re: Graphics Hacking
Post by: Agent 12 on June 14, 2006, 06:08:32 pm
Would you be able to send me something to test the pallette with though (doesn't have to be final version just something to put in each timeline)

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 14, 2006, 06:40:23 pm
This patch for a bare unheadered CT rom has the Tower inserted. It uses the original palette for Magus Castle (which is pretty good except for the little mountain).

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: justin3009 on June 14, 2006, 07:27:07 pm
Vargose sent me a pic of something that people were working on Chrono Master.  I kinda wonder how they got the palettes and stuff so well...  On the top you can see a bit of what appears to be Terra Tower...  And I think Vargose and I are going to work on making Terra Tower as Magus's Castle location sprite...I don't know if he wants me to help as he wants to hone his abilities...So kinda watch out for that.  I'll try to make  a Terra Tower Sprite as well, sorry I didn't do it before.  I was kinda bombarded with alot of work.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 14, 2006, 08:44:54 pm
Chrono 99's Terra Tower sprite is plenty for this hack, there's more graphics hacking that needs to be done on the first post.  Using Magus Castle location is a great idea though, I'd love to see it.

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on June 14, 2006, 09:29:05 pm
When you first said Terra Tower, we thought the location sprite, but i guess it wasn't.  But this will give people quite a shock if we/he/i finishes.
Title: Re: Graphics Hacking
Post by: Agent 12 on June 14, 2006, 10:10:46 pm
OK, there's 2 pallettes that are in every era.....one is all black, the other one is kind of stonish........though it's not nearly as awesome looking as Chrono 99's original.

--jp

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: justin3009 on June 16, 2006, 09:07:28 am
Oh, Vargose sent me a very nice picture for terra tower.  It's awesome and easy to see.  I'll link it up.  You can't see the very top but it's not much up there plus i think there's other pictures >_>

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 17, 2006, 01:15:32 pm
Added Frozen Flame to list.

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on June 17, 2006, 05:56:46 pm
I'm working on the terra tower sprite as we speak.  I'll get the basic outline and post it on here.  There wont be any color or filling or anything but you'll see the outline of TT.
Title: Re: Graphics Hacking
Post by: Agent 12 on June 17, 2006, 06:14:16 pm
Are you talking about the overworld sprite or the location sprite cause we already have the overworld sprite.


--jp
Title: Re: Graphics Hacking
Post by: justin3009 on June 17, 2006, 06:14:51 pm
Here's the outline.  It was like a 6 minute job so it's not all that great.  I'll spruce it up once i figure out all the colors and stuff i'm going to need.  And i'm talking about the location sprite.

So, what do you think so far?  Eep, just notice a huge error.  I'll correct that first ><  AHHHH >< stupid 2 pics.  But yeah, the second one is the corrected version ><.

If I have to, i'll shrink it down so it'll fit into Magus Castle thing.  But yeah, idk if you guys like it or not...If you don't i'll just keep working on it.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 18, 2006, 06:50:26 pm
I added Old bosses to the list.  I was surprised at how few complaints we got for rehashing Nizbel and Dragon Tank.....mainly nizbel though.

Also added Ayla's baby.

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on June 18, 2006, 11:57:11 pm
Question, is the Terra Tower AFTER it's mutated, or before.
Title: Re: Graphics Hacking
Post by: Agent 12 on June 19, 2006, 12:17:49 am
It's the terra tower that Chrono 99 has been leaving pics of

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 19, 2006, 06:59:39 am
Here's a Frozen Flame sprite I'm currently working on (it's still a Photoshop pic, not ingame). The "resize-an-artwork" technique is very useful, it makes sprite creation really faithful to the originals but quick to do. The little "ball" at the bottom right side is the Flame in "closed form" (http://www.chronocompendium.com/images/wiki/b/be/Psxfrozenflame3.png), it still needs a bit more editing compared to the one at the left. I thought it could be nice to have one awaken Flame sprite and one "closed" like this.

EDIT: Added an animated gif. This will look like this when actually finished.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 19, 2006, 11:09:53 am
This is looking very nice Chrono 99.  Hm, You probably won't be able to replace the trash can on it's side NPC since he has no animations. Perhaps one of the dream team sprites they had a few walking animations right?

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 19, 2006, 11:14:42 am
Ah I forgot to mention that. The Dream Team sprites have only 2 frames (this Frozen Flame uses 3 frames), but I was thinking about the "falling leaves" sprite (83), I don't think we need to keep it do we?
Title: Re: Graphics Hacking
Post by: Agent 12 on June 19, 2006, 11:18:32 am
Falling leaves........Frozen Flame.....Falling leaves......Frozen Flame........

It's no contest, it's all yours

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 19, 2006, 05:44:53 pm
I've finished the Frozen Flame! The graphic to recompress is in the attachment and here are the palette values (starting at address 241008):

1f 43 9f 57 65 10 b2 00
07 00 4d 00 9f 2e 04 00 bd 11 5a 09 16 05 1e

The Flame keeps on moving because of the way the falling leaves were, but here are the useful commands to correct that:
- Animation(Normal, 02, 00) to make it stand still in its "closed form"
- Animation(Loop, 01, 01) + Animation(Static, 02, 00) to make it open itself and keep it in that form

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 19, 2006, 06:33:41 pm
Alrighty, I'll put it in a temp rom until we get an OK from one of the guru's.

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 20, 2006, 01:36:48 pm
I'm working on Nizbel, I'm adding him a fur cloth (since it's a cold hard time for the Reptites). With the new face I guess we'll need a new name also (but I can't think of any).

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 20, 2006, 01:40:46 pm
Looks nice.....hm maybe we can rearrange the word Nizbel

Belzin......Zelbin........something like that.

--jp
Title: Re: Graphics Hacking
Post by: nightmare975 on June 20, 2006, 02:36:59 pm
Looks nice.....hm maybe we can rearrange the word Nizbel

Belzin......Zelbin........something like that.

--jp

Better then Nizbel III
Title: Re: Graphics Hacking
Post by: justin3009 on June 20, 2006, 03:12:53 pm
ahahah agreed...But a name is hard to come by.  Belzin would be kinda of obvious since its Nizbel backwards but better then nothing
Title: Re: Graphics Hacking
Post by: Agent 12 on June 20, 2006, 03:16:23 pm
Well...it's nizleb backwards haha.  But yea better than nizbel III.  Though it's kinda funny.  I'm a sucker for rearranging letters though.....probably cause of da vinci code.


--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 20, 2006, 06:13:31 pm
Nizbel III would be nice but a bit confusing since it's not really Nizbel anymore (except if he got plastic surgery or something).

Mmh, how about Lebniz? There was a German philosopher named Leibniz. It's a senseless pun though of course...
Title: Re: Graphics Hacking
Post by: Agent 12 on June 20, 2006, 06:26:34 pm
haha awesome.  I'm sure the compendium will find a connection for us so it won't even be pointless.


-jp
Title: Re: Graphics Hacking
Post by: nightmare975 on June 20, 2006, 08:03:23 pm
Make him speak with a german accent and your done 8)
Title: Re: Graphics Hacking
Post by: justin3009 on June 20, 2006, 09:26:11 pm
for some reason lebniz sounds like lesbian to me...  (http://img151.imageshack.us/img151/9237/emoticon5pk.gif)  Emoti = made by me incase your just wondering (http://img151.imageshack.us/img151/9237/emoticon5pk.gif)
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 21, 2006, 07:19:38 am
Ehe, but since we never actually knew whether Azala and Nizbel were males or females, this could be taken as a sort of ironic allusion (or something)...
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 22, 2006, 04:25:33 pm
I finished "Lebniz" but I can't find the compressed graphic address. Does anyone have it, and Mother Brain's too?

I made an Azala Brain/Vision Serpent/whatever sprite, but I'm not sure if it's good. I directly used the Dragon God's portrait on Mother Brain, so the result is a sort of mixture of colored pixels (plus the DG is ugly to begin with)... Is it okay or too alienlike?

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 22, 2006, 04:29:33 pm
Hm, it's sort of like those pixel pictures that you cross your eyes at in the sense that at first I didn't see it but once I saw it it didn't go away and looked awesome.

Hm.....I'll check for the address but I'm sure someone will find it befor me.


--jp
Title: Re: Graphics Hacking
Post by: justin3009 on June 22, 2006, 07:12:24 pm
Looks like the face of Ridley from Super Metroid... Meh, still a good sprite.  Seems kinda weird though... but it's good.
Title: Re: Graphics Hacking
Post by: Agent 12 on June 23, 2006, 03:22:56 pm
.....sigh I have no idea how to find Nizbel (feels useless)....when someone finds it can they post a small tutorial on what they did.

Also Chrono 99' if you wanna post the IPS so that JLukas can make sure it won't corrupt (also JLukas if you read this can you give an OK for the Frozen Flame patch posted earlier?)

Justin--Did ya ever look into making that flute?  I found this on Google Image if you want something to base it on: 

http://www.zelda-world.com/v3/img/zelda1/Items/flute.gif

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 24, 2006, 03:09:21 pm
You mean a Frozen Flame patch for a fresh CT rom? If so here it is (for an unheadered rom).

For the baby I think "stealing" a baby sprite from another game (like with the flute) would be the best, but I can't think of any game which has one (there's Harvest Moon maybe...).

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: justin3009 on June 24, 2006, 03:21:26 pm
^^' I forgot about that XD.  But what do you think, this was like a 30 second job XP.  I know it sucks =/

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 25, 2006, 05:18:11 pm
Flute looks great, if you can make a patch for that.  Chrono 99' Nizbel patch is the one I meant to have ya post, sorry about being vague.

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 26, 2006, 06:32:27 am
I don't have the address for the ingame Nizbel graphics, so I can't make a patch yet (same for Mother Brain)... All I have are these preview spritesheets.

I updated the Vision Serpent to make it a bit less alien though.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: nightmare975 on June 27, 2006, 12:23:48 pm
I think for the Lebniz battle you should have the party say when they first see him, "*gasp* Nizbel III!?" or something like that and he goes, "No you fools! I'm Lebniz!"

Vision Serpent, cool 8)
Title: Re: Graphics Hacking
Post by: justin3009 on June 27, 2006, 01:37:47 pm
Here's the .ips!  Unheadered fresh CT Rom I believe i Made it from.  I tested it on another rom and it looks great.  The flute is blue but it doesn't look half bad

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on June 27, 2006, 03:41:20 pm
replaced red knife right?

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on June 27, 2006, 05:05:19 pm
Correct
Title: Re: Graphics Hacking
Post by: Agent 12 on June 29, 2006, 01:13:09 pm
The Kilwala  is trying to use the pointers in the hex of the game to track down Nizbel's graphics, so hang tight.  You going to need Mother brain's offsets too?

--jp
Title: Re: Graphics Hacking
Post by: Vargose on June 29, 2006, 01:25:56 pm
1F4464   1F6612   GFX   Yes   No   (84) NPC and Enemy Graphics   7/7/2003

thats Nizbel


To find NPC or enemy graphics. Open up a headered rom in chrono tweaker. Find your NPC or Enemy.

Take the Starting Sprite location number. For Nizbel that was 139.

Subtract 7 (because chrono tweaker counts the playable characters), and you get 132.

Change it to hex and you get 84.

Now you can just search (CTRL-F) the offsets guide for "(84) NPC" and you'll find the offset 1F4464

Or you can locate the pointer yourself.
242015   2422E7   PTR   No   No   Pointers to npc and monster graphics   7/7/2003
Each pointer is 3 bytes long. So take 84 times 3, and you get 18C. Add that to 242015 and you get 2421A1.
The pointer value is 64 44 DF, which corresponds to offset 1F4464


Also
21B7AC   21BF3D   GFX   Yes   No   (CE) NPC and Enemy Graphics   7/7/2003
is Mother Brain
Title: Re: Graphics Hacking
Post by: Agent 12 on June 29, 2006, 01:53:33 pm
great job kilwala, Chrono 99' if you can get me those patches for Nizbel (Lebniz) and Vision Serpent we'll get JLukas to OK them and put em in.

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 29, 2006, 02:24:59 pm
Thanks! this will certainly make things easier now. I'll do the patch but not right now because it's a bit long (I have to cut the original spritesets in little 8x8 tiles, find each of them in the graphic dump, then replace them with the modified spriteset tiles... it's easy but tedious) (...and then there's the palette change).
Title: Re: Graphics Hacking
Post by: Vargose on June 29, 2006, 02:35:37 pm
Similarly to find the Palette

240000   2417B7   PAL   No   No   "Character, NPC, Enemy palettes (12 colors each)"

Each pallette is 2 bytes long.

Nizbel's pallette number in Chrono Tweaker is 186.

So multiply 186 times 24, and you'll get 4464. Which is 1170 in hex.
Add that to 240000 and you'll get 241170, which is probably Nizbel's Palette
Title: Re: Graphics Hacking
Post by: Chrono'99 on June 29, 2006, 02:42:27 pm
Wow thanks. I used to do a lot of trial and error with SnesPal to come up with something :/
Title: Re: Graphics Hacking
Post by: Chrono'99 on July 02, 2006, 04:35:54 pm
Unheadered CT with the Vision Serpent replacing Mother Brain.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Vargose on July 03, 2006, 10:35:23 am
Just corrected my last post

EDIT: *Similarly to find the Palette

240000   2417B7   PAL   No   No   "Character, NPC, Enemy palettes (12 colors each)"

Each pallette is 2 bytes long.

Nizbel's pallette number in Chrono Tweaker is 186.

So multiply 186 times 24, and you'll get 4464. Which is 1170 in hex.
Add that to 240000 and you'll get 241170, which is probably Nizbel's Palette
Title: Re: Graphics Hacking
Post by: Chrono'99 on July 03, 2006, 07:14:06 pm
Unheadered CT with Lebniz replacing Nizbel I (II too but I better).

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on July 06, 2006, 12:13:31 pm
Awesome work, all patches have been applied.

I added a sprite sheet for Ayla's baby from harvest moon......we just need one animation it won't be walking around or anything.

I also added Cyrus Ghost....that one is gunna be a harder one.


--jp
Title: Re: Graphics Hacking
Post by: Vargose on July 10, 2006, 10:03:55 am
Playable thy name is soon to be Glenn. Thanks to Vehek, I have been working on sprite assembly. This weekend I started working on replacing frog with Glenn. I pasted glenn's graphics over frog's and I built two 4x4 frames of sprite assembly. I just made two frames as a test. His facing up frame, and one of his battle frames. I included pictures below. Both worked great. The process of building a frame isn't that tough once you get the hang of it. Keep this on the down low.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on July 10, 2006, 10:30:17 am
Big news......huge news......We'll need a spriter, shout out if you want the job.

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on July 10, 2006, 10:41:28 am
I'll take a stab at it.  I may not finish it all.  But it's worth a shot.  It'll be kinda fun.  Just tell me what to do.
Title: Re: Graphics Hacking
Post by: Chrono'99 on July 10, 2006, 11:50:27 am
This is awesome. In that second picture Glenn fits so well with Crono and Lucca... It sounds so natural to have him in human form hanging around... This will be really fantastic when he'll have all his animation frames.

I don't know if I'm playing Mr Obvious or not, but note that Schala's spriteset was in the making some times ago also. It seems Oswego Del Fuego didn't finish it but it's almost complete: http://www.angelfire.com/moon/dandymasher/schala.html
Title: Re: Graphics Hacking
Post by: Agent 12 on July 10, 2006, 12:13:24 pm
I remember checking that site every day hoping for an update.

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on July 10, 2006, 12:18:12 pm
It's mostly complete, the rest would depend on what we do for her Techs.
Title: Re: Graphics Hacking
Post by: Vargose on July 10, 2006, 02:13:28 pm
Made a seperate topic for Glenn. 

http://www.chronocompendium.com/Forums/index.php?topic=3025.0 (http://www.chronocompendium.com/Forums/index.php?topic=3025.0)
Title: Re: Graphics Hacking
Post by: Agent 12 on July 21, 2006, 12:15:46 am
I need to heck Chrono Tweaker, but What I need is 3 Azala's to take the place of 3 existing Enemies.  Each azala will need a new Pallette because I want them wearing different cloaks.  One Blue, One Red, and One Yellow/White. 

We can replace the 3 Chrono Enemies.....or really any enemy that we aren't using (it'd probably be corny to bring back yakra/yakra 2, Zombar/Retinite etc.

Can someone look into this for me.  I'm going to spend a few days porting over Zeality's new and improved text.

--jp
Title: Re: Graphics Hacking
Post by: Vehek on July 21, 2006, 02:01:56 am
TF 2.00 unfortunately doesn't allow you to select a monster above FA, the second Magus. So no using TF to insert the enemy versions of Crono into an event.
Title: Re: Graphics Hacking
Post by: Agent 12 on July 21, 2006, 02:43:33 am
Here for 24 hours and your already ruining my plans haha. 

Well replace the obvious enemies were not going to use (Yakra/Zombar/Giga Gaia etc).  Just have them point to the Azala and change the pallette.


Taking a quick look at Chrono Tweaker it seems like if you change "sprite starting location, SPrite assembly, Sprite Size etc, to the same as Azala we would have 3 enemy Azalas that we could play with the pallettes of.



I do want to have a dark crono fight though...


--jp
Title: Re: Graphics Hacking
Post by: justin3009 on July 21, 2006, 08:56:44 am
You won't be able to replace any of the Crono or magus enemies with other monsters.  If you do, you'd have to have them overwrite crono's sprite sheet.  Which you wouldn't like.  THe monsters do not use seperate sheets either.
Title: Re: Graphics Hacking
Post by: Vargose on July 21, 2006, 10:05:10 am
You won't be able to replace any of the Crono or magus enemies with other monsters.  If you do, you'd have to have them overwrite crono's sprite sheet.  Which you wouldn't like.  THe monsters do not use seperate sheets either.

Not True. All we have to do is change the pointers in Chrono Tweaker. Pick an enemy change the pointers to match azala and you are done. Now we will want to find pallettes that will work well. There is no real graphics hacking needed, maybe just a pallette change.
Title: Re: Graphics Hacking
Post by: Vehek on July 24, 2006, 08:40:55 pm
242015   2422E7   PTR   No   No   Pointers to npc and monster graphics   7/7/2003
2422E8   2422FF   ---   No   No   UNUSED SPACE (25 bytes)   10/19/2004
It's possible to use that unused space for more pointers, so you can add more sprite packets.
Title: Re: Graphics Hacking
Post by: Agent 12 on July 24, 2006, 11:59:51 pm
Would we be able to add the enemy via TF though if we did that?

--jp
Title: Re: Graphics Hacking
Post by: Vehek on July 25, 2006, 12:02:11 am
You could still add the enemy. It's not like TF cares what the sprite data of a NPC or enemy is.
Title: Re: Graphics Hacking
Post by: Agent 12 on July 25, 2006, 12:11:18 am
Well I meant (I may sound like an idiot here) when you load the enemies in TF it lets you choose from a list of enemies...is that list the pointers between X and Y and were adding a pointer after Y?  Ahhh I sound so confusing.

When you add an enemy it goes up to magus are you saying were going to add an enemy after magus and how would we use TF to get to it?

I'm not saying your wrong at all I just want to make sure it's possible.

--jp
Title: Re: Graphics Hacking
Post by: Vehek on July 25, 2006, 12:12:17 am
No, I'm talking about adding more sprite starting locations.
Title: Re: Graphics Hacking
Post by: Chrono'99 on July 25, 2006, 05:54:38 am
If you can't do it in Temporal Flux, just do it(tm) with some hex editor. That's what I did to put a RenameEpoch (the list stops at Magus, but in an editor it's just a matter of writing 08 instead of 07).
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 05, 2006, 05:09:04 pm
As with all graphic hackings this one will take a while, but here's a preview of what I'll do for Serran: a crimson-caped knight with a "Diablos" head  :)

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on August 05, 2006, 05:15:43 pm
Looks GREAT! 

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 07, 2006, 12:19:43 pm
A patch with Ayla's baby replacing venerable producer Kazuhiko Aoki (Sprite D3).

Does s/he have a name yet? If not, I propose either Noah or Noach (2 variant of the same name but Noach is more original). It's a combination of ki-NO and AY-la. With Noach there's also the "K" sound from Kino. It's also a Jewish name (of course), just like Leah and Ayla (http://behindthename.com/php/search.php?nmd=n&terms=ayla&submit=Go).

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: justin3009 on August 07, 2006, 01:19:39 pm
I like the baby sprite.  The Thing with the Diablo's head doesn't seem right to me.  But it's your guys game so I'll go with it :P
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 07, 2006, 01:33:17 pm
Nah, it's the game of everyone who contributes or gives comments :)

What's wrong with the head exactly (to see if I can correct it?). I've changed it since the other day, not to make it better per se but because I thought he looked too much like an evil Masa (or Mune...). Here's the updated version:

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on August 07, 2006, 01:43:59 pm
The baby sprite does look great.  I like both Serrans maybe a bit more leaning towards the new one ust because it's less obvious that you took another sprites head.

And Justin sorry to break it to ya but your definately part of this game haha.  You've done great work for us.

--jp
Title: Re: Graphics Hacking
Post by: nightmare975 on August 07, 2006, 02:51:26 pm
I'd say to put a horn on his head to fill in the top Chrono'99, but I think that would ruin the whole look.
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 07, 2006, 03:00:06 pm
Since I'm on a spriting frenzy, here's a preview of the Reptite time-travelers (this one is the "icy" one, as you can guess). Notice the more modern eyes than Azala's, and the scarf around the neck (all "heroes" have scarfs in the Chrono series!).

Let's just hope I finish all the things I started :)

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: justin3009 on August 07, 2006, 03:20:25 pm
XD!  I like the new head and thank you Jsondag.  The head is great.  Idk if that's the final version but the body just doesn't seem right.  Maybe make it skinnier and a little bit shorter so it's not all Hippopotamus like.  I hope i wans't being to harsh.
Title: Re: Graphics Hacking
Post by: Agent 12 on August 07, 2006, 03:22:48 pm
Chrono 99' if your willing to do the work of completely making new sprites for the time traveller's that's awesome however the plan was just to change the assembly/tileset/etc of existing enemies so that they point to the same information as Azala.  Then we'd adjust the pallette accordingly. 

Of course I'm sure anyone would prefer if you made unique sprites  for all of them (especially if they come out as awesome as that picture) I just didn't want to tax are few spriters to much. 

Also a new Serran is probably needed more than the Reptite Time Travellers.

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on August 07, 2006, 03:24:52 pm
O_O.  Nice!  I love it :P  I haven't read much on plot and stuff but...do you actually get to play as the new time travelers?  Or is it like a little scene that you see with them.
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 07, 2006, 04:01:59 pm
You don't play as the Reptite time-travelers, they're actually enemies, but not "evil" ones (they're like the heroes of the Reptite world, so they're opposed to our human heroes).

I'll see what I can do with Serran's body. I intended him to look like a buffed-up Mystic in an armor too big for him, because of the description:

"Kasmir - Kasmir is a forerunner to the Heckran in CT, a sort of miscreant that likes stirring trouble and tries to revive Mystic hostilities. He's relatively unpopular until a tumultuous event causes many to find faith in his views."

(The name Kasmir was changed to Serran). I imagine him having borrowed a badass armor and sword but not knowing how to use them^^ But yeah I'll see if I can correct the sprite a little.
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 07, 2006, 06:11:44 pm
I've just realized the characters don't disappear when they're on the Dactyls... This adds a difficulty for making the flying car sprites (the party will stand on the roof instead of sitting in...).
Title: Re: Graphics Hacking
Post by: Agent 12 on August 07, 2006, 06:33:24 pm
...hm I was think like a cadilac (or the car you drive in the race against Johnny)

If nothing else maybe we can make motorcycles?

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on August 07, 2006, 08:52:28 pm
Is there a way to change the sprite data so instead of standing up they're sitting down?  I think there is, not quite sure.
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 08, 2006, 03:10:14 pm
I've finished Serran. He's less giant than previously and his legs are a bit larger.

Next target: the beaten up Dragon Tank :)

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on August 08, 2006, 03:47:59 pm
Chrono 99 is on a ROLL whooo.

Does that upper right sprite ever appear in CT?

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 08, 2006, 05:42:41 pm
I don't know... maybe it shows if you defeat Cyrus (with non-elemental attacks).
Title: Re: Graphics Hacking
Post by: justin3009 on August 08, 2006, 05:49:03 pm
Yes, it does appear if you beat him.  And I like it.  It still seems a little blah to me...But if everyone else likes it.  Then i'll give 2 thumbs up!
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 08, 2006, 05:56:35 pm
You can always tweak the sprites if you want, it's not like I copyright it or something :) Glenn is probably more needed than NPCs though.
Title: Re: Graphics Hacking
Post by: Agent 12 on August 08, 2006, 06:02:04 pm
Yes, Glenn is definately priority Justin (I'm pretty sure your the one working on him).  I'd prefer if one person does all the spriting of him to keep it uniform.

--JP
Title: Re: Graphics Hacking
Post by: nightmare975 on August 08, 2006, 06:26:38 pm
I was wondering if we didn't have to use the dragon tank again. Why don't we go for something more Porrey? Like a prototype Guillot? It might be more work, but I think people would be in more of an awe of a new boss fight instead of a rehash.
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 08, 2006, 06:43:48 pm
I think your idea is very nice! The tank sprite is big enough to allow a complete redesign, and the fact that the head and wheel are 2 independent sprites mean that we can actually put them where we want (imagine changing the wheel sprite into an arm and putting it in the correct position on the body...). Plus since Zenan Bridge is purely horizontal there's no need for up-, down-, left- facing frames (there's no place anyway).

I was going to have fun beating up the Dragon Tank with explosion-shaped brushes in Photoshop (see attachment), but if it's okay to put another kind of robot, I'll gladly try to make something.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on August 08, 2006, 06:51:40 pm
Well main concern I have with this (I wanted a real tank too) was what attacks would we give it.  I guess we could give it the dragon tanks "run over" attack but that's the only attack I can think of.  There's no "tank shot" attack from any other enemy that we'd be able to give it.   


I don't think this is as big as a concern with the time travellers cause it won't seem weird having them cast different attacks already in the game (any magic attacks).  But there's not really any attacks that would look good for a tank.....


Also we've now made the dragon tank a pretty big part of the plot.  It's broken but King Zeal fixes it.  Actually wait that could be a regular tank too though.  If someone knows how to make a "tank shot" attack then we can do this.


--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 08, 2006, 06:54:38 pm
Doesn't the Dragon Tank shoot something with its mouth? It could be the same attack for the regular tank. (Actually, I thought the DT had only these 2 attacks, plus a Cure)
Title: Re: Graphics Hacking
Post by: ZeaLitY on August 08, 2006, 07:23:11 pm
Yeah, I guess the dialogue could be changed to anything mechanical that they have that is broken down but restored after King Zeal arrives.
Title: Re: Graphics Hacking
Post by: justin3009 on August 09, 2006, 12:23:48 am
Glenn is kinda fun.  But i'm gonna need Chrono'99's help with the status portrait as I suck at doing those >_>
Title: Re: Graphics Hacking
Post by: ZeaLitY on August 09, 2006, 12:36:14 am
Boy is it tempting to use Chrono'99's old avatar...
Title: Re: Graphics Hacking
Post by: nightmare975 on August 09, 2006, 12:56:30 am
We need a Polispolice sprite or at least a mention of them.

Sorry, I've been reading my Chrono Cross strat guide.
Title: Re: Graphics Hacking
Post by: Agent 12 on August 09, 2006, 10:08:33 am
Quote
Doesn't the Dragon Tank shoot something with its mouth? It could be the same attack for the regular tank. (Actually, I thought the DT had only these 2 attacks, plus a Cure)

I remember it shooting a stream of fire from it's mouth....maybe I'm crazy (starts singing that song)

(thinks).....oh wait it shoots missles out of it's back to!

I think it

shoots fire
stores energy in wheels
runs over party
shoots missles

.......where's cybersnarkany  he knows all this haha

And justin Keep up the good work.

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 09, 2006, 11:18:32 am
Is it okay to change it then? I'm having this wild idea of stealing a Chimera from FFVI and turning it into a Gryphon tank (the Gryphon is Porre's symbol). The sprite style is very different between FFVI's realism and CT's cartoony style but I hope I can successfully adapt it.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on August 09, 2006, 12:29:23 pm
If everyones alright with it I'm good.  I think it shoud look a little less "alive" more metallic.  Remember the missles for the dragon tank come out of it' back' so I'm not sure if you want to put some sort of hole there or not.

Are you only using the Dragon Tank body (do you want me to load the head/wheels?)  If were keeping the head we should probably atleast tweak the AI a little so it's not obvious that we just took the Dragon Tank and changed the graphics.

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 09, 2006, 04:12:38 pm
I'm not very good a thinking about AI so I'll let you or someone else do it I guess. I'm going to make body, head and wheel... Having 3 different targets makes the battle more strategic in any case. Plus there's Marle so we can think about something different than the "lightning/fire" tactic used in CT against the Dragon Tank.
Title: Re: Graphics Hacking
Post by: nightmare975 on August 09, 2006, 04:16:09 pm
Make it one of those bosses where each piece is weak against a certain element. Add in the element shifter move and you have a slightly tough fight.
Title: Re: Graphics Hacking
Post by: Agent 12 on August 09, 2006, 04:32:10 pm
We really oughta keep a list of enemy AI that CL will need to do when he comes back.

Serran/3 Time Sages/Tank

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 09, 2006, 06:22:57 pm
I'm not sure if it's just my edited ROM or it's in the original but the Tank Head and Grinder don't disappear when they're defeated :/
Title: Re: Graphics Hacking
Post by: Agent 12 on August 09, 2006, 06:30:29 pm
Do you mean after the battle or after the explosions after the battle.....

It should stay after the battle then a bunch of explosions then dissapear. 

it's very probable that I simply forgot to call the spriteDrawing (Hide) after the battle for the wheels and head, I'll look into it.

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 09, 2006, 06:37:16 pm
They're supposed to disappear during the battle, when (or if) they're individually defeated.
Title: Re: Graphics Hacking
Post by: ZeaLitY on August 09, 2006, 06:45:58 pm
Speaking of graphics, can someone try and make a red Chrono C (with the hands at 9 and 12 as usual) against a black background, and make it appear on fire? And then at the bottom of this poster, put 2007. I'll post it at ACMLM's in their screenshot thread (not really a screenshot, but it'll be cool enough).
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 09, 2006, 06:48:31 pm
Preview (mockup) of the Gryphon tank. I toned down the colors to make it more metallic and added holes and stuff. How does it look?

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: nightmare975 on August 09, 2006, 07:02:39 pm
It's neck looks really messed up.

If the wheel is supossed to be there, then just ignore me. Maybe you should change the wheel into the tail.
Title: Re: Graphics Hacking
Post by: ZeaLitY on August 09, 2006, 07:32:41 pm
Looks pretty good.
Title: Re: Graphics Hacking
Post by: Agent 12 on August 09, 2006, 08:52:08 pm
I'm liking the tank.  Maybe the neck can use a little touching up to make the heads a little more apparant.

Zeality---We should not advertise the game this far in advance.  At most we should advertise 2-3 months in advance and just advertise like crazy (maybe a picture a day video a week) or something).  A good example of advertising to far in advacne ithe toadstool editor at ACMLM people got so excited so far in advance that now they are literally saying they don't care that much anymore, right on the thread.

--jp
Title: Re: Graphics Hacking
Post by: ZeaLitY on August 09, 2006, 11:33:15 pm
Can't imagine us taking until 2008 to release this...
Title: Re: Graphics Hacking
Post by: Vehek on August 10, 2006, 12:35:43 am
Here's an attempt at giving Glenn a menu portrait.
I used part of a picture Daniel Krispin drew in the Art Thread in Kajar Labs.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on August 10, 2006, 02:44:32 am
I'm not as worried about releasing it on time as getting them excited to soon. 

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 10, 2006, 11:37:48 am
If the wheel is supossed to be there, then just ignore me. Maybe you should change the wheel into the tail.
I didn't even thought about what you thought :o. I didn't want to remove the front legs so I put the wheel under the belly... I think I should remove the back legs.

Glenn's portrait looks clean and fine. Daniel self-admitted that it wasn't a perfect drawing, but that's the only long-haired Glenn drawing (long-haired and not in full armor) we have anyway... (Too bad CuteLucca hasn't made one.)
Title: Re: Graphics Hacking
Post by: justin3009 on August 11, 2006, 12:49:33 am
We could try to base his face off Crono's and just draw the hair out.  I'll try that tomorrow morning :D
Title: Re: Graphics Hacking
Post by: Vargose on August 11, 2006, 09:43:19 am
As far as Glenn's portrait is concernes. There is plenty of Akira Toryama artwork out there of other characters. Dragon Ball and Dragon Warrior to name a few. We just gotta pick somebody who is close and doctor him up.
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 11, 2006, 10:30:02 am
I have this old avatar that I re-colorized in green to turn it into Glenn, but I'm not sure it would fit among the other portraits in terms of style. (Nobuteru Yuki's fans will recognize Van from Escaflowne)

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: nightmare975 on August 11, 2006, 12:46:56 pm
It looks nice, a lot better then Lucca's. Ugh, that thing is butt ugly. :x
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 12, 2006, 11:59:47 am
Another update of the Gryphon tank. If there's no major complain or thing to change I guess it will be the final version.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Agent 12 on August 12, 2006, 12:03:07 pm
I really like it.  How do the attacks look while you're fighting him?

--jp
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 12, 2006, 12:10:51 pm
Same as the Dragon Tank. The laser comes out of the blue spot on the side, the jaw moves and shoots etc. The coordinates match correctly. Missiles come from the back too but it's behind the wings so I didn't put a tube or hole there. Also a sort of submarine periscope appears under the head sprite when the head is defeated (I assumed those kinds of tanks have someone inside controling them).

(edit: gyroscope > I meant periscope...)
Title: Re: Graphics Hacking
Post by: TheOutlaw on August 13, 2006, 06:56:04 am
(http://charas-project.net/resources/Various/21679_1146415414.png)
When I was going to make the Glenn Menu Pic, I planned to use this character's from Live a Live, the hair is shaped accoringly to Glenn, and for me when it comes to editing menu pics hair is usually the hardest part.
My plans were to change hair color to Glenn's, then alter the face to make it look more like glenn.

If Glenn's menu pic is still open I'll start working on one after the sun rises.
Title: Re: Graphics Hacking
Post by: Chrono'99 on August 13, 2006, 12:35:37 pm
Here's the patch for The Gryphon. Its wings were supposed to be blue to remind of Porre but I figured that they look better with an iron grey (and Porreans are blue only in CC anyway). I scrapped the periscope for a more normal exploded head also (I thought the periscope would be funny but it was hard to draw...). I've also made 2 patches for Zenan Bridge and the Porrean Camp because the head and wheel coordinates had to be adjusted.

My next target will be the flying cars...

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Vargose on August 14, 2006, 11:43:17 am
Lets try to keep all Glenn related stuff in the Glenn thread.

http://www.chronocompendium.com/Forums/index.php?topic=3025.0 (http://www.chronocompendium.com/Forums/index.php?topic=3025.0)
Title: Re: Graphics Hacking
Post by: Agent 12 on August 14, 2006, 02:06:10 pm
Justin I noticed you switched Gaspar to Queen Zeal in one of your pics there, can you make a patch that makes gaspar Belthasar for us?

--jp
Title: Re: Graphics Hacking
Post by: justin3009 on August 14, 2006, 05:02:43 pm
Uh...I can try.  I had to use Crono Tweaker to do it.  So i'm not exactly sure if it would keep the results as it sometimes reverts one me.
Title: Re: Graphics Hacking
Post by: ZeaLitY on August 14, 2006, 05:12:39 pm
Well...we'd have to make sure we're not removing the Gaspar sprite from the game or something. Does the Zeal Gaspar sprite have walking animations, by the way? Just curious.

Edit: I checked and he doesn't.
Title: Re: Graphics Hacking
Post by: justin3009 on August 14, 2006, 07:19:03 pm
You're not removing Gaspar from the game.  It's just changing a few bytes so it's a different person instead of him.

PS:  It's a headered IPS.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Chrono'99 on October 03, 2006, 02:06:57 pm
Just a random and useless post to show the flying car sprite that I started a while ago... It's still not finished, but will probably be, soon. :)

Edit: I can't resist putting a preview of the CC-style Ozzie too. From his clothes in CT, I always thought Ozzie had some kinds of religious or ceremonial functions in the Mystic society... but he looks much more relaxed in CC, as if he became a renegade or something...

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: nightmare975 on October 03, 2006, 07:55:08 pm
Try to make Ozzie's crown more distinct. Like put more points at the top.
Title: Re: Graphics Hacking
Post by: Chrono'99 on October 04, 2006, 01:12:08 pm
That's his hair actually (http://www.chronocompendium.com/Term/Image:Mysticwarriorscross.png.html). It's a bit tricky to draw it without it looking like a crown or a cap since the area is 4x4 pixels or so. Not sure how it came out...
Title: Re: Graphics Hacking
Post by: ZeaLitY on October 04, 2006, 01:32:07 pm
Looks like you approximated it well.
Title: Re: Graphics Hacking
Post by: Chrono'99 on October 24, 2006, 06:25:22 pm
Here's my plan for the Porre NPCs. Since sprite slots are precious, only the Cyborg will be an enemy. The other soldiers will be normal NPCs.

-Porre Private (replaces 21 Prehistoric villager - old man): He's basically like in CC, except he has a "normal" helmet to make him look less modern (we're only less than two years after 1,000 A.D., so Porre shouldn't be so drastically different and almighty militarily!).

-Porre Sergeant (palette swap of 51 G.I. Jogger): He's just a CT soldier colored in blue. In CC, he wears a black jacket, but here he has an old-fashioned armor because swords are still more common than guns.

-Porre Agent (31 Guard): The Cyborg. It's hard to make him look like something else than Robocop... I'm giving him a sort of very short shoulder cape. He can be fought in battle. Any suggestion for his look, someone? Maybe I could or should take out his helmet and give him a face.

-William Ishito: He's the only one which poses a little problem. He doesn't fit the Guardia Cook's slot, and that's all the slot we have in adult size (no more other NPCs!). I think I'm just gonna make him a unique frame, with no animation (he's not an enemy anyway, I gave him a sword only to distinguish him from future Norris). Alternatively, we could hack some sprite assembly but... not until we're freed from the PC Glenn burden.

So far, I've completed the Porre Private spriteset.

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: ZeaLitY on October 24, 2006, 08:05:53 pm
Okay. Well, Ishito will be sleeping most of the time, if that influences sprite drawing. I can't wait to write the part of the game where he explains why the people of Porre changed governments and dislike Guardia, and how so much stagnant wealth seems to be tied up in only Guardia and Truce with the rest of the world getting comparatively less. If someone wants to elaborate on this, go ahead.
Title: Re: Graphics Hacking
Post by: nightmare975 on October 24, 2006, 09:31:04 pm
Why don't we make the cyborg blue, like Grobyc? You would have to remove the helmet though.

Title: Re: Graphics Hacking
Post by: Chrono'99 on November 02, 2006, 02:07:05 pm
The Porre Agent looks probably better now:

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: nightmare975 on November 02, 2006, 04:05:32 pm
Nice, much better.
Title: Re: Graphics Hacking
Post by: Vehek on November 12, 2006, 02:47:43 pm
In the future, we could fuse spritesets into one graphic packet and use some new sprite assembly sets.

I'd say there are 25 extra sprite assembly pointers available.
Title: Re: Graphics Hacking
Post by: ZeaLitY on November 13, 2006, 02:25:29 am
To helpwith sprites:

http://www.cosmigo.com/promotion/
Title: Re: Graphics Hacking
Post by: Vehek on November 18, 2006, 12:42:23 am
I decided to check for examples of multiple spritesets being in one sprite slot in the original rom. Mostly they were enemies. All the ones I found appear to share parts of the sprites between the spritesets. I haven't actually checked though.
Ex. King Guardia of 600 A.D. and King Guardia of 1000 A.D.
Nagaettes and Gnawers. (The lower part of the body looks like it's shared between them.)

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: Chrono'99 on December 25, 2006, 04:16:35 pm
I still haven't finished the Sorin spriteset... I tried to make a Terra Tower outside view not to get bored by the graphic hacking. I tried to make the tower (which comes from Missing Piece) blend well with the rocky mountain (which comes from Mt. Woe) but there is still a noticeable contrast, so... is this stuff worth keeping, knowing that the overall will look slightly worse ingame because of the palette limitations?

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: ZeaLitY on December 25, 2006, 05:52:47 pm
The only variable on whether it's a keeper or not would be the sky. If we can still make it look like sky, then yes, that's great. But if it's too...messy, then it might look like some corrupted graphics (since Terra Tower is such a foreign object to human eyes).
Title: Re: Graphics Hacking
Post by: justin3009 on January 01, 2007, 11:32:46 pm
Wow, I just checked this thread and that Terra Tower is amazing....
Title: Re: Graphics Hacking
Post by: Agent 12 on April 21, 2008, 05:32:45 pm
Gave the Front page a little boost.  I really don't have much input when it comes to this, it takes a creative eye that I don't really have.  I would just like really small tweaks to anything that we can do.  Like Chrono 99 did with ozzie a couple pages back (adding hair from chrono cross).  Let's hear some input from what you guys want to see.

--JP
Title: Re: Graphics Hacking
Post by: Agent 12 on April 24, 2008, 02:55:21 pm
Added changing Multiple Balloons to Dragon Tooth.  Can someone track down the location of the balloons? (NPC C4}

--JP
Title: Re: Graphics Hacking
Post by: Vehek on April 24, 2008, 09:44:56 pm
Multiple balloons uses graphics set $EA, at 1AF848.
Its palette is $F5, which is also used by D6 - Purple explosion
Title: Re: Graphics Hacking
Post by: Darkken on April 26, 2008, 11:46:55 pm
I'm interested in doing something other than using fanart for the status ports. What do others think?

(http://darkken.homestead.com/files/sprites/cronoport.gif)
Title: Re: Graphics Hacking
Post by: nightmare975 on April 27, 2008, 12:15:44 am
Where'd you find that pic?
Title: Re: Graphics Hacking
Post by: Darkken on April 27, 2008, 12:19:39 am
It's an edit of the original one.
Title: Re: Graphics Hacking
Post by: justin3009 on April 27, 2008, 01:43:33 am
Holy shit.  You did that?  No way!  That's seriously fucking amazing!
Title: Re: Graphics Hacking
Post by: ZeaLitY on April 27, 2008, 03:05:32 am
(http://www.areavoices.com/wrestling/images/thumbnail/a-winner-is-you1.gif)
Title: Re: Graphics Hacking
Post by: FaustWolf on April 27, 2008, 10:04:43 am
 :shock: That's our Crono portrait, hands down!

I bow before your talent, Darkken! Should we save this as a surprise for the community, or post it in the portrait thread immediately?
Title: Re: Graphics Hacking
Post by: Darkken on May 16, 2008, 10:40:42 pm
Been a bit busy so spriting time has been sparse, but here's what I have for Lucca and Marle:

[attachment deleted by admin]
Title: Re: Graphics Hacking
Post by: FaustWolf on May 16, 2008, 11:00:27 pm
Z O M G. Darkken, you are officially just amazing. That's, like, the best depiction of Marle I've ever seen. A winner is you indeed!
Title: Re: Graphics Hacking
Post by: justin3009 on May 16, 2008, 11:19:15 pm
OSDFMASDFASFASHFASDJFHASFJ  THAT'S AWESOME!
Title: Re: Graphics Hacking
Post by: Shinrin on May 16, 2008, 11:23:24 pm
I so want these for my hack. ;)
Title: Re: Graphics Hacking
Post by: Vehek on May 18, 2008, 11:05:37 pm
You might want to be careful, those portraits use 16 colors.

edit:
So far it hasn't mattered when I copied them using the original palettes, except for Lucca. And that was a crappy matchup of her hair.
Title: Re: Graphics Hacking
Post by: FaustWolf on May 18, 2008, 11:14:31 pm
The CT portraits only have one transparent color in them, don't they Vehek? Marle's should be okay at least, but I haven't checked the others yet. To my knowledge, it's only the compressed graphics packs that have multiple transparencies, which were a real pain for the ending art in Prophet's Guile.

EDIT: Whoops, I posted this just as Vehek edited. I'll leave it up in case it's useful. :?
Title: Re: Graphics Hacking
Post by: FaustWolf on June 21, 2008, 09:51:07 pm
Okay, there's a momentary lull in Chrono Cross hacking, as there is periodically. What needs to be done for graphics insertion work? Rox answered jsondag's call for a sprite editor in the Aegis thread, but can't do the actual insertion. Since I lack uber spriting skills but have an interest in graphics and sprite assembly, it might just be kismet.

First of all, I see that the Compendium has an indexed list of how the NPC sprites are stored in the ROM:
http://www.chronocompendium.com/Term/NPC_Sprites_%28Chrono_Trigger%29.html

Do we have any more such lists for enemies? If not, I shall endeavor to create such a list by finding the graphics packet pointers for sprites (hopefully listed in Geiger's offsets) and decompressing each packet in turn to view the contents. Palette changes that might need to be done will be a pain, but they always are.
Title: Re: Graphics Hacking
Post by: Vehek on June 21, 2008, 10:57:18 pm
There's about 241 compressed NPC/Enemy sprite packets. Do you really want to go through all those?
Title: Re: Graphics Hacking
Post by: FaustWolf on June 22, 2008, 12:07:44 am
If it'll help you guys out, I'll pitch in. How many enemies and NPCs need inserted? I've seen screens with new enemies and areas already, so I'm assuming the team has successfully done this previously?
Title: Re: Graphics Hacking
Post by: Vehek on August 06, 2008, 11:01:20 pm
This is a list of palettes used by one NPC in the original Chrono Trigger and the NPC that uses the palette. I've crossed out the ones I'm fairly sure we've already used (by using the NPC using that palette).
08: D5 - Lara
8D: E3 - Pink balloon/NOT USED //JP this is the dragon tooth now
8E: 99 - Light green bush
90: 7F - Computer screen
92: 05 - Toma
96: 45 - Princess Nadia
98: 49 - Fiona
99: 47 - Trial judge
9B - BB - Rusted Robo
9C: 46 - Guardia Castle chef
9D: 02 - Johhny crossed off by jp
9E: A1 - Dark green bush
A0: 10 - Middle Ages/Present Age villager - soldier
A1: 3B - Cat
A2: B0 - Yellow cat
A3: AF - Gray cat
A4: B1 - Alfador
AF: 6C - Barrel
B0: 5F - Magus statue
B1: 95 - Rainbow shell
B3: 56 - Lightning bolt
B5: 9A - Shadow on the ground/NOT USED
DB: A9 - Epoch seats
DC: A7 - Ocean palace teleporter
DF: 5D - Tombstone
E0: B7 - Sealed chest
F0: B9 - Blue poyozo
F7: C7 - Nadia's bell

EDIT:
I wrote a program and found out that there are 30 palettes not used by either NPCs or enemies. I don't know if they're used anywhere else though.
07 (Currently used in CE for the Choras soldier)
0A
0B
0C
0D
14
22
23
2E
3D
42
45
4C
4D
58
62
73
76
77
78
7D
7F
8A
8B
8C
9A
A8
AA
D6
EF
Title: Re: Graphics Hacking
Post by: Agent 12 on August 17, 2008, 01:47:37 am
I crossed of johnny using my freaky adming problems

Vehek would you be able to give e step by step directions to edit this information?  Or make a patch yourself that changes tells the frozen flame (it's the leaves sprite in the CE rom) to use Rusted Robo's palette and changes the palette to the palette the chrono'99 had  for the frozen flame? 

--JP
Title: Re: Graphics Hacking
Post by: Vehek 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.
Title: Re: Graphics Hacking
Post by: Agent 12 on August 17, 2008, 02:58:33 am
Awesome thanks Vehek it should be up in the next patch.

--JP
Title: Re: Graphics Hacking
Post by: Vehek on November 29, 2008, 03:10:36 pm
Chrono'99, do you still have those Porre NPC sprites?
Title: Re: Graphics Hacking
Post by: Chrono'99 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]
Title: Re: Graphics Hacking
Post by: Vehek 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).
Title: Re: Graphics Hacking
Post by: Agent 12 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
Title: Re: Graphics Hacking
Post by: Chrono'99 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.

(http://img.photobucket.com/albums/v167/flamestealer/CE/CedricsArk.png)
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 (http://en.wikipedia.org/wiki/Ark_of_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.).

(http://img.photobucket.com/albums/v167/flamestealer/CE/Henchman.png)
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.

(http://img.photobucket.com/albums/v167/flamestealer/CE/N-Bulb.png)
N-Bulb - A bigger version of the Neo-N-Bulb from CC, for the Porre Lab. Lol this one looks really bad...

(http://img.photobucket.com/albums/v167/flamestealer/CE/Ozzie.png)
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.

(http://img.photobucket.com/albums/v167/flamestealer/CE/Reptite-Child.png)
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.

(http://img.photobucket.com/albums/v167/flamestealer/CE/KingZeal.png)
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.
Title: Re: Graphics Hacking
Post by: Agent 12 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

Title: Re: Graphics Hacking
Post by: ZeaLitY 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...
Title: Re: Graphics Hacking
Post by: FaustWolf 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.
Title: Re: Graphics Hacking
Post by: Chrono'99 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)
Title: Re: Graphics Hacking
Post by: FaustWolf 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.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 12, 2009, 11:32:36 pm
Note to self.... need to change robo => annihilation energy agitator thing.

--JP
Title: Re: Graphics Hacking
Post by: ZeaLitY on February 13, 2009, 12:00:23 am
For Sorin, it is paramount that he have a "dead / sleeping / passed out" animation.
Title: Re: Graphics Hacking
Post by: Chrono'99 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.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 13, 2009, 02:59:30 pm
Oh sweet, thanks for the assembly and animation references, that's a huge help.

I guess what I'll do is wait for the playable beta copy to be released, then do a "check out" and do some graphics work using the beta ROM. So far on my list of things to do:

*Insert Sorin and do sprite assembly and animation
*Make Zeal at Night overworld

What else do we need? Also, is "Zeal at Night" actually a separate overworld, or did you guys just make it a normal "room" to conserve overworld space?
Title: Re: Graphics Hacking
Post by: ZeaLitY on February 13, 2009, 11:46:20 pm
It's an actual overworld. Right now, a darken / blue effect is being used in the overworld events.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 14, 2009, 02:49:17 am
What all's happening on the Zeal at Night overworld right now? Will it be portrayed only at night, or do you have daytime flashbacks involving the sky island overworld as well?
Title: Re: Graphics Hacking
Post by: ZeaLitY on February 14, 2009, 04:31:10 am
Ah, just at night.
Title: Re: Graphics Hacking
Post by: Chrono'99 on February 14, 2009, 02:14:10 pm
Note that overworld palettes can't be changed in SnesPal, as they're compressed. That was why we resorted to the overlay. I'm not sure how stars could be added?
Title: Re: Graphics Hacking
Post by: FaustWolf on February 14, 2009, 02:14:41 pm
That...bites. Can it be decompressed in Temporal Flux? Maybe I can hack it directly hex editor, then recompress and then repointer if the original and new compressed lengths don't match.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 16, 2009, 04:19:52 pm
I'm going to begin working on Sorin right now. Does he have just these 5 animations?

Walk down
Walk left
Walk right
Walk down (? different name for this one, maybe?)
Die
Attack

Also, when I insert Sorin, anything else you guys want inserted right now? I'm itching to insert King Zeal, but I'm wondering whether he should be part of the last battle's background (which room in Temporal Flux is that, by the way?) or if we should make him a straight sprite. justin3009 discovered Size 5 sprite assembly, so I think it's possible to make him an actual sprite since he's fairly compact.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 16, 2009, 05:16:50 pm
what is sorin replacing?  Are you going to be using unused space data for this or replacing something that it fits in.   If it's the second one (i.e. static data) I would prefer that you make a patch with just that graphic inserted.  I'll add the graphic in and check lunar IPS logs and such.

Um....those animations should be fine.......we have a wounded/kneeling animation but i think all occurences of that the "die" animation works fine.

The Zeal one from what I can tell would work better as a background.  I imagine that it's going to be difficult to make "spell casting" animations.   The way enemy AI is set up you basically have to have a spell casting animation.  Maybe we can just have the "eyes" be the animation and they can glow when a spell is cast?

That would also be much easier to find space to simply replace a sprite.  I'll let 99 comment.

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on February 16, 2009, 05:31:45 pm
Woah, I didn't see your last post about the Zeal at night palette, sorry :/ I guess I'm not much of help about it anyway, as information on overworld palettes is very scarce and I can't find anything relevant in the forums. No idea how they can be decompressed.

---

Concerning Sorin, yeah it should be walk up. He has only 5 animations since I didn't finish the rest.

The King Zeal final boss sprite is not finished/still subject to change so...let me think about it for a day and I'll comment (I'm thinking maybe the flames should be separate sprites to have a three-part boss or something).

There are currently two sprites that we can do:

(http://www.chronocompendium.com/Forums/index.php?action=dlattach;topic=2829.0;attach=4086;image)
Porre Private -> replaces {21} Prehistory Old Man. No sprite assembly is needed; this can just be pasted to 1930E7 (I think) and the palette of the old man be changed accordingly.

(http://www.chronocompendium.com/Forums/index.php?action=dlattach;topic=2829.0;attach=4088;image)
Porre Sergeant -> This one is a simple palette change of {51} G.I. Jogger. No assembly or insertion needed; just this custom palette. EDIT: G.I. Jogger should have its palette repointed to that of {B9} Blue Poyozo, which should be changed to that of this image here.
Title: Re: Graphics Hacking
Post by: Vehek on February 16, 2009, 05:37:40 pm
G.I. Jogger's palette is used by several other sprites, so we might want to make it a custom palette.
Anyone figured out if the unused palettes really are unused?
Title: Re: Graphics Hacking
Post by: Agent 12 on February 16, 2009, 05:44:17 pm
Before Sorin is inserted I suggest we figure out:

* The sprite he's replacing;
* Pallette he's using.

Graphic's wise we seem to be more prepared to do the prehistoric old man => soldier hack.....not sure which pallete it uses though. Hold off on doing the palette switch until 99 comments on vehek's post.

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on February 16, 2009, 05:47:41 pm
I think the palette of {B9} Blue Poyozo is only used by that (unused) sprite, so we can probably use that palette for the Porre Sergeant.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 16, 2009, 06:37:18 pm
Earlier '99 suggested replacing Dancing Woman {C5} with Sorin. I'd use the Dancing Woman's sprite headers but probably point most or all the data needed into unused space somewhere, because neither her GFX pack nor her assembly nor her animation data will probably be able to contain Sorin's.

I'm definitely looking for suggestions on what palette to use.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 16, 2009, 06:56:55 pm
If we are going to use unused space then we should hold off until further on in the beta testing then.   TF can potentially use any unused space that it sees fit and i honestly have no idea how much of the unused space we are using.  I would say we probably use less events but more dialogue. 

I know that the newest version of TF supports reserving chunks of space for your own use but I'm yet to research it furhter and even so we would have to coordinate between anyone that touches the rom to make sure all of our TF applications have reserved it.

I dont have TF in front of me so is that the dancing woman in the ending of CT orig or the prehistory dancing woman (we use the second one).

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on February 16, 2009, 07:15:09 pm
It's the one from the original CT ending.

Let's wait then. I agree it's safer this way. I think the only remaining free sprite that has a (relatively) long assembly and graphics is the Prophet, but even then it has less frames than Sorin. So we'll resort to unused space, later.

Just noting that Sorin when it's done can use the palette of {B7} Sealed chest.

We can try the two Porrean sprites for now.
Title: Re: Graphics Hacking
Post by: justin3009 on February 16, 2009, 07:16:24 pm
I'm pretty certain those "unused" palettes are unused.  I've gone through the entire Schala Project with a custom palette on Magus and there has been no side effect at all.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 16, 2009, 07:19:18 pm
Okay, I'm holding off on any sprite insertion but I'll do the necessary research tonight and code up sprite assembly frames and animation data, which I can just do in a hex editor and save it for later insertion.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 16, 2009, 07:21:04 pm
we can still insert the other sprites chrono'99 has mentioned?

--JP
Title: Re: Graphics Hacking
Post by: Vehek on February 16, 2009, 09:01:44 pm
(Replying to stuff from the "Another place to find the ROM" thread)
The prehistory old dude has a graphics pack of length 0x5CA, whereas the graphics pack used for middle ages soldiers (not to be confused with Knights) and the like is 0x886.
Actually, it compresses back to 0x6DD bytes for me. Of course, that's still larger than the original compressed size.

EDIT: Waitaminute, why is Porre Sgt any different from GI Jogger or the medieval soldiers? Can we just repalette the medieval soldier and use {21} Prehistory Old Man's sprite header? I guess that's what '99 had in mind, maybe.
Porre Sergeant is just a palette swap. But I think the intent was to quickly change most of the Porre soldiers over to that palette.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 16, 2009, 09:08:09 pm
I was confused by this:

Quote from: Chrono'99
There are currently two sprites that we can do:

(http://www.chronocompendium.com/Forums/index.php?action=dlattach;topic=2829.0;attach=4086;image)
Porre Private -> replaces {21} Prehistory Old Man. No sprite assembly is needed; this can just be pasted to 1930E7 (I think) and the palette of the old man be changed accordingly.


Do we need to actually insert that graphics pack? Wouldn't that graphics pack already exist under "GI Jogger," who in turn doubles as the medieval Guardian soldier in the normal CT ROM? Then all we'd have to worry about is the palettes. However, I'm unsure whether there's a graphical distinction between Porre Sgt and Porre Pvt other than the palette...
Title: Re: Graphics Hacking
Post by: Vehek on February 16, 2009, 09:10:30 pm
See here (http://www.chronocompendium.com/Forums/index.php/topic,2829.msg61647.html#msg61647).
Porre Private has a different armor.

I was originally going to point this out, but then I saw that you said "Sgt" rather than "Pvt".
Title: Re: Graphics Hacking
Post by: FaustWolf on February 16, 2009, 09:14:34 pm
Ahaaa, okay.  The 0x6DD compressed graphics pack corresponds to the Porre Pvt then Vehek? If that's the case, I'll hold off, as I'd need to use blank space just like with Sorin.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 18, 2009, 01:40:38 am
Tweaked palette for the Zeal overworld, both in-game and with Temporal Flux. Most colors need to be linked between the clouds and the stars, so I can't dim the clouds further without the stars being detrimentally affected.

I think it might look just right with a lighter overlay; can someone tell me how to do that myself or point out an already existing guide for this sort of thing?
(http://img168.imageshack.us/img168/461/image3lg6.png)
Title: Re: Graphics Hacking
Post by: utunnels on February 18, 2009, 02:11:00 am
The lower one looks dreamy.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 18, 2009, 02:17:56 am
That's what it would theoretically look like in-game without the overlay. ZeaLitY, what's your verdict?
Title: Re: Graphics Hacking
Post by: nightmare975 on February 18, 2009, 02:25:53 am
I say to drop the overlay, it looks awesome without it.
Title: Re: Graphics Hacking
Post by: utunnels on February 18, 2009, 02:29:46 am
If not the islands in the lower one look exactly the same as the daylight version...
Title: Re: Graphics Hacking
Post by: Chrono'99 on February 18, 2009, 02:34:26 am
An overlay of some sort is mandatory on the overworld, because there is one in the locations. Granted, the one in the locations can be darker since it's indoor, but still the overworld has to have a slight tinge of blue to be consistent with it.

I haven't had the time to tweak it yesterday, but if you want to try FaustWolf the overlay command is in the overworld events. Information here:
http://www.chronocompendium.com/Forums/index.php/topic,4743.msg83962.html#msg83962
Title: Re: Graphics Hacking
Post by: ZeaLitY on February 18, 2009, 02:58:03 am
As low as we can get it, then.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 18, 2009, 02:59:20 am
Thanks 99, I'll try this out and report back. I had no idea we could actually control the RGB values of the overlay.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 18, 2009, 03:10:44 am
i noticed that when I go down to enhasa the bottom is kind of a bland gray?  Is this expected or some sort of scrolling issue?

Also....if any of you get super bored maybe someone can make the anti-energy annihalator?  Right now it's a rusted robo.  It's probably the most important graphic work we need done. It only has to be one animation to make the scene work.

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on February 18, 2009, 03:16:40 am
I didn't know how far the vertical scrolling went, so I haven't added the necessary cloud depth yet.

Eww, now that I'm changing overworld overlay values, I can't seem to shake a horribly dark overlay no matter what values I use. When you want to save changes to Overworld Events, do you just do an "update" and then "Save," or do you have to do "write to memory" too?

EDIT: Nevermind, I figured it out.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 18, 2009, 03:18:08 am
i usually do update=> Save=> write to memory.....not sure if i need to or not though.

I'm much worse at OW events than 99 (just look at the ferry to choras for proof :) )
--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on February 18, 2009, 04:23:01 am
Boy, this overlay is devilishly hard to work with! For one thing, I do not believe that the scheme is simple RGB. Rather, it seems to be sort of like this:

* --
* --   (Green)
*

*
* --   (Blue)
* --

* --
*      (Red)
* --

The colors marked "* --" are the active colors in the memory values (nonzero values). What's more, a "light blue" seems virtually impossible to create. It's like there's a huge jump in color saturation with no middle ground.

Here's three options that seem better to me than the rest right now:

No overlay
(http://img147.imageshack.us/img147/1192/nooverlayir3.png)

Light Blue (still a bit too dark for my tastes)
(http://img413.imageshack.us/img413/6835/lightblueek7.png)

Light Purple
(http://img413.imageshack.us/img413/650/lightpurpleol0.png)

My fave is the light purple. True, it doesn't match with the blue overlay of the indoor environments, but it still signals that the player should expect darker environments. It would actually make sense for the indoor environments to be darker than the outdoor environments at night. That leaves the outdoor land bridges as standouts -- there's only a few of those, so is there an indoor overlay function I can tinker with?


And then there's the original palette with the overlay Chrono'99 originally had, which is looking superior to the more recent attempts IMHO:
(http://img21.imageshack.us/img21/6902/zealnightbetteras6.png)

I'm tempted to go back to the original palette and maybe tweak the overlay so that it's just a bit lighter.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 18, 2009, 04:34:26 am
I'd vote purple, light blue seems to dull out the  land's colors.  Great job FW!


Also:  I've edited the first post.  In my opinion there are three things that need to happen before release:

Rusted Robo => Anti annihalation energy agitator
Epoch Portrait => picture of question mark (s)
Epoch Years being XXX2 => XXX5

A few things I want to happen if time/resources permit:
Porre NPC Sprites
The Arc

If you have time would you be able to work on  atleast the epoch portrait to question mark?  You seem to have the portrait switching stuff down to an art.

--JP
Title: Re: Graphics Hacking
Post by: ZeaLitY on February 18, 2009, 04:35:26 am
Voting light purple. We can always change if the beta testers think it sucks.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 18, 2009, 04:39:28 am
Light purple with the new palette seems to be popular, so I'll go with that for the time being.

You guys have any particular question mark image in mind for the Epoch, or should I just go hog wild with that?
Title: Re: Graphics Hacking
Post by: Agent 12 on February 18, 2009, 04:45:36 am
You can pick the question mark of your dreams :)

I guess in my mind i imagine a bunch of question marks.....like the riddler.....but I don't have a huge preference.

--JP
Title: Re: Graphics Hacking
Post by: nightmare975 on February 18, 2009, 06:55:03 am
You guys have any particular question mark image in mind for the Epoch, or should I just go hog wild with that?

(http://streetknowledge.files.wordpress.com/2008/09/riddler.jpg)

Also, go with light purple.
Title: Re: Graphics Hacking
Post by: Chrono'99 on February 18, 2009, 10:02:47 am
Yup, light purple. It gives a really nice "crimson" feel to the place.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 18, 2009, 07:06:07 pm
Not sure why I feel the need to make a big project out of this, but which design would the team like for the question mark box?

(http://img11.imageshack.us/img11/7458/qm1cr4.png)

(http://img11.imageshack.us/img11/5760/qm2nn6.png)

(http://img365.imageshack.us/img365/7071/qm3wp0.png)

Also, any preference on colors?
Title: Re: Graphics Hacking
Post by: Agent 12 on February 18, 2009, 07:13:39 pm
Second definitely (for me)

--JP
Title: Re: Graphics Hacking
Post by: nightmare975 on February 18, 2009, 07:14:21 pm
Second pic.
Title: Re: Graphics Hacking
Post by: ZeaLitY on February 18, 2009, 07:22:23 pm
Fagreed.

(No offense; I haven't been able to use that expression since like...2002, when I wasn't more considerate and thoughtful, and I guess I finally had to use it in some context or another. Forgive me. I'm a progressive.)

Wait, fagreed isn't in urbandictionary. Maybe it was local to my clique back then.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 18, 2009, 08:33:17 pm
I just realized you asked about colors for the question marks....i don't ....REALLY care.....but maybe something a little darker?  Going with out crimson (dark red/black).....shrug....

it doesn't really matter, anything is better than the picture of the epoch we have now :)

Also thanks for doing all of this it really helps a ton.  Between me, 99, you and the beta testers we got someone working on this rom like constantly.

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on February 18, 2009, 09:31:59 pm
Crimson and black it is.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 18, 2009, 10:09:29 pm
I'm attaching a patch that changes the little corner boxes to XXX5.  It should be able to be applied to any SMC file (static data).  But we have to do some OW event tweaks to make it work.

--JP
Title: Re: Graphics Hacking
Post by: Agent 12 on February 19, 2009, 01:01:05 am
Attaching an Rusted Robo => AAE graphic change.  .....I did the best I could .....:(

Again it's totally static data so this can be applied to any CT (or CE ) rom.

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on February 19, 2009, 11:17:27 am
What's the Agitator supposed to be anyway? I thought it was like a remote control or something.


Here is an almost finished version of King Zeal (the background is just a mock-up). I wasn't satisfied with the bottom half of his body, since it was too obviously copy-pasted from the Mammon Machine and because floating demi-god creatures like are too reminiscent of Final Fantasy. So I gave him real, human, kneeling legs instead.

The flames should probably be separate sprite enemies to make for an interesting battle. King Zeal could be either part of the tileset or a sprite...I don't know what's better/easier. Thoughts?
Title: Re: Graphics Hacking
Post by: utunnels on February 19, 2009, 11:28:52 am
Yeah, the picture alone is pretty good.
But since I have seen the statue in Magus's castle, so..I can't stop thinking it.
Title: Re: Graphics Hacking
Post by: nightmare975 on February 19, 2009, 01:26:03 pm
I thought the Mammon Machine was to represent where the flame once resided. As if the Time Devourer was creating the thing out of it's own memories.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 19, 2009, 04:02:43 pm
That is SO freaking awesome '99!

justin3009 and Vehek would best be able to advise you on the proper methodology of insertion. For now, I'd have to ask the following questions:

1. Will there be an animated background scrolling behind King Zeal?
2. If so, will the animated background be a Layer 3 effect (e.g., the mist in 2300AD buildings in CT) or a Layer 1 background?
3. Most importantly, do you need to have the party confront King Zeal in human form before he turns into this badass demon guy? If so, it would be best to make King Zeal a Size 5 sprite as opposed to making him incorporated into the background.

However, there may be tricks for getting around #3 that I don't know about. Maybe via the same coding that allows a Guardian door to change appearance on command.
Title: Re: Graphics Hacking
Post by: Chrono'99 on February 19, 2009, 04:22:02 pm
The background (layer 1) will scroll like the one from the battle against Flea in CT. This is actually the same tileset as the Flea one, but with a different palette.

There's a battle against King Zeal in human form, but yeah there's a command that can take care of copying tiles from one area of the map to another. This form could be put in an area outside of the player's view and pasted on the screen when appropriate.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 19, 2009, 04:44:24 pm
The King Zeal fight is currently in a 10 X 10 map, you can either extend the map (cross fingers) or just go to a new location.   I'm 90% sure it'd be easier to make him a tileset.  Specially if you are making the flames seperate enemies (it could be a pain to get the enemy PRM stuff).  Though I guess the Zeal head/hands fight is comparable so, you can do whatever you want.   

--JP

P.S. did you replace the Zeal head/hands for this?
P.P.S.  Oh yea....that sprite is ridiculously awesome.
P.P.P.S:  Another argument for tileset is what i mentioned above....If it's a tileset we don't have to worry about an enemies spell suddenly causing a new graphic to be displayed.   Though if FW is good enough with tile assembly he can just have the sprite be exactly the same for every animation.....i think......
Title: Re: Graphics Hacking
Post by: FaustWolf on February 19, 2009, 06:32:11 pm
I can handle it if you guys want King Zeal to be a tileset, or advise or split the work with anyone else who wants to.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 19, 2009, 06:44:04 pm
totally 99's decision it's his handy work.

FW do you think you could replace the "dancer" who didn't have much space with the Ark?  It'd probably involve tile assembly since the ark is horizontal and the dancer is vertical.  It also should fit I assume?  If it doesn't fit hold off.

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on February 19, 2009, 07:46:58 pm
The Ark should normally fit on the Dactyl's sprite because I used it as a template for size and assembly. The frame that has the Dactyl opening its mouth corresponds to the second Ark frame (the one with the lid removed).

I'll try to see where King Zeal can fit in a tileset. I think the "Flea" tileset has enough space to have some tiles from somewhere else repointed to it. If you look at the subtile swatch for it in TF, there's like 1/5 of empty space at the bottom of it.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 19, 2009, 07:49:16 pm
The Ark could definitely fit in the Dancer's GFX pack too, but the Dactyl would probably be much more suitable.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 19, 2009, 07:58:59 pm
Oh if it already corresponds to a sprites assembly definitely use that one :)

If you need tilesets there's plenty that we don't use.......like the second to last lavos battle (with all the tentacles) or outside of magus castle.

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on February 28, 2009, 01:23:10 am
How are you doing on the Annihilation Energy Agitator? There's lots of cool doohickeys on the Spriter's Resource, so let me know if you want to shop around for new objects. I think I saw it just briefly during my CE playthrough, but I didn't get a really good look at it and I'm not sure whether you've settled on a design.
Title: Re: Graphics Hacking
Post by: Agent 12 on February 28, 2009, 02:44:16 am
It's already inserted.  I dont mind if someone redoes it I just made a little like...cylinder thing with a rotating antenna on top (well...it kind of looks like that haha)

--JP

EDIT: IMO, it's enough to pass for now, i'd rather priority be given to getting the arc (replacing the twirling dancer) in the game, because right now there's a pretty cool scene that is ruined cause the arc isn't in the game
Title: Re: Graphics Hacking
Post by: FaustWolf on February 28, 2009, 02:50:24 am
I can insert the Ark during your non-bugfixing time tomorrow if Chrono'99 doesn't get to it first. I'd probably insert it over the Dactyl per Chrono'99's suggestion.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 28, 2009, 05:47:13 pm
Say, where is the Ark supposed to appear exactly? In the Cedric vs. Antaeus chapter or something I haven't gotten to yet? Do you have the necessary events coded for the Ark's use?
Title: Re: Graphics Hacking
Post by: ZeaLitY on February 28, 2009, 05:56:47 pm
Not yet. It'll appear on a location that uses the Zenan bridge tileset.

You'll be able to access that after...well, I forget the exact chapter. And I guess it'd spoil you to tell more. Well...you'll see it.
Title: Re: Graphics Hacking
Post by: FaustWolf on February 28, 2009, 07:18:20 pm
All I need to know for now is whether the game has been coded to use either the Dancer sprite or the Dactyl sprite (it would be hilarious if one of those sprites were used in the scene currently, ha!), or if the Frozen Flame is just floating there and there's no placeholder for the Ark sprite. Just to check for any kinks in the sprite.

In any case, I'll whip up the graphics pack, palette, and sprite assembly for the Ark and hold on until the event is coded to make use of the new sprite.
Title: Re: Graphics Hacking
Post by: ZeaLitY on February 28, 2009, 07:42:59 pm
Hah, there's not even a Flame there yet. So I think you're free unless Chrono'99 has a plan for the Dactyl sprite.
Title: Re: Graphics Hacking
Post by: Agent 12 on March 01, 2009, 12:25:01 am
the flame is there :) one of the more recent updates but it's there now but no arc (not even a place holder) feel free to do the changes and i'll insert the arc later).
Title: Re: Graphics Hacking
Post by: FaustWolf on March 01, 2009, 12:41:34 am
I take it we'll do the Dactyl's graphics pack for the Ark. Is the Dactyl's palette open season? I've almost finished with the Ark's assembly frames (I'm hand coding them with lots of tender love and care -- yes, we can just fit the Ark over the Dactyl's current Graphics Pack subtiles if I farked up, but I want to see if I've got this down pat).

I'll try to get a stationary graphics patch here ASAP.
Title: Re: Graphics Hacking
Post by: Chrono'99 on March 01, 2009, 04:28:49 am
The Dactyl palette is shared with {8F} Lightning bolt, but we're not using that sprite so it's okay to replace it.
Title: Re: Graphics Hacking
Post by: ZeaLitY on March 01, 2009, 10:19:39 am
The lightning bolt's used in some Fall of Guardia scenes showing the Henches coming out of King Zeal's portals.
Title: Re: Graphics Hacking
Post by: FaustWolf on March 01, 2009, 10:23:13 am
According to my records, the Dactyl and a "Lightning Flash" NPC graphic share palette 0x81 (129 dec). Hope that's not a problem...

In any case, here's the initial Cedric's Ark graphic insertion patch. The graphics pack compressed quite nicely, with lots of room to spare! I guess I didn't need to be so conservative with the assembly frames after all.

The first frame of the sprite will close the Ark, and the second frame will open it. I'm not sure what your animation needs are, and I'm not sure if the dactyl's current animation data will suffice. If not, just give me a confirmation on whether you need the following:

2 frames total, one open and one closed
Animation 1: Ark closed
Animation 2: Ark open

Each animation should consist of one frame each.

EDIT: Oh snap, just read ZeaLitY's post. I can carve out the Ark's palette, but I need to know where to put it for a new patch.
Title: Re: Graphics Hacking
Post by: Agent 12 on March 02, 2009, 12:44:47 am
Wait, does the above patch change the palette or just the graphics?

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on March 02, 2009, 01:39:37 am
Unfortunately both. I'll get a look at those lightning bolts ZeaLitY was talking about and see if different sections of the palette are in fact used by the dactyl/Ark and the lightning bolt. Right now the palette will make the lightning bolts black.
 :picardno

In any case, this patch can be "corrected" by simply copy-pasting the 24 palette bytes for the Dactyl's palette from a pristine ROM over the altered Dactyl palette.

EDIT: Say, can you toss me a savestate just before the event at which the Ark appears? I'm sort of doing the graphical work blind. How's the sprite assembly? Is it totally garbled? The palette should be pretty easy to fix if it's currently way off.
Title: Re: Graphics Hacking
Post by: Agent 12 on March 02, 2009, 02:01:52 am
um....we could have a situation if that's the case....I just assumed that the patch didn't touch the pallette cause the ark is totally wrong colored and the lightning bolt looks fine.

Here's

a) the lunar IPS logs
b) the savestate


In the future we should probably not do graphic stuff blind just ask me for a savestate or I can even make a custom room for you.   I usually use gatos exhibit for a testing area you should to if you have TF lying around just change object 8 to whatever your testing (note that the patch you apply should NOT include the changes you made in gato though since events can be moved around after you make your changes do the changes again to a fresh rom)


--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on March 02, 2009, 08:43:21 am
Thanks! Is the .jpg file the savestate?

Did you guys use NPC-0x56 or NPC-0xD4 for the lightning bolt in question? The palette applies to the dactyl and NPC-0xD4. I misspoke above (it's not NPC-0x81).

NPC-0x8F does not share a palette with the Dactyl. That might explain it.
Title: Re: Graphics Hacking
Post by: Agent 12 on March 02, 2009, 01:20:10 pm
yea the jpg is the save state i had to change the extension to upload it, just change it back.


OK, i was thinking of the wrong lightning, i thought it was the one that  is used for henches during the F.o.G. We use 56 and 8F for all of our lightning needs so D4 is open.  That being said I do believe that something went wrong in the above patch because the ark looks weird during the subjucation.

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on March 02, 2009, 02:08:33 pm
Problem was I was a buffoon and didn't use the very palette starting address correctional factor I came up with in the Kajar sprite thread. You just can't go by what's in the NA Offsets guide for the sprite palettes! Or at least I can't.

(http://img175.imageshack.us/img175/2564/image2o.png)

Patch coming right up. I accidently set a color to transparent and need to fix it.
Title: Re: Graphics Hacking
Post by: nightmare975 on March 02, 2009, 02:14:43 pm
Now we need an Indiana Jones style ending and we're in business.
Title: Re: Graphics Hacking
Post by: Agent 12 on March 02, 2009, 02:31:39 pm
are you going to fix the latest patch CE patch (in another topic to find a rom)?  Will this cause corruption?

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on March 02, 2009, 03:43:35 pm
Hold on json, I need to figure something out. I'm dealing with this weird paradoxical situation in which the game may in fact be loading a 32 byte range and not a 24 byte range for the sprite palettes, even though the palettes themselves are only 24 bytes in length. My perceived need for a correctional factor may be caused by this -- I'm in fact telling the Ark sprite to pull from the last color of Schala's palette, and it actually works because part of Schala's palette is being loaded into memory when the Ark is onscreen.

Which is cool, because if we chain palettes (make the last color of one palette equal the first color of the next) we could potentially push sprite palettes up to 13 colors. But it's also bad because I farked up Schala's palette in the "perfect Ark" patch.  8)

In any case, I'll be back soon with both a corrected patch and a unified theory of sprite colors.
Title: Re: Graphics Hacking
Post by: Agent 12 on March 02, 2009, 04:11:08 pm
yea...this is why i'm so paranoid about graphic stuff :)

Anyways I'm sure you can figure it out...  I'm meeting some buddies for some awesome 24 watching post work today so it's awhile till I'll be checking out the rom so you should have plenty of time.

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on March 02, 2009, 05:20:33 pm
I've almost got it. Turns out there's no need for a palette correctional factor when editing after all, but it is still needed to get an approximation of what CT sprites are supposed to look like in Tile Molester. I say "approximation" because Tile Molester may be incapable of viewing compressed CT sprites by simply loading the correct palette in the ROM. The player characters can be viewed correctly, but the NPCs don't seem to match up perfectly with their palettes, even with the palette correctional factor. Or at least I couldn't view Schala correctly. There may be some condition that applies specifically to compressed sprites.

Can anyone think of an example of an NPC or enemy sprite that has a full 12 colors? (Magus doesn't count because he's always uncompressed). That would seriously alleviate some of the concerns I have right now. I've got enough knowledge to take care of the Ark anyway, because it's less than 12 colors.
Title: Re: Graphics Hacking
Post by: nightmare975 on March 02, 2009, 05:25:00 pm
I'm meeting some buddies for some awesome 24 watching post work today so it's awhile till I'll be checking out the rom so you should have plenty of time.

--JP

Fuck yeah, here's hoping for 2 hours of epicness!
Title: Re: Graphics Hacking
Post by: Agent 12 on March 02, 2009, 05:35:21 pm
I'm meeting some buddies for some awesome 24 watching post work today so it's awhile till I'll be checking out the rom so you should have plenty of time.

--JP

Fuck yeah, here's hoping for 2 hours of epicness!

Haha i'll drink to that :) hm.....i feel like there's a 24 thread in general I'll post there. ( i had a pretty large post typed out but i'll put it there)

--JP
Title: Re: Graphics Hacking
Post by: Darkken on March 23, 2009, 08:32:34 pm
Just wondering guys, once I finish up the status pics:

1. Would anyone be opposed to me attempting a redesign for Kasmir? If not can someone post a spritesheet of the current frames?

2. I don't know how far along the King Zeal final boss sprite is, but I'm wondering:
        a) Do we want to edit it to look a bit more like his human form?
        b) If animations are made for it, can they be implemented?

Of course I don't want to step on any toes, so I wouldn't touch these unless Chrono'99 is ok with it.
Title: Re: Graphics Hacking
Post by: Agent 12 on March 23, 2009, 09:07:55 pm
99 owns both of those graphics so I'll let him comment. 

Are you a pixel artist too???? (imagines you being here like 3 years ago)

--JP
Title: Re: Graphics Hacking
Post by: Vehek on March 23, 2009, 09:20:33 pm
(imagines you being here like 3 years ago)

--JP
He (or at least his account) was a member of the original CE Dream Team.

While you said "I dont see this happening in the future" about the mech warrior, what was it supposed to look like? (How was it "mech"? The plot thread said "mecha-armored fighter")
Title: Re: Graphics Hacking
Post by: Agent 12 on March 23, 2009, 10:01:16 pm
I can only imagine the plot thread was thinking of magitech armor from FF6.  I managed to get some graphics thrown in but getting the walking animations lined up with krawlie drove me crazy.  It's definitely not a simple swap and krawlies graphics are pretty spread around IIRC. 

That being said I do think I gave him some "mech like AI", can can probably get rid of all his attacks (make them lasers/guns) if someone does manage to do the graphics swap. I left his crazy tossing the PC left and right attack because I thought it'd be cool with a mech but I really do doubt we'll manager to get the animations for that fix'd.

That turned into a rant so here's the summary:

IF someone gets a basic graphics Mech warrior in (just walking should be fine) I'll make the AI simple "not many animation" attacks (bullets/lasers etc)


--JP

P.S. by the way I had no idea Darkken was here before, sorry about the comment above darkken.
Title: Re: Graphics Hacking
Post by: Darkken on March 24, 2009, 12:56:47 am
The mech sounds interesting to me, so I think I'm gonna mess around with it for a bit before the status pics, just as a change of pace.

I wouldn't worry too much about not remembering that I was here previously, as I pretty much was inactive at the time.
Title: Re: Graphics Hacking
Post by: Agent 12 on March 24, 2009, 01:29:36 am
OK, it replaces the krawlie (not that that means anything really...)

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on March 24, 2009, 03:12:21 pm
Just wondering guys, once I finish up the status pics:

1. Would anyone be opposed to me attempting a redesign for Kasmir? If not can someone post a spritesheet of the current frames?

2. I don't know how far along the King Zeal final boss sprite is, but I'm wondering:
        a) Do we want to edit it to look a bit more like his human form?
        b) If animations are made for it, can they be implemented?

Of course I don't want to step on any toes, so I wouldn't touch these unless Chrono'99 is ok with it.

Feel free to edit them :) I've attached the Kasmir spritesheet and a PSD file of King Zeal.

The current plan for the King Zeal final boss, since we only have animations for the flames, is to have his body be part of a tileset while the flames would be animated sprites. Animations for his body could definitely be implemented with sprite assembly though.

Concerning his design in itself, I actually like how his face and body look very generic, as this goes well with the Lavos=mankind theme that we explore in the game. I don't know if making him look more like his human form (i.e. more of an "individual") would really be a good thing. Still, I'm definitely okay with you editing the sprite if it really comes off better, especially if you do animated frames too. Do you have something in mind for an edited design?
Title: Re: Graphics Hacking
Post by: Darkken on March 25, 2009, 01:49:19 am
For Kasmir, can I just edit the spritesheet directly, or are there the usual limits where some tiles are mirrored or reused elsewhere?

For Zeal, I was thinking of adding his robes to the sprite, but I have no problem leaving it the way it is and just animating it. I'm thinking a breathing animation for when he's idle, animations for the head to look left and right, and a generic spell casting animation.

Also, here's some progress on the Krawlie mech warrior:
(http://darkken.homestead.com/files/sprites/krawliemech.gif)
Can someone make me a patch where I can cycle through Krawlie's anims? That would make the process go smoother.

Anyways I'll leave this stuff aside for a bit and try to finish the status pics finish.
Title: Re: Graphics Hacking
Post by: Vehek on March 25, 2009, 01:58:41 am
Something to consider is that Hexapods, which use the Krawlie graphics, also appear in Crimson Echoes.
Title: Re: Graphics Hacking
Post by: Agent 12 on March 25, 2009, 02:31:34 am
Quote
Something to consider is that Hexapods, which use the Krawlie graphics, also appear in Crimson Echoes.

For a new sprite, I'm wiilling to replace them (they're only in the final dungeon right?) Or heck i'll give em a new pallette and call it a new enemy :)

Quote
For Kasmir, can I just edit the spritesheet directly, or are there the usual limits where some tiles are mirrored or reused elsewhere?

I think Kasmir's tileset is unique (i.e no other enemies use any of it), but there's almost certainly mirrored tiles within his character.

Can someone make me a patch where I can cycle through Krawlie's anims? That would make the process go smoother.

Geiger released an animation checker it should be in kajar, but I'll just attach it here.

You just press Y/X while on the enemy to cycle to the enemy you want, then press Y/X on the savepoint to cycle over the savepoint.  It's pretty self explanatory.....Oh...you'll

--JP

P.S. That patch should automatically load you in the right room, let me know if it doesn't.
Title: Re: Graphics Hacking
Post by: Darkken on April 05, 2009, 05:30:58 am
Started animating King Zeal:
(http://darkken.homestead.com/files/sprites/KingZeal.gif)
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 05, 2009, 05:39:46 am
 :lee: Awesome!
Title: Re: Graphics Hacking
Post by: FaustWolf on April 05, 2009, 03:53:04 pm
Oh man, that is sooooo creepy. Like something from a Mortal Kombat background. Great stuff!
Title: Re: Graphics Hacking
Post by: Darkken on April 06, 2009, 11:39:45 pm
Next one is fairly simple spell anim, as I could reuse the frames from the first one.

In case King Zeal ever wants to rain destruction from the heavens:
(http://darkken.homestead.com/files/sprites/KingZealeye.gif)

I also experimented with the colors of the shell a bit.  Which do you guys prefer?
Any suggestions for further animations?
Title: Re: Graphics Hacking
Post by: FaustWolf on April 07, 2009, 12:02:44 am
...I am going to have nightmares after seeing that. Man, it's like something right out of an H.R. Giger landscape. This is the creepiest final boss since Zeromus. King Zeal has literally become Lavos.

From a technical standpoint, '99, will you be inserting the body as a sprite and the shell as part of the background? If that's the case, the CE crew shouldn't need to worry about making the shell and body all one palette. I personally find the previous palette scheme more attractive, but then again it's not like I know anything about art design.
Title: Re: Graphics Hacking
Post by: justin3009 on April 07, 2009, 12:17:58 am
Yea, the other color scheme is a little better.  I think with that new coloring it's an over-excessive use of the same color.
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 07, 2009, 07:10:40 am
Yeah, it might be a bit too much especially if we go with the "fiery galaxies" background (the other possible background is purple galaxies so it's a similar issue).

We'll probably make the shell part of the background map, with its custom palette so it doesn't affect other maps.

Darkken, the frame with the Lavos eye open uses more colors than a sprite can have (13 colors I think?), but don't worry about it. It's perfectly fine: when we'll insert these graphics, we can just have the shell and the Lavos eye be part of the background, and King Zeal's body be a sprite that covers the eye in the idle animation but reveals it in the spell casting animation. There would essentially be a transparent hole in the body in one frame, but the eye under it will fill that hole and players won't notice the trick.

Concerning further animations, I don't have any idea... I think this wraps it up nicely. Lavos in CT didn't have a special "hurt" animation.
Title: Re: Graphics Hacking
Post by: ZeaLitY on April 07, 2009, 08:59:09 am
That's fantastic. :kamina

It's amazing to see how dramatically things come together at the last moment. I've got two group projects, three individual projects, and a trip plan to deal with before I'll be back in action. What release date is everyone shooting for right now?
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 07, 2009, 09:37:01 am
I'm just shooting for May 31 personally. We'll definitely "finish" everything before that date (perhaps by the end of April), but a last round of polishing and fine-tuning in the "remaining" time can only be a good thing.
Title: Re: Graphics Hacking
Post by: ZeaLitY on April 07, 2009, 10:23:10 am
Okay. At least by May 1, I should be able to work again, so my focus will be working with Ramsus to get the site and release materials ready and doing a final playthrough myself. I'll be out 15-28, so I should be back in time to watch the release.

Edit: Damn, now I remembered the last thing we needed to do for CE intensively: music. I'll have to ask Lord J if he's close to finishing.

Right now, Chrono'99 and utunnels know how to insert custom music. I'm keeping a record of the songs used at http://www.chronocompendium.com/Term/CE/Music.html, but it probably needs to be updated. That's how we determine how many unused song slots we have.
Title: Re: Graphics Hacking
Post by: Agent 12 on April 07, 2009, 12:40:16 pm
Hm, I was thinking mid may, but if you are gone 15->28th there's no way were going to release w/o you.  And 99 is right.  I actually think we'll be done by end of april.  I  literally have one more ending and a few bugs to do.

We should probably make a list of things that we want to finish before we are content with the game.  I'm pretty sure this is in another thread so I'll move it there.

Oh yea Darkken.....Hell yea that is so awesome!!!

--JP
Title: Re: Graphics Hacking
Post by: Darkken on April 11, 2009, 10:53:02 pm
Thanks for the comments.

I'm attaching the frames for King Zeal and the shell.  I've also reduced the colors to 12 so hopefully that will be easier to implement than having the eye as part of the background.

I'm going to try to work on the mech warrior again next.
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 12, 2009, 07:01:16 am
Thanks! I don't know if you saw it, but we might be able to implement human Glenn in the game (topic (http://www.chronocompendium.com/Forums/index.php/topic,3025.240.html)). Glenn has always been in a sort of big limbo in this project, though currently there are high chances that he'll be implemented successfully after all. So would you have time to make a human Glenn portrait? I hope you don't see the Frog portrait as being "wasted"; it is still possible that we don't manage to insert human Glenn in time for the release, in which case we would keep Frog and use his portrait in the game.
Title: Re: Graphics Hacking
Post by: Agent 12 on April 12, 2009, 01:53:56 pm
Hey Darkken

 I know you're like super busy but I was wondering if you still plan on doing that awesome looking mech krawlie. 

It'd be an absolutely perfect practice for me to test out my sprite assembly editor.


--JP
Title: Re: Graphics Hacking
Post by: Darkken on April 12, 2009, 05:00:33 pm
'99: Having Glenn in would be great, so if his implementation comes to fruition I'd have no problem making a portrait for him.  I'm going to hold off doing so for now, and once there's some more progress, I'll get on it.

JP: Yep, I'm planning on working on the mech warrior next.  I had originally planned on making the frames in a way that sync'ed with Krawlie's animations... and in that case insertion would be a swap of the tiles and there wouldn't be a need to use your editor (as you hadn't programmed it yet at the time).  I've only taken a quick look at your editor; can I now make animations without worrying about matching them to Krawlie?
Title: Re: Graphics Hacking
Post by: FaustWolf on April 12, 2009, 05:16:08 pm
What would make things easiest at this point, Darkken, would probably be to still make the Mech Warrior sprite the same size (as in "number of tiles") as the Krawlie sprite, and the same number of frames for each animation that Krawlie has. There is no hard-and-fast limit -- it's perfectly possible to have a Mech Warrior with a gazillion animation frames -- it's just that if the number of frames Krawlie has is less than the number of frames Mech Warrior has, the CE team will have to make room for Mech Warrior's sprite assembly and animation data.

In other words, let's say Krawlie's animation set consists of three frames for walking and six frames for his "grab-an-enemy-and-pound-them-around" attack. That means it would be easiest if Mech Warrior had three frames for walking and some attack that uses six frames.

Again, I'm not that familiar with how much free space the CE team has in their latest build for sprite data, so I'm not sure what their maximum limitations are.
Title: Re: Graphics Hacking
Post by: Agent 12 on April 12, 2009, 07:43:02 pm
Yea definitely make it fit in with the old place.  And if you can sync up the tiles that's a huge plus.  If the tiles can't sync up (say you need the arm to move over a little bit) we should hopefully be able to fix that.  I remember I tried doing it before and his tiles are like a huge mess.

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on April 12, 2009, 07:55:37 pm
Tiles shouldn't need to sync up; new tile arrangements for each frame should be a snap with JP's new sprite tile assembler, because the amount of data doesn't change with tile arrangement. What matters most is that the number of tiles and the number of frames per animation is kept the same as Krawlie's.
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 13, 2009, 03:17:04 pm
I'm currently testing the insertion of King Zeal. Does anyone know what's the value to put in the sprite data to have a Size 4 sprite? If I just put 04 the game takes it as a Size 0 sprite for some reason.
Title: Re: Graphics Hacking
Post by: FaustWolf on April 13, 2009, 03:54:51 pm
How many tiles do you need for King Zeal, '99?
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 13, 2009, 05:19:46 pm
He fits in 18 big tiles:
Title: Re: Graphics Hacking
Post by: FaustWolf on April 13, 2009, 06:16:57 pm
Yeah, it should definitely be a Size 4 sprite then. The value should be 0x04. I wonder if the problem isn't that there's a weird tile pattern in the tile assembly data. For example, for a Size 1 sprite (5~8 tiles), I had to widen the rows in my hex editor to 32 bytes to get everything aligning correctly (or at least more easily understandable). I hope you don't have to keep widening it for every extra additional sprite size unit! As an example of what I'm talking about, seethe sprite insertion thread from this post until the end of that page. (http://www.chronocompendium.com/Forums/index.php/topic,5987.msg116942.html#msg116942)

I haven't worked with sprites greater than Size 1, so I'm not sure if you have to keep widening the rows in a hex editor to keep the tiles contiguous in the data or not. Reviewing Vehek's notes quoted in that thread, I think that might just be the case, but I'll have to let justin3009 or Vehek comment on this possibility. justin reported working with really large sprites IIRC.

Otherwise, you're sure you're editing the sprite data for the correct Enemy? I wonder if the sprite data order is actually different for enemies than for NPCs and PCs?
Title: Re: Graphics Hacking
Post by: justin3009 on April 13, 2009, 06:34:59 pm
I think it was Size 4 and it was 80 Bytes per animation frame I think.
Title: Re: Graphics Hacking
Post by: Vehek on April 13, 2009, 06:51:13 pm
The problem is that's there no size 4 sprite assembly.

Code: [Select]
$C0/B703 BD 01 12    LDA $1201,x
$C0/B706 29 03       AND #$03
I'm not sure if there's even a size 3 sprite assembly.

Edit: In size 2, it seems to go back to: Upper part of first 4 big tiles, lower part of first 4 big tiles, upper part of second 4 big tiles, etc.
Title: Re: Graphics Hacking
Post by: justin3009 on April 13, 2009, 06:59:47 pm
Hm..I don't think Size 1 would work for how large he is.  Unless you want to pull the trick I did for Schala by making her an enemy but already dead and stays in battle.  You could do that to Zeal and have the left overs that don't fit be in another enemy slot but not selectable at all.
Title: Re: Graphics Hacking
Post by: Agent 12 on April 13, 2009, 07:04:37 pm
We do a similar trick with the vision serpant.  But all the "Animation Tiles" would have to fit in one sprite.  We may have to lose the arms moving if this is the case?

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on April 13, 2009, 07:50:05 pm
Is it possible he could be composed of several Size 2 sprites smushed together? You'd lose animation sync if the sprites were individually targetable though.
Title: Re: Graphics Hacking
Post by: justin3009 on April 13, 2009, 07:56:57 pm
I think you can cut Zeal in half and have 2 separate enemy sprites but have the same animation data and stuff.  I'm not sure if it'd go out of sync.
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 13, 2009, 07:58:08 pm
Mmh, I'll just use Size 5 I think. The Lavos Spawn shell is that size, isn't it?
Title: Re: Graphics Hacking
Post by: Vehek on April 13, 2009, 09:19:23 pm
As I was trying to point out, the game ANDs the sprite size with #$03, so the highest the sprite size can actually be for SA purposes is 3. ("Size 5" would be size 1)

Size 3 sprites do exist (ex. Lavos Spawn Black Omen, Dragon tank).
Format seems to be: Top of first 8 big-tiles, bottom of first 8 big-tiles, top of second 8 big-tiles, etc...
Of course, size 3 would be limited to dec16 big tiles.
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 13, 2009, 10:28:15 pm
(http://www.chronocompendium.com/images/wiki/e/e7/Lavos_Spawn_Sprites.gif)

Well, unless they made some incredibly efficient tiling that I can't seem to make out, the Lavos Spawn shell doesn't fit in 16 big tiles; I don't think it even fits in 20. Chrono Tweaker says it's Size "35" (23 in hex). The shell is definitely a sprite and not a background or anything, so either it's really Size 5 or they found some kind of workaround.
Title: Re: Graphics Hacking
Post by: Vehek on April 14, 2009, 01:38:56 am
Hmm, I think I didn't count correctly earlier.
I checked in vSNES and counted the coordinate data bytes in the SA again, and apparently size 3 sprites actually have dec24 16x16 tiles.
Title: Re: Graphics Hacking
Post by: Agent 12 on April 14, 2009, 09:02:18 am
Using the information from Veheks latest post I updated the sprite assembly editor so it now supports various sized sprites.  Note that I only tested it on lavos shell (see pic below).  As vehek said it's 24 super tiles (4 sub tiles per frame). 

In order to support it I updated the format of the SpriteAssemblyInfo.txt file it has a new field SpriteSize which should be either 0/1/2/3

Again I haven't done a TON of testing so use it on a fresh rom (the data is static so it shouldn't be a problem to make a patch to move it to a new rom later).

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 14, 2009, 10:37:39 am
Okay, the first Zeal frame is done. Size 3 works well (note that I did it by hand because I started before the new editor was posted).

Now how do we modify animations? I'm using {B0} Queen Zeal with some data repointed to those of {CC} Lavos 2nd Form Arm (because it's larger), but for some reason this new sprite doesn't animate and doesn't even respond to Animation commands in TF.

If someone can check, here's a test patch with King Zeal in Gato's Exhibit. Here's what I did on a fresh ROM:

* Repointed {B0}'s GFX Pack to 2100AA.
* Recompressed King Zeal's GFX Pack at 2100AA.

* Repointed {B0}'s Sprite Assembly to 23CE90.
* Changed {B0}'s Sprite Size to 03 by writing 03 at the address 24FCE4.
* Did the first frame in King Zeal's Sprite Assembly. To make it easier to read, I filled the rest of its assembly with 00, up to 23D42F (since his Assembly is 5A0-byte long).

In the meantime, I'll resume the polishing of Chapter 14.
Title: Re: Graphics Hacking
Post by: Vehek on April 14, 2009, 03:21:33 pm
I think size 3 sprites might not support animations or multiple frames.  :(
Title: Re: Graphics Hacking
Post by: Agent 12 on April 14, 2009, 04:22:54 pm
:( :( :(

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 14, 2009, 06:44:52 pm
Mmh, we really didn't plan this well, did we...

I guess what we can do is make King Zeal fit in Size 2 by cutting the bottom of his knees, and have these knees be non-targetable sprites like what we did with the Vision Serpent mouth. We might have to make these knees not animate, otherwise they would go out of synch when King Zeal casts a spell or is hit by an attack. However, these tiles are those that change the least in animation, so the overall King Zeal animations will still look good -- though obviously if we had known about these limitations I would have given Darkken better indications...sorry about that.

With this method, we're really pushing the sprite displaying to its limit, since we'll have:

* The main body - Size 2
* One knee - Size 0
* The other knee (can't fit in the same sprite) - Size 0
* One flame - Size 0
* Another flame (same graphics, different AI) - Size 0

I tested this method with sprites of the same size in TF and there's no graphical glitch outside and in battle, so it's okay.
Title: Re: Graphics Hacking
Post by: Agent 12 on April 14, 2009, 07:04:45 pm
for some reason that picture just cracks me up.

Out of curiousity what enemies are you replacing for all of these?

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 14, 2009, 07:27:58 pm
Main body - {B0} Queen Zeal Mask
Knee 1 - {CC} Lavos 2nd Form Arm 1 (though some of its data will probably still be swapped with {B0} as I noted above)
Knee 2 - {CD} Lavos 2nd Form Arm 2
Flame 1 - {B1} Queen Zeal Arm 1
Flame 1 - {B2} Queen Zeal Arm 2
Title: Re: Graphics Hacking
Post by: Agent 12 on April 14, 2009, 07:37:00 pm
Unless you're itching to get started I can test it out and make sure those enemies work in the SA editor tonight.  It may already work but I only tested it on lavos shell which  was size 3.

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 14, 2009, 07:50:29 pm
Feel free to test it out; I'm currently polishing Chapter 14.
Title: Re: Graphics Hacking
Post by: Agent 12 on April 14, 2009, 08:24:54 pm
Cool sounds like a plan, if you have the sprite sheet for him that you were using handy.....or even a patch with the graphics inserted (no need to do sprite assembly or anything) that'd help out (no big deal though I'm really just going to make sure that everything loads).

--JP
Title: Re: Graphics Hacking
Post by: Agent 12 on April 15, 2009, 12:08:52 am
Awesome it worked w/o a hitch.  Well almost I didn't realize we were changing the sprite size of the arms/hands so I was confused for a second.  Anyways to make them editable I think you can use the last version of the program but just in case I'm attaching it again.  Here's the lines I added to spriteassemblyInfo.txt (you'll obviously need the sprite sheets on disk)

ZealFace,2424CB,239358,F0,deploy\zealface.png,2
ZealHands,2424CE,239448,640,deploy\zealhand.png,1
lavosarm1,24255B,23CE90,5A0,deploy\lavossecondformarm1.png,2
lavosarm2,24255E,23D430,5A0,deploy\lavossecondformarm2.png,2

There's a small bug right now where if the tile didn't fit on screen at first you have to zoom out (ctrl + -) and reload the sprite

--JP
Title: Re: Graphics Hacking
Post by: Agent 12 on April 23, 2009, 11:21:04 pm
Any updates on the mech krawlie or Glenn graphics?  I'm flying to TX this weekend but I have literally about 14 hours in the planes/airports.  It'd be ideal if I could work on inserting graphics. 

Vehek do you think it's possible to do the 8th character fix I PM'd you about?

--JP
Title: Re: Graphics Hacking
Post by: ZeaLitY on April 24, 2009, 01:18:24 am
Haha, Texas. If I go to PAX this year, there are probably 6-7 Compendiumites who could do a meetup.
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 26, 2009, 11:26:58 am
Where we're going, we don't need roads. ...We don't even need wings! (thanks to antigravity technology!)
Title: Re: Graphics Hacking
Post by: Agent 12 on April 26, 2009, 12:42:55 pm
Nice!  also, i use that quote in america and people don't know what I'm talking about, I get so angry!

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on April 26, 2009, 03:29:46 pm
That is one kickass Neo-Epoch.
Title: Re: Graphics Hacking
Post by: ZeaLitY on April 26, 2009, 05:28:47 pm
Jesus, fuck...

...

...

 :kamina
Title: Re: Graphics Hacking
Post by: justin3009 on April 26, 2009, 05:49:28 pm
That's really good chrono'99!
Title: Re: Graphics Hacking
Post by: Agent 12 on April 27, 2009, 04:42:57 am
OK, so I totally fail at finding addresses for this stuff.  Can someone tell me where to find the epoch tileset and the "C" in era selection?  I'll try to get these inserted tomorrow.

--JP
Title: Re: Graphics Hacking
Post by: justin3009 on April 27, 2009, 09:01:03 am
The Epoch's location tiles are at
2A6B8C & 2A7885

The "C" in era selection is at
038000


Tutorial
====================
1 - Open Geiger's SNES9X Debugger
2 - Load ANY Chrono Trigger Rom
3 - Click Breakpoints
4 - Type in C30569 and click the box "Exec"
5 - Run the game
6 - Enter the area in which you want to find the tiles for
7 - Keep clicking run until the game continues without hesitation
8 - Note the addresses and decompress the many it lists to find the one in the area you need

That's about it!
Title: Re: Graphics Hacking
Post by: Chrono'99 on April 27, 2009, 02:09:12 pm
Note that this "C" is the same one as the one from the original Chrono Trigger; it's just a palette hack. However, the one in CE has been glitched for ages now (there's a hole in the colored part between 600 and 1000 AD), so it's probably easier to re-insert the original CT "C" rather than cut this one in tiles and insert it. We need to find the palette address for the palette change though.
Title: Re: Graphics Hacking
Post by: FaustWolf on April 27, 2009, 02:59:51 pm
JP, there's a a comprehensive address spreadsheet tucked inside the background insertion guide (http://chronofan.com/Black/Other/CLGRH%20Vol%20I%20Background%20Insertion.zip) zip. It doesn't attach names to the addresses, but if you can find the index of the appropriate tileset in Temporal Flux, you can get the tile swatch indices and go from there.

I'm not sure offhand whether you would have been able to find the "C" in "Chrono" with it though.
Title: Re: Graphics Hacking
Post by: FaustWolf on April 29, 2009, 04:00:05 am
JP mentioned that the Neo Epoch's palette needs modified from the original palette to match '99's.

Anyone know off hand if the Epoch's palette is shared by other tileset graphics anywhere else? I can fit this in if '99 or someone else doesn't get to it first.

Also, how many palettes need to be changed? One for the field Neo Epoch (the one you see when landing or in the hangar) and one for the overworld sprite?

Eww, overworld palettes are compressed too IIRC, at least the ones used in the tileset graphics packs; not sure about movable objects though.
Title: Re: Graphics Hacking
Post by: Vehek on April 30, 2009, 11:36:26 am
I remember something from when I tried to move the dactyls to another OW. On the OW I moved them to, they were black, as apparently they got their palette from the current OW palette set.

Edit: Yep, the palette for the OW Epoch is part of the OW palette set. So you'll have to modify the OW palette set for each OW the Epoch can reach. (Probably annoying to do I guess.)
Title: Re: Graphics Hacking
Post by: justin3009 on April 30, 2009, 02:49:47 pm
Edited the Neo Epoch slightly.  Some of it looked like it was rickety so I changed the shading slightly to make it seem more smooth and stable.  I might have messed up in a couple spots though.

Edit: I just mirrored the left side to the right side, so...if ignore that tidbit there X_x.
Title: Re: Graphics Hacking
Post by: Agent 12 on April 30, 2009, 02:58:37 pm
oh crap i missed the lower right too :-/ whouldn't be a problem though there's a ridiculous amount of extra space from the old epoch to the neo epoch (currently I haven't even started to edit the second tileset).

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on April 30, 2009, 03:05:54 pm
Vehek, do you remember if the palette applied to the Epoch is consistent across all overworld maps? I.e., does it always use palette "x", shift "y"?

So far there need to be palette changes to: (Updated per JP's observations)
All overworld maps (minus Zeal at night)
Chronopolis hangar
End of Time
Flying into Chronopolis

What kind of map was used for the Missile scene? Was the Epoch loaded as an NPC sprite there?
Title: Re: Graphics Hacking
Post by: Agent 12 on April 30, 2009, 03:08:25 pm
well we'll also need tileset palette hacks for chronopolis hangar, end of time epoch, flying into chronopolis, and the missile cutscene (the last two probably are the same palette)

--JP
Title: Re: Graphics Hacking
Post by: Agent 12 on April 30, 2009, 11:27:51 pm
OK i updated the first post to add the plethora of work we got ahead of us.....it's a bit overwhelming. 

I think i should probably take over inserting the King Zeal enemy to lessen the work load on chrono 99, he's just got way to much. Chrono'99 it looks like you've inserted the King Zeal enemy already (though we couldn't do animations), do you have the enemy already  broken down into tiles or even an IPS patch of that so I can grab it and stick it in the SA editor?

For palette stuff.....FW i have you down for that cause you mentioned it once :) Do you think you can investigate that and figure it out? 

--JP
Title: Re: Graphics Hacking
Post by: Agent 12 on May 01, 2009, 03:41:56 am
just wanted to post this real fast. I added some small tweaks I wish I would have had while on the plane, like a way to mirror a frame of your choice (just choose the frame then select mirror frame) and a shortcut to toggle  the "mirror" checkbox. 

It seems like I had already fixed the "section" selection but..either that or suddenly i can't repro it (i ran into it alot on the plane though).    This also has a few more frame names in the drop down I just add them as I go now we are up to 93. 

I'll probably be using this version to insert the King Zeal enemy tomorrow.
 
--JP
Title: Re: Graphics Hacking
Post by: ZeaLitY on May 01, 2009, 04:11:47 am
Unless the right side has to be mirrored to the left, the right side should not have a headlight:

(http://www.chronocompendium.com/images/wiki/4/4d/Another_viper_manor_library_secret_room.png)
Title: Re: Graphics Hacking
Post by: Agent 12 on May 01, 2009, 04:14:00 am
Yea i mentioned above that i messed up the bottom right chunk.  I'll take care of it later.

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on May 01, 2009, 06:13:23 am
I think i should probably take over inserting the King Zeal enemy to lessen the work load on chrono 99, he's just got way to much. Chrono'99 it looks like you've inserted the King Zeal enemy already (though we couldn't do animations), do you have the enemy already  broken down into tiles or even an IPS patch of that so I can grab it and stick it in the SA editor?

I had the sprite done for Size 3 but it's not compatible with Size 2 so we have to redo it. The tiles also aren't compatible because we have to cut them differently as said in http://www.chronocompendium.com/Forums/index.php/topic,2829.msg156959.html#msg156959


Do we know how to decompress overworld palette? We might be kind of at a deadlock if not ( :()
Title: Re: Graphics Hacking
Post by: Agent 12 on May 01, 2009, 06:27:49 am
Hrm.....i was thinking we were using the same graphics packet and just spreading it across multiple enemies. I'll reinsert the graphics this weekend.

I don't know how to decompress the palettes...at this point I would rather go with epoch getting a paint job to not put in the new tileset would almost be criminal at this point.  I don't think it should be too hard to figure out what's going on though...there's only so many decompression algorithms i think everything in the game is huffman.....i could totally be making that up I feel like i've seen it somewhere.

--JP
Title: Re: Graphics Hacking
Post by: Chrono'99 on May 01, 2009, 06:33:31 am
All the King Zeal/Flames enemies definitely fit in the same graphics packet, but the tiles are cut differently compared to the original Size 3 King Zeal. It's shifted down a bit on the "grid" to fit in Size 2 and a few tiles of knees are left out.
Title: Re: Graphics Hacking
Post by: Agent 12 on May 01, 2009, 03:16:35 pm
Ah I see now I should be able to handle this.  Are these flames new or already in the game?   I'm actually kind of excited to get this guy in here!

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on May 01, 2009, 04:04:20 pm
Decompressing the palettes is a piece of cake, it's just like the graphics packets. I had to do that for Zeal at Night. I have a spreadsheet that tells all the overworld palette addresses, in fact it should be in the Background insertion tutorial. If not, I'll update it with the overworld palettes. I'll work on the palettes this weekend. I might need to alter a few colors if the recompressed palette is larger than the original palette though, that's the only problem.

Getting the full-size palette Epoch changed should be a quickie, but I'm not sure offhand which palette shift in an overworld is typically used for the little Epoch sprite.

Speaking of the little Epoch, was an actual "overworld Epoch" used for the missile scene or is that an NPC sprite?

If you guys feel crunched by graphics insertion needs, I'd be happy to pitch in after May 12.
Title: Re: Graphics Hacking
Post by: justin3009 on May 01, 2009, 04:07:25 pm
It was an NPC sprite.
Title: Re: Graphics Hacking
Post by: FaustWolf on May 01, 2009, 04:14:33 pm
Aha, okay. Do we know which sprite index it is? Like NPC #xx?
Title: Re: Graphics Hacking
Post by: Agent 12 on May 01, 2009, 04:23:17 pm
it's in your guide I believe :)

I'm at work now so i can't really look it up.

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on May 01, 2009, 04:43:01 pm
Ohhhh, snap, it's NPC-174. Okay, I'll take a crack at this tomorrow.
Title: Re: Graphics Hacking
Post by: Chrono'99 on May 02, 2009, 11:55:55 am
Ah I see now I should be able to handle this.  Are these flames new or already in the game?   I'm actually kind of excited to get this guy in here!

--JP

The flames are new sprites though technically they're ripped from the Magus Castle tileset.

Here is the King Zeal graphics pack. I didn't bother with the palette stuff yet so it probably won't look right if it's inserted as is, but it's ready for the SA work. The knees have 1 frame each, the flames have 4 frames each and the main body has 6 (see http://www.chronocompendium.com/Forums/index.php/topic,2829.msg156959.html#msg156959 and http://www.chronocompendium.com/Forums/index.php/topic,2829.msg156963.html#msg156963 for the all the info).
Title: Re: Graphics Hacking
Post by: FaustWolf on May 02, 2009, 03:48:07 pm
Anyone know offhand which location the Chronopolis Epoch is in?

Also, I presume Location 0x1D8 is used for the Epoch landing scenes when it's landing in Chronopolis?
Title: Re: Graphics Hacking
Post by: Agent 12 on May 02, 2009, 03:50:36 pm
F3 is the epoch hangar.  Not sure on epoch landing offhand (i'm not at computer) but I know there's 2 of the "sky" flying locations. One is landing in chronopolis, and one is used so the player can't leave 12,000 BC after beating son of sun but before the sargon cutscene.

Also thanks a ton chrono'99, i'm decently busy right now but I'll get to this ASAP.

--JP

EDIT: just wanted to say that a) i'm pretty sure the two flying epochs use the same pallette so if you change one you change both, and I think the location has epoch in the word......like apocolypse epoch or something, when you open the location the dialogue should be obvious.
Title: Re: Graphics Hacking
Post by: FaustWolf on May 02, 2009, 03:56:42 pm
Thankies. Yeah, 1D8 is "Apocalypse Epoch."
Title: Re: Graphics Hacking
Post by: FaustWolf on May 02, 2009, 05:44:19 pm
I'm considering doing a fresh graphics pack insert for the Epoch tilesets. Take a look at the comparison between '99's and what's in the ROM now:
http://img19.imageshack.us/img19/5456/image1wmf.png

At first I thought I could handle it with 2 simple palette shifts, but there's some shading issues that'll crop up. The Epoch uses two palette shifts naturally, giving us the opportunity to preserve the full robustness of '99's version. Plus I can take care of the two-headlight issue. Problem is, I most certainly won't be able to get it done this weekend; I'll have to work on it here and there till my final exam is over, so I'm not sure when I'd get it in. May 13 is a guaranteed due date for this though, if you guys agree to a fresh graphics insert.
Title: Re: Graphics Hacking
Post by: Chrono'99 on May 02, 2009, 08:20:30 pm
If you redo the insertion do use Justin's version of the picture apart from the extra headlight (which I thought was a laser when I sprited it, lol).
Title: Re: Graphics Hacking
Post by: FaustWolf on May 02, 2009, 08:33:09 pm
Henceforth, the Neo Epoch shall appear like so:
(http://img407.imageshack.us/img407/4286/neoepochupdateii.png)

Is this agreeable to everyone?
Title: Re: Graphics Hacking
Post by: ZeaLitY on May 02, 2009, 09:05:41 pm
Looks good. I'm thrilled this baby's going to be in action. It sucked seeing it out of commission in Viper Manor in Chrono Cross.
Title: Re: Graphics Hacking
Post by: Vehek on May 02, 2009, 09:36:35 pm
I think the OW Epoch sprite does mirroring, so keep that in mind. I don't know how to change how the game puts together OW sprites.
Title: Re: Graphics Hacking
Post by: Chrono'99 on May 02, 2009, 09:42:18 pm
It shouldn't need sprite assembly change, as the Neo Epoch OW sprite is mirrored too. I didn't put the headlight there since it's so small and at that size the front looks better without it.
Title: Re: Graphics Hacking
Post by: Agent 12 on May 03, 2009, 06:28:00 am
Tile insertion: Go for it if you want.  I'm not into details as much as everyone else here when it comes to graphics.....it seems like the differences (minus the second headlight that i mentioned i missed above, which I also thought was a laser :) ) are all in palette changes not tile insertion (it also looks like there's a stray pixel in the lower left I missed......oh and a goof up with the tail but that may be the location tiles instead of the tile insertion). 

But were putting in Justins version anyways so all that is moot anyways.  I Strong suggest you put it in the same way I have it in there it'll save you......a ton....of horrible tedious work. 

OW epoch: yea mirroring shouldn't be a problem....the only reason I haven't done this is because using ms paint I missed by a pixel or two like 3 times in a row and got angry.  Push comes to shove I'll put the Gimp on here which is more pixel oriented.

Anyways tomorrow will be a CE day for me....I should progress a bunch
--JP
Title: Re: Graphics Hacking
Post by: Agent 12 on May 04, 2009, 06:19:59 am
It aint much to look (cause of palette) at but I got 2 frames in for King Zeal.

Couple questions

a) Were there 5 frames for Zeal's face? If not are we just over riding into her hands? How well versed are we on how to do this?
b) Here's my current Patch File:

2100AA     D77    No     00000005-00000D80      D7C  <-- Graphics
210E21      7E    Yes    00000D81-00000D88        8  <-- Graphics
210E9F      13    No     00000D89-00000DA0       18  <-- Graphics
239358      F0    No     00000DA1-00000E95       F5  <-- Sprite Assembly
24FCE0       1    No     00000E96-00000E9B        6 
24FCEA       1    No     00000E9C-00000EA1        6
24FCF4       1    No     00000EA2-00000EA7        6
------    ----    EOF    00000EA8-00000EAA        3

I'm 96% sure that the last 3 entries in the log are for the pointers I switched for King Zeals Head/left hand/right hand but in FW's sprite guide they are listed to be at location

2421E3
2421E6
2421E9

Why is there a descrepency? I used Chrono Tweaker to switch the index I'm just hoping there's not some weird bug. 


Finally there was a huge bug in saving size 2 sprites in the program so I'll attach a new version.

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on May 04, 2009, 03:08:09 pm
Quote
2100AA     D77    No     00000005-00000D80      D7C  <-- Graphics
210E21      7E    Yes    00000D81-00000D88        8  <-- Graphics
210E9F      13    No     00000D89-00000DA0       18  <-- Graphics
239358      F0    No     00000DA1-00000E95       F5  <-- Sprite Assembly
24FCE0       1    No     00000E96-00000E9B        6 
24FCEA       1    No     00000E9C-00000EA1        6
24FCF4       1    No     00000EA2-00000EA7        6
------    ----    EOF    00000EA8-00000EAA        3

I'm 96% sure that the last 3 entries in the log are for the pointers I switched for King Zeals Head/left hand/right hand but in FW's sprite guide they are listed to be at location

2421E3
2421E6
2421E9

Why is there a descrepency? I used Chrono Tweaker to switch the index I'm just hoping there's not some weird bug. 

JP, you're talking about these?

24FCE0       1    No     00000E96-00000E9B        6 
24FCEA       1    No     00000E9C-00000EA1        6
24FCF4       1    No     00000EA2-00000EA7        6

Those do correspond to Queen Zeal's head, left hand, and right hand. They are starting addresses for the sprite headers, which are used to assign graphics packet, sprite assembly, palette, etc., indices.

These...
2421E3
2421E6
2421E9

...are the pointer addresses for the graphics packs used for the masked Queen Zeal and her hands.

My guess is you changed graphics pack indices and not graphics pack pointers, which could still have the desired effect I suppose. The index in the header just tells which pointer a graphics pack gets. So the index is like the pointer to the pointer. You probably just changed a higher level pointer, or that's my understanding. Hopefully it's okay.
Title: Re: Graphics Hacking
Post by: Agent 12 on May 04, 2009, 03:39:03 pm
Ah, that makes since.  you're totally right I changed the indices.

Thanks!

--JP

(makes note to add this to SA editor when he converts it to a TF plugin)
Title: Re: Graphics Hacking
Post by: Agent 12 on May 05, 2009, 10:20:03 pm
want to reiterate this question:

a) Were there 5 frames for Zeal's face? If not are we just over riding into her hands? How well versed are we on how to do this?

I'm slightly concerned about animations frames. A couple people have said that they are editable but I don't know where they are? Chrono'99 asked how to edit animations awhile ago.  If someone can point me towards a post explaining fhr format that'd be awesome.

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on May 05, 2009, 10:49:32 pm
JP, see if the following discussion helps you out with animations. Vehek and justin3009 have older posts with their original findings hanging around somewhere too.
http://www.chronocompendium.com/Forums/index.php/topic,5987.msg146233.html#msg146233

Again, all pointers to the animation data are contained in the sprite info spreadsheet, or they should be. The animation data is just a series of references to the assembly frames IIRC.


Well, just to fast forward you past my initial confusion, take a look at this post:
http://www.chronocompendium.com/Forums/index.php/topic,5987.msg146335.html#msg146335
Title: Re: Graphics Hacking
Post by: Agent 12 on May 06, 2009, 02:08:23 am
wow FW awesome job....This will eventually be very editor-izable but I think for our purposes we can do it by hand for now.

So the body has

2 animations, 4 frames each.  From FW's above post it looks like for each frame we need one byte for the frame, one byte for the time in that frame, and an FF.  So 2*4 + 1...9

Flames have....4 frames...I'm not sure how many animations (i'm basing this off chrono'99's awesome cheat sheet above.

Chacking FW's guide:

Body/Head:   177   242762   249E30   90
Hand 1 178   242764   249EC0   A0
Hand 2: 179   242766   249F60   A0


Uh....holy shit were not even going to be close to running out of space..did I do something wrong here?  Does the face really have that many animations/frames?

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on May 06, 2009, 03:06:30 am
For Crono's animation data referenced in the linked discussion, there was just one byte referencing an assembly frame for each frame in the animation. There's an entirely separate set of animation data specifying "frame lengths," which are hopefully so negligible a consideration that they might not even need changed.

So if the body has two animations, four frames each, then it should look like so:

First animation: 4 bytes for animation frames + FF + buffer 00 bytes to make sure it ends in a multiple of four.

Second animation: 4 bytes for animation frames + FF + buffer 00 bytes to make sure it ends in a multiple of four.

So that's...

First animation: 8 bytes (4 frame references, one FF terminator, three 00s)
Second animation 8 bytes (4 frame references, one FF terminator, three 00s)

Looking at the animation data for QZ's battle mask...
00249E30  00 FF 00 00 00 FF 00 00-00 00 00 00 00 FF 00 00  ................
00249E40  00 FF 00 00 01 FF 00 00-00 FF 00 00 00 FF 00 00  ................
00249E50  00 FF 00 00 00 FF 00 00-00 FF 00 00 00 00 00 00  ................
00249E60  00 FF 00 00 00 FF 00 00-01 FF 00 00 00 FF 00 00  ................
00249E70  00 FF 00 00 00 FF 00 00-00 FF 00 00 00 FF 00 00  ................
00249E80  00 00 00 00 00 FF 00 00-00 FF 00 00 01 FF 00 00  ................
00249E90  00 FF 00 00 00 FF 00 00-00 FF 00 00 00 FF 00 00  ................
00249EA0  00 FF 00 00 00 00 00 00-00 FF 00 00 00 FF 00 00  ................
00249EB0  01 FF 00 00 00 FF 00 00-00 FF 00 00 00 FF 00 00  ................


Something really fishy is going on. It needs a ton of animations involving only frame 00, and then two animations involving frame 01 from what I can see. There's an opportunity at address 0x249E80 to have an 8-frame animation if you need a longer one and don't want to worry too much about the effects of tinkering with this, but here's the question: do we have a way to tell the game to look at that address when King Zeal is hit/spellcasting/whatever?
Title: Re: Graphics Hacking
Post by: Agent 12 on May 06, 2009, 03:20:37 am
I'm guessing it's like what you said.....you HAVE to have an animation for certain "effects" like walking, spell, casting  getting hit, dead etc and for QZ they are all just the same thing.  I don't see any other reason for it to be that large.  So we have to probably do a brute force attack for finding the "spell casting" in that jumble of bytes......

The good news IIRC her spell casting was  one of the 01's so there's only a few options.

We also kind of goofed with making out two animations 4 frames I guess :-/  It won't fit very nicely. 3 frames would have been ideal.

Another nice piece of goodnews is that If queen zeal is the "minimum" amount of animations you have to define for an enemy then we get a little buffer with her hands since they are A0 size.

--JP
Title: Re: Graphics Hacking
Post by: FaustWolf on May 06, 2009, 03:26:55 am
Now I see that there's at least two places where 8-frame animations are used (first row, sixth row of pasted data). I'm guessing it's the total number of animations that matter, so it would just be a matter of finding which animations correspond with which positions and trading the lengths around.
Title: Re: Graphics Hacking
Post by: Agent 12 on May 06, 2009, 03:37:18 am
ah, nice eye.  I totally glossed over that.

OK,  I dont think animations will be a problem.  But I am pretty convinced after this that QZ only has 2 frames, compared to the 5 frames that we want her to have.  However, I don't think it should be that big of a deal since the immediate next frames for her hands are now going to be demoted to size 0 sprites.  Tomorrow I'm going to go the whole 9 yards with the King Zeal insertion, block out the data that we need and get this sucker inserted.

With Chrono'99 done polishing I have a feeling were about to hit light speed here.

--JP
Title: Re: Graphics Hacking
Post by: Agent 12 on May 08, 2009, 03:26:20 pm
Can someone point me to where to change sprite size? Chrono tweaker gives me some goofy values so I'm kind of scared to use it. I'm trying to change zeals hands to size 0.

I'm at the airport but my plane doesn't leave for an hour and half a ill check here before I leave.

Thanks

Jp
Title: Re: Graphics Hacking
Post by: FaustWolf on May 08, 2009, 03:31:55 pm
JP, sprite size is fifth byte in the sprite's overall header. There's a "headers" tab on the sprite address sheet where you can cross-reference the header addresses with the Sprite Header Index listed on the "Chrono Sprite Indices" tab.

Start at the header address of the sprite, then move ahead five bytes and that's where sprite assembly size will be.