Author Topic: Question about replacing graphics  (Read 660 times)

teh Schala

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Question about replacing graphics
« on: September 03, 2005, 03:26:32 pm »
Hey all, I have a quick question on this...  I'm really into the ideas of characters having a couple of different costumes throughout the game, and would like to have at least two different, fully-animated sets of graphics of Crono and maybe Lucca as well.  However, we're sorely limited in graphics space because each era requires a whole different set of NPC graphics, and so on.  BUT, can we replace terrain graphics with character graphics?  Ie, the graphic that has the Black Omen Summit...since that wouldn't likely be reused in Crimson Echoes, can that be replaced to make a little more room for character graphics?

In case anyone's wondering, I'd just like to have a costume set where Crono has sort of a kingly cape thing going on (reminiscent of the Kingdom Hearts version of Cloud), and maybe a set for Lucca without her helmet, etc.  I think I had previously mentioned a few other sets a few months ago (Marle in tight black Kevlar for that Kevlar Suit ^_^), but these are just two that I'd be particularly interested in seeing.  Heck, Lucca could even get contacts from the new future and end up looking like a hottie! :lol:  Of course, there'd probably be a Nu you could talk to in Chronopolis that would let you switch between any costumes you have available, something like that.  Anyway, thoughts and ideas on this?


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Question about replacing graphics
« Reply #1 on: September 04, 2005, 01:36:39 am »
Yes, unwanted tilesets can be removed.  As well as unwanted events, maps, npc/enemy sprites, etc.  It would need to be done manually (at least until TF supports it), which involves inserting the data and changing the pointers.  Not too difficult.  However, if the project is expanded to 64 megabit once TF supports it, free space shouldn't be a problem.


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Question about replacing graphics
« Reply #2 on: September 04, 2005, 05:24:00 am »
Flux 2.00 is mostly neutral to what sort of data is in what space.  It really does not care what you are storing in any space it can edit.  Your chief limiting factor here is the number and type of pointers available for your data.

As for 64 meg support, do not hold your breath.  While it would be trivial to add support (only slightly more difficult than 48 meg), only one of the major two emulators supports it, and I have doubts as to whether it would work on the original SNES hardware.  You also get a lot less extra useable space from a 48 to 64 upgrade than a 32 to 48 because of all the complex mirroring issues involved.