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Author Topic: Phantasy Star II battle graphics editing  (Read 3631 times)

etony33

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Phantasy Star II battle graphics editing
« on: January 18, 2014, 11:32:41 am »
Hi...

I have a personal mini-hack of PS2 where Nei stays in your party after Climatrol and has new weapons. The weapons I changed (well, more accurately, Fedorajoe changed) were Scalpel/Fire Bar, Whip/Laco Bar, and Lac Dagger/Nei Bar. However, the graphics look like Nei is attacking with a knife/sword like weapon rather than her regular bar/claw weapon. I was wondering if anyone knew how to make it so that when these weapons are used in battle, they look like Steel Bar/Crmc Bar/Laser Bar? Any help would be greatly appreciated.

tryphon

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Re: Phantasy Star II battle graphics editing
« Reply #1 on: January 18, 2014, 01:05:04 pm »
What did you exactly change for new weapons ? Only the name ? Some stats ?

etony33

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Re: Phantasy Star II battle graphics editing
« Reply #2 on: January 18, 2014, 03:13:15 pm »
I changed the names, who could equip them, and the stats.

tryphon

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Re: Phantasy Star II battle graphics editing
« Reply #3 on: January 18, 2014, 03:54:47 pm »
Where in the ROM ? Please give all details, I'll try to locate weapon type from these.

etony33

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Re: Phantasy Star II battle graphics editing
« Reply #4 on: January 18, 2014, 06:02:52 pm »
Okay.

The first ten bits are the name of the item, C4 goes after the final letter, followed by 00 after that until you reach the tenth. 0B is A, 0C is B, and so on, until 24 is Z. The next two are meseta value 1 and meseta value 2 (which are combined - FF FF would be 65535). C is the item type, which A2 is one handed weapons, shields, and emels that can be sold. 22 is one handed weapons, shields, and emels that cannot be sold. D is who can use, and 01=Rolf, 02=Nei, 04=Rudo, 08=Amy, 10=Hugh, 20=Anna, 40=Kain, A0=Shir (shield, legs), 80=Shir (weapon, head). They are added up to determine who can use what. So 03 would mean Rolf and Nei could use it. 07 would mean Rolf, Nei, and Rudo could use it. And so on. I'm sure you probably know all of this already, but just in case you don't...

Now for the weapons...

At 132E8...

1D 0D 0B 16 1A 0F 16 C4 00 00 00 B4 A2 18 07 00   
was changed to
10 13 1C 0F 00 0C 0B 1C C4 00 01 18 A2 02 30 05

At 13338...

21 12 13 1A C4 00 00 00 00 00 05 78 A2 20 14 02
was changed to
16 0B 0D 19 00 0C 0B 1C C4 00 47 E0 A2 02 38 07

At 133F8...

16 0B 0D 00 0E 0B 11 11 0F 1C 47 E0 A2 80 04 16   
was changed to
18 0F 13 00 0C 0B 1C C4 00 00 00 00 22 02 41 09

Thanks, tryphon!

tryphon

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Re: Phantasy Star II battle graphics editing
« Reply #5 on: January 18, 2014, 11:46:47 pm »
Okay, I've not fully understood it but here's what I found :

at 0x276C6 you have a table describing each weapon animation. Each entry is 12 bytes long, the first correspond to the knife and they are sorted exactly like the weapon's names.

For example, the first are :

Code: [Select]
00 00 B2 00 00 06 6D 66 00 00 00 00 knife
00 00 B2 00 00 06 6D 66 00 00 00 00 dagger
00 00 B2 00 00 06 6D 66 00 00 00 00 scalpel
00 00 B4 00 04 06 70 C6 00 00 00 00 steel bar
00 02 B2 00 07 05 E9 08 25 05 EF 94 boomerang
00 01 B5 00 07 05 E9 08 26 05 EF 94 slasher
00 00 B3 00 81 06 6D C0 00 00 00 00 sword
00 00 C6 00 00 06 6D 66 00 00 00 00 whip
00 00 B3 00 81 06 6D C0 00 00 00 00 ceram sword

It seems that the four bytes in the middle govern the animation. For example, replace in the dagger entry 00 06 6D 66 by 04 06 70 C6 and the animation of the dagger will be similar to the one of the steel bar.

The other entries must be interesting too, don't hesitate to share your findings.

etony33

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Re: Phantasy Star II battle graphics editing
« Reply #6 on: January 19, 2014, 12:10:35 am »
I replaced the Whip (which is LACO BAR in my hack) with the Steel Bar's graphics, and...voila, it works. Thanks again.

The animation for the BAR weapons is all the same. The weapons go in the same order as they do when putting weapons (or any items) in treasure chests and such, which is:

56: Knife
57: Dagger
58: scalpel
59: Steel Bar
5A: Boomerang
5B: Slasher
5C: Sword
5D: Whip
5E: Ceram Sword
5F: Ceram Knife
60: Ceram Bar
61: Laser Slasher
62: Laser Sword
63: Laser Bar
64: Laser Knife
65: Sword of Ango
66: Fire Slasher
67: Fire Staff
68: Lacon Mace
69: Lacon Dagger
6A: AC Slasher
6B: Lac Sword
6C: Neisword
6D: Neislasher
6E: Bow Gun
6F: Sonic Gun
70: Shot Gun
71: Silent Shot
72: Poison Shot
73: Acid Shot
74: Cannon
75: Vulcan
76: Laser Shot
77: Laser Cannon
78: Pulse Cannon
79: Pulse Vulcan
7A: Neishot

So 276C6 is Knife, 276D2 is Dagger, 276DE is Scalpel, and so on. And yes, the four bytes in the middle deal with the weapon animation.
« Last Edit: January 19, 2014, 12:26:58 am by etony33 »

tryphon

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Re: Phantasy Star II battle graphics editing
« Reply #7 on: January 19, 2014, 02:02:16 am »
What would interest me would be to know what is the use of the 8 other bytes. If you figure it out, please let me know.

etony33

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Re: Phantasy Star II battle graphics editing
« Reply #8 on: January 19, 2014, 10:42:46 am »
Well...I will certainly try, although it's probably well above my skill level.

EDIT: Well...hmmm. The Nei Bar (which was Lac Dagger) has a bit of a graphical error when used. It has the same setup (I noticed a change in the third digit between the Steel Bar and Lac Dagger/Nei Bar, so I changed it from B2 to B4, with no luck. There's a change in the sound effect, as well).

However, I can't say I mind all that much. It's a Nei weapon, and they all look different from other weapons of that type, so why should the Nei Bar be any different?
« Last Edit: January 23, 2014, 01:52:40 am by etony33 »

marlin1500

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Re: Phantasy Star II battle graphics editing
« Reply #9 on: January 31, 2014, 05:44:17 am »
Does this mean I can have Rudo using a sword with Rolf's sword animation? Nope each PC has their own animation tied to weapon types you can't change it, nor make new ones, unlike PS4 where you have to manually set each animation for a new weapon.

The offsets you have listed above convert to gun damage when you get to the guns in the list the damage is always the first offset for each weapon, if it is 00 I suspect the game uses the attack value for damage calculations.  Note if a weapon is 2 handed damage is twice the listed value.

What I want to know is to how to make the shotgun damage up to 5 enemies at once like the gra techniques.  If you simply make the shotgun similar to the vulcan without changing the hit animation the game will crash when the shotgun tries to hit 3 enemies, this means the number of enemies hit is tied to the hit animation as you can give the shotgun the vulcan hit animation and it works fine for 3 enemies.

I also want to make slashers affect all the enemies on screen as they do in PS4, again if you simply convert the boomerang to have the same offsets to the slasher it won't work and still effect only one enemy but it won't crash the game this time.

Lastly do you know what controls the strength of Shu, saner etc I am trying to make the ability boosting/lowering techniques more useful.

















February 03, 2014, 07:31:55 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I've found quite a few more offsets etony, send me your email by pm and I will pass on everything I have.
« Last Edit: February 03, 2014, 07:31:55 am by marlin1500 »