11 March 2016 - Forum Rules
Started by some random dude, August 01, 2013, 01:40:13 PM
Quote from: KingMike on August 01, 2013, 07:23:37 PMThe text uses dictionary compression. You need to find the dictionary and add those to the table.
Quote from: some random dude on August 01, 2013, 01:40:13 PMI tested some graphics editors; it seems FFMQ graphics are compressed quite deeply.
Quote from: Klarth on August 10, 2013, 06:50:16 PMThis is not the case. Here are some locations to try out (addresses given assuming no header). To set proper block sizing, use Tile Molester as your editor. You will need to figure out a way to import palettes (make a zsnes savestate while the graphic is on screen, then open with palette->import, then swap through palettes to find the appropriate one for that sprite) to view the graphics with real colors."Overworld" sprites0x20000: SNES 3bpp - All weapon/spell/item icons0x21A20: SNES 3bpp, block size 2x2 - Character / NPC sprites followed by boss sprites (shrink canvas size to 4x16) and monster sprites.Edit: So the battle sprites are significantly more complicated. It is unlikely you will be able to efficiently edit these without a program. The base sprite seems to be whole in most cases, but the weakened/dead frames only have the modifications stored to save space. This means that there is data somewhere in the ROM that tells the game how to "assemble" these frames.Battle sprites0x487DD: SNES 3bpp - Brownie spriteThis might be helpful
Quote from: some random dude on August 13, 2013, 02:57:10 PMMaking a Table isn't easy when i never dealt with Tables before.
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