News: 11 March 2016 - Forum Rules

Author Topic: Final Fantasy IV Graphics Update (SNES)  (Read 115580 times)

Kiyoshi Aman

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #140 on: January 23, 2016, 12:51:27 pm »
Here's how I inserted the palette for the new Edward portrait above:

1. Get the colors with Pictures to color
2. Copy the values into a TLP palette via hex editor
3. Insert with SNES Palette Tools

That's not really all that helpful, but I can load up a TLP palette with the palettes.

Gedankenschild

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #141 on: January 23, 2016, 05:42:57 pm »
That's not really all that helpful, but I can load up a TLP palette with the palettes.
Should I do it for you? I have all the notes anyway and just doing it would probably be faster than typing everything out. :P

Kiyoshi Aman

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #142 on: January 23, 2016, 06:16:33 pm »
Should I do it for you? I have all the notes anyway and just doing it would probably be faster than typing everything out. :P

That'd probably be best, yeah. (Will edit this post with a link to the TPL when I'm done.)

EDIT: http://fenrir.aerdan.org/ff4-gi.zip contains the TPL and a patch; the patch is necessary because I had to free up a colour for adult Lydia's skill sprite in order to retain the yellow glow. Palettes are, in order from the first: DK Cecil, Cain, child Lydia, Tella (skip; I'd thought about matching his hair to his portrait, though), Gilbert (skip), Rosa, Yang (skip), Palom (skip), Porom (skip), Paladin Cecil, Cid (skip), and adult Lydia. I may do Golbez later.
« Last Edit: January 23, 2016, 09:43:44 pm by Kiyoshi Aman »

Gedankenschild

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #143 on: January 24, 2016, 07:40:54 pm »
I'm glad I had not started yet when I saw this. As if I had known that you couldn't sit still... ;)

Kiyoshi Aman

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #144 on: January 26, 2016, 02:33:42 am »
I'm glad I had not started yet when I saw this. As if I had known that you couldn't sit still... ;)

Well, I saw an opportunity to contribute and then I jumped on it. ;)



I did Golbez in two distinct tones; one uses his portrait colours (left), the other uses DK Cecil's battle sprites' grays (right). I've updated the TPL; both palettes come after adult Lydia's.

Gedankenschild

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #145 on: January 26, 2016, 01:11:44 pm »
I'm thinking about splitting the house set in two, giving the Black Chocobo Farm and Astro Tower their own. Would mean some more space for all the other maps...

A comparison of the Kaipo Inn 1F:

The original:


Tiles replaced:


Additional details added:


The walls make all the difference I think.

azidahaka

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #146 on: January 26, 2016, 05:07:56 pm »
Night and day difference, really!

justin3009

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #147 on: January 26, 2016, 05:53:04 pm »
That difference, holy hell that's SO much better!
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chillyfeez

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #148 on: January 26, 2016, 08:29:18 pm »
So the chocobo farm/astro tower tileset would use entirely separate graphics?
Or do you mean that the tiles unique to those locations would be exclusive to a new tileset that allows for the extra tile assignment needed for extra wall tiles, fancy windows, etc.?
Doesn't the town interior tileset already have several unused tiles? By default in FF4kster they appear as these weird blue shutter-like thingies?
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Gedankenschild

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #149 on: January 27, 2016, 06:41:43 am »
So the chocobo farm/astro tower tileset would use entirely separate graphics?
Or do you mean that the tiles unique to those locations would be exclusive to a new tileset that allows for the extra tile assignment needed for extra wall tiles, fancy windows, etc.?
Doesn't the town interior tileset already have several unused tiles? By default in FF4kster they appear as these weird blue shutter-like thingies?

They would all use the same set of graphics. Astro Tower and Chocobo Farm would get their own Tile Arrangement maps, I really don't know how to call it. The in-between step where the 8x8 pixel tiles are arranged into 16x16 pixel building blocks. This:



These are the true limiting factors. If I associate the aforementioned locations with their own maps I can eliminate the telescope, chocobo food and such things from the main map, allowing for a more complete port.

What makes you think that the unused tiles would be enough for all the new stuff? ;)

chillyfeez

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #150 on: January 27, 2016, 09:43:17 am »
OK, yeah, we're talking about the same thing. The confusion was in the absence of a formal nomenclature.
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Kiyoshi Aman

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #151 on: January 27, 2016, 11:02:31 am »
They would all use the same set of graphics. Astro Tower and Chocobo Farm would get their own Tile Arrangement maps, I really don't know how to call it. The in-between step where the 8x8 pixel tiles are arranged into 16x16 pixel building blocks.

That's just a tilemap... Which I know is confusing, since there are two definitions of 'tile' in play here, one of which is platform-dependent (the 8×8 tiles) and the other of which is the graphics proper (the 16×16 tiles).

Bahamut ZERO

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #152 on: January 27, 2016, 03:10:14 pm »
Wait, that minecart thing is full of chocobo food?? Guess that means my item shops have carts of feed in them for absolutely no reason.  :laugh:


Kickass porting work, btw! Nice to finally see some windows indoors (which I wish would have been there in the original to begin with)
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SORASUNYU

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #153 on: January 29, 2016, 03:31:34 am »
I'm thinking about splitting the house set in two, giving the Black Chocobo Farm and Astro Tower their own. Would mean some more space for all the other maps...

A comparison of the Kaipo Inn 1F:

Additional details added:


The walls make all the difference I think.

Wait, the shadows are on the right of beds, and the windows are on the right of beds too. It's so strange because of the light effect. I think the shadows of the beds should be removed.

SunGodPortal

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #154 on: January 29, 2016, 03:41:17 am »
Are those even windows? Isn't there another room on the other side of that wall?
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Kiyoshi Aman

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #155 on: January 29, 2016, 05:23:36 am »
I wanted to do palette-hacking for the field sprites so they'd match the battle sprites & portraits, but I couldn't find them in the ROM in 3bpp or 4bpp. Any thoughts on where I should look?

Gedankenschild

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #156 on: January 29, 2016, 07:38:54 am »
I've been wondering myself what these are... French windows or cabinets?
They look just the same in the PSP version. Maybe the DS version can give us a clue?

I wanted to do palette-hacking for the field sprites so they'd match the battle sprites & portraits, but I couldn't find them in the ROM in 3bpp or 4bpp. Any thoughts on where I should look?

From Yousei's FFIV hacking document:
Code: [Select]
68200-6823F (0D8000-0D803F) Overworld Character Palette Data

Kiyoshi Aman

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #157 on: January 29, 2016, 10:06:30 am »
That's lovely, but I was hoping for the sprites, not the palettes; I suppose I could pull a hex editor out and experiment, though...

Gedankenschild

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #158 on: January 29, 2016, 11:35:36 am »
Oh, there you go:
Code: [Select]
D8200- (1B8000-      ) Overworld Character Graphic Data

chillyfeez

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Re: Final Fantasy IV Graphics Update (SNES)
« Reply #159 on: January 29, 2016, 12:27:38 pm »
I always assumed the Baron inn was supposed to be two floors.
Though that would be the only I sytance I can think of where a single map is used to show multiple floors. It just seems odd that the pub would be right there next to the sleeping area.
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