Posted: 5th March 2006 00:00
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![]() Posts: 6 Joined: 4/3/2006 ![]() |
Hey folks. I'm in the newfound process of hacking a FF6 ROM in hopes of completely replacing Setzer, my least favored character. My question is specifically rooted in redesigning his personal weapons (Dice, Darts, ect).
The issue is that these weapons have very particular animations. Animations that are unwanted. I'd like to replace these animations with something else, possibly already existing weapon animations (Dirk, Falchion, whatever). I've worked with a few different applications for hacking, but never directly with the offsets and whatnot. As far as I can tell, there's no way to edit the animations for weapons with these apps. It seems that each item has its own animation, instead of each referring to some animation elsewhere. Any suggestions? Thanks. |
Post #109848
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Posted: 5th March 2006 00:27
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![]() Posts: 2,350 Joined: 19/9/2004 Awards: ![]() ![]() |
Weapon animations are handled almost like any other battle animations. They use the first couple of IDs (not sure up to which exactly.) If you haven't touched a hex editor before, you should try to change which animation is called instead of editing these because it involves following many pointers into a handfull of different structures (changing the graphics used; a massive pain) and ultimately editing an animation script (which can be a handfull if you're not comfortable with this sort of thing.)
Luckily, editing which animation is called by a weapon is easy. 0x2CE600 <- Weapon animation structure. Byte 1: Weapon graphic (when in the right hand). Byte 2: Weapon graphic (when in the left hand). Byte 3: Weapon palette. Byte 4: Effect ID (ie, a slash, a star-shaped hit, etc..) Byte 5: Effect palette. Byte 6: See below. Byte 7: Sound ID. Byte 8: Leave as 0x00. Byte 6 is a special flag with the following possible values. 00000001 Thrown weapon. 00000010 Boomerang weapon. 00000100 Transforming weapon (Atma Weapon only.) 00001000 Unused? 00010000 Unused? 00100000 Unused? 01000000 Unused? 10000000 Unsure, but seems needed for thrown weapons. Fists are the first weapon, followed by every equippable weapon. Here are a few that might interest you. Cards: 0x2CE870 Darts: 0x2CE878 Doom Darts: 0x2CE880 Trump: 0x2CE888 Dice: 0x2CE890 Fixed Dice: 0x2CE898 By the way, Setzer is possibly the coolest character in the game. Show some respect. ![]() -------------------- "Judge not a man by his thoughts and words, but by the quality and quantity of liquor in his possession and the likelyhood of him sharing." |
Post #109853
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Posted: 5th March 2006 00:43
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![]() Posts: 1,640 Joined: 21/6/2004 Awards: ![]() ![]() ![]() ![]() ![]() |
RuneLancer has provided you with very useful information that will help you get started. Maybe. I don't know how advanced you are with hacking, so I'm not sure that you'll be able to make much sense out of what values to put in each byte to obtain the desired effect. I think Master ZEDs page can help you here.
ZEDs unoriginal white sheet You're looking to start reading at "15. Weapon graphics & sound" It's like 1/3 of the way down the page (or just ctrl + F it). Good luck! -------------------- Is PJ |
Post #109854
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Posted: 5th March 2006 15:00
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![]() Posts: 6 Joined: 4/3/2006 ![]() |
Awesome. You guys have given me exactly what I'm looking for. Thanks a bunch.
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Post #109922
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