Tutorial: Editing Compressed Graphics
Peer Sprite Viewer & SNESpal: http://tinyurl.com/doku-ff6-snespal
YY_CHR (C++ version): http://tinyurl.com/doku-ff6-yychr
ROM map: http://tinyurl.com/doku-ff6-rommap
Gimp: https://www.gimp.org/
YY-CHR & SNESpal Tutorial: https://www.youtube.com/watch?v=L0H2Xeh9Klc
In this tutorial I'm covering how to edit compressed graphics with the help of Peer Sprite Viewer and YY-CHR. The process is similar to the one explained in the YY-CHR tutorial except you need to decompress the graphic before editing it and compress it after. I edit in this video the shield (block) graphic. There are other compressed graphics in the ROM, some ending graphics, chocobo, airship and others.
Battle status graphics: D2/E000 to D2/EBFF (headerless offset)
Shield Palette: C2/B091 to C2/B09C (headerless offset)
FF5 Shield Patch
08-25-2016, 10:43 AM
I need help getting the World of Balance overworld graphics... according to the wiki they ought to be between at EF114F and EF324F, but im getting gibberish when i try to bring them up in peer sprite viewer. I tested to make sure I had the right process by decompressing battle status graphics, which worked fine.
08-25-2016, 12:07 PM
Yes, you can view them correctly as GBA graphic format (4BPP) in YY-CHR. The offsets you have are correct. The first two bytes of the compressed data is the length of the data, in this case it matches.
09-14-2017, 05:21 PM
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04-20-2018, 11:15 PM
Hello. I'm new to this sprite editing. So I followed your video with a clean rom and I can't get anything to appear but this. (See Attachment)
I am using windows 10, and I do have a net.framework installed but I can't seem to get past this. Would you have any idea how I could get this to work for me? Thank you for your time.
I am using windows 10, and I do have a net.framework installed but I can't seem to get past this. Would you have any idea how I could get this to work for me? Thank you for your time.
(04-20-2018, 11:15 PM)Mutteo Wrote: Hello. I'm new to this sprite editing. So I followed your video with a clean rom and I can't get anything to appear but this. (See Attachment)
I don't think PSV can deal with HiROM offsets. This image was what was used for the tutorial. If it's not a HiROM offset / absolute offset problem, you ROM might have an header and PSV is for non-headered ROMs or vice versa.
It's probably more clear here: https://www.ff6hacking.com/wiki/doku.php...compressed
04-20-2018, 11:38 PM
(04-20-2018, 11:27 PM)madsiur Wrote: I don't think PSV can deal with HiROM offsets. This image was what was used for the tutorial. If it's not a HiROM offset / absolute offset problem, you ROM might have an header and PSV is for non-headered ROMs or vice versa.
It's probably more clear here: https://www.ff6hacking.com/wiki/doku.php...compressed
Oh it's a "1"? I was following the codes off of this page http://www.ff6hacking.com/wiki/doku.php?...sm:rom_map So I was using a "D" at the start
So if I were to look for weapons to edit, the "Weapon Animation data" is it? which says it's ECE400-ECE6E7, I would replace "E" with "1" too?
04-20-2018, 11:55 PM
04-21-2018, 01:05 AM
It's been a while since I worked on this. I can't get my Peer Sprite Viewer to work anymore. I try to load any working rom into this, and I can't get any hex to show up or images and of course when i tried to decompress it, it crashed
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