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FF6 ROM editing help

Posted: 3rd October 2005 22:01

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I am editing a FF6 ROM with the intention of completely replacing Strago. I want to edit the ROM, though, so that he uses a different, preferrably 'unused' palette. That way, using Terii Senshi's FF3 Sprite Editor I can replace Strago's sprites entirely, palette and all, and it won't affect Relm, Kefka or any other Palette 3 characters. I was wondering if I could do this with a hex editor and if so, what hex entry/entries would I have to edit?
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Posted: 3rd October 2005 22:42

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Quote (Sigma @ 3rd October 2005 17:01)
I am editing a FF6 ROM with the intention of completely replacing Strago. I want to edit the ROM, though, so that he uses a different, preferrably 'unused' palette. That way, using Terii Senshi's FF3 Sprite Editor I can replace Strago's sprites entirely, palette and all, and it won't affect Relm, Kefka or any other Palette 3 characters. I was wondering if I could do this with a hex editor and if so, what hex entry/entries would I have to edit?

Hmm, have you tried Zophar.net? They usually deal with editors and other such things.

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Posted: 3rd October 2005 22:47

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Quote (His Shadow @ 3rd October 2005 17:42)
Quote (Sigma @ 3rd October 2005 17:01)
I am editing a FF6 ROM with the intention of completely replacing Strago.  I want to edit the ROM, though, so that he uses a different, preferrably 'unused' palette.  That way, using Terii Senshi's FF3 Sprite Editor I can replace Strago's sprites entirely, palette and all, and it won't affect Relm, Kefka or any other Palette 3 characters.  I was wondering if I could do this with a hex editor and if so, what hex entry/entries would I have to edit?

Hmm, have you tried Zophar.net? They usually deal with editors and other such things.

Yes, thanks.

Edit: Strago [alone] using palette 3 is something that none of those editors with probable exception to the hex editors can change. I don't know where in the hex to edit if I am to change his palette.

This post has been edited by Sigma on 3rd October 2005 22:51
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Posted: 3rd October 2005 23:33

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Hm. Well, you are correct in saying that no editors are capable of changing the palettes a character uses. However, this CAN be done with a hex editor, to a certain degree. Here are some offsets for you:

$37107- This is Strago's menu picutre palette. To the best of my knowledge, these are ALL unique to each character, so you need not worry about changing this.

$2D032- This is the battle character palette for Strago. Note that this is for in-battle only. This will change neither the save screen palette nor the world map palette.

Both the world map palette and the save screen palettes are changed through events. I forgot exactly how that is accomplished, but Master ZED, RuneLancer, Ogopogo, or Djibriel shoudl be able to tell you. RL swarms to hacking threads like a vulture to raw meat, so he'll prolly be the one to answer your question.

Your best bet is prolly to assign a different palette to Esper Terra and then using palette 9 (or was it 7?...I dunno...whatever she used before) for Strago. I personally would just work with palette 3 for Strago and then work around the new one for all the others. That's what I did at least. tongue.gif

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Posted: 3rd October 2005 23:48

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Quote (Caesar @ 3rd October 2005 18:33)
RL swarms to hacking threads like a vulture to raw meat, so he'll prolly be the one to answer your question.

Fresh meeeaaat...!! ohmy.gif

First, allow me to link you to my quick and dirty tutorial on CGRAM.

SNES colors are packed in 15 bits: 5 bits per color components. I assume you're familiar with RGB triplets; HTML, for instance, uses those to create its colors (#FF0080: red FF, green 00, blue 80). The SNES does the same thing, but over 5 bits, meaning they go from 0 to 31. Here's the rather tedious way to calculate the values to put in by hand.

1- Decide on the RGB. Chances are you're using a program that goes from 0 to 255 (which is what a 24bit image uses): divide by 256 and multiply by 32 (rounding down), and you'll have the component scaled down to fit in the SNES's 5 bits. Say, we want to have a nice steel blue: R 64, G 128, B 192...

(64 / 256) * 32: 8
(128 / 256) * 32: 16
(192 / 256) * 32: 24

2- For each color, convert it to binary. The Windows calculator can do that for you if you put it in scientific mode.

R: 01000
G: 10000
B: 11000

Make sure they're 5 characters long: if they're shorter, add 0s starting from the right until you get 5 bits (so... 101 -> 00101)

3- String the three binary values together one after the other, starting with B, G, then R.

11000 10000 01000

4- Convert this to hex. Again, Windows calculator.

6208

5- Split it in two and swap the two values around. The SNES stores its 16 bit values "backwards" so we need to reverse them.

62 08 -> 08 62

6- There's your color. RGB(64,128,192) is 08 62 on the SNES. Every color is 2 bytes in the palette.

I should note that there are no unused palettes. The least frequently used one is Terra's Esper palette, which is also used for Mog and Umaro I think. And, the last 4 colors in the battle palette cannot be used as the game often changes them for various things. So keep away from those.

Edit: How do you know which color's which from an SNES palette? Just do that backwards.

08 62 -> 0862 -> 62 08 -> 110001000001000 -> 11000 10000 01000 -> B24 G16 R8 -> B192 G128 R64.

This post has been edited by Silverlance on 3rd October 2005 23:49

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Posted: 4th October 2005 01:37

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Thank you, Caesar. And thank you, Silverlance. You two have been very helpful. happy.gif
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Posted: 4th October 2005 01:48

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Quote
I should note that there are no unused palettes. The least frequently used one is Terra's Esper palette, which is also used for Mog and Umaro I think. And, the last 4 colors in the battle palette cannot be used as the game often changes them for various things. So keep away from those.


I do believe that esper Terra's palette is unique from the Mog/Umaro palette. IIRC, esper Terra is somewhere's around 7 or 9 and Mog/Umaro is 5. Again, I couold be wrong, but I'm quite sure I'm not. happy.gif

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Posted: 4th October 2005 05:30

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Quote (Caesar @ 3rd October 2005 20:48)
I do believe that esper Terra's palette is unique from the Mog/Umaro palette. IIRC, esper Terra is somewhere's around 7 or 9 and Mog/Umaro is 5. Again, I couold be wrong, but I'm quite sure I'm not. happy.gif

I'm pretty sure you're right, actually. My bad. tongue.gif

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Posted: 4th October 2005 16:01

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Quote (Caesar @ 3rd October 2005 21:48)
I do believe that esper Terra's palette is unique from the Mog/Umaro palette.  IIRC, esper Terra is somewhere's around 7 or 9 and Mog/Umaro is 5.  Again, I couold be wrong, but I'm quite sure I'm not. happy.gif

Esper Terra uses palette 8; Mog/Umaro/Ultros/Chupon use palette 5.

Maybe palette 7? Not many sprites seem to use it; in my limited observation, the only one I've seen so far is the "turtle" sprite.
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Posted: 4th October 2005 19:38

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Dangit. I knew it was somewhere's around there. That oughtta teach me to correct someone without checking first.

Thanks, Corundum! thumbup.gif

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Posted: 5th October 2005 21:29

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Quote (Caesar @ 4th October 2005 15:38)
Thanks, Corundum! thumbup.gif

Heh, no problem. I've been coding an FF6 sprite viewer lately (soon to become a sprite editor, with any luck at all) so I had that info right at my fingertips. thumbup.gif
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