Users browsing this thread: 8 Guest(s)
SaGa Frontier sprites
Those icons look good!

IIRC, these are 4bpp, which means four bits per pixel, though if I understand it correctly it would be easier to understand as 4 bits per color. Each of the palettes is 32 bytes long. At 4bpp, this means that each color is two bytes long, and is broken down into red (4 bits), green (4 bits), blue (4bits), and transparency (4 bits).

I may be wrong. These seem like more than 16 colors (well, not the icons, but the enemies sure seem like 32 colors at least, but maybe they have palettes that are 64 bytes long - I don't remember off the top of my head).

The first two bytes of each palette is 00 00. I'm not sure if this is actually used in the game (perfect black), or if it's the transparency, the background. If it is the transparency, then you could make ripping sprites easier by manually changing the first two bytes of every palette to a really visible unused color.
Thanked by: Reichu
(04-22-2013, 04:43 PM)xibalba Wrote: Those icons look good!
Thanks! I'm a little unsure about Rouge and T260G. None of the the palettes "fit" them as well as I would have expected, so I went with the next best thing. Having a visual reference for the save data icons would have been useful. Unimpressed

Generally speaking it isn't one palette per icon. A lot of the icons share a single palette, particularly in the equipment and abilities/spells group. For the character heads, however, it's one palette per pair.

Quote:The first two bytes of each palette is 00 00. I'm not sure if this is actually used in the game (perfect black), or if it's the transparency, the background. If it is the transparency, then you could make ripping sprites easier by manually changing the first two bytes of every palette to a really visible unused color.
That would be quite useful, particularly in the instances where black IS used, but I have no idea how to implement such a change into the game. I am a complete and utter novice when it comes to modding!

Updating previous post with another sheet.
Thanked by:
> That would be quite useful, particularly in the instances where black IS used, but I have no idea how to implement such a change into the game. I am a complete and utter novice when it comes to modding!

Open file with a hex editor. Go to a palette. Go to first two bytes of a palette, which are 00 00. Change to something like FF 0F. Save file. Open file with Tile Molester. Configure to view image. Load palette as normal. Note change in first color.

Then just mess around with the first two bytes of the palette until they become something very visible. I'm not quite sure how the color works, but I'm positive you could figure it out.
Thanked by: Reichu
Everything should be up and updated now.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
Thanked by: Garamonde, Reichu


Forum Jump: