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Final Fantasy - Modding FF-Modding
STEAM GROUP
Final Fantasy - Modding FF-Modding
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Final Fantasy VI: The Respritening - Yoshitaka Amano Edition
Originally posted by Siethasay:
I thought I would share what exactly I was working on.

Those are great. Kefka's face is incredibly evil looking. I love it. You really captured Locke's incredibly busy head scarf whithin those few pixels.

Yeah, the sketches that Amano did give the characters all kinds of different appearances. Every drawing of Terra seems to have a different hair style. I interpret Amano's art for Celes as her having very straight hair except for a little bit of untamed bangs. The chibi drawings he did of the cast seem to be at the point he had settled more on their appearances.

As far as these sprites working in the game, the indexed colors matter most for the skin and the outline. Those color entries need to be in the proper address in the index so the game can swap those colors out for buff and debuff effects. For example: making the skin purple when poisoned. There doesn't seem to be any reason the colors can't be changed or added to as long as those colors have the correct addresses.

The big noticeable bits of asymmetrical design in the sprites are going to flip during certain animations and be distracting. At least it is to me. The original Kefka sprite was already one that very noticeably flipped. Having the two different boots is going to make his boots flash colors. Celes' hair will probably noticeably flip as well with the off center part. I'd worry about Locke's headscarf flipping, but it might be busy enough and contained within his silhouette enough to not be overly noticeable. It's the very limited animations that are the biggest hurdle to adding more detail. There are acting moments that rely heavily on the sprites being somewhat ambiguous to sell different actions using poses for multiple meanings. Not a problem with standing sprites, but becomes a big issue with any desire to make the poses look less robotic.
Originally posted by Siethasay:
Originally posted by pluckylump:

You can make Amano-inspired sprites if you want. The interest in pulling this port apart seems to have died out, so the tools to really get in there and change everything around haven't materialized.

I'm interested in taking a different approach that relies less heavily on cracking apart this very limited port and am working on some concepts. I'd rather not discuss it as openly as this thread was intended to be. Don't want to get anyone's hopes up again, or anger the Square Enix gods prematurely.
Thanks for the reply, it is much appreciated. I am not too entirely sure what the limits are for modding FFVI since I am new to it. But if you can help me understand more about modding it through chat or something then that would help clarify some questions I have before starting a project.

I started on one or two sprites just to see what I can do. I like them, but I am not entirely sure what the limits are in terms of height/width or adding/replacing colors in the sprites. The sprites I did stay withing the color palettes and general concepts that are already in the game. So I am hoping that would be okay.

And I noticed that work on this port is not as strong as could be, but I hope there is SOME type of possibility of replacing all the main character and NPC sprites with new ones.
The ability to change colors or add colors is limited for the character sprites. They are all indexed color and the game swaps colors for specific index entries for status effects and buffs. The game also flips a lot of the acting sprites, so the sprite has to be mostly symmetrical. Some of the sprites in the game now aren't and it's very noticable when asymmetrical hair designs get flipped when a character raises their left, then right hand.

The only art that seems editable at this time is enemy sprites, field sprites, and some backgrounds. Other things are locked away behind file types that no one has cracked open. The UI can't be changed in any meaningful way. The spell effects and the over world are all locked behind 3d model files that aren't standard editable file types.
Showing 11-20 of 66 entries