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That's pretty cool. Do you plan on replacing the monsters and spell effects too?
I approve of this mod!
I also hope for these to be fixed:
-bright snow lacking detail like the original snow (out of battle)
-kefka fight music not continuous like it's supposed to be
-atma weapon not transparent (the sword)
- we need both version of the classic window back
- we need the classic ui graphics back (vines, choco, brick, etc.)
this guys work looks even better. Hope he does them all:
http://www.spriters-resource.com/resources/sheets/67/70091.png
I really think it was rude of you to post this. You don't have any manners at all.
Agreed.
It's definitely possible, but I suggest everyone to experiment with it first, since it is a bit different than you'd expect.
Basically, the sprite sheets are limited to 256 colors in an indexed mode color palette. Each image has its own color palette which is potentially unique, aside from the first two colors. The first color determines the background of the image and will be transparent in-game. The second color is the sprites's border that will change colors in-game when the character has a status effect.
Now, if you're wanting to import another sprite that has it's own colors not included within the original color palette, you are going to have issues, since most of the colors won't exist in the original color palette.
I'm not an expert by any means, but I do it in the following way (using Photoshop CC):
Lining up the sprites isn't easy, since there's literally an invisible box that you have to work with. I usually make grid lines and measure out the sprites that I want to replace before I drop them in, and make sure that the boxes are the same height and width throughout the sprite sheet.
Also, it is possible that the character border can have multiple colors due to the RGB->Indexed mode auto-conversion. You have to then redo the border with that same second color you defined.
I hope this makes sense. It's not really complicated, just a bit tedious to figure out and grasp at first. At least it was for me.
It definitely sounds like it could be a good idea.
------------------
To everyone interested: Please create a sprite sheet of any character and add the FEP/EXE to this thread.
This way I can see if you need any help getting the hang of it. Once a few people show interest, and are able to contribute; I'll edit the 2nd post with all of the sprite sheets that need to be done, and we can divvy up the workload :)
In short it may be possible to automate the entire process depending on what exactly is required.
(If it is just a matter of modifying a file, could you upload an example of an SNES sprite sheet, "before" steam sprite sheet, and "after" steam sprite sheet, that I can examine?)
A before and after would be hard in this case, since the before was actually pulling the images from http://www.spriters-resource.com/snes/ff6/. I then cut the sprites out of the image that don't exist in the Steam version. Each sheet is unique, with different backgrounds, different order, etc and the Steam version also has it's own unique order and amount of poses per character.
I'm a huge fan of automation as well, but I think that it wouldn't be manageable in this case. If anything, the big time waster is lining up sprites and guessing where they go within that aforementioned invisible box. A character might be evenly distributed in the middle for the most part, but when you have a dog sprite, for example, it changes everything. A dog will be placed at the top/middle when moving up and down, but when walking side to side, it is placed in the middle/middle.
Basically, since the SNES version didn't have a sprite sheet, but instead had people creating their own sheets, positioning has to be done by hand and estimated for the most part.
Another reason why it requires manual labor is sometimes sprites don't exist in the Steam version like they did in the SNES release. A good example is magitek armor.
In the snes release there were sprites that included the magitek armor with no driver, but only when not in motion. Otherwise, while in motion, you would always have a character driving it. The Steam version however has a sprite for every animation of the magitek armor with no driver in it, and instead places the character's chocobo riding sprite on top of it when moving left and right, and uses the normal walking up/down animation for riding up/down.
This means I had to draw the missing pixels by hand as if no rider was in the armor even while in-motion using the idle empty magitech armor as a base.
In conclusion, sadly doing it by hand for every sprite is the way to go, but it's still fun at least. I've even fixed color bugs in the original SNES release that were overlooked by millions. Terra's shoes turn purple when she's wagging her finger (upper right hand corner- http://www.spriters-resource.com/snes/ff6/sheet/6707/ )
It appears to be a shoddy custom job by the spriter who made the sheet.