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Article - 'The Intricacy of FF6fs Graphics' by Guest

An item about Graphics/Audio posted on Aug 9, 2003

Blurb

A stray thought and a ZSNES bug lead to a discovery about the work put into FF6, and why there will never be a perfect rip of FF6.

Body

A while back, I had dug my FF6 rom out, feeling nostalgic after playing the RM2k fanfic-movie eMirandaf. As I watched the opening ecinemaf, a strange thought struck mec Just how did they make this Magitek armors so big if the whole game is limited to using 16x32 sprites on a 16x16 tile grid map?

I thought no more of it for a while.

After various AFK distractions, a couple of days later, I finally made it to a mid-battle cinemac I forget exactly which one it was. A couple of characters were to vacate the area, which meant moving downward on the screen to hide behind the battle menu while the rest of the scene was carried out. However, a small ZSNES bug cropped upc The characters stayed on top of the menu instead of moving behind it. Normally this would be a mildly annoying little glitch, but what I saw made my jaw drop. As Locke moved behind the menu, he split into two pieces, severed at the stomach.

This may sound like just a glitch, but sprites donft split in half if they werenft made to. I then began to realize that unlike other SNES RPGs, or RPG Maker games, the main sprite was always right in the middle of the screen. When a screen is twenty tiles wide, there is no ecenter tilef, since twenty is an even number. So, in most games, the character is usually on the 10th tile from the left.

The reason is as followsc Instead of being a single sprite, every FF6 character in the game is instead composed of four sprites; an upper left, an upper right, a lower left, and a lower right. For a character to pose, or even walk, this requires that four sprites all move at the same time in synchronization.

cJust a little something to think about.