Welcome to Magi's try at ripping the tilesets from Final Fantasy 6!
Making my FF6 project has been a "want" and a "love" of mine since 2003! Yea, I was pretty young, but my brother had this really nice game maker and I have always been interested in games. He drew everything in his game and coded from scratch, and I mean completely from scratch! He made his own game maker! I was going to use it, but his program disc was destroyed so, I decided to buy my copy of Xp (and VX, which was sent to me as a gift! xD) to make my fan-dream come true again.
Anyway, here is my attempt to rip the tilesets and more from FF6! I have come a long way, hard to believe, but its true. I can rip tilesets now, my only problem so far is autotiles and what should be autotiles. But, I thought I should show everyone what I have done so far first:
Yay, there wasn't a door. There will be one once I figure out the mechanics of autotiles and placement of them...Oh, and those images are new
The video is very old, I have done so much, and have managed to figure out how to set passages and properties. That was the easy part...
Narshe: 65% done
Narshe Village: Complete Narshe Village inside houses: Nearly complete, need to autotile the inside of the house (the "roof" I guess that's what it is.) Narshe Caves (Cart Mines): Nearly complete, need to make the walls into autotiles and then the cart tracks into autotiles Narshe Caves (Battle Room): Nearly complete, need to learn how to make Autotiles Narshe Cliff Scene (start of the game): Complete Narshe Northern Cliff (Where you fight for the Esper against Kefka): Nearly done -- autotiles info needed. Narshe Caves (Area where you get Umaro): Haven't started yet, but I do know I can do it fast, it'll be the autotiles that's the problem.
Outside of Figaro: (???) Inside of Figaro: (???) Autotiles of Figaro: (???) Anything else: (???)
It should be relatively easy, because I was looking at it -- not much to miss.
South Figaro Caves
South Figaro Caves: (???) South Figaro Caves (Part 2): (???) South Figaro Caves Autotiles: (???)
South Figaro (City)
Outside (while inside lol) South Figaro: (???) South Figaro (Inside of houses): (???) Anything else in South Figaro: (???)
Little House North of South Figaro
Little House (Sabin's home): (???)
Mount Koltz (Outside): (???) Mount Koltz (Inside): (???)
I've a question though...if you can answer, I mean.
In the top left-hand corner, we have the main tile. This consists of the four outermost corners of the large tile below. The middle tile at the top is the main tile which the autotile will tile with - in other words, another autotile that will tile with this autotile. For example, if you take a look at the waterfall autotile above, you will see that it has the main tile of the lake autotile here. This means that it will tile seamlessly with the lake.
The top right corner is the inverse corners of the autotile. These are not included within the large set of tiles below, but are needed for the autotile to work properly, so you have to define them separately here. You can see where three of the four are used in this picture here…
The large 96 × 96 area below is where you draw out the rest of your autotile, complete with corners. When in-game, RMXP takes the 16 × 16 corners and inverse corners from this graphic, along with some edges and other parts from the graphic below to make a tile that joins with itself in all shapes and forms. Import your autotile in the normal way: using the materialbase. You probably won't need to set a transparent colour, so just clear the two colour boxes when importing. Once you've done that, you need to add the autotiles to the tileset that you're using in the database. Go to the tilesets tab, and you will see down the side a list of boxes under Autotile Graphic. You can select your autotile from there.
I can't understand the bolded part >.> how would I go about finding those pieces, from ripped tilsets....?