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Author Topic: Mystic Quest  (Read 12099 times)

JCE3000GT

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Mystic Quest
« on: December 21, 2007, 08:34:46 PM »
Quote
000000-000200     ---     Header
007340-0073BC     PTR     Map Sprite Build Pointers
007CCF-007FBF     PTR     More Sprite Buikders (Monsters?)
007FCF-00?        PTR     Monster Sprite Map Pointers
00804F-0081BF     ---     FF Block
0081C0-0081D5     ANSI    Game's Title
013C55-013DFF     ---     FF Block
014475-0148FE     MONST   Enemy Stat Offsets
0148FF            ---     Wasted Byte
0180D2-181FF      ---     FF Block
018DF5-0          TXT     Shop Text
0197D9-0          TXT     "New Game"
01973A-0          TXT     "Save Completed"
0198A4-0          TXT     "Empty!"
019C65-0          TXT     Status Screen
019F3F-0          TXT     Custom Screen
01A203-0          TXT     "Give Up?"
01A536-0          TXT     Name Selection and stuff
01A612-01A631     ---     FF Block
01AD0C-0          TXT     Menu Text
01B30E-0          TXT     Battle Menu
01BA0D-01BC85     TXT     Credits
01BE85-01CF84     TXT     Text Block 1
01D08D-01D136     TXT     Text Block 2
01D2B7-01D4BC     TXT     Text Block 3
01D4D2-01D835     TXT     Battle Script
01D93A-01FE50     TXT     Text Block
020200-0219FF     GFX     Items
021A00-021A3F     PTR     Item Tile Pointers (pallete)
0212C0-0281FF     GFX     Sprite Bank 1
028200-028E7F     PAL     Palette for Sprite Bank 2
028E80-02F480     GFX     Sprite Bank 2
02F560-02F92A     PTR     Palette Pointers for Bank 2
0300D5-0301FF     ---     FF Block
030200-0341C0     GFX     Something to do with world map data
0341C1-037DC0     GFX     Spell Animations
037DC1-037ED4     GFX     Spell Movement Animation?/Pointers?
037ED5-0381FF     ---     FF Block
038200-03822F     PAL     Text and Menu Palletes Four Colors each
03D9F4-03DFC3     PAL     Sprite Palettes (8 colors)
03DFC4-03ED43     GFX     World Map Sprites (FIREBURG)
03FA37-0401FF     ---     FF Block
040200-?          PTR     World Map Tile Config?
041608-417ED      PTR     Hill of Destiny Tile Configuration?
047FBE-0481FF     ---     FF Block
048200-04865F     PAL     Monster & Background Palettes
048660-0487F4     PTR     Enemy Sprite Pointers
0487F5-0501A4     MONST   Enemy Battle Sprites and damage #'s
050818-0581F7     MONST   Boss Sprite Bank 1
05991C-05ED4B     MONST   Boss Sprite Bank 2
0610DA-061111     TXT     Title Screen Text
061114-           PTR     VRAM Title Screen Pointers
062C4C-0638EB     GFX     Title Screen Tiles
0638EC-06392B?    PAL     Title Screen Palettes?
0640D0-06431F     TXT     Map Locations
064320-06461F     TXT     Item Names
064620-064D9F     TXT     Attack Names
064DA0-0652BF     MONST   Enemy Names

Quote
The following are the offsets for the Max HP of the enemines in FF:MQ. These are the first two bytes of the enemy's stats. Each enemy's stats are 14 bytes long, and go in this order:
HP HP Str Def Spd Mag [str element] [str element]
[unknown] [unk] [unk] [unk] [wk element] [counter %]

14475-Brownie
14483-MintMint
14491-Red Cap
1449F-Mad Plant
144AD-Plant Man
144BB-Live Oak
144C9-Slime
144D7-Jelly
144E5-Ooze
144F3-Poison Toad
14501-Giant Toad
1450F-Mad toad
1451D-Basilisk
1452B-Flazzard
14539-Salamand
14547-Sand Worm
14555-Land Worm
14563-Leech
14571-Skeleton
1457F-Red Bone
1458D-Skulder
1459B-Roc
145A9-Sparna
145B7-Garuda
145C5-Zombie
145D3-Mummy
145E1-Desert Hag
145EF-Water Hag
145FD-Ninja
1460B-Shadow
14619-Sphinx
14627-Manticor
14635-Centaur
14643-NiteMare
14651-Stooney Roost
1465F-Hot Wings
1466D-Ghost
1467B-Spector
14689-Gather
14697-Beholder
146A5-Fangpire
146B3-Vampire
146C1-Mage
146CF-Sorcerer
146DD-Land Turtle
146EB-Adamant Turtle
146F9-Scorpion
14707-Snipion
14715-Werewolf
14723-Cerberus
14731-EdgeHog
1473F-Sting Rat
1474D-Lamia
1475B-Naga
14769-Avizzard
14777-Gargoyle
14785-Gorgun
14793-Minotaur Zombie
147A1-Phanquid
147AF-Freezer Crab
147BD-Iflyte
147CB-Stheno
147D9-Chimera
147E7-Thanatos
147F5-Stone Golem
14803-Skullerus Rex
14811-Behemoth
1481F-Minotaur
1482D-Squidite
1483B-Snow Crab
14849-Jinn
14857-Medusa
14865-Gidrah
14873-Dullihan
14881-Flameosaurus Rex
1488F-Ice Golem
1489D-Dual Headed Hydra
148AB-Twin Headed Hydra
148B9-Pazuzu
148C7-Zuh
148D5-Dark King

Quote
Font Hacking For FFMQ

The premise is simple. 8x8 tiles programmed in binary, with 0
representing transparent and 1 representing white.

for example, 53= 01010011. This repeats itself 8 times vertically to
create a tile.

There will be two value for each row. The transparent, and the shown.
Simple rule: Both must add up to FF. If you see a tile where something
adds up to more than that, then it isn't a tile.

To see the tiles, use a hex editor of some kind. Set the row width to
64 in decimal, or 40h. The values for a tile will then line up
vertically.

I will list the starting values for said tiles. A tile, lined up with
width as told, will look like this
t1v1
t2v2
t3v3
t4v4
t5v5
t6v6
t7v7
t8v8

t=trans., V=visible.

Here are the starting bytes to each tile found so far in said format.

Compressed Tiles (For use in bottom spot of screen)

$384a4: Auto (Two tiles)
$384a8: Manual (Three tiles)
$38630: Top Left Corner
$38632: Bot Left Corner
$38634: Top Right Corner
$38636: Bot Right Corner
$38638: Veritcal line
$3863a: Horizontal Line
$3863c: Horizontal to right of name (One pixel less on left side)
$3863e: End (Three tiles)
$3864a: Compressed L
$3863c: Compressed E
$3863e: Compressed V

The following only work in talking text (I don't know why)
$38830: g
$38832: j
$38834: p
$38836: q
$38838: y
$3883A: h

The tiles for shrunk (see: level on bottom) numbers begin at  $38A30 and goes from 0 to 9.

TIles $38A44-$38A4E are unknown useages.

TIles $38A50 are fullsized, from 0-9 and then A-F (F=$38A6E)

Tiles starting from $38C30-$38C6E) are G-Z (Z=$38C56), followed by a-l (l=#38C6E)

TIles starting with $38E30-$38E4A are tiles for m-z.

For the 38Exx group:
4c=!
4E=?
50=,
52='
54=.
56&58="

The others will be decoded soon, but should be punctuation, probably
running through $38E6E.

=========================================

No header:

6BDAE         Pointers to SPCs
6BDFF         Pointers to BRRs
6BEA1-6C1E1      Instrument sample indexes
6C201         BRR samples
750FD         SPC sequences
========================================

750FD      Silence
78573      Battle 1
78B68      Battle 2
79320      Battle 3
79B73      Victory!
79E0A      World
79F87      Fossil Labryrinth
7A29A      Dungeon of Ice
7A84E      Lava Dome
7AE4E      Mountain Range of Whirlwinds
7B20B      Dungeon and Waterfall
7B504      Middle Tower
7B779      Last Castle
7BF2E      Beautiful Forest
7C2F8      Shrine of Light
7C743      City of Earth ~ Foresta
7CC41      City of Ice ~ Aquaria
7D151      City of Fire ~ Fireburg
7DA03      City of Wind ~ Windaria
7DF42      Rock 'n' Roll
7E410      Rock Theme
7E810      Fanfare of Friendship
7E8C2      Mystic Ballad
7EAAB      Hill of Fate
7EEDD      Mystic Quest
7F473      Ending
7FBD3      The Crystal

========================================

D2 xx      change instrument volume to xx
D4 xx      Pan= 00-7F Left, 80-FF Right

E2               
E3         
E4 xx      Change instrument octave to xx
EA xx      Change instrument to xx
EB xx     
EC xx yy   
ED xx     
EE xx     

F1
F2     
F3 xx      Set tempo to xx (slower?)
F4 xx      Set tempo to xx (faster?)
F5 xx      Set echo to xx
F6 xx
F7 xx yy
F8 xx      Set global sequence volume to xx
F9
FA
FB
FC
FD xx     

========================================

Sample Index list from: 6BEA1-6C1E1

00   Nothing
01   Guitar
02   Kick Drum
03   Brass Section
04   Distortion Guitar
05   Synth Bass
06   Flute 1
07   Hihat
08   Flute 2
09   Rock Organ
0A   Electric Bass
0B   Snare Drum (loop)
0C   Strings
0D   Conga Drum
0E   Trumpet
0F   Xylophone
10   Cymbal Crash
11   Timpani
12   Wood Block

========================================

Samples from within the SPC sequence:

00   Triangle waveform
01   Triangle waveform (Synth Church Organ)
02   Square waveform (not Square as in Squaresoft)
03   Saw waveform (Overdrive)
04   Saw waveform (Synth Trumpet)
05   Square waveform (Overdrive)
06   Saw waveform?
07   Triangle waveform (Bell)
08   Triangle waveform (Overdrive)
09   Saw waveform (Overdrive)
0A   Saw waveform (Synth Bass)
0B   Sine waveform (Flute)
0C-3F   Nothing

========================================

BRR Pointers (raw)

01C20D
21C80D
2ECC0D
08E80D
FFF50D
5DFA0D
FB000E
300D0E
16140E
4E140E
06220E
65310E
A24D0E
84550E
C45C0E
6E690E
4A770E
F3810E
« Last Edit: June 01, 2011, 04:03:06 PM by JCE3000GT »

JCE3000GT

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Re: Mystic Quest
« Reply #1 on: December 22, 2007, 12:56:24 PM »
Help is appreciated.  I'm sure alot of people would like to find the data to MQ so we can get some good hacks out there. 

Deathlike2

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Re: Mystic Quest
« Reply #2 on: December 22, 2007, 01:30:26 PM »
All I can come up with is by using your Mystic Quest editor is that tweaking some HP numbers is that the type of "counters" can change (eg. stone-counter instead of poison counter or the magic shield o' doom can be installed on an enemy)... and that max HP drives the attack power of the enemies... meaning that each special attack has a specific multiplier as far as I can tell. Weakness also ignores magic defense..

Although, this is nothing that you probably you don't already know.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

JCE3000GT

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Re: Mystic Quest
« Reply #3 on: December 22, 2007, 01:45:50 PM »
Post it.  This is a data gathering thread like the FF4 ones.   :omghax: :laugh:

JCE3000GT

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Re: Mystic Quest
« Reply #4 on: December 29, 2007, 02:40:36 AM »
Here's an odd nugget...tell me if you notice something similar:

Quote from: Mystic Quest
D2 xx      change instrument volume to xx
D4 xx      Pan= 00-7F Left, 80-FF Right

E4 xx      Change instrument octave to xx
EA xx      Change instrument to xx
EC xx yy   
ED xx      

F3 xx      Set tempo to xx
F5 xx      Set echo to xx
F7 xx yy
F8 xx      Set global sequence volume to xx
FA xx      


Quote from: Final Fantasy V
00-0D      - Play note, C
0E-1B      - Play note, C#
1C-29      - Play note, D
2A-37      - Play note, D#
38-45      - Play note, E
46-53      - Play note, F
54-61      - Play note, F#
62-6F      - Play note, G
70-7D      - Play note, G#
7E-8B      - Play note, A
8C-99      - Play note, A#
9A-A7      - Play note, B
A8-BF      - ???
C0-CB      - rest

D2 xx      - set instrument volume to xx
D3 xx      - ???
D4 xx      - pan channel left or right [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
D7 ss tt dd    - Vibrato: ss = speed, tt = time until vibrato, dd = depth
E0      - Vibrato off?
E1      - ???
E2 ss tt dd   - Tremolo: ss = speed, tt = time until tremolo, dd = depth
E3      - Tremolo off?
E4 xx      - change pitch to xx
E5 xx      - lenth of next note is xx
EA xx      - change instrument to xx
EE      
F0      - ???
F1      - ???
F2       - ???
F3 xx      - change tempo to xx
F4      - ???
F5 xx      - set reverb to xx
F6      - ???
F7 xx      - ???
F8 xx      - set global SPC volume to xx

Seiken Densetsu 2 / Secret of Mana also uses the same commands that I've noticed.

JCE3000GT

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Re: Mystic Quest
« Reply #5 on: June 16, 2008, 10:01:15 PM »
So anyone hazard a guess as to what the differences are in MQ to SD2 and FFV that makes importing songs between them so difficult?

Vehek

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Re: Mystic Quest
« Reply #6 on: June 16, 2008, 11:43:46 PM »
Have you gotten any MQ songs to import to SD2/FFV?
I think one problem is with the channel pointers. I counted 9 in a MQ song and 10 in a FFV song.

JCE3000GT

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Re: Mystic Quest
« Reply #7 on: June 17, 2008, 02:23:10 PM »
Have you gotten any MQ songs to import to SD2/FFV?
I think one problem is with the channel pointers. I counted 9 in a MQ song and 10 in a FFV song.

Nope.  I think the possibility of importing songs TO MQ FROM FFV/SD2 is probably not as easy as the other way around.  You can null out the extra channel from the MQ song when importing it to FFV/SD2 me thinks.  Unless the song from FFV and SD2 doesn't use all the channels...

Vehek

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Re: Mystic Quest
« Reply #8 on: June 17, 2008, 03:30:46 PM »
Comparison between SPC headers in FFMQ and FFV (minus length header).
Quote from: FFV: Ahead on our Way
FEE5
FEE5
A1E6
2AE7
1DE8
A5E8
8BE9
B9E9
6FEA
7AEB

Quote from: FFMQ: Battle 1
8785
3A86
5387
D487
B288
7289
1E8A
688B
698B
See, there's a duplicate of channel 1's pointer in FFV.

JCE3000GT

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Re: Mystic Quest
« Reply #9 on: June 17, 2008, 03:47:34 PM »
Comparison between SPC headers in FFMQ and FFV (minus length header).
Quote from: FFV: Ahead on our Way
FEE5
FEE5
A1E6
2AE7
1DE8
A5E8
8BE9
B9E9
6FEA
7AEB

Quote from: FFMQ: Battle 1
8785
3A86
5387
D487
B288
7289
1E8A
688B
698B
See, there's a duplicate of channel 1's pointer in FFV.

Any idea why?

Vehek

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Re: Mystic Quest
« Reply #10 on: July 27, 2008, 04:37:18 PM »
I don't know why. When importing from MQ to FFV/SD2, you have to add an extra pointer, and when importing from FFV/SD2, you have to remove the extra pointer.

JCE3000GT

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Re: Mystic Quest
« Reply #11 on: July 27, 2008, 08:36:02 PM »
I don't know why. When importing from MQ to FFV/SD2, you have to add an extra pointer, and when importing from FFV/SD2, you have to remove the extra pointer.

Do you have any examples?  I'm not getting the imports to work form/to MQ.

Vehek

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Re: Mystic Quest
« Reply #12 on: July 28, 2008, 01:22:18 AM »
Here are some imports. They aren't perfect, but they're playing.

JCE3000GT

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Re: Mystic Quest
« Reply #13 on: July 31, 2008, 10:59:29 PM »
The better question is do you have those song sequences dumped into files so I can look at them and see what was done so I can try it for myself. 

Vehek

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Re: Mystic Quest
« Reply #14 on: August 01, 2008, 01:36:26 PM »
Really, the only difference in the first one is that I deleted the pointer duplicate, shrinking the total size of the SPC data.