øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=45e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2ba6.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2ba6.html.zxbüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰUÀOKtext/htmlISO-8859-1gzip@øÕÀÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:45 GMT0ó°° ®0®P®€§²ð®aüg^ÿÿÿÿÿÿÿÿd#À Show Posts - Squall

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Messages - Squall

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46
Quote
Instead of changing the escape count, can the growth rate be changed? From 0,5 per escape to 0,4 per escape.
The calculation is done in 1 byte (LSR) so whatever change you make it will require more bytes

So regardless are you changing the cap or reduction formula, you will need to 'inject' a small piece of code in C2 similar to what I have already shown in previous post. As far as you find a free space you are free to change in whatever way you want. Its really not hard, just finding that free space is the harder part.

As for the GBA, I will post a screenshot in my thread of what I mean by 3 portraits. Please lets continue there on that subject.

47
Thank you for the head's up! I didn't know it will be on Steam.

Since you are familiar with CT do you know is there a difference between DS and PS1 version? How is the Steam version?

48
BTW Xardas, have you played GBA version? If so, do you know what the 3 portraits of a same person are used for (please check my Viewer thread)

49
Here is the routine that increase Number Of Escapes ($7C75):
Code: [Select]
C2/50CD: 18           CLC
C2/50CE: AD 75 7C     LDA $7C75
C2/50D1: 69 01        ADC #$01
C2/50D3: 90 02        BCC $50D7
C2/50D5: A9 FF        LDA #$FF
C2/50D7: 8D 75 7C     STA $7C75
It is limited to 255. If you limit it to 200, then this will decrease Chicken Knife to 100.
Unfortunately in order to cap it to 200, you need to add 2 extra bytes (CMP #200) and that ... is not trivial task.

Since above will affect too many things its better to cap it here:
Code: [Select]
Chicken Knife Damage Formula
C2/8626: AD 75 7C     LDA $7C75
C2/8629: 4A           LSR
C2/862A: AA           TAX
C2/862B: 86 50        STX $50
but you will need around extra 6 bytes (CMP #200; Bxx ; LDA #200)... which again is not a trivial things

If you really want to change it, I will suggest the second spot. Find a free space in C2 bank to inject short code:
Quote
LDA $7C75
CMP #200
Bxx
LDA #200
RTS
(10 bytes) and change the 3 bytes of LDA $7C75 with JSR <your injected code>

50
Game Modification Station / Re: New Tool: Visual SAK
« on: February 27, 2018, 01:27:46 PM »
Version 2.2 is out!
 - Added Template: SNES 3bpp (no compression)
 - Added Template: SNES 4bpp (no compression)
 - Major workflow change
 - Stability improvement

P.S. I need help to test 8bpp GBA graphics. If you know the addresses of graphic tiles of 8bpp in any GBA ROM (non-compressed or LZ77-10) please share some and the name of the ROM. If you happen to know their palette address that will be even better :thumbsup:
Do you know games for GBA that use direct-color (non palette)?
Do you know GBA games that internally store graphics in bpp different of 4/8? I wonder is it worth to implement other BPPs for GBA?

51
Game Modification Station / Re: New Tool: Visual SAK
« on: February 26, 2018, 03:02:22 AM »
Code: [Select]
Read next byte from the stream:

 If the bit is 1:
   Read next byte from $D0
   Write it on the circular buffer
   Write it on $D3
 If the bit is 0:
   Read 16 bit value from $D0
   That value contains an 'offset' and a 'length': O07 O06 O05 O04 O03 O02 O01 O00 | O10 O09 O08 L04 L03 L02 L01 L00
   Do (length + 3) times
       Read a byte from the circular buffer with the given offset
       Write the byte on the circular buffer
       Write the byte on $D3
       Increment offset (if offset > #$07FF then offset = #$0000)
After consuming the 8 bits from the bitmap byte, a new bitmap byte is read from $D0.
This is the FF5 LZSS algorithm. It uses $800 byte circular buffer. The repetition is 2 bytes - 11b Offset, 5b Length.

Thank you for your notes assassin! It seems to me its the same as your description. The only difference I see is that the Length (quantity as you call it) is placed in bits 3-7, while in FF5 its 0-4. Is there any chance you count bits from left to right? If so than its the same :D

52
Game Modification Station / Re: New Tool: Visual SAK
« on: February 25, 2018, 05:26:11 PM »
This is a really cool project! Which games outside FF4, FF5 and FF6 do you plan to support?
Thank you! Actually this tool is not connected with any game. I just use FFs as base to test functionality :D

Thank you very much for the info, Madsiur! It was helpful to test a new Template - GBA 4bpp (no compression).
Unfortunately all the GFX require a tile-map, something that I have not implemented yet, so I couldn't see them properly.

I did notice that FF6a barely uses compression (at least not LZ10). Also all GFX uses a tile-map ... and tiles look scrambled inside ... Is there a particular reason for that, like weird copy protection of GFX? or just hmm bad programming :D

Anyway thanks to your data, version 2.0 is out! Download from first post.

P.S. Madsiur since FF6 uses LZSS variation do you know is it the same as FF5 LZSS one?

53
Final Fantasy V Research & Development / Re: FFV Viewer
« on: February 24, 2018, 08:22:50 AM »
Sorry slick was down for so long ... Actually I found almost all in EU version:
Code: [Select]
Portrait Table: $1465A0, 24 bytes per entries
  Portrait 1 tiles - 4 bytes (absolute memory address), LZ10 compressed, 4B aligned, shape 4x5
  Portrait 2 tiles - (same as above)
  Portrait 3 tiles - (same as above)
  Portrait 1 Palette - 4 bytes (absolute memory address). 40 bytes. 8byte header (4B type(03) + 4B PalNums)+ 32 bytes PalEntries
  Portrait 2 Palette - (same as above)
  Portrait 3 Palette - (same as above)
* Physically data is stored in the same order: Portrait1, Portrait2, Portrait3, Pal1, Pal2, Pal3

Some questions were left:
I don't know what the 3 portrait are used and which pal is applied. Pal1 is 16 color. Pal2 is 16 shades of blue. Pal3 is 16 shades of gray.

54
Game Modification Station / Re: New Tool: Visual SAK
« on: February 23, 2018, 12:34:11 PM »
Currently it supports GBA native LZ77-10 (also called LZ10 for short).
The next compression that I will implement will be LZSS, the one used in FF5 SNES, but  think the other FF titles use it too (need confirmation on that).
I have plans to add compressed palettes too. Usually palettes are not compressed, but I know for sure some tiles do it.

P.S. Guys could you help me to speed up tests on next Template that I will implement: GBA 4 bit uncompressed GFX? I think FF6a keep most of GFX that way. What I need is:
 - at least 2 addresses in GBA ROM of GFX in 4bpp format uncompressed.
 - if you could provide their dimension that will be even better
 - Palette addresses of above. Must not be compressed :)

55
Nice scrolling of the top-right part!
Did you do it or its part of the game?

56
Game Modification Station / New Tool: Visual SAK
« on: February 23, 2018, 08:37:49 AM »
Visual SAK: Visual Swiss Army Knife

A new tool developed that will be more like the real Swiss Army Knife - a toolbox in one package, easy to use, does few things but do them with precision!
The toolbox will be focused on ripping of visuals from different ROM - Sprites, Graphics, Palettes, Tiles, ... but not casual ripping rather - finding, documenting, exporting and maybe in the feature importing.

Proof of concept:


There are plenty of things to be done - export of images, more operations on palette, project list, more formats, but I'm eager for some input before going on :D

Download: Version 3.1

P.S. Please download and share some feedback. Also if you find bugs, spell errors,... please report them here. If you have ideas how to make it better - please don't hesitate to suggest.

57
Whoah it seems Square really did write it homework in the department of marketing  :laugh:

BTW that picture seems like taken from somebody's private collection (or seller).

58
No hard feelings, your viever is very good. Also, your viever's information is much more detailed. As I mentioned, the guide does not provide information about damage parameters, hit rates, spell power etc.
Thanks that mean a lot!

59
General Discussion / Re: State of the Sketcher
« on: February 22, 2018, 03:50:02 AM »
You're probably referring to assembly code ... I find it best to devise a working algorithm before I start editing ... That means I actually write the code in an accompanying text file, including the bytes that make up the commands, before I even start editing. That way I can visualize all the bytes that are there and make sure that the algorithm doesn't use too much space.
I feel you, because I've been there (as teenager) and I know what are you saying very well ... back then I was using any piece of paper that happen around me and a pencil (so I can easily delete/change), including a bus ticket or toilet paper :D

But then after I got a macro assembler (which for that time was equivalent of miracle), I felt like the world is opening for me ... like when you have observed the world from a small window, and suddenly you go out. Only then you can really experience it, only then you can really feel it and maybe understand its different then what you have imagine trough that small window ...

How much it opened you ask? Before I could write only small things, hack lives in some games. But after that ... (well there is a learning curve) ... I made music editor, graphics editor, vector graphics and what I consider my jewel in the crown - a game similar to my fav arcade "City Connection". All done from scratch, no internet, no books to find algorithms, no friends to ask (in that time most people didn't know that computers existed).

Ops that was a little bit personal, but I see a good potential and I hope to open your eyes to see how much more you could achieve with a right tool. Speaking of which there are number of macro assemblers for SNES - xkas, ca65, bass, wla-dx. As far as I know, xkas is most used but quite buggy and not friendly for patching. The only one that I know and use is wla-dx, not the most popular, but here is the opinion of fellow hacker that has tried several:
Quote
That said, I actually went with WLA for my Super Famicom Wars translation in the end. It's the only 65816 assembler I know of that both has pretty decent "patching assembler" features and uses a decent linker which can automatically put code and data in sections you've defined as free.

60
General Discussion / Re: Slick was down
« on: February 21, 2018, 10:54:38 AM »
Yeah, I was actually surprised that I was able to get it to load today. It's been about five weeks since the last time I could connect reliably.
Same here, I think around January 16 was the last stable connection that I had.
After that 1-2 times for just a minute or so.

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