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Recent Posts

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91
General Discussion / Re: State of the Sketcher
« Last post by 13375K31C43R on March 18, 2018, 02:20:32 AM »
Happy late 2018! As someone that went back to university in 2016, I can say I can relate. I had to put on hold my FF6A Editor and abandon my FF6 hack project so I can fullfill my forum admin and forum coding tasks and do properly school things. I just focus on smaller hacking projects but I'll admit if I was not spending time in the ROM hacking world and would only study, my average could go from B to B+ or  A-... but we must also do things that are enjoyables :P

I think you are a FF6 bugfix beast, do less this year but don't abandon everything and focus some periods on school to have some free time once in a while to fix another bug!

Thanks! I appreciate all of this! :happy: I feel like I'm running out of bugs to fix in FF6 anyway. There is a bug I want to try to fix in FF5, though, and I want to do a lot of research into the event scripts in FF5 also.

Good luck with your own projects!
92
General Discussion / Re: State of the Sketcher
« Last post by Madsiur on March 17, 2018, 07:46:18 PM »
On a more serious note, however, I anticipate that I will be much less active this year because I have to focus hard on school and work, and I will have little to no time available for hacking.

Happy late 2018! As someone that went back to university in 2016, I can say I can relate. I had to put on hold my FF6A Editor and abandon my FF6 hack project so I can fullfill my forum admin and forum coding tasks and do properly school things. I just focus on smaller hacking projects but I'll admit if I was not spending time in the ROM hacking world and would only study, my average could go from B to B+ or  A-... but we must also do things that are enjoyables :P

I think you are a FF6 bugfix beast, do less this year but don't abandon everything and focus some periods on school to have some free time once in a while to fix another bug!
93
SPC - Hard Core / Squaresoft BRR Database
« Last post by Madsiur on March 17, 2018, 06:26:19 PM »
I started a few weeks ago gathering BRR samples, mainly from Squaresoft Satellaview and SFC games. I host the collection at ff6hacking.com, see this thread. I also developed a wiki section that should grow with more technical info. BRR related offsets are compiled here.

All samples from all games (BRR + WAV) (19MB)

Game that samples were completely extracted with ADSR, Pitch and Loop data are the following:

Bahamut Lagoon
Chrono Trigger
Dynami Tracer
Final Fantasy 4
Final Fantasy 5
Final Fantasy 6
Front Mission
Front Mission: Gundam Hazard
Hanjuku Hero
Koi ha Balance
Live a Live
Mystic Quest
Radical Dreamers
Romancing SaGa
Romancing SaGa 2
Romancing SaGa 3
Seiken Densetsu 3
Super Mario RPG
Secret of Mana
Treasure Conflix
Treasure of the Rudras


Some games data  are less compatible (direct copy / paste) with FF6, especially for pitch data and data from first SPC Cores (FF4, Romancing Saga, etc.). This has consequence that you might require trial and error to find a suitable data for a sample from these games. I'm investigating the two bytes format of the FF6 Pitch data to be able to better adjust this value.

Two games that are making me banging my head on the wall right now are Secret of Evermore and Breath of Fire that have their own special way of storing things (and not the Squaresoft regular pattern). There is a thread on SoE and one on BoF over at ff6hacking.com. I think I am on par with RHDN SoE ROM map as far as music offsets goes. This is the "disassembly" I have generated today. If anyone has BRR samples related info or info on ADSR data, pitch data (if any) and loop data (if any) for these two specific game, you would be very kind if you share them.

The SPC - Hard Core sub-forum was a really great help during this journey (that is not over yet). Every game I had a bit of info about I was able to locate rest of data fast and easily because Squaresoft had more or less the same pattern for the majority of its games. So I would like to thank anyone who contributed here in the various SPC theads of Squaresoft game and JCE3000GT for having paved the way!

94
SPC - Hard Core / Secret of Evermore Music Data
« Last post by Madsiur on March 17, 2018, 06:10:26 PM »
I've made a disassembly of the music data in SoE (see following download link). I think I am currently close to or on par with what is on the RHDN ROM map. If anyone has ever worked with the game music or BRR data, any new info will be appreciated. I got the BRR samples identified but the rest of the data fetching is a mystery though I suspect long blocks fetching (more than $30 bytes) could be song data. Thanks in advance!

Edit: updated to newer version!

soe-spc-data-v3.zip
95
Final Fantasy V Research & Development / Re: Landing Bugfix
« Last post by 13375K31C43R on March 17, 2018, 04:36:48 AM »
What happens if we've already applied the noisecross patch? How easy is it to replace that with this?

It's probably worth mentioning that there are a few other map-related bugs that noisecross's patch fixes that aren't mentioned here.
96
Final Fantasy IV Research & Development / Re: Filly Fantasy IV
« Last post by thepatirckinator on March 12, 2018, 12:09:29 PM »
Filly Fantasy IV will be based on the Japanese Version of Filly Fantasy IV and fedorajoe's Playable Golbez Edition hack of Final Fantasy IV while staying true to the MLP. This is what I think how the final product of Filly Fantasy IV will work out. It will please all the My Little Pony fans, Final Fantasy IV fans, and bronies. Trixie was intended to die like Tellah because I wanted Trixie to be the most powerful guest character and seeing her sacrifice her life after defeating Sunset Shimmer for the first time would be logical. Celest(Princess Celestia) is a weaker guest which is intended to be since she is playable for only the giant mission. It would make sense seeing all the playable characters as pretty ladies for the giant mission because we see Celestia and Luna team up as sisters for one time and have their reunion saved for the ending. This way, Filly Fantasy IV will be great.
97
well, it's based on V-Jump magazine talking to the creators in 1995.  but whether they were conveying actual intent, or coming up with a silly explanation after the fact for their mistake, i do not know.  the latter does seem more likely.
98
The only source for the bandana back story is did-you-know-gaming themselves so it's totally made up.
99
Game Modification Station / Re: New Tool: Visual SAK
« Last post by Squall on March 11, 2018, 07:28:51 PM »
O boy, why every new game should use own compressing method ...

Anyway from the document it seems CT uses again LZSS as base, but quite modified: instead of Control on next 8 bits (1 byte), it uses a packets - grouped Control up to 63 bits. Regardless it may sound better (63 bits > 8 bit) it actually adds extra bytes for packets overhead so I really doubt CT get better compression then FF5 & FF6 ...

Quote
I would find it useful if I could load parts of a palette from different locations in a ROM, since Chrono Trigger handles weapon palettes that way, but I'm not sure how useful that would be overall.
You can do it now, but its a little bit tricky. Keep in mind that regardless how many colors an image uses you can manually set how many colors to read for palette. Lets say the 16 color palette is composed by two locations: Addr1, Addr2. Addr1 has first 7 colors, Addr2 has last 9 colors:
 - read 16 colors from Addr2 so we get 9 colors to be last. You might have to use Addr2 - 7*2 as address for palette read!!!
 - read 7 colors from Addr1
100
Game Modification Station / Re: New Tool: Visual SAK
« Last post by Mauron on March 11, 2018, 02:32:43 PM »
Here's a document on Chrono Trigger's compression.

It seems like a good start. I would find it useful if I could load parts of a palette from different locations in a ROM, since Chrono Trigger handles weapon palettes that way, but I'm not sure how useful that would be overall.
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