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Author Topic: Does somebody knows Japanese?  (Read 957 times)

Squall

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Does somebody knows Japanese?
« on: June 27, 2016, 03:58:21 PM »
Hey guys,

Does somebody of you know Japanese?
I'm searching for good non-google translation of
14B180- : モンスター画像entry[5Bytes * 384] 1b:圧縮フラグ,15b:画像アドレス,1b:大きさ,1b:影フラグ,4b:未使用,2b:色ID上位,1B:色ID下位,1B:形ID
(from http://www9.atwiki.jp/ffbin/32.html)

I think it holds the key for the info I'm looking so hard last couple of days!!! What do you know about D4/B180?

Pinkpuff

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Re: Does somebody knows Japanese?
« Reply #1 on: June 30, 2016, 04:27:19 PM »
Without having looked at the rom (or really anything about FF5's inner workings whatsoever), just the text you posted:

14B180: monster images
1B: compression flags
15B: image address
1B: size
1B: shadow flags
4B: unused
2B: color ID high byte
1B: color ID low byte
1B: form ID

Not sure how useful any of that is, but that's all I got.
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samurai goroh

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Re: Does somebody knows Japanese?
« Reply #2 on: June 30, 2016, 05:11:37 PM »
Thanks Pinkpuff, that seems more or less what I could interpret using the translation.

I'm a bit suspicious on the Color one though as I believe that's not quite corrected labeled. It would seem to me at first glance that it goes from 0x0 to 0x226 w/o repeating (sometimes it even skips numbers). So I would think is just the index of the color palette and not color per se.

I think the unused bits it might be wrong labeled too, either that or I made an error while splitting some of the data by hand :P


But I suppose you just wanted to be sure that it contained the information to know how to draw the enemies, which it seems it is.
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Squall

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Re: Does somebody knows Japanese?
« Reply #3 on: July 01, 2016, 02:31:30 AM »
Thank you very much Pinkpuff!!! As I suspected, google translate is not accurate :D

samurai goroh ColorID is not a color rather index. As Pinkpuff have translated it contain more bits - total 10bits index. That index points to palette colors that start from $CED000 + 8*index - we get 32bytes or 16colors from there to make the sprite palette.

As you are familiar with SNES palettes, you may ask why 8x, rather 16x (since a palette uses 16 entries in 4BPP)? The answer is in byte1 - so called compression flag. There is no real compression, but when is set colors in the sprite are 3 bits only (8 colors) BUT in 4BPP, we still have 4 bit-planes for the tiles, thats why plane 4 is 0 by asm:
Quote
C1/21DE: A20800       ldx #$0008      ;Bit-plane 3-4: 8 loops x2 bytes
C1/21E1:   B772         lda [$72],Y
C1/21E3:   29FF00      and #$00FF
C1/21E6:   8F182100  sta $002118      ; Data for VRAM Write (Low Byte)
C1/21EA:   C8           iny
C1/21EB:   CA           dex
C1/21EC:   D0F3        bne $21E1

I havent figured out what 'Shadow' flag does.

BTW if you draw by hand, the map (FormID) is 8 bytes, containing 8 bits, because monster sprites are always 64x64 pixels or 8x8tiles. 1 mean draw the next tile from 'Image Address', 0 transparent - no tile.
« Last Edit: July 01, 2016, 02:40:30 AM by Squall »