øAslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&action=profile;area=showposts;sa=messages;u=262e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3578.htmlslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&action=profile;u=262e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3578.html.zx™ôg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤²ÌOKtext/htmlISO-8859-1gzip0|Ö²ÌÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:28:32 GMT0ó°° ®0®P®€§²ð®˜ôg^ÿÿÿÿÿÿÿÿu+²Ì Show Posts - Madsiur

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Messages - Madsiur

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1
General Discussion / Re: RHDN Currently Down
« on: April 14, 2018, 09:33:09 PM »
It's just normal than a first post that is a shitpost, that is breaking rule(s), the forum values or is unrelated to the forum mission gets deleted. Same goes with closing or even deleting a thread that brings too much controversy and destroy the harmony or that is hateful, free speech has a limit, and those limits are set by the administration.

As a forum maintainer, coding can be slow, it destroy what you got of free time and that is free time you could spend doing something more interesting like ROM hacking, but at some point stuff needs to get done so you do it and postpone your other hobbies.

2
Game Modification Station / Re: New Tool: Visual SAK
« on: March 29, 2018, 05:35:29 PM »
Than is demonstration of FF6 compression. Could you help me with the correct palette for this image? I was trying to follow Madsiur's tutorial, but provided address wasn't giving the correct colors.

This image can use multiple palettes and none will make all graphics look good. The one used in my tutorial is at $C20B91, starting with white ($FE7F so color $7FFE). This picture show the 6th color being selected, hence your problem likely. This should make the shield and hand block look good at least. Good work btw!

3
SPC - Hard Core / Re: Squaresoft BRR Database
« on: March 18, 2018, 01:22:36 PM »
So I wonder, are you interested in landing a hand to finish it? I'm OK if we re-spec it for FF6, because internally it was made flexible so later on to be used for all FFs (4,5,6), that will cover versions 1, 3, 4.

I have no programming experience in what most music commands do programmatically to a waveform (or channel / song).I used to deal with FF6 music commands to tweak songs but that was a few years ago.. What I could try doing is looking at some FF4 song data and document the missing commands, if there are any. After documenting everything generating a document such as this one for FF4 would be easy. FF6 support in a later time would actually be awesome  :childish:

I'm not promising anything very shortly but I'll look at this..

4
General Discussion / Re: State of the Sketcher
« 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!

5
SPC - Hard Core / Squaresoft BRR Database
« 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!


6
SPC - Hard Core / Secret of Evermore Music Data
« 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

7
The only source for the bandana back story is did-you-know-gaming themselves so it's totally made up.

8
SPC - Hard Core / Seiken Densetsu 3 BRRs
« on: March 02, 2018, 07:01:42 AM »
I'm dropping the samples labeled by ROM ID. As you can see they have done weird stuff with samples 00-07 that are really tiny (but valid I've checked) and samples 08-0F that are dummy.

If anyone would be kind enough to label them and post an updated list I would really appreciate it but it's also something I could do but with more struggle! you could probably listen to them in FF3usME or anothe rBRR editor. Problem is my music instrument English sucks bad I can only say flute, guitar and banjo.. :blush:

Download: https://www.ff6hacking.com/misc/SD3.zip


| ID  |      Offset     | Size  |     Name       | ADSR | WRML | LOOP |
-----------------------------------------------------------------------
| $01 | $C73903-$C73928 | $0026 | SD3            | E0FF | B3FD | C900 |
| $02 | $C73929-$C7393C | $0014 | SD3            | E0FF | B3FD | 0000 |
| $03 | $C7393D-$C7396B | $002F | SD3            | E0FF | 0000 | 001B |
| $04 | $C7396C-$C73991 | $0026 | SD3            | E0FF | 0000 | 001B |
| $05 | $C73992-$C739D2 | $0041 | SD3            | E0FE | B6FD | 001B |
| $06 | $C739D3-$C73A0A | $0038 | SD3            | E0FF | 0000 | 001B |
| $07 | $C73A0B-$C73A5D | $0053 | SD3            | E0FF | 0000 | 001B |
| $08 | $C73A5E-$C73AB0 | $0053 | SD3            | E0FF | 0000 | 001B |
| $09 | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0A | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0B | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0C | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0D | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0E | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $0F | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $10 | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0000 |
| $11 | $C73AB1-$C747E1 | $0D31 | SD3            | E0FF | 0000 | 002F |
| $12 | $C747E2-$C768D4 | $20F3 | SD3            | E0FF | 0000 | 0DF1 |
| $13 | $C768D5-$C77524 | $0C50 | SD3            | E0FF | 0000 | 204E |
| $14 | $C77525-$C7801E | $0AFA | SD3            | 40EE | 0000 | 0CF8 |
| $15 | $C7801F-$C793EB | $13CD | SD3            | EFFF | 0000 | 0A08 |
| $16 | $C793EC-$C79837 | $044C | SD3            | CDCF | C6FF | 10A8 |
| $17 | $C79838-$C79CE6 | $04AF | SD3            | F0FF | C510 | 035C |
| $18 | $C79CE7-$C7ABE2 | $0EFC | SD3            | E6FE | 6CFE | 0457 |
| $19 | $C7ABE3-$C7CC21 | $203F | SD3            | E9FE | 2600 | 0391 |
| $1A | $C7CC22-$C7D4E4 | $08C3 | SD3            | F5FF | C7FF | 1470 |
| $1B | $C7D4E5-$C7DD4D | $0869 | SD3            | F4FF | C9FF | 088E |
| $1C | $C7DD4E-$C7F6F9 | $19AC | SD3            | EEFF | F6FF | 05C2 |
| $1D | $C7F6FA-$C8055C | $0E63 | SD3            | EBFF | 00FF | 13FA |
| $1E | $C8055D-$C80F3F | $09E3 | SD3            | F2FF | 0000 | 053A |
| $1F | $C80F40-$C81E9E | $0F5F | SD3            | EAFF | 0501 | 085D |
| $20 | $C81E9F-$C82194 | $02F6 | SD3            | EBFF | 46FE | 0FCB |
| $21 | $C82195-$C82A60 | $08CC | SD3            | F6FF | 0000 | 01CA |
| $22 | $C82A61-$C83BC0 | $1160 | SD3            | E7F9 | EBFF | 081B |
| $23 | $C83BC1-$C8491E | $0D5E | SD3            | EDFC | 0000 | 001B |
| $24 | $C8491F-$C86927 | $2009 | SD3            | E5FA | 0000 | 001B |
| $25 | $C86928-$C87FBB | $1694 | SD3            | E8F3 | 0000 | 001B |
| $26 | $C87FBC-$C89FA0 | $1FE5 | SD3            | CBFF | 3003 | 00BC |
| $27 | $C89FA1-$C8ACD1 | $0D31 | SD3            | E0FF | 3CEB | 102F |
| $28 | $C8ACD2-$C8BA02 | $0D31 | SD3            | E0FF | 59EB | 0D2F |
| $29 | $C8BA03-$C8C3A6 | $09A4 | SD3            | EAFF | A008 | 0D1B |
| $2A | $C8C3A7-$C8CC72 | $08CC | SD3            | F4FF | 0000 | 09CA |
| $2B | $C8CC73-$C8D307 | $0695 | SD3            | E0FF | 0000 | 0893 |
| $2C | $C8D308-$C8EE5A | $1B53 | SD3            | E6FA | F90B | 061B |
| $2D | $C8EE5B-$C90E87 | $202D | SD3            | EBFF | 3D08 | 0065 |
| $2E | $C90E88-$C935E0 | $2759 | SD3            | EAFF | EF0E | 1F64 |
| $2F | $C935E1-$C94494 | $0EB4 | SD3            | ECFF | C5FF | 2661 |
| $30 | $C94495-$C96293 | $1DFF | SD3            | E0FF | 0000 | 0E4A |
| $31 | $C96294-$C967A5 | $0512 | SD3            | E0FF | 0000 | 1610 |
| $32 | $000000-$000000 | $0000 | SD3            | 0000 | 0000 | 0500 |
| $33 | $C967A6-$C9A6DD | $3F38 | SD3            | E8F8 | C5FF | 001B |
| $34 | $C9A6DE-$C9C089 | $19AC | SD3            | E5FA | 18FC | 0024 |

9
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« on: February 26, 2018, 03:23:25 PM »
Oh right, Madsiur also has a couple with GBA versions.

Those for GBA that I have made (but that I not the bug finder or SNES author) are at RHDN:

Tritoch Animation Fix   bydoless
Auction Chocobo Fix   Madsiur
Wrong Way, Idiot!       Gi Nattak

There's also my Shadow's shadow fix: https://www.ff6hacking.com/forums/thread-3437.html

You can use any of these for a compilation. If one or more are already covered by one or more event patch of Leetsketcher, use Leet's patches instead.


10
Game Modification Station / Re: New Tool: Visual SAK
« on: February 25, 2018, 06:22:44 PM »
I did notice that FF6a barely uses compression (at least not LZ10).

It use compression for things that are not used often it seems  like ending cut-scenes, some things like the Magitek Cart ride. Compressed GFX are labeled on the wiki ROM maps.

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

Well a tilemap can be a form of compression. For monsters, it removed the possible empty tiles in the mold (32x32 or 64x64). As for something like the Window backgrounds, it's better to have 31 window tiles not ordered than having repetitions in a multiples of well aligned patterns. Tile order for sprites is also a way to prevent tile repetitions in sprite poses. However for something like portraits, I have no idea while tiles were put this way... Maybe reading them in batch of 4 (?) resulted in this being the optimal way to dispose them?

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

That I have no idea, but it worth a try!

11
Game Modification Station / Re: New Tool: Visual SAK
« on: February 24, 2018, 10:36:14 PM »
This is a really cool project! Which games outside FF4, FF5 and FF6 do you plan to support?

Here are some GFX locations for FF6A (E). I think most of them if not all are 4bpp uncompressed:

Code: [Select]
4A1A40 4A20DF GFX Wallpaper 1 (1696 bytes) <- require wallpaper tile order
4A34DC 4A3B7B GFX Wallpaper 2 (1696 bytes)
4A3CDC 4A437B GFX Wallpaper 3 (1696 bytes)
4A44DC 4A4B7B GFX Wallpaper 4 (1696 bytes)
4A4CDC 4A537B GFX Wallpaper 5 (1696 bytes)
4A54DC 4A5B7B GFX Wallpaper 6 (1696 bytes)
4A5CDC 4A637B GFX Wallpaper 7 (1696 bytes)
4A64DC 4A6B7B GFX Wallpaper 8 (1696 bytes)
58FF64 5CF9A3 GFX     Monster / Esper Sprites (Variable * 459 entries)  <- require mold data for monsters / espers
5FE83E 60301D GFX Portraits (800 bytes * 23 entries) <- require tiles arrangement to display properly

GBA ROM maps: https://www.ff6hacking.com/wiki/doku.php?id=ff6a:ff6a
wallpaper tiles order: https://www.ff6hacking.com/wiki/doku.php?id=ff6a:data:formats:wallpaper
portrait tiles order: https://www.ff6hacking.com/wiki/doku.php?id=ff6a:data:formats:portrait

Edit: I had forgot the palettes. Here they are..  :blush:
Code: [Select]
5FE55E 5FE83D PAL Portrait Palettes (16 colors * 23 entries)
6E7AD0 6EAAF8 PAL Monster Palettes (16 bytes * 764 entries)
6ED1B0 6ED2AF PAL Wallpaper Palettes (32 bytes * 8 entries)

I have some palettes of interest only documented in the (U) release:
Code: [Select]
6FD8E6 6FDCE6 PAL Map Sprite Palettes

GFX:
760000 792FFF SPRITE Character/Various Sprites (Variable * ??? entries)

12
I have spells that are up to 14 digits long for their name including the spell icon tile.

With the 1 column menu you could push this to 16 and even more but you'd have to consider other place that display a spell name (which is the ability menu and esper menu only?). If you want to have a 1 column spell menu outside battle, you could maybe even double the original max length of the spell name. You could even have 2 sets of names, one for battle and one for outside battle menus.

I could look at this after the day / night cycle. FIY the "Restored Ability Names" patch does make this changes but also a lot of other names related expansions that were in Pandora's Box. But if you want to expand only spell names and do your other menu changes, you're better doing it from scratch.

13
Gaming Discussion / Re: Slick is now a den of evil.
« on: June 10, 2017, 01:20:25 PM »
Just saw this... ROM hacking is to real hacking what weed is to heroin. And guess what: weed is tolerated, not sanctionned or even legal (hello Canada 2018) in a growing number of countries, so is modding games like Fallout 4 or Skyrim. This article is making the same analogy that smoking weed is a pathway to heroin.

14
those programs do an OK job of recompressing, but the algorithm used isn't perfect and certainly doesn't compress as much as possible.

FF6LE and Zone Doctor use Yousei's functions to decompress / recompress. I noticed while playing with the source that recompressing every map of a vanilla ROM will display an error of not enough free space, which indicates that the algorithm is not the exact same as the on Squaresoft used. I wonder if the python script on RHDN does a better job..

15
General Discussion / Re: RHDN Currently Down
« on: March 18, 2017, 09:13:44 PM »
Nightcrawler can't have cable internet where he lives, much in the same way I can't. Cable providers don't consider it a worthwhile investment, and the government isn't stepping in to say "yeah, you need to do that." There is nothing he can do about it.

Country area here (90% of territory) have the same problem, hence the decision to push providers to invest in infrastructures in remote areas.

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