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Author Topic: FFV Viewer  (Read 20094 times)

noisecross

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Re: FFV Viewer
« Reply #120 on: July 20, 2016, 01:59:16 PM »
P.S. noisecross, I found FF5_Table:BGM very useful in your Maps document. Is this only accessible trough Map doc?

Well... it was samurai goroh who wrote that table and also the one who edited the Maps entry to link it. All the credit goes to him.
About sound I only can help you with the instruments.
The section "SPC Pointer Index" of this site may be also useful to you.

Jorgur

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Re: FFV Viewer
« Reply #121 on: July 21, 2016, 01:56:00 AM »
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- What '01 Alternate death' mean?
I'm guessing the death for some bosses such as Byblos.

Squall

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Re: FFV Viewer
« Reply #122 on: July 21, 2016, 04:02:31 AM »
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About sound I only can help you with the instruments.
The section "SPC Pointer Index" of this site may be also useful to you.
Thank you. Well I have no intention to play/parse music from a ROM, thats too much work and I lack experience in that area :)

However I 'm curious about Music FX/Control byte in formations. Do you know about the 'fanfare' part? Also some battle can change the music (like final boss). Are there structures that hold that info or its hardcoded?

noisecross

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Re: FFV Viewer
« Reply #123 on: July 22, 2016, 05:50:22 AM »
All the text extraction is based on RPGe translation. If a ROM uses a different engine, most likely thing will get ugly (as in your pic)

You can fix this loading the ingame characters tileset and displaying all the names as pictures. (Click the "Monster" label in FF5e_Text_Editor to see what I mean) Another way to fix it is adding the possibility of loading TBLs, but it can be boring and dealing with TBLs is a mess...

By the way, it would be nice if you document how you manage to transform the monster "graphic id" to an actual picture. Which data tables are involved?

Squall

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Re: FFV Viewer
« Reply #124 on: July 22, 2016, 07:08:55 AM »
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All the text extraction is based on RPGe translation.
What I mean is that the addresses in the ROM from where I extract text is RPGe based ROM map. If you use not translated or any other text engine embedded, the addresses will most likely different. Even if it is the same, there is the problem of translating to ANSI (TBLs). All in all its not a trivial task and I have no time for even considering it :)

GBA on the other hand uses .. lets call it Master Text Table. ALL the text you will ever need is there as index in that table, regardless if it is a name or Menu item or speech. You may see it if you open a gba rom in my Viewer under Text tab, there is lonely '5' text standing... actually it is an index in that table, trough which you may see all the texts in GBA.

Indexing is great because from asm/developers stand point let say id 20 is always the name of the monster 'Goblin'. You may rename it, you may translate it in other language - it doesn't matter, if I want to display the logical name Goblin, I will always use id 20. In SNES with addresses (actually offsets) monster named Goblin may be at address C00000 in original rom, E00000 in RPGe or whatever, but I have no master table to know, how to calc the relocated address.

Ok ... I dont know did I explain the difference of working with Master Table and static address but as developer thats the difference between constant and variable :D

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By the way, it would be nice if you document how you manage to transform the monster "graphic id" to an actual picture. Which data tables are involved?
Yes I plan to make 'tutorial' like doc in Wiki on how to display monster image, including the addresses and structures that hold that info. If you need fast answer atm, what do you refer by graphic ID - the whole info that describe how to render an image or just the tiles?

Squall

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Re: FFV Viewer
« Reply #125 on: July 22, 2016, 10:28:09 AM »
Version 6.0 is out!!!

That is another major update:
- Added Encounters section
- You may SEE the actual battle formations
- You may even HEAR the music from the battle
- Predefined Monster Groups encounter
- Interactive World Map encounter selection

*In order to full experience the features you must download and unzip in the program folder the Maps & Music!!!

This is still WIP because I want to add Monster-in-a-box, Dungeon & Event encounters. They are connected with parsing info from maps, so I haven't decided their layout. Event Encounters are still with unknown format to me, so if you know something, share it please!

Squall

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Re: FFV Viewer
« Reply #126 on: July 27, 2016, 01:52:37 AM »
Version 6.1 is out!!!

- Added all encounter types (that I know): Monster-in-abox-, Dungeons, Events
- A routine that calc who is in front/back row.

Brainstorming:
- What do you think about sliders as a way to choose unnamed objects (that have only an index) vs ListBox filled with numbers?
- What do you think about battle formation pictures? To add or not a background from the game?

With that update I will stop adding new features until there is a request. For now I plan only to go back and add missing GBA functionality.

Dark Knight

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Re: FFV Viewer
« Reply #127 on: July 28, 2016, 07:59:39 AM »
Thank you for creating this editor. I have two requests for you, the first would be a shop editor. The second would be a job editor; the ability to change innate abilities, learnable abilities, and the expansion of learnable abilities. To make myself clearer, I would like to make the Monk learn Kick, but all its slots are filled up (7 slots is the maximum). So, I would just need to replace one of its abilities with Kick. For this example, I'll replace the Monk's HP +10% with Kick. Now, since I don't want to permanently remove HP +10% from the game and I would like to learn HP +10% on another job. Let's say Berserker. Berserker only learns 2 slots used out of 7, so adding a third ability on Berserker would be feasible since its not at the maximum (7). So, having all jobs be able to equip up to 7 learnable abilities would be what I am getting at. The reason I'm mentioning this is that there is another FFV editor that allowed the user to change abilities, but not expand it. Berserker had 2 slots editable, so the user could only change these 2 slots and not add a third or a fourth ability, etc. Anyways, keep up the good work and best of luck in your future endeavors.

Jorgur

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Re: FFV Viewer
« Reply #128 on: July 28, 2016, 08:11:55 PM »
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- What do you think about battle formation pictures? To add or not a background from the game?
I would like it if monster graphics and backgrounds were extracted from the ROM. You could add an option to select the displayed background image.

Squall

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Re: FFV Viewer
« Reply #129 on: July 29, 2016, 02:41:30 AM »
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You could add an option to select the displayed background image.
That's exactly what I was wanting to make. I was thinking to put arrows on sided so you can change backgrounds from the game. Unfortunately I don't know how to render a background from ROM. Even the PC version uses couple of layers and it will be hard for me to compose the final image.

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Thank you for creating this editor ... anyways, keep up the good work and best of luck in your future endeavors.
Thank you for the kind words Dark Knight. Probably there is a confusion because this project is a Viewer (as the name states) and unfortunately it was not designed to edit :(

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I have two requests for you, the first would be a shop editor.Thats funny, because adding Shops was what I planned to add next. TBH I like things to be interactive and as close to the game as possible. That's why shops will come more natural when seen on a map - noisecross Map Editor. But since there is request I will do it :)

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the ability to change innate abilities Changing innates is a very, very hard task.

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To make myself clearer, I would like to make the Monk learn Kick, but all its slots are filled up (7 slots is the maximum). So, I would just need to replace one of its abilities with Kick. For this example, I'll replace the Monk's HP +10% with Kick. Now, since I don't want to permanently remove HP +10% from the game and I would like to learn HP +10% on another job. Let's say Berserker. Berserker only learns 2 slots used out of 7, so adding a third ability on Berserker would be feasible since its not at the maximum (7). So, having all jobs be able to equip up to 7 learnable abilities would be what I am getting at.
Ahh Kick, the trademark of a monk :D It is interesting idea, although Kick itself sux on SNES. If you play PC version thats where Kick shines.
Anyway you can easily do that by using samurai goroh's FF5 Editor

Jorgur

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Re: FFV Viewer
« Reply #130 on: July 29, 2016, 03:03:14 PM »
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Unfortunately I don't know how to render a background from ROM. Even the PC version uses couple of layers and it will be hard for me to compose the final image.
How about monster graphics? That shouldn't be too hard since the monster viewer already does that.

LightPhoenix

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Re: FFV Viewer
« Reply #131 on: July 31, 2016, 05:59:27 PM »
The second would be a job editor; the ability to change innate abilities, learnable abilities, and the expansion of learnable abilities.

In general, I think this would be cool as well.

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Let's say Berserker. Berserker only learns 2 slots used out of 7, so adding a third ability on Berserker would be feasible since its not at the maximum (7). So, having all jobs be able to equip up to 7 learnable abilities would be what I am getting at. The reason I'm mentioning this is that there is another FFV editor that allowed the user to change abilities, but not expand it. Berserker had 2 slots editable, so the user could only change these 2 slots and not add a third or a fourth ability, etc. Anyways, keep up the good work and best of luck in your future endeavors.

However, this is not how job levels and abilities work at all.  If you're looking to do complex changes, you should work with ASM.

All of this data is basically in a bunch of linked tables.  There is a table for Levels/Job, another table with ABP and learned ability, and so forth.  There's nothing inherent about seven levels; Berserker only has two levels.  You could (in theory) have ten levels, or sixteen, or one.  Because of this, making an editor that changes things any more than superficially (ie, adding job levels, or jobs, or abilities) is a much bigger undertaking than just changing what ability to learn (a one byte change).  That's not to say it couldn't be done - but it's a lot of work and not easy.  Furthermore, messing it up ends up corrupting your ROM and save games.  I don't think that's in the scope of this project yet.

Working with abilities run the gamut from difficult to very difficult.  There is stuff you can do with just table editing, but most of it requires assembly.  Passives in particular are almost entirely hard-coded.

Squall

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Re: FFV Viewer
« Reply #132 on: August 01, 2016, 10:12:47 AM »
LightPhoenix, do you have any info on how battle backgrounds were rendered, what structures they use?

Squall

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Re: FFV Viewer
« Reply #133 on: August 05, 2016, 01:52:09 AM »
Hey x0_000, so far I have discovered the following on displaying GBA monster graphic:
- The graphic part of the info start at 1C7E54
- The data contain compressed part (Standart for GBA LZ77) + 32bytes Palette info
- compressed part is Header + Tiles
- Palette is 16 color

Please, help me to find the master table: MonsterID -> Graphic Data!
If that will help, next monster graphics start immediately after the first at 1C807C

x0_000

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Re: FFV Viewer
« Reply #134 on: August 05, 2016, 09:53:33 PM »
I'm 90% certain the palette and graphics are in a table with two word pointers and that it's ordered by monster ID by comparing the data near Neo Exdeath's graphics (which are at 08131a00 and 08131a08) with the Monster Editor, and I also notice that the palette pointers might have a header or something?