Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=262;area=showposts;start=90e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index41d5.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=262e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index41d5.html.zxh^ЋLOKtext/htmlISO-8859-1gzip0|LTue, 10 Mar 2020 22:44:49 GMT0 0Ph^4L Show Posts - Madsiur

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Messages - Madsiur

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91
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 28, 2015, 05:53:43 PM »
Finally the forum is up again!

I had a question about attack sequences. How can I know if an attack sequence (or attack sequence group data) is part of the regular data or Lunar Subterrane/Cave Bahamut Attack Sequences? Is there a bit bit for that somewhere (monster data maybe???)

Thanks

92
Gaming Discussion / Re: I bought a RetroN5...
« on: January 11, 2015, 05:19:37 PM »
I just ordered one. Can't wait to play hacks on my room TV since I don't really like being in front of my computer too long to play on emulators...

On my list in the next few weeks:

ROTDS 1.2
BNW 1.6
Pandora's Box
RS3 English translation

Any other good hacks to suggest (RPGs)? I own GBA and SNES carts, but with your trick we can play any hack as long as we have one cart of the said system...

93
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 07, 2015, 07:35:20 PM »
Apparently, when you set bit 6 or 7 in the parameters of F0, the command makes the monster flash the second form, but then revert to the original form again.

Well it is good to know.

Concerning the attack sequences, is there a table where attack sequences are assigned to monsters? I realized by looking at FF4kster that an single attack sequence (monster AI) can be shared by multiple enemies...

94
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 04, 2015, 11:23:42 AM »
you would really have to looks at every size-changing monster's ai to know for sure

I think I'll do that. I had a quick look at the AI scripts and graphic changing seems fairly easy to identify. D.Mist uses commands F0 00 and F0 01, which point to special sizes 00 and 01. However, there are oddities such as in script C5:

Code: [Select]
F0 60 F1 35 E1 FF

I wonder what F0 60 is since 60 would be an index beyond the speical forms (0x3F indexes)...

Also, I wonder what is the order of the AI scripts. They are in two blocks (normal enemies and Lunar Subterrane/Cave Bahamut). Are they following the same order as this document? http://rb.thundaga.com/monsters/monster_image_data_ff2us.txt

http://slickproductions.org/forum/index.php?topic=1713.msg18523#msg18523

Once again, a very helpful post. Thank you!

95
Final Fantasy IV Research & Development / Re: Graphics info
« on: January 04, 2015, 08:46:17 AM »
Now concerning special sizes, I want to load dynamically the special size data (starting at 0x7D000) if the monster has one or multiple entries in this table. I understand some monsters have multiple special size data, like D.Mist who has entry 0 and 1 (0x7D000 and ox7D005)... Is there a way to know how many special size data (how many forms) a monster has or is it only known by the AI script, which would have a command to change graphics?

96
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 22, 2014, 09:03:14 AM »
Does this help?

This is more than what I was asking! Thanks!

97
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 21, 2014, 04:57:16 PM »
Well I started this week the actual coding of the editor and I had a question not directly related to graphics...

Where in the ROM is the game title in ASCII with the game version and country code?

I'm planning to make the editor compatible with the japanese version as well as the US version 1.0, if it ever exists....

98
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 14, 2014, 09:41:56 AM »
All of it might not be relevant, but a lot of my research on summon images will probably be useful info to you for this project:
http://slickproductions.org/forum/index.php?topic=1890.0

Yes, this thread is really helpful concerning special sizes. I'm thinking if I should have a checkbox that tells if the monster is special size or not...

Also concerning these monster, I'm assuming bit 6 of the first bytes tells it is an character battle sprite? I'm unsure of the other bits of the first byte and the last two bytes....

Code: [Select]
41010080   Dragoon
44040080   Bard
46060080   Karate
40000080   D.Knight
42020080   Girl

Be aware that any kind of data relocation or ROM expansion will render your ROM horribly incompatible with FF4kster.

Well this is the last thing I want to do so I'll give up on the expansion/relocalization idea.

99
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 13, 2014, 03:16:21 PM »
Sure, I also have some of my various RAM findings thrown in there as well.

Thanks for thr RAM map. I was actually looking for Yousei's FFIV hacking document mentionned in the 4th post of this thread.

There is apparently free space for something... Chillyfeez ported my extra dungeon boss (copy of Ramuh) into unused space at the end of the Summons without having to delete anything.

Nice! I'll look into this.

I am afraid though that if the ROM is expanded, FF4kster will break.

This is sad news. Is it because FF4kster reads the ROM size byte when loading the ROM or does the program checks the file size in bytes?

100
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 13, 2014, 09:26:42 AM »
I think you might be looking for this info:
http://rb.thundaga.com/monsters/monster_image_data_ff2us.txt

That helped. I found out the table containing this info is at 0x7CC00 (ROM with header). Now I need to check how many different graphics there is because a lot of monsters share graphics.

Edit: Also, would a monster graphics relocalization option would be a good idea? Since there doesn't seems to be free space after the monster data, you would need to delete a graphic in order to add a new one. I could relocate the graphics by expanding the ROM, but this would mean changes to the code, where the offset 0x48000 is added to the graphic pointer. I will check if I can find where this is done in the code. Also the free space could not be unlimited even with that option since the last pointer cannot be higher than 0xFFFF. By not having the font between the monster graphics, we can however save 0x1000 bytes...

But in any case, what is not (currently) part of the plan for FF4kster is to, say, be able to draw a moustache on the dragon; or to change it into something else entirely, like a samurai or something.

That is what I'm aiming for as well as assigning an existing graphic to a different monster. I already have a good part of the coding done since I was doing a graphic editor for FF6A. I got a fully functional portrait editor with image importing and drawing features but never released it since I wanted to do monsters too, but I cannot break the mystery of the monster data in FF6A. :sad:

Also, could anyone upload a copy of Yousei's FF4 ROM map? I've seen it as an attachment on some other post but it seems all old attachments are broken now. Maybe it's the attachment system that is broken?

101
Game Modification Station / Re: Any way to change the sword in Sword Tech?
« on: December 10, 2014, 06:16:37 PM »
Following the code at C1/9CE1 (okay) with X = 01CF (I'm not sure what you are saying X is here - I doubt you are saying to add 1CF to C1/9CE1 or somewhere in that C1/9CE1 - C1/9D00 code to get to the graphic in question...?)

01CF is the value of the X register. It's the first two bytes of the data he mentionned. If you set a breakpoint at C1/9CE1 when using Dispatch, you should have that value for the X register in the debugger.

102
Final Fantasy IV Research & Development / Re: Graphics info
« on: December 09, 2014, 05:52:56 PM »
Thanks chillyfeez for your answer!

I did create a list for my hack (that replaces every single enemy, so it should be pretty damn complete...). Can clean that up and post it if anyone wishes.

Yes, that would be much appreciated!

103
Final Fantasy IV Research & Development / Graphics info
« on: December 08, 2014, 07:10:35 PM »
I decided to start coding a graphic editor for FFIV. I'm aiming to cover monsters, summons, portraits and character sprites (owerworld and battle). Now I'm not going to start this if PinkPuff decide to implement such features in her editor. I like coding and my goal would be to make an editor that is not in a process of creation or that has already been made. I would like to focus on monsters first.

First, is there a data table with the same number of elements as there is different monsters (excluding special forms) where the palette and graphics offsets are stored?

Second, where does the monster palettes are stored?

Third, is there some tile mapping data for regular monsters? FF6 uses 8x8 and 16x16 stencils and the tile mapping is done inside the stencil (so the tile mapping data is either 8 or 16 bytes). Is it the same for FF4?

Now, reading the first page of this thread gives me a good idea about how handling special forms.


Is there anything else I would be missing?  :hmm:

Thanks!


Edit: Does summons are considered monsters graphic-wise?


104
General Discussion / Re: Introducing myself
« on: December 08, 2014, 11:25:43 AM »
Quote from: Grimoire LD
Assassin, Madsiur, and others are more difficult to pin down, but I'd say they likely lean towards FFVI.

I'm more inclined toward FF6 but FF4 is close second. I might actually code a sprite/portrait editor for FF4 since it has not been done yet unless PinkPuff consider doing it in her editor.... I'll also need the relevant data if it has been discovered.

105
General Discussion / Re: Wiki thread
« on: December 08, 2014, 06:47:26 AM »
I would like to see FF4 to FF6 covered in a more complete way than what datacrystal does at the moment. Still this all depends on the contribution of all. I don't mind contributing but I feel I would only be good to point out the obvious info...

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