øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=156.msg9069e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index51dd-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=156.15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index51dd-2.html.zx˜|g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ P[ùHOKtext/htmlISO-8859-1gzip@øÕùHÿÿÿÿÿÿÿÿTue, 10 Mar 2020 11:56:30 GMT0ó°° ®0®P®€§²ð®—|g^ÿÿÿÿÿÿÿÿâ)ùH Official FF2us/FF4 documents thread.

Author Topic: Official FF2us/FF4 documents thread.  (Read 16879 times)

Phoenix

  • FF4 Hacker
  • *
  • Posts: 456
    • View Profile
    • Phoenix Hacks
Re: Because I feel the need to publically contribute now..
« Reply #15 on: February 03, 2008, 04:24:02 AM »
For FF2US, targeting for battle items is the first of six bytes in the item data section. The first 5 bits are nothing (I tried changing it once, but I don't think it had any effect) and the most significant 3 bits are the targeting type, like so:

Byte 00:
   bits 0-4: Nothing? (on spells this is execution time)
   bits 5-7: Targeting Type
      000: self/none
      001: one ally
      010: all allies
      011: one/all allies/enemies (defaults to ally)
      100: one enemy
      101: one ally/enemy
      110: all enemies
      111: one/all allies/enemies (defaults to enemy)

So, this doesn't seem to correspond with Entroper's FF4A data. Nowhere in the 6 bytes of the stat data (or 1 byte of the price) is the 1 GP price specified, so it must be simply specified somewhere else. I thought maybe somebody knew, but it seems unknown . . . for now . . .   :hmm:

HHIPDragonFox

  • FF4 Hacker
  • *
  • Posts: 58
  • Gender: Male
  • White Dragon Emerges.
    • View Profile
    • Holyplasmadragonfox DragonFox Pages
Re: Because I feel the need to publically contribute now..
« Reply #16 on: February 10, 2008, 09:38:00 PM »
 :hmm:
Hope this might help, the document might be a bit cluttered but yet well informed and sequenced.

Notes I've studied, taken down, and borrwed/added from lots of help
  for FF2(4)us (rv) is revised by program, (ed) is enchanced by hex editors.
 there are two chozo statues, one is just the tbl/txt file and the other is contained project.
My Projects Page: scroll down to "HexaDecimal & Picture Projects" bar and click on the chozo statues (newest ones are  "updates").
  http://www.geocities.com/holyplasmadragonfox/DragonFox_Pages0.html
TBL/TXT File
  http://www.geocities.com/holyplasmadragonfox/FF4wy_ItemAddresses.zip

Editted 2008-06-01.03:30am
  files are updated.
« Last Edit: June 01, 2008, 03:26:47 AM by HHIPDragonFox »
Cool is the Holy feeling after being Iced by Hyper Plasma.

JCE3000GT

  • Master of FF4
  • *
  • Posts: 1,429
  • Gender: Male
  • Vladof
    • View Profile
    • BlitzKrieg Innovations
Re: Because I feel the need to publically contribute now..
« Reply #17 on: March 10, 2008, 06:03:02 PM »
* JCE3000GT requests sticky.

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: Official FF2us/FF4 documents thread.
« Reply #18 on: March 10, 2008, 06:04:30 PM »
Done.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: Because I feel the need to publically contribute now..
« Reply #19 on: June 03, 2008, 02:38:12 AM »
While we are at it, has anybody ever found the data for "complex" monsters? For complex I mean tile mapped monsters, like Leviathan, or Golbeza's four emperors. This is the only result I got so far:

The gfx pointer is correct, but size, palette and frame data are totally missing/incorrect. I'm sure that depends on several factors, first of all the ability of those bosses to change their pose during the battle, even without loading any tiles from the rom at runtime (everything is already converter in 4bpp and stored in vram). The wrong palette depends on the pose change, since some bosses (like the four emperors' battle) not only change pose, but their palette as well while morphing. As for the tile map factor, some bosses have many empty tiles in their picture, so they filled those areas with $00 and saved space in the gfx banks.

There are other monsters working in their own way, like Dark Cecil, Cain, and Rydia. Those totally rely on characters' battle gfx, and they are displayed using the sprite OAM, not BG1 like all the other monsters. I wish we had as many information on FF4 as there is on FF6. >_>

This sounds a tad late, but where did you get that editor from?
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Dragonsbrethren

  • Forum Overlord
  • *
  • Posts: 1,820
    • View Profile
    • Dragonsbrethren Industries
Re: Because I feel the need to publically contribute now..
« Reply #20 on: June 21, 2008, 12:02:18 AM »
While we are at it, has anybody ever found the data for "complex" monsters? For complex I mean tile mapped monsters, like Leviathan, or Golbeza's four emperors.

Zyrthofar has those displaying correctly in his editor but I don't know where it gets the data from:

Turns out I didn't delete that data, for some reason it just wasn't showing up on my old computer, when I copied my saved email to this one it showed up like it was always there. Anyway, here are the offsets according to his notes:

Code: [Select]
$75100 $76152 $761FF Enemy SpcGFX Formations ( 2B for Pointers ($68200) + 1B x VL x 57 SpcGFX )
Notes: ‘FE xx’ means xx consecutive empty tiles
‘FF’ means one empty tile
Byte 0 Tile Number (Calculated from the enemy’s GFXPointer)

Hope this isn't too late. I haven't looked at the actual data yet, sounds simple enough to edit though.

Gemini

  • FF4 Hacker
  • *
  • Posts: 31
  • Gender: Male
  • Broom broom
    • View Profile
Re: Because I feel the need to publically contribute now..
« Reply #21 on: June 21, 2008, 02:53:49 AM »
This sounds a tad late, but where did you get that editor from?
I made it myself.

Code: [Select]
$75100 $76152 $761FF Enemy SpcGFX Formations ( 2B for Pointers ($68200) + 1B x VL x 57 SpcGFX )
Notes: ‘FE xx’ means xx consecutive empty tiles
‘FF’ means one empty tile
Byte 0 Tile Number (Calculated from the enemy’s GFXPointer)

Hope this isn't too late. I haven't looked at the actual data yet, sounds simple enough to edit though.
Eeeexcelent. I'll put it to good use some day. :laugh:

Dragonsbrethren

  • Forum Overlord
  • *
  • Posts: 1,820
    • View Profile
    • Dragonsbrethren Industries
Re: Official FF2us/FF4 documents thread.
« Reply #22 on: July 04, 2008, 03:57:53 PM »
Here's something else I overlooked before:

Code: [Select]
$7CE00 $7CF3F $7D1FF Enemy Special GFX Formation Data ( 5B × 64 Special Forms )
Byte 0.0-3 X Position (in 8x8 Tiles)
Byte 0.4-7 Y Position (in 8x8 Tiles)
Byte 1 Size Index in [Enemy Size Table]
Byte 2 Palette Index in [Enemy Palette Data]
Byte 3 ? Unknown
Byte 4 Form Index

That actually sounds more like what you were looking for.

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: Because I feel the need to publically contribute now..
« Reply #23 on: December 13, 2008, 06:37:47 PM »
This sounds a tad late, but where did you get that editor from?
I made it myself.

Willing to share?  :wink:
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Pinkpuff

  • Flan Princess
  • *
  • Posts: 924
  • Find a Megalixir in Unprecedented Crisis!
    • View Profile
Re: Official FF2us/FF4 documents thread.
« Reply #24 on: December 15, 2008, 06:50:34 PM »
With regards to the treasures... I can't seem to find the chest which is supposed to contain the Charm harp.

Quote from: JCE3000GT's hacking doc
00xxyy-3Fxxyy: GP ("yy" = Unknown)

00-7F = * 10
81-FF = * 1000

80xxyy: Item ("yy" = Unknown)
C0xxyy-FFxxyy: Battle Formation in Treasure (table list coming, "yy" = Unknown)

If I'm reading this correctly, there should be a byte sequence "8045??" but a search for the sequence "8045" within the range produced no results. Could some treasures be stored differently or in a different location?
Let's dance!

Dragonsbrethren

  • Forum Overlord
  • *
  • Posts: 1,820
    • View Profile
    • Dragonsbrethren Industries
Re: Official FF2us/FF4 documents thread.
« Reply #25 on: December 15, 2008, 07:01:05 PM »
I'm not sure, but I know that data covers more than just treasure. From the document Zyrthofar sent us:

Code: [Select]
A8000 $A961F Static Events Table ( 2B for Pointers ($A8300) × VL × 384 Locations )
Notes: The 5B Events are read until the next location is reached
Byte 0 Event’s X location
Byte 1 Event’s Y location
Byte 2 $00-$FA – Map to Load
$FB-$FD – Load Overworld, Underworld, or Moon
Byte 3 New map’s X location
Byte 4 New map’s Y location
$FE – Give Item or Gil
Byte 3.0-5 Enemy Encounter
Byte 3.6 Enemy in Chest
Byte 3.7 0 = Money, 1 = Item
Byte 4 If Money: b0-6 = Gil Amount; b7 = Multiplier (x10, x1000)
If Item: Item Index
$FF – Play Event
Byte 3 Event Index in [Event Table (1) or (2)]
Byte 4 0

Paladin's first post in this topic (here) has a spreadsheet with the treasure locations listed, by the way.

Pinkpuff

  • Flan Princess
  • *
  • Posts: 924
  • Find a Megalixir in Unprecedented Crisis!
    • View Profile
Re: Official FF2us/FF4 documents thread.
« Reply #26 on: December 15, 2008, 07:34:36 PM »
Quote
Paladin's first post in this topic (here) has a spreadsheet with the treasure locations listed, by the way.

Wow ok I downloaded that document like forever ago but only just now noticed that there are multiple sheets... It turns out his table for the FF2US treasures is incomplete but I was able to figure it out from the FF4 chart. Apparently '90' also gives out treasure.

Thank you for bringing that to my attention.
Let's dance!

Deathlike2

  • Moderator
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: Official FF2us/FF4 documents thread.
« Reply #27 on: August 09, 2009, 10:07:52 AM »
Here's Entroper's docs, unmodified from when I got them.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

Dragonsbrethren

  • Forum Overlord
  • *
  • Posts: 1,820
    • View Profile
    • Dragonsbrethren Industries
Re: Official FF2us/FF4 documents thread.
« Reply #28 on: August 15, 2009, 03:47:20 PM »
Just dumping this here, some weird sprite data in FF4 Advance (US version):

0xE567B - ????

The $02 at that offset seems to chose a palette for certain sprites, if you play around with it you can get Cecil to change colors. The next byte, $00, determines how to draw some of the sprites. It does more than one sprite, and there doesn't seem to be any real way to make use of it. When I first found this I thought it might be possible to make the character sprites larger, but I can't make any sense of how it works.