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Topics - JCE3000GT

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167
Gaming Discussion / The worst review in gaming history...
« on: January 15, 2008, 12:43:38 AM »
...its so bad that not only me but XT found it personally insulting.  Its a claimed retrospective review of the Final Fantasy series (among others), and it does a horrendous job.  No offense to any youngsters here but this idiot had to of been 17 yearsold--and thus has no clue on any games released before 2000.  I can't believe I wasted precious minutes reading what he said.  Read it at your own peril, I'm serious its that bad.

http://www.1up.com/do/feature?cId=3164719

168
1. Doing a FPS is cheap and requires no real story-telling--which translates to having the need for a smaller staff.
2. Most FPS games use an already assembled engine--thus making it lazy.
3. Companies prefer to spend less time in development and testing thus making them more money.

The results of these three short term.

1. Companies with smaller staffing will be less likely to do other genres due to lack of staff.
2. Companies who choose the lazy way out essentially cut their own hands off when they want to do other larger projects.
3. Companies who prefer to stick or a genre or two will never be a diverse company and thus appeal to a larger audience.

The results of these three long term.

1. A small company wlll be absorbed into a larger company and forgotten.
2. A small company with a light staff will be unable to grow due to its own self imposed limitations.
3. A small company--who's only known for a particular genre--releases a ground breaking or cross platform/genre game it may not be taken seriously until it is too late.

The final results of these three.

1. This result already happend in the last segment.
2. This company will be forced to close, go bankrpt, or sell out.
3. This company will not make a steady income and will be forced to go back to producing the same old rehash for minimal profit until they run out of material and will be forced to close, go bankrupt, or sell out.

==========================================

I've spent some time observing the indutry and thinking about this and has left me with these conclusions.  How many more Battlefeld's, Halo's, Call of Duty's, Unreal's, Quakes, Half-Life's/Counterstrikes do we need?  Why can't game companies do more revolutionary or at the least different genre games?  I'll give you one example of a company who did a cross-genre recently--that is successful.  Age of Empires for the DS.  It was originally an RTS (real-time strategy) game--a really good one too--and it was turned into a command menu driven strategy game. 

Thoughts?

169
General Discussion / A "mini" Hummer?
« on: January 05, 2008, 07:18:59 AM »
This is rather cool...a Hummer body built on a VW frame.  To bad GM are such spoiled sorts and threatened to sue them--which is why they quit making them.

http://cgi.ebay.com/ebaymotors/2001-HUMBEE-CUSTOM-MINI-HUMMER-BLK-BLK-MUST-SEE_W0QQitemZ170181931242QQihZ007QQcategoryZ6472QQssPageNameZWDVWQQrdZ1QQcmdZViewItem

170
General Discussion / Teenagers should not be allowed to drive.
« on: January 05, 2008, 05:38:29 AM »
Quote
You are bidding on a Red 1991 Chevy Camero 3.1 Automatic 6 cyl w/ 4 speed overdrive that runs very well but will need to be towed on a flatbed trailer due to the front end damage.

This car was purchased used for my 16yr old daughter who drove it twice and crashed it into a tree looking for her cell phone. You just gotta love teenagers!

http://cgi.ebay.com/ebaymotors/1991-Chevy-Camero-Car-w-front-end-damage_W0QQitemZ330201561715QQihZ014QQcategoryZ6161QQssPageNameZWDVWQQrdZ1QQcmdZViewItem

I found this while searching for another F-body that I'm in the market of buying.  I would personally love to slap both the idiot teenager and her parents. 

171
SPC - Hard Core / Seiken Densetsu 2 / Secret of Mana
« on: January 01, 2008, 06:39:34 PM »
33D39   SPC pointers
33F22   Sample indexes

===============================================
BRRs

8247C3   
684EC3   
4453C3   
B856C3   
8E61C3   
DA6EC3   
0B7CC3   
C67DC3   
D381C3   
9591C3   
E2A0C3   
8EBAC3   
3ECAC3   
9BCCC3   
88CFC3   
8BE3C3   

3BF3C3   
B7F4C3   
CAFBC3   
0616C4   
A51EC4   
0C23C4   
0739C4   
9C3FC4   
F347C4   
8959C4   
5562C4   
E36CC4   
158EC4   
4C95C4   
DA9FC4   
59B0C4   

89BBC4   

===============================================
SPCs - I'm filling these in

3DD3C4   Into the Thick of It
430FC5   Flight into the Unknown
3F96C5   Star of Darkness
56FCC5   Prophecy
78F0C4   Danger
E4FDC4   Far Thunder
B806C5   The Wind Nevere Ceases
4B0AC5   Close your Eyelids
630BC5   Spirit of the Night
AFD7C4   The Fairy Child
BF1FC5   What the Forest Taught Me
DA22C5   Eternal Recurrence
232FC5   Oracle
CB37C5   Tell a Strange Tale
1942C5   Into the Thick of It 2
6647C5   Rose and Ghost

E14BC5   Did You See the Sea?
7A53C5   The Color of the Summer Sky
855AC5   Menu
645CC5   The Legend
FBDEC4   The Orphan of the Storm
ADE7C4   Eight Ringing Bells
F266C5   Dancing Beasts
336BC5   Victory
466CC5   Boss Defeated
FE6CC5   Cannon Travel Launch
926DC5   Cannon Travel
426FC5   Ceremony
7DA2C5   Always Together
5271C5   A Prayer and a Whisper
2A74C5   Burning Castle (?)
0375C5   Happenings on a Moonlight Night

E77AC5   A Curious Happening
4981C5   Unknown Fanfare (?)
44A1C5   Midge Mallet
0E84C5   Unknown Fanfare (?)
D181C5   A Wish
1C85C5   Monarch on the Shore
CA8DC5   Steel and Traps
3E9BC5   Pure Night
00ACC5   Flammie Coming
EA9EC5   Kind Memories
0CA8C5   The Holy Intruder
48ADC5   In the Darkness' Depths
95AEC5   Angel's Fear
EBB7C5   Grumble (?)
58B8C5   Mara's Key
29B9C5   Got an Item

03BAC5   Elemental Acquired
D0BAC5   Give Love its Rightful Time
B0C5C5   The Second Truth From the Left
5DC4C5   The Curse
B0DFC5   I Won't Forget
1BE1C5   Ally Joins
E5E1C5   To Reach Tomorrow
62E6C5   One of Them is Hope
E2E8C5   A Conclusion
F8E9C5   Meridian Dance
60F9C5   The Wings No Longer Beat
E2E8C5   A Conclusion
E2E8C5   A Conclusion
E2E8C5   A Conclusion
E2E8C5   A Conclusion
E2E8C5   A Conclusion (wtf?)


172
General Discussion / Now this is quite funny.
« on: December 31, 2007, 07:38:09 PM »


That is so true.

What ironically funny pics do you people have?

173
Game Modification Station / Super Mario RPG's text is in ASCII?
« on: December 30, 2007, 04:34:39 AM »
Goto 22000A without a header...

Wow, is that lazy or smart?

174
Gaming Discussion / Nintendo needs to get smart
« on: December 30, 2007, 12:38:39 AM »
And I'll include other Game producing/developing companies as well.  The Virtual Console for the Nintendo Wii is not only brilliant but a freaking cash cow. 

I have 20,000 ROM files and close to 430 console games...but I still paid money to buy some of them on the Wii.  I am not the only one. 

What bugs me is the HUGE amount of popular games out there for the Genesis, Sega CD, SNES, Gameboy/GBC, NES, and others that could be released on the Wii's Virtual Console (VC).  And what's even better for Nintendo and these game developers/producers is the amount of money they can make. 

I've spent the following on games for our Wii:
Bonk's Adventure = $6.00
Bonk's Revenge = $6.00
Excite Bike = $5.00
Legend of Zelda, The: A Link to the Past = $8.00
Mario Kart 64 = $10.00
Sonic the Hedgehog = $8.00
Super Mario World = $8.00
Sword of Vermillion = $8.00

Add it up ladies and gents, we gave Nintendo and these companies $59.00 USD just to play games on our Wii in the livingroom comfortably without having to deal with the computer or hooking up old game systems.

Now, think about the money they could make with people by sticking more 3rd party games.  Imagine the money SQUEENIX could make with its SNES RPG's alone?!  SNK with all of its NeoGeo arcade classics.  Konami with just about everything.  Sega with just about everything.  It boggles the mind on why this untapped resource isn't being abused. 

Would I pay $$$ to play old SNES games on the Wii?  The answer is yes. 

Thoughts?

175
SPC - Hard Core / Final Fantasy V
« on: December 28, 2007, 02:39:50 AM »
Here's an old doc of mine for SPC related material.  Feel free to add to this. *cough*Leno
No Header
43DAA = Sample indexes

Quote
$C4/0222 BF 97 3B C4 LDA $C43B97,x SPC Pointers 24bit
$C4/0226 85 14       STA $14
$C4/0228 BF 98 3B C4 LDA $C43B98,x "  "
$C4/022C 85 15       STA $15
$C4/022E BF 99 3B C4 LDA $C43B99,x "  "
$C4/0232 85 16       STA $16

00-0D  - Play note, C
0E-1B  - Play note, C#
1C-29  - Play note, D
2A-37  - Play note, D#
38-45  - Play note, E
46-53  - Play note, F
54-61  - Play note, F#
62-6F  - Play note, G
70-7D  - Play note, G#
7E-8B  - Play note, A
8C-99  - Play note, A#
9A-A7  - Play note, B
A8-BF  - Play note, B#
C0-CE  - rest

D2 xx  - set instrument volume to xx
D3 xx  - ???
D4 xx  - pan channel left or right [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
D7 ss tt dd  - Vibrato: ss = speed, tt = time until vibrato, dd = depth
E0  - Vibrato off?
E1  - ???
E2  - ???
E3  - ???
E4 xx  - change pitch to xx
E5 xx  - lenth of next note is xx
EA xx  - change instrument to xx
F0 xx yy - ???
F1  - ???
F2  - end of channel
F3 xx  - change tempo to xx
F4  - ???
F5 xx  - set reverb to xx
F6  - ???
F7 xx yy - ???
F8 xx  - set global SPC volume to xx
FF  - end of sequence?

  "C5E5E8", "C5EB7A", "C5F1B4", "C5FA57", "C5FF1D",  // 0 - 4
  "C60395", "C6074E", "C60BCD", "C60EE3", "C612D8",  // 5 - 9
  "C61E9D", "C61F9F", "C62181", "C625C2", "C6287D",  // 10 - 14
  "C62AFD", "C62CE4", "C62F71", "C62F8D", "C63257",  // 15 - 19
  "C63647", "C63CE6", "C641A2", "C6453F", "C64781",  // 20 - 24
  "C64AB9", "C64CD9", "C65112", "C652B0", "C65904",  // 25 - 29
  "C65CC1", "C6BC98", "C66079", "C665FA", "C66E3B",  // 30 - 34
  "C67861", "C6B710", "C67E53", "C6A4A3", "C67FC4",  // 35 - 39
  "C685A3", "C68AB5", "C68BB7", "C6C032", "C68D5A",  // 40 - 44
  "C69074", "C6948A", "C6990D", "C69A9F", "C69CE0",  // 45 - 49
  "C6A1AA", "C6A7BE", "C6ACF6", "C6B364", "C6AD7B",  // 50 - 54
  "C6B40E", "C6AE4B", "C6B603", "C6B4E2", "C6B030",  // 55 - 59
  "C6B1CB", "C6BA96", "C6C58B", "C6C7AE", "C6CD42",  // 60 - 64
  "D0C800", "C6DB7B", "C6E1C5", "C6E844", "C6FCF2",  // 65 - 69
  "C6FDC4", "C6FDFE"                                // 70 - 71

My interpretation of an SPC sequence from Final Fantasy V:
Code: [Select]
0001 - Length (starts after this byte)
CB8A - channel pointer
CB8A - channel pointer (remove to import to MQ and reduce the length by 2 bytes)
FB8A - channel pointer
148B - channel pointer
2D8B - channel pointer
4A8B - channel pointer
5C8B - channel pointer
7D8B - channel pointer
9D8B - channel pointer
B78B - channel pointer
F3 78 - change tempo to 120
F7 64 00 - ???
F5 32 - set reverb for sequence to 50
F8 AA - set global sequence volume to 170
D2 FA - set sample volume to 250
D4 6E - pan channel [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
EA 20 - change sample to #1 on the sample index list
D7 0C 14 C3 - set vibrato: speed 12, time interval 18 and depth of 195
E2 - ???
E4 04 - change sample octave to 4
B1 - rest
E5 1B - length of next note is 27
39 48 65 83 92 AA B0 CE B0 CE B0 CE F3 6E - notes
E5 05 - length of next note is 5
F3 64 - change temple to 100
23 - note
F3 5A - change tempo to 90
3C - note
F2 - end of channel
D2 FA - sample volume to 250
D4 64 - pan channel [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
EA 20 - change sample to #1
D7 0C 14 C3 - set vibrato: speed 12, time interval 18 and depth of 195
E2 - ???
C8 - rest
E4 05  - set sample octave to 5
7D 83 CE 83 CE 83 CE 6E 8C 78 - notes
F2 - end of channel
D2 FA - change sample volume to 250
D4 5A - pan channel [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
EA 20 - change sample to #1
D7 0C 14 C3 - set vibrato: speed 12, time interval 18 and depth of 195
E2 - ???
C8 - rest
E4 05 - change sample octave to 5
41 47 CE 47 CE 47 CE 41 5F 3C - notes
F2 - end of channel
D2 FA - change sample volume to 250
D4 50 - pan channel [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
EA 21 - change sample to #2
E2 - ???
C8 - rest
E4 03 - change sample octave to 3
AA AE AE AE - notes
E5 05 - change length of next note to 5
23 41 - notes
D3 90 - ???
32 - note
F0 11 47 - ???
F1 - ???
D2 64 - change sample volume to 250
3E - note
F2 - end of channel
D2 FA - change sample volume to 250
D4 96 - pan channel [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
EA 22 - change sample to #3
D7 0C 14 C3 - set vibrato: speed 12, time interval 18 and depth of 195
E2 - ???
C8 - rest
E4 05 - change sample octave to 5
89 89 87 - notes
F2 - end of channel
D2 96 - change sample volume to 150
D4 78 - pan channel [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
EA 23 - change sample to #4
D7 0C 14 C3 - set vibrato: speed 12, time interval 18 and depth of 195
E2 - ???
E4 04 - change sample octave to 4
B1 - note
E5 1B - change length of next note to 27
39 48 65 83 92 AA B0 CE B0 CE B0 CE - notes and rests
E5 05 - change length of next note to 5
23 3C - notes
F2 - end of channel
D2 96 - change sample volume to 150
D4 82 - pan channel [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
EA 23 - change sample to #4
D7 0C 14 C3 - set vibrato: speed 12, time interval 18 and depth of 195
E2 - ???
E4 04- change sample octave to 4
84 93 B1 - notes
E5 1B - change length of next note to 27
38 47 65 7D 83 CE 83 CE 83 CE 6E 5F 78 -
F2 - end of channel
D2 96 - change sample volume to 150
D4 8C - pan channel [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
EA 23 - change sample to #4
D7 0C 14 C3 - set vibrato: speed 12, time interval 18 and depth of 195
E2 - ???
C8 - rest
E4 03 - change sample octave to 3
AA B0 CE B0 CE B0 CE  - notes and rests
E5 05 - change length of next note to 5
23 3C  - notes
F2 - end of channel (and in this case the sequence)

176
Gaming Discussion / Scariest RPG Monster
« on: December 27, 2007, 03:00:05 PM »
The SORCERER discussion in the FF2usHT walkthrough thread got me thinking about this.  So lets hear it!

I obviously vote for the SORCERER from FF1.  They may only do 4 DMG but with the ability to KILL someone on a regular hit at any time they definately are scary in numbers.  Run into 6 or more of them and you are seriously screwed.

177
SPC - Hard Core / Mystic Quest
« on: December 21, 2007, 08:34:46 PM »
Quote
000000-000200     ---     Header
007340-0073BC     PTR     Map Sprite Build Pointers
007CCF-007FBF     PTR     More Sprite Buikders (Monsters?)
007FCF-00?        PTR     Monster Sprite Map Pointers
00804F-0081BF     ---     FF Block
0081C0-0081D5     ANSI    Game's Title
013C55-013DFF     ---     FF Block
014475-0148FE     MONST   Enemy Stat Offsets
0148FF            ---     Wasted Byte
0180D2-181FF      ---     FF Block
018DF5-0          TXT     Shop Text
0197D9-0          TXT     "New Game"
01973A-0          TXT     "Save Completed"
0198A4-0          TXT     "Empty!"
019C65-0          TXT     Status Screen
019F3F-0          TXT     Custom Screen
01A203-0          TXT     "Give Up?"
01A536-0          TXT     Name Selection and stuff
01A612-01A631     ---     FF Block
01AD0C-0          TXT     Menu Text
01B30E-0          TXT     Battle Menu
01BA0D-01BC85     TXT     Credits
01BE85-01CF84     TXT     Text Block 1
01D08D-01D136     TXT     Text Block 2
01D2B7-01D4BC     TXT     Text Block 3
01D4D2-01D835     TXT     Battle Script
01D93A-01FE50     TXT     Text Block
020200-0219FF     GFX     Items
021A00-021A3F     PTR     Item Tile Pointers (pallete)
0212C0-0281FF     GFX     Sprite Bank 1
028200-028E7F     PAL     Palette for Sprite Bank 2
028E80-02F480     GFX     Sprite Bank 2
02F560-02F92A     PTR     Palette Pointers for Bank 2
0300D5-0301FF     ---     FF Block
030200-0341C0     GFX     Something to do with world map data
0341C1-037DC0     GFX     Spell Animations
037DC1-037ED4     GFX     Spell Movement Animation?/Pointers?
037ED5-0381FF     ---     FF Block
038200-03822F     PAL     Text and Menu Palletes Four Colors each
03D9F4-03DFC3     PAL     Sprite Palettes (8 colors)
03DFC4-03ED43     GFX     World Map Sprites (FIREBURG)
03FA37-0401FF     ---     FF Block
040200-?          PTR     World Map Tile Config?
041608-417ED      PTR     Hill of Destiny Tile Configuration?
047FBE-0481FF     ---     FF Block
048200-04865F     PAL     Monster & Background Palettes
048660-0487F4     PTR     Enemy Sprite Pointers
0487F5-0501A4     MONST   Enemy Battle Sprites and damage #'s
050818-0581F7     MONST   Boss Sprite Bank 1
05991C-05ED4B     MONST   Boss Sprite Bank 2
0610DA-061111     TXT     Title Screen Text
061114-           PTR     VRAM Title Screen Pointers
062C4C-0638EB     GFX     Title Screen Tiles
0638EC-06392B?    PAL     Title Screen Palettes?
0640D0-06431F     TXT     Map Locations
064320-06461F     TXT     Item Names
064620-064D9F     TXT     Attack Names
064DA0-0652BF     MONST   Enemy Names

Quote
The following are the offsets for the Max HP of the enemines in FF:MQ. These are the first two bytes of the enemy's stats. Each enemy's stats are 14 bytes long, and go in this order:
HP HP Str Def Spd Mag [str element] [str element]
[unknown] [unk] [unk] [unk] [wk element] [counter %]

14475-Brownie
14483-MintMint
14491-Red Cap
1449F-Mad Plant
144AD-Plant Man
144BB-Live Oak
144C9-Slime
144D7-Jelly
144E5-Ooze
144F3-Poison Toad
14501-Giant Toad
1450F-Mad toad
1451D-Basilisk
1452B-Flazzard
14539-Salamand
14547-Sand Worm
14555-Land Worm
14563-Leech
14571-Skeleton
1457F-Red Bone
1458D-Skulder
1459B-Roc
145A9-Sparna
145B7-Garuda
145C5-Zombie
145D3-Mummy
145E1-Desert Hag
145EF-Water Hag
145FD-Ninja
1460B-Shadow
14619-Sphinx
14627-Manticor
14635-Centaur
14643-NiteMare
14651-Stooney Roost
1465F-Hot Wings
1466D-Ghost
1467B-Spector
14689-Gather
14697-Beholder
146A5-Fangpire
146B3-Vampire
146C1-Mage
146CF-Sorcerer
146DD-Land Turtle
146EB-Adamant Turtle
146F9-Scorpion
14707-Snipion
14715-Werewolf
14723-Cerberus
14731-EdgeHog
1473F-Sting Rat
1474D-Lamia
1475B-Naga
14769-Avizzard
14777-Gargoyle
14785-Gorgun
14793-Minotaur Zombie
147A1-Phanquid
147AF-Freezer Crab
147BD-Iflyte
147CB-Stheno
147D9-Chimera
147E7-Thanatos
147F5-Stone Golem
14803-Skullerus Rex
14811-Behemoth
1481F-Minotaur
1482D-Squidite
1483B-Snow Crab
14849-Jinn
14857-Medusa
14865-Gidrah
14873-Dullihan
14881-Flameosaurus Rex
1488F-Ice Golem
1489D-Dual Headed Hydra
148AB-Twin Headed Hydra
148B9-Pazuzu
148C7-Zuh
148D5-Dark King

Quote
Font Hacking For FFMQ

The premise is simple. 8x8 tiles programmed in binary, with 0
representing transparent and 1 representing white.

for example, 53= 01010011. This repeats itself 8 times vertically to
create a tile.

There will be two value for each row. The transparent, and the shown.
Simple rule: Both must add up to FF. If you see a tile where something
adds up to more than that, then it isn't a tile.

To see the tiles, use a hex editor of some kind. Set the row width to
64 in decimal, or 40h. The values for a tile will then line up
vertically.

I will list the starting values for said tiles. A tile, lined up with
width as told, will look like this
t1v1
t2v2
t3v3
t4v4
t5v5
t6v6
t7v7
t8v8

t=trans., V=visible.

Here are the starting bytes to each tile found so far in said format.

Compressed Tiles (For use in bottom spot of screen)

$384a4: Auto (Two tiles)
$384a8: Manual (Three tiles)
$38630: Top Left Corner
$38632: Bot Left Corner
$38634: Top Right Corner
$38636: Bot Right Corner
$38638: Veritcal line
$3863a: Horizontal Line
$3863c: Horizontal to right of name (One pixel less on left side)
$3863e: End (Three tiles)
$3864a: Compressed L
$3863c: Compressed E
$3863e: Compressed V

The following only work in talking text (I don't know why)
$38830: g
$38832: j
$38834: p
$38836: q
$38838: y
$3883A: h

The tiles for shrunk (see: level on bottom) numbers begin at  $38A30 and goes from 0 to 9.

TIles $38A44-$38A4E are unknown useages.

TIles $38A50 are fullsized, from 0-9 and then A-F (F=$38A6E)

Tiles starting from $38C30-$38C6E) are G-Z (Z=$38C56), followed by a-l (l=#38C6E)

TIles starting with $38E30-$38E4A are tiles for m-z.

For the 38Exx group:
4c=!
4E=?
50=,
52='
54=.
56&58="

The others will be decoded soon, but should be punctuation, probably
running through $38E6E.

=========================================

No header:

6BDAE         Pointers to SPCs
6BDFF         Pointers to BRRs
6BEA1-6C1E1      Instrument sample indexes
6C201         BRR samples
750FD         SPC sequences
========================================

750FD      Silence
78573      Battle 1
78B68      Battle 2
79320      Battle 3
79B73      Victory!
79E0A      World
79F87      Fossil Labryrinth
7A29A      Dungeon of Ice
7A84E      Lava Dome
7AE4E      Mountain Range of Whirlwinds
7B20B      Dungeon and Waterfall
7B504      Middle Tower
7B779      Last Castle
7BF2E      Beautiful Forest
7C2F8      Shrine of Light
7C743      City of Earth ~ Foresta
7CC41      City of Ice ~ Aquaria
7D151      City of Fire ~ Fireburg
7DA03      City of Wind ~ Windaria
7DF42      Rock 'n' Roll
7E410      Rock Theme
7E810      Fanfare of Friendship
7E8C2      Mystic Ballad
7EAAB      Hill of Fate
7EEDD      Mystic Quest
7F473      Ending
7FBD3      The Crystal

========================================

D2 xx      change instrument volume to xx
D4 xx      Pan= 00-7F Left, 80-FF Right

E2               
E3         
E4 xx      Change instrument octave to xx
EA xx      Change instrument to xx
EB xx     
EC xx yy   
ED xx     
EE xx     

F1
F2     
F3 xx      Set tempo to xx (slower?)
F4 xx      Set tempo to xx (faster?)
F5 xx      Set echo to xx
F6 xx
F7 xx yy
F8 xx      Set global sequence volume to xx
F9
FA
FB
FC
FD xx     

========================================

Sample Index list from: 6BEA1-6C1E1

00   Nothing
01   Guitar
02   Kick Drum
03   Brass Section
04   Distortion Guitar
05   Synth Bass
06   Flute 1
07   Hihat
08   Flute 2
09   Rock Organ
0A   Electric Bass
0B   Snare Drum (loop)
0C   Strings
0D   Conga Drum
0E   Trumpet
0F   Xylophone
10   Cymbal Crash
11   Timpani
12   Wood Block

========================================

Samples from within the SPC sequence:

00   Triangle waveform
01   Triangle waveform (Synth Church Organ)
02   Square waveform (not Square as in Squaresoft)
03   Saw waveform (Overdrive)
04   Saw waveform (Synth Trumpet)
05   Square waveform (Overdrive)
06   Saw waveform?
07   Triangle waveform (Bell)
08   Triangle waveform (Overdrive)
09   Saw waveform (Overdrive)
0A   Saw waveform (Synth Bass)
0B   Sine waveform (Flute)
0C-3F   Nothing

========================================

BRR Pointers (raw)

01C20D
21C80D
2ECC0D
08E80D
FFF50D
5DFA0D
FB000E
300D0E
16140E
4E140E
06220E
65310E
A24D0E
84550E
C45C0E
6E690E
4A770E
F3810E

178
SPC - Hard Core / CT prerelease SPC stuff
« on: December 20, 2007, 01:07:58 PM »
Offsets without header.  Some of these have different lengths and sequence data.

=====================================
SPC Sequence data:

ABED0 - Guardia Millenial Fair

B3295 - Peaceful day

B5CEA - Boss Battle 1

B64F3 - Frog's Theme




More to come...

179
Final Fantasy IV Research & Development / Official request thread
« on: December 19, 2007, 06:33:00 PM »
Consider this the official requests topic. 

[REQUESTS]
  • I need help finding this data.  Positioning for the parts in yellow.
  • Now that I have found the SPC and BRR data I need help locating the pointers.











Sticky?

[attachment deleted by admin]

180
SPC - Hard Core / FF4 SPC Core info
« on: December 18, 2007, 05:02:25 PM »
SPC Instrument Index (without header) - 2400F
BRR Samples (without header) - 2498A


SPC Song sequences (offsets with header):

3770E-      Nothing [00]
37727-      Final Fantasy [01]
37AE8-      Wishing Tower    [02]
37BE6-      Fanfare (Dummy) [03]
37D0F-      Yellow Chocobo [04]
3804A-      Black Chocobo [05]
3830C-      Underworld [06]
38871-      Zeromus [07]
393E4-      Victory Fanfare [08]
3963C-      Town [09]
39837-      Rydia [0A]
39C1C-      Boss Music [0B]
3A435-      Mt. Ordeals [0C]
3A7D0-      Overworld [0D]
3ABDB-      Big Whale [0E]
3B092-      Sad Music [0F]

3B1FA-      Tent/Cabin [10]
3B2BC-      Golbez [11]
3B5A3-      Sorrow [12]
3B785-      Rosa [13]
3BAF5-      Baron Castle [14]
3BDAF-      The Prelude [15]
3C361-      Suspicions [16]
3C503-      Tower of Zot [17]
3C8CE-      Airship [18]
3CC15-      Tower of Bab-il [19]
3CFA3-      Fight 2 [1A]
3D463-      Within the Giant [1B]
3D8AD-      Cave of Summoned Monsters [1C]
3DAEA-      Destruction [1D]
3DD10-      Lunar Path [1E]
3DF4D-      Surprise! [1F]

3E043-      Dwarf Castle [20]
3E255-      Palom/Porom [21]
3E508-      Calcobrena [22]
3E6A7-      Hurry! [23]
3E8F7-      Cid [24]
3EC78-      Into the Darkness [25]
3F13A-      Dancing Music [26]
3F411-      Fight 1 [27]
3F8D4-      Castle Eblan [28]
3FAE4-      Character Joined! [29]
3FBFF-      Character Died [2A]
3FCE3-      Chocobo Forest [2B]
3FDC7-      Opening [2C]
40139-      Sad 2 [2D]
40227-      Castle Fabul [2E]
40435-      Fanfare (Became a Paladin) [2F]

40666-      Lard Ass Chocobo [30]
407A2-      Moon's Surface [31]
40A84-      Toroia [32]
40E4C-      Mysidia [33]
41163-      Lunar Subterrane [34]
41462-      Ending Part 1 [35]
41F76-      Ending Part 2 [36]
42E5C-      Ending Part 3 [37]


SPC Song Sequence info:
Header:
01-02 = Length of sequence
03-18 = Channel pointer

Commands:
D2 xx yy zz   Fade in tempo, the higher the xx yy the slower the song, zz is the rate in which it fades in

DA xx      set octave to xx
DB xx      change instrument to xx
DC xx      Set transpose
DD xx      Increment transpose
DE xx      change volume of current instrument to xx
DF      
E0 xx      Length of the next following note(s) is xx?      
E1      
E2   

EA      

F0      Repeat last measure?
   
F2 xx yy   
F3 xx yy   

==========================================================

Samples:

01   Strings
02   Harp?
03   Grand Piano
04   Harp
05   Pipe Organ
06   Trumpet
07   Flute
08   Xylophone
09   Bass Guitar
0A   Timpani
0B   Electric Piano
0C   Snare Drum
0D   Kick Drum
0E   Snare Drum (hard)
0F   Conga Drum
10   Cymbals (loop)
11   Hihat
12   Cowbell
13   Shaker
14   Whistle
15   Conga Drum
16   Chocobo



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