øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=45e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index77de.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index77de.html.zx…âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬I4OKtext/htmlISO-8859-1gzip8:ÖI4ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:25 GMT0ó°° ®0®P®€§²ð®…âg^ÿÿÿÿÿÿÿÿ#I4 Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

46
Final Fantasy IV Research & Development / Re: Eight character names
« on: August 28, 2013, 05:06:42 PM »
Which names? Characters? I don't think there's enough space in RAM for that without completely changing the way they're stored.

47
Very. From the other thread:

Code: [Select]
$02/CBAF BF B0 8A 0F LDA $0F8AB0,xThis offset (SNES LoROM, of course) is the start point for the eight character names.

Code: [Select]
$02/CB9B C9 48       CMP #$48This is the value of the first eight character spell. Anything below this is six characters.

Code: [Select]
$02/CBA0 E9 48       SBC #$48This is subtracting the value of the first eight character spell, so that the index for eight character names starts at 0 instead of $48 in the loading routine.

So basically, what you want to do is set the two $48 values to whatever the first eight character name is and adjust the offset accordingly. Since you'll be overwriting the start of the eight character names with six, nothing actually needs to move (there's no reason why there can't be blank space between the six and eight character names) so you can leave everything in the same place it is now. (Well, assuming you only allow six character names to be expanded; removing some would require the entire list of eight character names to be shifted.)

48
Final Fantasy IV Research & Development / Re: Can -Sort- be moved?
« on: August 28, 2013, 03:06:25 PM »
Gotcha :tongue:

49
Just to make it clear, in case I was confusing, I was really only talking about using eight character names in the box displayed the the top left/right of battle. Expanding the names in the battle menu isn't viable (it would require rearranging the menu to only have two columns of spells like the GBA version; I wouldn't even know where to begin doing that). It's possible to get eight character names to fit in the main menu, J2e does it in their translation, but I hadn't considered it when I proposed the patch. It's an option, I'd have to trace that routine again.

Here's how things would be handled in my current hack described in the other thread: The enemy skills at their current location would no longer be eight characters long, instead they'd be six characters. You would have to detect that the hack has been applied and compensate for this, since it's the most practical way of making the change. (You could do this by reading the bytes for the name printing code and see if it matches the patch) The eight character skill names will be stored somewhere else in the ROM. It's possible to also use eight character names for character spells, this is entirely optional but easy enough to do.

Expanding the ROM from 8Mbit to 12Mbit is literally tacking 4Mb of 00 onto the end of it, nothing in the first 8Mb moves. I'm just afraid there's not enough continuous free space in an unexpanded ROM for a longer list of spells, since the original space is now partially occupied by the six character names.

I suppose another alternative is to only have six character skill names. I doubt anyone really wants all skills to be limited like that, though, only the ones they plan on using in the menu.

 :edit: typo

50
Pinkpuff, do you want a patch for the shortened names? If so, do you care if I expand the ROM for the eight character names, to (hopefully) avoid conflicts with other patches that use free space? I could also do the tweak to the battle code so it loads eight character names for the original player spells too. Then in the editor you could have a six character and eight character field for everything. Let me know, easy enough to do one or the other.

 :edit:

If you're really adamant about reusing the existing text and chopping off the last two characters for enemy skills in the menu, I guess I could try that too; it's been a while since I looked at the menu code. I'd probably want to do ROM expansion in that patch too, for convenience/avoiding conflicts again.

51
Final Fantasy IV Research & Development / Re: Item descriptions
« on: August 27, 2013, 08:26:30 PM »
I thought descriptions were in too, but it looks like you're right. They're really simple to edit, there's a table of one byte assignments which correspond to the string number. I know one of Zyrthofar's editors can do them.

52
Final Fantasy IV Research & Development / Re: Item descriptions
« on: August 27, 2013, 08:08:57 PM »
I'm still thinking about doing that all items expansion patch, I've got a bit of a prototype here. If I do, maybe Pinkpuff will be willing to detect it and integrate expanded description assignments into the editor.

53
Final Fantasy IV Research & Development / Re: Item descriptions
« on: August 27, 2013, 08:01:12 PM »
I posted this on TCRF but never bothered here. Here are GameGenie codes for the fix:

38C3-AFA9: FF4/Easy
38C8-A7A9: FF2

54
Final Fantasy IV Research & Development / Re: Can -Sort- be moved?
« on: August 27, 2013, 07:53:52 PM »
Hey Pinkpuff, did you see this? You never commented on it, so I wanted to make sure you did.

55
(7E)1701 stores which world you're currently on, so I'd imagine something checks that and plays the appropriate track. Does changing $0D actually have any effect?

 :edit:

Ah wait, you mentioned the hovercraft music change works, so it must.

56
Yeah everything seems good to me so far too.

 :edit:

Feature request: An option to scan for unused attack sequences and individual scripts. Can lose track of this stuff pretty quickly when you're changing them around.

57
Definitely looks like it'll be a cool project. I had tried the same for FF4 years ago but never really got anywhere with it, so good luck, this kind of thing gets really daunting fast.

58
http://slickproductions.org/forum/index.php?topic=1590

There's a disassembly/interpretation included in the text file, so it shouldn't be too hard to adapt.

59
Here are some palette offsets courtesy of Phoenix and Yousei:

Code: [Select]
D0200-D7E3F Battle Character Graphic Data (4 bitplanes, composite)
D0200-D09FF Dark Knight Cecil
D0A00-D11FF Kain
D1200-D19FF Young Rydia
D1A00-D21FF Tellah
D2200-D29FF Edward
D2A00-D31FF Rosa
D3200-D39FF Yang
D3A00-D41FF Palom
D4200-D49FF Porom
D4A00-D51FF Paladin Cecil
D5200-D59FF Cid
D5A00-D61FF Older Rydia
D6200-D69FF Edge
D6A00-D71FF FuSoYa
D7200-D77FF Pig
D7800-D7B5F Golbez
D7B60-D7D1F Anna
D7D20-D7E3F (blank)
E7F00-E80FF Character Battle Palette Data

Code: [Select]
68200-6823F Overworld Character Palette Data
AB4FA-AB50B Overworld Character Palette Pointers (1 byte per character, values 00-03)
D8200-DB4FF Overworld Character Graphic Data (3 bitplanes, composite)
D8200-D84FF Dark Knight Cecil
D8500-D87FF Kain
D8800-D8AFF Young Rydia
D8B00-D8DFF Tellah
D8E00-D90FF Edward
D9100-D93FF Rosa
D9400-D96FF Yang
D9700-D99FF Palom
D9A00-D9CFF Porom
D9D00-D9FFF Paladin Cecil
DA000-DA2FF Cid
DA300-DA5FF Older Rydia
DA600-DA8FF Edge
DA900-DABFF FuSoYa
DAC00-DAEFF Mini
DAF00-DB1FF Toad
DB200-DB4FF Pig

Code: [Select]
688D0-689CF Character Portrait Palette Data
ED5C0-EEF3F Character Portrait Graphic Data (3 bitplanes, composite, 384 bytes per class id)

Code: [Select]
44200- (08C000-      ) Title Screen Graphic Data

46A00-46AFF (08E800-08E8FF) Title Screen Palette Data

68200-6823F (0D8000-0D803F) Overworld Character Palette Data
68240-6827F (0D8040-0D807F) Overworld Vehicle Palette Data

7D400- (0FD200-      ) Battle Background Palette Data

A0800-A0AFF (148600-1488FF) World Map Tile Palette Pointers
A0B00-A0C7F (148900-148A7F) World Map Palette Data

A6000-A6FFF (14DE00-14EDFF) Town Map Palette Data

E7000-E7E9F (1CEE00-1CFC9F) Enemy Palette Data

If you don't have a copy of Yousei's old FF4.txt, I've attached it.

60
Game Modification Station / Re: vivify93's FFIV hacking questions
« on: August 22, 2013, 08:46:58 PM »
From Yousei's ancient document:

B8200-B84FF   (178000-1782FF)   Town Map Pointers

No clue on the search; just use Google and specify this site.