øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=20;area=showposts;start=105e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index83fd-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=20e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index83fd-2.html.zxúhh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>Ú‹OKtext/htmlISO-8859-1gzip@øÕÚ‹ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:45:07 GMT0ó°° ®0®P®€§²ð®úhh^™Ú‹ Show Posts - koala_knight

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Messages - koala_knight

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106
Game Modification Station / Re: Golbez full spite sheet IPS
« on: May 16, 2010, 02:45:02 PM »
Do you want me to go ahead and change the palettes when I insert the graphics or will you take care of that?

107
Game Modification Station / Re: Golbez full spite sheet IPS
« on: April 29, 2010, 10:43:49 PM »
Just wanted to let you know I'm still working on this.
Got some life issues to deal with.

108
Game Modification Station / Re: Golbez full spite sheet IPS
« on: April 23, 2010, 10:55:57 AM »
It's just a matter of copying the graphics over to another spot. No big deal at all.

109
Game Modification Station / Re: Golbez full spite sheet IPS
« on: April 22, 2010, 09:14:14 PM »
OK. I'll put something together this weekend.
Should be done and posted by Monday.
Which character should I paste him over, DK Cecil?
^_^

110
Game Modification Station / Re: Golbez full spite sheet IPS
« on: April 22, 2010, 02:22:19 PM »
If you haven't gotten it yet, JCE, I can put one together for you.

111
Game Modification Station / Re: Wii Virtual Console question
« on: April 13, 2010, 01:12:30 AM »
It's more complicated that that. It involves rebuilding the .wad files with the new data.
You will have to soft-mod your wii for the injected ROMs to work, but that to is now an easy and safe process that doesn't take more than about an hour and is fully reversible.

These are the games that don't work: http://www.wiiso.com/showthread.php?t=46469

This guy seems to take requests: http://www.wiiso.com/showthread.php?t=36489

Here's Some basic tutorials: http://wehackwii.pbworks.com/How-To-Inject-Roms-Into-Wads

http://www.se7ensins.com/forums/topic/66200-tut-injecting-roms-into-wads/

And here's a bunch of video's you might want to check out: http://www.google.com/search?q=how+to+inject+SNES+roms+into+wads%3F&hl=en&safe=off&sa=G&tbs=vid:1&tbo=u&ei=wwnES4qCEYL58Abs6ZmuDw&oi=video_result_group&ct=title&resnum=4&ved=0CCkQqwQwAw

112
Game Modification Station / Re: Wii Virtual Console question
« on: April 12, 2010, 10:42:28 AM »
I know it's not easy, but there's no danger of bricking your wii. There are so many anti-brick protections now that very few things aside from randomly deleting operation files will do it.
There are tons of injected VC games with their own banners so that isn't an issue either.
Pretty much the only restrictions are concerning games that use special chips and size restrictions.
There's a list of un-injectable games at wiiso.com, too.
And a lot of the guys there take requests so they even have a request section.

113
Game Modification Station / Re: Wii Virtual Console question
« on: April 12, 2010, 01:04:41 AM »
I know it is possible to 'inject' patched ROMs into virtual console files.
There have been tons of games made available that have not been officially released for VC including hacks.
Check out wiiso.com for details.

114
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: March 11, 2010, 03:14:36 PM »
Oh, that's just because I had some images in the wrong folder in my photobucket, but I haven't updated the links. Sorry! I'll probably just delete the old ones as I recreate them in GameMaker anyway. So look for updates at the thread linked in my sig.

115
Game Modification Station / Re: MM5 Hack: Mega Man Powered Down
« on: March 11, 2010, 05:58:52 AM »
Megaman Powered Down the ROM hack is officially canceled.

I no longer have the time needed to reverse engineer the ROM, so I'm moving the project to GameMaker8.

The bad news is that it will be impossible to play this on a real NES cart.
The good news is that anyone will be able to enjoy the game much sooner since I can code much faster in C-type languages than in ASM. Also, there will now be much more content from the PSP version and some new game modes modeled after the recent MM9 & 10 content.

So I will leave you all now with a tidbit from the new project...

New Title Screen!


New Stage Select!

116
Game Modification Station / Re: Animations, Sound effects, and Music
« on: February 04, 2010, 03:22:17 AM »
No problem! I can't wait to see what Lord J can do with this info. ^_^

117
Game Modification Station / Re: Animations, Sound effects, and Music
« on: February 04, 2010, 03:06:19 AM »
Here's a bunch more data that Zeemis got from this Japanese dude that goes by SHALL.
Most importantly, these notes have the format of the animation data including which byte controls SFX!
http://members.cox.net/brpxqzme/ff6_magic_graphics.txt

Also, Zeemis directed me to some of his findings with FF6MDE.
http://www.simulationnation.com/zeemis/forums/showthread.php?tid=297

118
Game Modification Station / Re: Animations, Sound effects, and Music
« on: February 02, 2010, 11:38:55 PM »
Here you go!
http://web.archive.org/web/20050926172728/members.aol.com/cklein0001/text/rom_map_ff6.txt

I've seen a couple of ROM maps floating around. It might be a good idea to try and combine them.

119
Game Modification Station / Re: Animations, Sound effects, and Music
« on: February 02, 2010, 03:19:16 PM »
FF6 MDE? No. I did all my changes in pure hex.

Battle Graphics Data
0x1081B2 - 0x108FF8

Each entry consists of $0E (14) bytes
I don't remember the exact format of the data, but I do remember that it mostly consists of pointers to the actual animation sequences.

Now I want to make clear that I didn't find this data myself.
However, I can't remember for the life of me who I got this data from.

Edit: Found this here at
http://web.archive.org/web/20070902180003/http://members.aol.com/cklein0001/

1081B2-???           PTR     Battle Graphic Pointers
11ECD8-???           PTR     Spell Animation Pointers (2 bytes each)
11FBAB-11FBB2     PTR     Pointers to Dance Backgrounds

Got it from the ROM Map.

This might be of interest also:
Sabin's Blitz Commands/Button Explanations

047C40-047C9F

0E 0A 0E 01 00 00 00 00 00 00 00 08 - Pummel
08 07 0E 01 00 00 00 00 00 00 00 08 - Aurabolt
03 04 08 0C 01 00 00 00 00 00 00 0A - Suplex
0E 07 08 09 0A 01 00 00 00 00 00 0C - Fire Dance
06 05 06 05 03 04 01 00 00 00 00 0E - Mantra
0C 0B 0A 09 08 07 0E 01 00 00 00 10 - Air Blade
06 05 03 04 0A 0E 01 00 00 00 00 0E - Spiraler
0E 0D 0C 0B 0A 09 08 07 0E 01 00 14 - Bum Rush

01 - A BUTTON
02 - B BUTTON
03 - X BUTTON
04 - Y BUTTON
05 - LEFT BUTTON
06 - RIGHT BUTTON
07 - DOWN/LEFT
08 - DOWN
09 - DOWN/RIGHT
0A - RIGHT
0B - UP/RIGHT
0C - UP
0D - UP/LEFT
0E - LEFT

Hex    Binary
00 00 0000000000000000
00 00 0000000000000000
00 00 0000000000000000
97 20 0010000010010111
98 20 0010000010011000
8B 20 0010000010001011
91 20 0010000010010001
D6 20 0010000011010110
D4 A0 1010000011010100
D6 60 0110000011010110
D5 20 0010000011010101
D6 C0 1100000011010110
D4 20 0010000011010100
D6 A0 0010000011010100
D5 60

120
Game Modification Station / Re: Animations, Sound effects, and Music
« on: February 02, 2010, 12:27:09 AM »
Ah. OK.
Well, I know I have animation data lying around somewhere.
I've used it to do stuff like mix and match parts of different spells and give Sabin his Tiger Break attack as a Blitz.
I remember the first thing I did was turn Meteor into Meteo and give it damage attributes similar to the FF4 version.
It was really cool the stuff I could do, I just wish there was a way to add more spells that isn't an ASM hassle.
My wife is a bit sick, so I'll have to wait 'til morning to get my notes from my bedroom.

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