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Author Topic: Animations, Sound effects, and Music  (Read 5469 times)

Poco Loco

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Animations, Sound effects, and Music
« on: February 01, 2010, 10:03:08 PM »
ok guys so I spoke with Lord J

and he told me that if I can find the area in the hex where the sound effects, music, and animations are he will implement them on the editor ;)

so if u guys know plz let me know :)
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

koala_knight

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Re: Animations, Sound effects, and Music
« Reply #1 on: February 01, 2010, 11:08:24 PM »
I have some notes on spell animations from way back in the day. I'll try to dig them up.
The rest shouldn't be too hard to track with a debugger. There has to be info floating around the net-ether,though.

Edit: I just remembered! Zeemis over at the ROMhacking forums is making a FF3/6 hack that includes new esper animations. He probably has some extensive knowledge about the animation data in the game.

Edit: I took the liberty to PM him.

Poco Loco

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Re: Animations, Sound effects, and Music
« Reply #2 on: February 01, 2010, 11:45:07 PM »
me & zeemis contact eachother pretty frequently...shit what am I saying he is my boy lmao

but naw he knows how to edit animation but I mean as far as importing spells not editing them or editing espers (he imported sprites thru the editor thats why)
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

koala_knight

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Re: Animations, Sound effects, and Music
« Reply #3 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.

Poco Loco

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Re: Animations, Sound effects, and Music
« Reply #4 on: February 02, 2010, 12:45:05 AM »
ah I see u must use FF6 MDE

I use that program as well

but the thing is a lot of the data in there is unknown seeing as how a lot of them are ??? I know some of those are custom monster animations but I wanted to import a few things from FF4 & FF5 into the game
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

koala_knight

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Re: Animations, Sound effects, and Music
« Reply #5 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

Poco Loco

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Re: Animations, Sound effects, and Music
« Reply #6 on: February 02, 2010, 11:33:46 PM »
ah nice find man thnx :)

can u give the link 2 the ROM Map?
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

koala_knight

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Re: Animations, Sound effects, and Music
« Reply #7 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.

Poco Loco

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Re: Animations, Sound effects, and Music
« Reply #8 on: February 03, 2010, 12:58:45 AM »
u r the man bro thnx :)

I'll give this 2 Lord J
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

Odbarc

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Re: Animations, Sound effects, and Music
« Reply #9 on: February 03, 2010, 02:23:21 AM »
Quote
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

I totally want to change the Blitz's but how do I go about doing that?
Use Street Fighter specials as Blitz.

darkmage

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Re: Animations, Sound effects, and Music
« Reply #10 on: February 03, 2010, 11:58:03 AM »
Quote
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

I totally want to change the Blitz's but how do I go about doing that?
Use Street Fighter specials as Blitz.

It looks like it would be fairly easy to change the Blitz commands. Just find the place in the ROM where these strings are, and then change the existing values accordingly. Like for Pummel above, the first 3 values are the left, right, left, and are followed by 00s because there aren't any more buttons to push to execute the Blitz.

I know the Pandora's Box demo changed these Blitz moves, and from looking at this I'm pretty sure I could change them too.

Poco Loco

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Re: Animations, Sound effects, and Music
« Reply #11 on: February 03, 2010, 12:17:45 PM »
nice man :)
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

Valerian

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Re: Animations, Sound effects, and Music
« Reply #12 on: February 03, 2010, 04:21:00 PM »
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

If you had quoted the whole section, you'd already see what the offset/address is for those. (bolded in quote above)

Also, byte 12 of each blitz combination seems to be <blitz length * 2>

darkmage

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Re: Animations, Sound effects, and Music
« Reply #13 on: February 03, 2010, 04:37:54 PM »
I'll remember to look at the original quoted stuff next time.

Also, Odbarc...you want to change these to Street Fighter style? Those are old-school SF2 style joystick moves!

D, DF, F = Hadouken

B, DB, D, DF, F = Yoga Flame

3/4 circle & full-circle = Zangief holds

 :wink:

Odbarc

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Re: Animations, Sound effects, and Music
« Reply #14 on: February 03, 2010, 09:26:19 PM »
Quote
It looks like it would be fairly easy to change the Blitz commands. Just find the place in the ROM where these strings are, and then change the existing values accordingly. Like for Pummel above, the first 3 values are the left, right, left, and are followed by 00s because there aren't any more buttons to push to execute the Blitz.

I know the Pandora's Box demo changed these Blitz moves, and from looking at this I'm pretty sure I could change them too.
No, I mean; how? I had a Hex Editor once and couldn't figure out how to use it or change anything. It's gone now. Even when I had it, I couldn't figure out how to use this information to find the blitz section or even save the changes.

Quote
Also, Odbarc...you want to change these to Street Fighter style? Those are old-school SF2 style joystick moves!
Full-circle = Zangief's spinning piledrive (Suplex).
Of course I know all the moves. I particularly want to add Akuma's super combo (LP, LP, F, LK, HP) Bum Rush / Phantom Rush!!
Or Auron's limit break combos?