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Author Topic: Partial (yet extensive) rewrite of the PlayStation port  (Read 10264 times)

Gemini

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #15 on: January 17, 2014, 08:05:04 PM »
I meant both, but the spell power of a monster in particular.

Damn, I'm dumb. :tongue: I found the spell power by rereading my notes and I totally forgot to copy that bit of information from the extra flags, so the spell power went completely under my nose even if it was accounted for in the parsing procedure. One more bit added to the bestiary. Now I'd really like to parse dynamically all the battle script stuff about spells and make this almost as complete as the Chrono Trigger DS bestiary. :happy:

Gedankenschild

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #16 on: January 17, 2014, 08:26:30 PM »
I've been silently following your FFIV PSX project for some time and I really love it!
While I enjoyed the graphical updates the GBA version got (Wonderswan Color, actually), the engine itself just didn't feel right. None of the remakes really managed to capture the pacing and fluidity of the original's battle system IMHO.

In terms of music my vote is for the original untouched - it's perfect! Or maybe an option?
What about sound effects? They were somewhat muffled in the PSX version, weren't they?
How exactly did TOSE manage to screw up the sound in every single of their PSX ports anyway, I wonder...

Looking at those Golbez and Rubicant sprites reminds me of something:
You probably realize that some sprites were shrunk for the WSC/GBA versions and never made it back to their original size. Even in versions that provided enough space:



Just yesterday I found out that the game "Final Fantasy: All the Bravest" has some of them restored to full size:


SNES/GBA/Bravest

Regards!
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

koala_knight

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #17 on: January 17, 2014, 09:43:42 PM »
Damn! This is a really impressive project! Kudos.

Using the original SNES music with upgraded samples gets my vote.
I'm most looking forward to the ability to pretty much freely adding "custom parts".
There are quite a few spells and commands I'd like to add.

Gemini

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #18 on: January 18, 2014, 07:10:32 AM »
In terms of music my vote is for the original untouched - it's perfect! Or maybe an option?
What about sound effects? They were somewhat muffled in the PSX version, weren't they?
How exactly did TOSE manage to screw up the sound in every single of their PSX ports anyway, I wonder...
I haven't done much about sound, although I did get myself into a yet-to-be-perfected NDS SEQ tracker that plays most of the FF4 DS tunes more or less indecently. If that can be completed for good, we can use the tracker as a base to port over the SNES tunes and make them play with either original instruments or improved ones. The real challenge in this port is that TOSE didn't bother to use a tracker format for music and simply went streamed instead, locking the CD-Rom unit pretty much entirely. The other horrible gimmick they have in this port is that the entire sound library for SFX is stored inside a single, huge file always cached in the SPU RAM. In other words, they put in there a ton sound samples and made sure they would fit in 400 or so KB, butchering quality beyond redemption. :tongue: Fortunately this problem can be fixed when I'm done identifying most of the sound core aspects of the engine, so that a replacement with dynamic loading can be provided. This is how I'd store the sound fonts:
  • System samples that are always supposed to be in memory (i.e. cursor sounds, spells for menu, misc sfx from the field module);
  • Battle static samples, such as sword slashes, arrow hits, etc. In other words, a pool of samples that are always supposed to be there and cached when the battle module is running;
  • Dynamic caching of spell samples, loading along with new graphics as soon as a player finishes casting;
  • SEQ+VAG banks for music, cached as soon as a new tune starts playing.
Quote
Looking at those Golbez and Rubicant sprites reminds me of something:
You probably realize that some sprites were shrunk for the WSC/GBA versions and never made it back to their original size. Even in versions that provided enough space:



Just yesterday I found out that the game "Final Fantasy: All the Bravest" has some of them restored to full size:


SNES/GBA/Bravest
I do remember some of the sprites going down in size even in other ports, like FFOrigins, but with FF4 it's barely noticeable. Not that I wouldn't like restored size while they retain improved color smoothness. :happy: My bestiary module can already take any size of sprites, as long as they fit in 256x256 pixel VRAM pages (they always fit :finger:). Heck, I could even put some of those to break the 16 color limit, like Zeromus EZ/EG.

I would also be interested in full sprite-sheets of players, but I couldn't find myself a decent way to rip them, other than grabbing a few from S-E's website. :/

Using the original SNES music with upgraded samples gets my vote.
I'm most looking forward to the ability to pretty much freely adding "custom parts".
There are quite a few spells and commands I'd like to add.
If I can add a way to replace spell formulas and sprite effects, this is definitively going into the project. :laugh:

 :edit:
I added something new to the mix: http://www.youtube.com/watch?v=xOr3cY3LiE8
Monsters now have a description, too. It is stored right inside their bestiary data, so the descriptions cache in real time and don't sink down my memory reserved for system strings. :happy: For those who can't open YT videos, here's what the bestiary looks like right now:


 :edit:
Moar news: I started slightly rewriting part of the way the menu works in order to split submodules into separate overlays (as I was running low on RAM space :tongue:) - should be extremely useful when item/magic usage code starts to get added in. I also took some time to drop most statically defined strings (i.e. function string parameters) and I replaced them with a proper system pool; messages are stored to an external chunk of data and can be rebuilt without the need of a source recompilation or huge #ifdef's in the code. This will be somewhat useful if anybody wants to make a localized version in other languages, plus it strips away all the string padding GCC bloats the binaries with. :cycle: When I'm done with string packages, all of them will be moved to independent files that can be cached and accessed at will from the CD-Rom unit, for example from a language selector.

By way, the bestiary is pretty much complete and embellished with some FF Origins icons. ;D

I have no idea why, but it also loads much faster than its GBA counterpart, and I'm not even using compression. :wtf: Also, anybody willing to put together a nice list of monster descriptions? I'm totally not good at writing any of those - I may even end up describing Bahamut's lunar palace in detail instead of going background info on him.

And finally:

Adding the last few menus left - headaches ahead, yay! :childish:
« Last Edit: January 19, 2014, 07:02:35 PM by Gemini »

Gedankenschild

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #19 on: January 19, 2014, 07:40:33 PM »
Ah, so you too noticed the mobile version's new sprites! Were you able to get a complete sprite sheet?
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Gemini

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #20 on: January 20, 2014, 09:18:15 AM »
I am aware of the new battle sprites, however I have only some of them, most coming from TAY. For example, Cid is just TAY's recolored to have a brown beard, and Golbeza (flashback) & Fusuya are identical to their FF4 counterparts. I would have dumped the graphics myself from the game, but apparently there's no data dump anywhere on the net, probably because i-mode games can't be dumped or something (or Japanese people don't like to share these :shadow:). :hmm:

Gedankenschild

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #21 on: January 20, 2014, 01:01:36 PM »
Yeah, I couldn't find much either - except for a few promotional screenshots...
I fooled around a little, trying to port the new palettes and some additional elements back to the originals:



A complete set would non the less be very handy!

Regards!
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Grimoire LD

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #22 on: January 20, 2014, 01:05:36 PM »
Gah, I am not a fan of super-pale Yang. It just seems to suck all of the character out of him. Is there anyway to marry the two style while keeping the original skin tone intact? Maybe something closer or akin to Cyan's skin tone?

Gedankenschild

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #23 on: January 20, 2014, 01:14:47 PM »
Gah, I am not a fan of super-pale Yang. It just seems to suck all of the character out of him. Is there anyway to marry the two style while keeping the original skin tone intact? Maybe something closer or akin to Cyan's skin tone?

I get what you're saying, in terms of nostalgia factor. When I played the game for the first time as a kid, my English wasn't very good yet. So I figured he was some kind of robot due to his unnatural orange color!  :childish:
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Gedankenschild

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #24 on: January 22, 2014, 12:36:08 PM »
Also, anybody willing to put together a nice list of monster descriptions? I'm totally not good at writing any of those - I may even end up describing Bahamut's lunar palace in detail instead of going background info on him.

Is there some kind of official source for monster descriptions? I remember looking at one of those old Japanese guides: "FINAL FANTASY IV BATTLE ANALYSIS"



It looks like there beeing descriptions in there to me (not understanding Japanese at all). I see a "3" in the 2nd one - might be talking about the three heads possibly...  :wink:

Regards!
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Gemini

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #25 on: January 22, 2014, 03:11:05 PM »
According to that page, this is Remedy Bomb's description:
Quote
自分がピンチになると、「自爆」で相手も
道連れにする。早いうちに一撃で倒そう
Which roughly translates to:
Quote
When in a pinch, this enemy uses "Self-destruct" in an attempt to kill its opponents. Defeat it as quickly as possible!

Sounds like a good source of information. :childish: Is that official guidebook easy enough to find or to buy? I could use some good transcription of it.

Gedankenschild

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #26 on: January 22, 2014, 03:31:55 PM »
According to that page, this is Remedy Bomb's description:
Quote
自分がピンチになると、「自爆」で相手も
道連れにする。早いうちに一撃で倒そう
Which roughly translates to:
Quote
When in a pinch, this enemy uses "Self-destruct" in an attempt to kill its opponents. Defeat it as quickly as possible!

Sounds like a good source of information. :childish: Is that official guidebook easy enough to find or to buy? I could use some good transcription of it.

It seems rather available. Right now there are a couple on ebay, ranging from 15 to 25 EUR including international shipping! Not bad for what you would expect to be a collector's item...
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Grimoire LD

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #27 on: January 22, 2014, 04:39:29 PM »
Interesting enough that data for the Balloon is all wrong! Haha.

The Balloon has 600 HP, not 697.
66x5 (90%)Attack Power - Not 72x6 (70%)
3x2  (45%)Def - Not 4x3 (60%) - (Good work in including evasions that have never done anything in any release by the way Guide!)
19x4 (60%) is correct

315 Gil is correct
Though it gives 2480 Exp. not 2459

Chimera is correct.

The Black Lizard is only slightly off at 700 HP not 792.
62x5 instead of 64x5

45 Gil, not 43 and 1300 Exp. not 1298.

I wonder if this means that the game was slightly different at one point? In any case that old guide book looks quite interesting! Is there any full scan of it?

chillyfeez

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #28 on: January 22, 2014, 04:52:22 PM »
Any chance ffivj has different stats for these monsters? Seems like a lot of work for no good reason, but I wouldn't put it past them.

Gemini

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Re: Partial (yet extensive) rewrite of the PlayStation port
« Reply #29 on: January 22, 2014, 05:00:20 PM »
According to my XML dump of the PlayStation rom:
Code: [Select]
  <Monster ID="105" Name="Balloon">
    <Stats lv="33" hp="697" boss="0" mag="0"/>
    <Attack mult="6" perc="70" base="72"/>
    <Defense mult="3" perc="60" base="4"/>
    <MagicDefense mult="4" perc="60" base="19"/>
    <Speed min="23" max="26"/>
    <Status type="0" atk_elem="0x00" atk_stat="0x0000" def_elem="0x00" def_stat="0x0039" weakness="0x20"/>
    <Gain exp="2459" gil="315"/>
    <Drops id1="176" id2="178" id3="196" id4="232" rate="1"/>
  </Monster>
Code: [Select]
  <Monster ID="87" Name="Chimera">
    <Stats lv="28" hp="700" boss="0" mag="0"/>
    <Attack mult="6" perc="90" base="80"/>
    <Defense mult="3" perc="15" base="3"/>
    <MagicDefense mult="4" perc="40" base="18"/>
    <Speed min="20" max="23"/>
    <Status type="0" atk_elem="0x00" atk_stat="0x0000" def_elem="0x47" def_stat="0x30B8" weakness="0x00"/>
    <Gain exp="1708" gil="228"/>
    <Drops id1="86" id2="176" id3="177" id4="192" rate="1"/>
  </Monster>
Code: [Select]
  <Monster ID="25" Name="BlackLiz">
    <Stats lv="25" hp="792" boss="0" mag="16"/>
    <Attack mult="5" perc="90" base="64"/>
    <Defense mult="3" perc="40" base="4"/>
    <MagicDefense mult="3" perc="60" base="15"/>
    <Speed min="21" max="24"/>
    <Status type="4" atk_elem="0x00" atk_stat="0x0000" def_elem="0x00" def_stat="0x0018" weakness="0x02"/>
    <Gain exp="1298" gil="43"/>
    <Drops id1="94" id2="94" id3="94" id4="34" rate="1"/>
  </Monster>
They are correct, apparently. :happy: