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Author Topic: FFVA research notes and projects  (Read 6047 times)

Zanerus

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Re: FFVA research notes and projects
« Reply #15 on: August 24, 2015, 07:05:13 PM »
Here's some early area chests offsets.

Code: [Select]
08142038
Cave-level two chest
08142010
Greenhorn club chest (right)
08142008
Greenhorn club chest left
08142030
Greenhorn club second floor
08142080
Tule brown barrel
08142088
Tule box in town
08142058
Windshrine 2nd floor
08142060
Windshrine 3rd floor single room
08142000
windshrine floor 3 by boss

0813a4f4 battles in chests start here from 60, I messed around with it and loaded every battle with ease. My test fiile was not max stats so i didn't kill the final boss to see if the ending would play.

delta534

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Re: FFVA research notes and projects
« Reply #16 on: October 09, 2015, 03:42:37 PM »
Alright, here are some of my research notes so far fit for human consumption. All offsets, unless noted otherwise, assume that the rom has been mapped to 0x8000000 and is based on the US version of the game.

Using the the documentation on the "sappy" audio engine and some of my own research[1] here is a brief overview of the sound data.
 
0x83F070C : Instrument Data start/start of audio data
0x83F2CB4 : Song Table start
0x8704F33 : End of Audio Data

I think that the data between 0x83F0434 and 0x83F070B is also audio engine related.

Here is some other data I've found
0x83ED9AC : The first of three fonts [3]
0x83ED9AC : The second of three fonts
0x83EF850 : The third of three fonts

0x8704F34 : Save ID string [2]
0x8705528 : Start of the codes virtual tables.

0x8705150 : start of standard lib related stuff.
0x8705528 : end of standard lib stuff
0x8708678 : start of 40864 bytes of data that is copied to 0x2000000 when the game is started.
0x870AE60 : start of empty space in the rom.

references
[1] http://www.romhacking.net/documents/462/
[2] http://problemkaputt.de/gbatek.htm#gbacartbackupids
[3] http://www.romhacking.net/documents/435/

Now to figure out how to best format this for the wiki/continue to figure out the graphics information.

x0_000

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Re: FFVA research notes and projects
« Reply #17 on: May 01, 2017, 03:22:59 PM »
Four Job Fiesta is returning... it's time to hack again...

I started off with a quick change to Geomancers. Nothing fancy, just giving them some extra equipment options since Geomancers are very underdeveloped. They get all Heavy Armour (but not shields) and Axes, Hammers and Flails for weapons. I might remove Axes if it makes them too similar to Berserkers. I'll update the patch with it once I get some more features in.

On a more technical note, I started documenting the ATB calculations. The main ATB calculator is at 080E16C4, and it looks like everything that calculates ATB references it. I'm going to be looking at it more closely to see if I can cleanly implement several ideas that involve the ATB values, like:

  • A thief skill that makes their ATB shorter if their last action was attacking with knives
  • Porting the "Rise from the Dead" effect from Bravely Default, which has a chance to auto-revive dead characters evry turn (in an ATB world this would be every X ticks)
  • Having items that give dispellable statuses (like the Mirage Vest) refresh their buffs every time the player's turn comes up so they don't have to manually do it
I'm also going to be looking at the counter code to expand the functionality (e.g. the Monk's physical counter effects and the Magic Knight's Shell skill.) Someone suggested buffing the Geomancer by giving it an ability from the Tactics game, apparently they can counter with !Gaia. That would definitely be a funny buff to give them, but there are some other possibilities to (like making Red Mages counter with -aras...)

Squall

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Re: FFVA research notes and projects
« Reply #18 on: May 09, 2017, 02:24:52 AM »
Hey x0_000, its good to see you back in action and kicking it  :happy:

About ATB, I think LightPhoenix notes for SNES would be very helpful to you, although some of it may not apply for GBA (since I think some of the coding is due the SNES processor limitations).

BTW I had a plan to implement FFV ATB system and together with Damage Calculator to make arena like - you choose your team, equipment, skills and fight monsters as it would happen in FFV. Do you do some programming on C/Pascal?

x0_000

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Re: FFVA research notes and projects
« Reply #19 on: May 10, 2017, 05:27:14 PM »
Nope, only Python.

thepatirckinator

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Re: FFVA research notes and projects
« Reply #20 on: May 12, 2017, 06:07:10 AM »
It may be off topic of this, but sorry we had to lose Galuf after the one battle where one character defeats Exdeath in vain and dies afterwards.

x0_000

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Re: FFVA research notes and projects
« Reply #21 on: May 28, 2017, 11:24:09 PM »
Did some more work on my patch and gave Red Mages access to time with Red Magic. Still need to iron out a small kink to  make sure that Time Magic actually appears in the menu when selecting Red Magic,  but otherwise it looks like it works!

Squall

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Re: FFVA research notes and projects
« Reply #22 on: May 30, 2017, 01:47:20 AM »
x0_000 could you share some screen shots?

x0_000

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Re: FFVA research notes and projects
« Reply #23 on: May 30, 2017, 11:21:11 PM »
It's not really something that can be conveyed in screenshots, Time Magic just appears in the spell list when you use Dualcast.

x0_000

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Re: FFVA research notes and projects
« Reply #24 on: May 31, 2017, 04:56:32 PM »
Doublepost, but I just started a small secondary project that I *can* show off in screenshots:


Squall

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Re: FFVA research notes and projects
« Reply #25 on: June 01, 2017, 01:59:00 AM »
Since there is no description, my guess is: in this mod we can change Job Command???

x0_000

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Re: FFVA research notes and projects
« Reply #26 on: June 01, 2017, 04:50:03 PM »
Not quite! I actually made it so that Job data can be assigned on a per character basis. I had some ideas for a hack with that idea, but currently it's being used to support a new randomizer (use an FFVA US rom on it!) The per character randomization is almost done, there are just a bunch of things that reference the skill tree data that I need to edit.

x0_000

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Re: FFVA research notes and projects
« Reply #27 on: December 12, 2017, 02:45:59 PM »
I finally got a playable alpha of my FFVA ancient cave idea working, but it's still in very early alpha so I don't have a patch ready for it yet. You can find it if you hop on the Discord, though. I'll do some cleanup work and post a patch once the holidays kick in and I get the time for it.

Squall

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Re: FFVA research notes and projects
« Reply #28 on: December 12, 2017, 02:56:11 PM »
Good luck m8! If there is something we can do to help?

x0_000

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Re: FFVA research notes and projects
« Reply #29 on: December 12, 2017, 11:00:45 PM »
Not at the moment, I still need to get some basic stuff working and polish the random generation first.