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Messages - Madsiur

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121
Final Fantasy IV Research & Development / Re: FFIV:TAY infos
« on: December 15, 2013, 07:31:13 PM »
I have a real Wii but I would most likely use the Dolphin emulator first. I have read yesterday it has a debugger (command-lines) but I don't know what it is capable of...


122
Final Fantasy IV Research & Development / Re: FFIV:TAY infos
« on: December 15, 2013, 06:29:30 PM »
I could probably find the answer of my two firsts questions on a Wii forum...

I know I've seen a few months ago a thread somewhere with some codes to change the item dropped and other stuff, but didn't found it yesterday.


Basically I would like to find the most data possible and slowly build an editor to edit them.

123
Final Fantasy IV Research & Development / FFIV:TAY infos
« on: December 15, 2013, 12:20:00 AM »
I would like to know a few things about FFIV:TAY Wii version:


1) Is a .wad file (virtual console games) some sort of archive, meaning it has to be decompressed in smaller files, or is it a game in a single file, like a ROM ?

2) Are the virtual console games written in PowerPC assembler ? (I assume yes... )

3) Is there any work that has been done on that game (partial ROM map, data offsets, partial disassemblies, etc...) ?


Thanks

124
Game Modification Station / Re: FF6 Overworld sprite pointers
« on: June 20, 2013, 05:18:20 AM »
Was that really what Edrin was asking? I don't see what PC slots have to do with this. I thought Edrin was expanding sprite sheets to player character-completeness.

I simply thought he wanted more PC because he said he wants more PC sprite sheets. The reason why I posted the code is because only the Leader is displayed on the world map and the spite ID is in the Actor block of the party leader. I though that this sprite ID was taken then multiplied by the size of a full sprite sheet to have the correct offset of the character sprite to load. You're right, this doesn't require extra PC slots at all.

125
Game Modification Station / Re: FF6 Overworld sprite pointers
« on: June 19, 2013, 09:02:31 PM »
For the leader, the sprite displayed on the map, the slot number found with the party data is used to get the sprite ID from the character. I don't really see how you could add easily a slot. There are 16 slots in the party data and 16 character info blocks in the RAM. Same logic apply for party leader in towns. As for NPC, they work differently, but I know little about their loading process.

Code: [Select]
EE/030B: B95018  LDA $1850,Y    (Party information for the current character)
EE/030E: 8940    BIT #$40       (Is the character available?)
EE/0310: F017    BEQ $0329      (Branch if not)
EE/0312: 2907    AND #$07       (Isolate the party number for the character)
EE/0314: CD6D1A  CMP $1A6D      (Compare to the number of the active party)
EE/0317: D010    BNE $0329      (Branch if not equal)
EE/0319: B95018  LDA $1850,Y    (Party information for the current character)
EE/031C: 4A      LSR A          (Divide by 2)
EE/031D: 4A      LSR A          (Divide by 4)
EE/031E: 4A      LSR A          (Divide by 8)
EE/031F: 2903    AND #$03       (Isolate the character's position in the party)
EE/0321: C558    CMP $58        (Compare to the value of the general-purpose variable)
EE/0323: B004    BCS $0329      (Branch if equal or greater)
EE/0325: 8558    STA $58        (Store the position number to said variable)
EE/0327: 845A    STY $5A        (Store the character number to another such variable)
EE/0329: C8      INY            (Point to next character)
EE/032A: C01000  CPY #$0010     (Processed all 16 character slots?)
EE/032D: D0DC    BNE $030B      (Loop if not)
EE/032F: A55A    LDA $5A        (Slot number for leader)
EE/0331: 8D0242  STA $4202      (Save as multiplicand A)
EE/0334: A925    LDA #$25       (Number of bytes per character in SRAM)
EE/0336: 8D0342  STA $4203      (Set multiplier B to 37)
EE/0339: EA      NOP
EE/033A: EA      NOP
EE/033B: EA      NOP
EE/033C: AE1642  LDX $4216      (Load X with the product)
EE/033F: BD0116  LDA $1601,X    (Sprite number of leader)

126
Gaming Discussion / Re: Gaming Progress Thread
« on: June 17, 2013, 09:53:04 PM »
I am slowing doing a playthrough of FF6:Brave New Wold, a FF3us hack. The authors of this hack spent 2 years working on it and  numerous things were changed in it, like restricting certain espers to certain characters, damage formulas tweaked (to take stamina into account I think) and many other ASM changes. I have put the hack readme.txt as an attachment.

FF6: Brave New world YT playlist

Last video game I finished was a LLNMG run of FF6A and that was 2 years ago, so hopefully I will finish this new hack playthrough.

127
I'm not sure but maybe your problem has to do with that event bit that remains clean:

Code: [Select]
2E0 DC:0 Terra is covered by the shop and item menus and Gogo's Status screen

It think the bit has to be set if you want the character to appear in the shop menu. At least it is set when Terra is created:

Code: [Select]
CA/5E34: 7F    Change character $00's name to $1D (????? )
CA/5E37: 40    Assign properties $00 to character $00 (Actor in stot 0)
CA/5E3A: 3D    Create object $00
CA/5E3C: 3F    Assign character $00 (Actor in stot 0) to party 1
CA/5E3F: 37    Assign graphics $00 to object $00 (Actor in stot 0)
CA/5E42: 43    Assign palette $02 to character $00 (Actor in stot 0)
CA/5E45: D4    Set event bit $1E80($2E0) [$1EDC, bit 0]
CA/5E47: D4    Set event bit $1E80($2F0) [$1EDE, bit 0]

128
Game Modification Station / Re: FF6 - Fixing the A8 event command?
« on: February 20, 2013, 06:07:36 PM »
It's in bank C0. I can't really help you with the cause of your problem though:

Code: [Select]
Show Floating Island soaring into the sky
(gen. act. A8)

C0/BA51: 200505  JSR $0505
C0/BA54: 207403  JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/BA57: 220668C2 JSL $C26806
C0/BA5B: 201505  JSR $0515
C0/BA5E: 207403  JSR $0374      (turn off H/DMA, auto joypad read, NMI, and the screen)
C0/BA61: 207305  JSR $0573
C0/BA64: A901    LDA #$01
C0/BA66: 4C5C9B  JMP $9B5C


129
Game Modification Station / Re: Vivify's Secret of Mana proper-caser
« on: February 03, 2013, 09:56:47 AM »
I've also look for dissasemblies a while back but found nothing of interest.

The editor is still under development but it can edit map, dialogues, music, font, tile, tileset and world map. I've never played with it though.

There is an existing event dissasembly of bank CA that exist, such as shown in this video, but I doubt it has been released.

It's sad that not more work has been done on SOM because it's such a great game...


Edit: I found a site with a bunch of SOM dissasemblies: http://www.darkwoodinc.com/~enker/index.php

130
Game Modification Station / Re: Portrait position in menu
« on: May 04, 2012, 12:22:46 PM »
Judging by the 4 character slots this would be for FFVI, I would presume?

Yes. I guess I should have specified it before...



131
Game Modification Station / Re: Portrait position in menu
« on: May 04, 2012, 05:17:13 AM »
Well, it took me a while to figure it out but I found what I wanted!  :cycle:

Portraits positions in main menu (FF3us)

X position (same for the 4 portraits)

Code: [Select]
C3/0B01:    A91A00      LDA #$001A      (front row default X position)
C3/0B04:    8005        BRA $0B0B
C3/0B06:    C220        REP #$20        (16 bit memory/accum.)
C3/0B08:    A90E00      LDA #$000E     (back row default X position)   
C3/0B0B:    FA          PLX
C3/0B0C:    9DCA33      STA $33CA,X     (set as horizontal position)

Y positions

Code: [Select]
character slot 1
C3/0A3E:    A91500      LDA #$0015     
C3/0A41:    9D4A34      STA $344A,X    (set as vertical position)

character slot 2
C3/0A69:    A94500      LDA #$0045
C3/0A6C:    9D4A34      STA $344A,X

character slot 3
C3/0A94:    A97500      LDA #$0075
C3/0A97:    9D4A34      STA $344A,X

character slot 4
C3/0ABF:    A9A500      LDA #$00A5
C3/0AC2:    9D4A34      STA $344A,X

Edit: Specified for which game this finding is.

132
Game Modification Station / Portrait position in menu
« on: April 26, 2012, 10:05:39 PM »
Hello,

I've been starting some main menu changes and I'm up to the point where I would like to change the position of the portraits. I would shift them left and I have my own idea about how to fix the fact that the portrait would overlap the menu border if we use the order or row option. I'm also considering replacing the portrait by the sprite, but that's another story. I looked up in C3 and I haven't found a data table of 4 entries for the portraits in the main menu. The positioning system must be different than the strings and I have looked in the following routines where the main menu is loaded I think:

Code: [Select]
C3/6AE9: 20136B  JSR $6B13 (Function loads Fixed-Width Font Graphics Data)
C3/6AEC: 20376B  JSR $6B37 (Function loads graphics for Menu)
C3/6AEF: 20E86B  JSR $6BE8 (Function loads Menu Cursor Palette)
C3/6AF2: 20676E  JSR $6E67 (Function loads Hand Cursor Graphics)
C3/6AF5: 20826E  JSR $6E82
C3/6AF8: 20096C  JSR $6C09 (Function loads Menu Portrait Palettes)
C3/6AFB: 20E96C  JSR $6CE9
C3/6AFE: 20846C  JSR $6C84
C3/6B01: 4C606C  JMP $6C60

Also, is there a specific drawing routine for the portraits? That could help me trace back the position or how the portraits are draw.

Thanks

133
Game Modification Station / Slots graphics palette
« on: March 29, 2012, 10:23:33 PM »
Hi everyone,

I made some changes to the slots graphics but now I would like to tweak 2 or 3 colors. I can't load the good palette with YY-CHR so I can't make a search based on the RGB components of a color with SNES Palette editor. This particular palette is not on the ROM maps I have and I can't find any reference to it on any forum.

Does someone know the offset of the slots graphics palette or where exactly it is loaded in C1?

I know where the slots graphics are loaded, I've looked around but I haven't found anything. Maybe I'm not looking at the right place...

Thanks

134
Game Modification Station / Serpent Trench Map Corruption in FF6LE Rogue
« on: February 17, 2012, 09:02:40 PM »
Well since it's a LE map corruption thread this is more than adequate:

So I've been creating npc among other thing with the "new LE" for the past two weeks and realized that there is bug that corrupt your Serpent Trench map whenever you save; saving without changing anything, saving after a slight modification or an heavy one. The bug is also there if you previously save with FF3usME. Anyway, someone pointed it out to me first and my ROMS where affected by it but maybe it's something we do that we shouldn't do.

I ran a IPS report with a fresh new corrupted ROM and seems the WOR and WOB map data get swapped and this would be normal as this version is suppose to be compatible with FF3usME that swap those too. One thing that bugs me is that the Serpent Trench map data is also moved or maybe there is a byte shift I can't tell as I didn't check in details the changes when you save. Could someone that has worked with the Rogue editor deny or confirm this? The map really look like garbage and you get a black screen whenever you try to enter the Serpent Trench by the Veldt cave...

I wanted to post that on Mnrogar as there was a thread on the new LE and Lord J post there sometimes but I'm not registered. I sent an e-mail to Lord J Monday and I haven't received an answer yet.

Thanks

135
Game Modification Station / Re: Any news on the 24-bit HP patch?
« on: February 13, 2012, 01:20:42 AM »
heh, i actually downloaded the patch back in Spring 2003.  here it is:
http://home.comcast.net/~assassin17/cklein0001/24bithp.zip

iirc, it was incomplete in one or more aspects, so whatever Imzogelmo makes (or has made?) will probably be better.

 In the meanwhile of another release by Imzogelmo it is still a nice gift! Thanks!

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