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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: chillyfeez on March 08, 2015, 01:13:12 AM

Title: Japanese Title Screen
Post by: chillyfeez on March 08, 2015, 01:13:12 AM
Does anybody know anything about the Japanese title screen?

Somebody over on RHDN just asked me about it... I don't really know anything about title screens, but I also haven't really looked into them (JCE3000GT created my custom title screen).

Specifically, he was asking if I knew anything about the animation. To be honest, I don't recall fully what's going on in the Japanese title screen, but I think it's a flashing crystal, which I presume is executed using a rotating palette. Shouldn't be that hard to figure out, but I figured I'd put it out here first to see if anyone has any insight into the matter.

Cheers!
Title: Re: Japanese Title Screen
Post by: JCE3000GT on March 08, 2015, 01:54:24 AM
If memory serves the crystal is actually two separate graphics and the top layer is translucent.  I am not sure about the animation, I never looked in to that.  I actually used the Japanese title data to craft your (and my) custom titles.  The data is better organized due to the "Final Fantasy" lettering size difference. 
Title: Re: Japanese Title Screen
Post by: chillyfeez on March 08, 2015, 08:05:30 AM
Huh. Interesting. Does the Japanese title screen data fit into the same place in ROM when spliced into the US version?

Any suggestions for resources I can direct this fellow to to study up on this stuff?
TBH, I don't have a whole lot of interest in SNES title screens. In my mind, I'll go a loooong time before I ever need to edit one again for my own purposes. So whereas I will always try to help out a FFIV hacker who asks me, the ideal situation here is to redirect him to good resources without actually having to spend the time learning this myself.
 :blush:
Title: Re: Japanese Title Screen
Post by: JCE3000GT on March 08, 2015, 11:20:50 AM
Yes, you can copy the title screen tiles and tile positioning data from one to the other but the animation and translucent routine/data is stored elsewhere.  I have no idea where, and it will look like crap in FF2us until the palette is edited.  If you use my title screen data as a reference you can sort of figure out how it works to modify it.  I'm going out of town today and tomorrow but I should be able to help more when I get back. 
Title: Re: Japanese Title Screen
Post by: Grimoire LD on March 08, 2015, 06:26:56 PM
Yes, you can copy the title screen tiles and tile positioning data from one to the other but the animation and translucent routine/data is stored elsewhere.  I have no idea where, and it will look like crap in FF2us until the palette is edited.  If you use my title screen data as a reference you can sort of figure out how it works to modify it.  I'm going out of town today and tomorrow but I should be able to help more when I get back.

There is a large (like massive) amount of empty space right after the title screen at 0438B9 - I theorize that this is likely the routine for the flashing graphics and the like since I know it is never utilized normally in the game because that's where I placed all of my random AI and I have not noticed anything off with the title screen...

then again that could be empty space in all versions, would lead me to question why though.
Title: Re: Japanese Title Screen
Post by: chillyfeez on March 08, 2015, 11:57:51 PM
Yeah, I've been using that, too. I don't think I realized it was right after the title screen image data.
I suppose at some point I'll get to looking at the Japanese ROM to check all this out.
I hope I don't get any crazy ideas. I'm perfectly happy not being interested in title screens...
Title: Re: Japanese Title Screen
Post by: JCE3000GT on March 08, 2015, 11:59:42 PM
Yes, you can copy the title screen tiles and tile positioning data from one to the other but the animation and translucent routine/data is stored elsewhere.  I have no idea where, and it will look like crap in FF2us until the palette is edited.  If you use my title screen data as a reference you can sort of figure out how it works to modify it.  I'm going out of town today and tomorrow but I should be able to help more when I get back.

There is a large (like massive) amount of empty space right after the title screen at 0438B9 - I theorize that this is likely the routine for the flashing graphics and the like since I know it is never utilized normally in the game because that's where I placed all of my random AI and I have not noticed anything off with the title screen...

then again that could be empty space in all versions, would lead me to question why though.

That empty space is the tile positioning data I believe. 
Title: Re: Japanese Title Screen
Post by: Grimoire LD on March 09, 2015, 12:39:04 AM
Yes, you can copy the title screen tiles and tile positioning data from one to the other but the animation and translucent routine/data is stored elsewhere.  I have no idea where, and it will look like crap in FF2us until the palette is edited.  If you use my title screen data as a reference you can sort of figure out how it works to modify it.  I'm going out of town today and tomorrow but I should be able to help more when I get back.

There is a large (like massive) amount of empty space right after the title screen at 0438B9 - I theorize that this is likely the routine for the flashing graphics and the like since I know it is never utilized normally in the game because that's where I placed all of my random AI and I have not noticed anything off with the title screen...

then again that could be empty space in all versions, would lead me to question why though.

That empty space is the tile positioning data I believe.

...Not sure what you mean there. Since it's all FF how can it be positioning anything? Also when these bytes are filled the title screen is unchanged. Unless there is something I'm not understanding in what you're saying.
Title: Re: Japanese Title Screen
Post by: JCE3000GT on March 09, 2015, 02:02:35 AM
FF means to use a blank or transparent tile.  When I get home from being out of town I will give a better visual example of what that data does.  Deal?  :)
Title: Re: Japanese Title Screen
Post by: avalanche on March 09, 2015, 07:15:06 PM
In the US version, the title (and slow-scrolling prologue) screen graphics/layout/palettes start at 0x44200 in the headered ROM, and the giant block of FF's I assume Grimoire is referring to is 0x438B9 UN-headered, so immediately Before that, rather than after?

The title screen layout table (aka tile positioning) data is at 0x46200....at least in the US version... so I don't think the FFs are for that.

Of course I know zero about the Japanese version.
Title: Re: Japanese Title Screen
Post by: Rodimus Primal on March 09, 2015, 07:23:48 PM
Looking over the data and tiles in the Japanese ROM, there is a little more used but I don't think it has anything to do with the pointers. However, What points to what is certainly in another place in the ROM. just copying the data over using YY-CHR causes a red screen with scrambled text but is still playable.
Title: Re: Japanese Title Screen
Post by: JCE3000GT on March 09, 2015, 08:43:08 PM
You guys are right, I was off on my offset for the title screen data.  I thought it was 42000 and not 44000. 
Title: Re: Japanese Title Screen
Post by: Grimoire LD on March 09, 2015, 09:43:00 PM
Hmm, so the hex before 438B9 is not even anything to do with the title screen? Do we know What it does then?
Title: Re: Japanese Title Screen
Post by: JCE3000GT on March 10, 2015, 01:23:44 AM
I don't have anything in my last bit of notes when I was researching the title screen data a couple years ago...  Now I'm curious...

Title: Re: Japanese Title Screen
Post by: Gedankenschild on March 10, 2015, 01:32:08 PM
I would recommend the bsnes debugger. Its palette viewer is very helpful in figuring palette stuff out. The game rotates the color white through two of the palettes to create the shimmering effect.
It might also be helpful to look at the Easy Type version, since that one has an additional fade in for the "Easy Type" subtitle. More to compare to is usually better...
Title: Re: Japanese Title Screen
Post by: Rodimus Primal on March 11, 2015, 04:50:25 PM
Interesting. The question is, where is that data to give instructions to the title screen? Maybe those instructions are vastly different in the US version.
Title: Re: Japanese Title Screen
Post by: Rodimus Primal on March 14, 2015, 12:41:45 AM
So I did a little research graphically and this is what my findings where in YYCHR:
(http://img.photobucket.com/albums/v311/Rodimus86/FFIVTitleYYCHR1.png)

As you can see the lineup of tiles is different. I'm sure it has to do with the instructions and what not, but if you just copy the Japanese data over, it makes a scrambled FFIV title screen. Also where things are lineup differently. You can see where the information ends and the new stuff begins. Makes you wonder what that extra space is doing there.


Here's the title screen I get if I just straight copy over the data.

(http://img.photobucket.com/albums/v311/Rodimus86/ugh%20ffiv.png)
Title: Re: Japanese Title Screen
Post by: avalanche on March 16, 2015, 08:57:34 AM
What range of bytes did you copy over?

I don't know about the Japanese version, but the US version has a set of graphic sprites and a table that describes the tile layout for the entire screen in a straightforward grid. Looking at your shots of the graphics, I wonder if this is not the case with the Japanese version.  I'll also have to look at a video of the title screen again, to see the different phases I seem to remember that the US version doesn't use.

Edit: I see why yours is corrupt looking. The table I mentioned that the US version uses is at 46000 (unheadered) which is where graphics are in the screenshot you provided of YYCHR.  So the US code is loading garbage there, and randomish sprites display. As JCE3000GT indicated, the Japanese version does have multiple layers, at least for the text (not sure about the crystal). Each of those would be BG layers, and the US only has 1, conveniently in the hardware format for the whole screen.

So it would certainly be doable to get that title screen in the US rom, but probably not without getting the assembly for it too, and that might not be a simple paste if it doesn't fit in the same place in the US version.
Title: Re: Japanese Title Screen
Post by: Rodimus Primal on March 16, 2015, 10:54:03 PM
From beginning to end, the space provided for the title screen is exactly the same. Same exact locations in both ROMs. If looking at the US version, there is black space at the end of it, and stuff continues, which is most likely the layout table, in the Jap version. From the beginning of that first "F" until the last space including that black tile I copied over.
Title: Re: Japanese Title Screen
Post by: JCE3000GT on March 17, 2015, 12:21:36 AM
Avalanche I believe the crystal also has two layers..?

You can easily import most of the Japanese title screen but not just by copying the whole data block without changing the palette if memory serves me.  I don't have time right now but I would like to try and help out here as soon as I get some free time.  The custom title I did was originally from Final Fantasy IV EasyType actually.  :)
Title: Re: Japanese Title Screen
Post by: Rodimus Primal on March 17, 2015, 09:58:20 PM
I know free time with real life can be challenging, but all of you have helped in so many ways too numerous to count. I believe we can do this though.
Title: Re: Japanese Title Screen
Post by: JCE3000GT on March 18, 2015, 01:24:51 AM
Ok here is more data for you all to chew on.  Lets organize all of the offsets.  My problem is I cannot locate the assembly code that loads the extra Japanese title subroutines for transparency and the dual layers.  It should be noted that Final Fantasy IV and Final Fantasy IV EasyType have slightly different title screens which includes having the "EASY TYPE" text also have a rotating palette like the crystal does when loaded on the title screen.  Also Final Fantasy IV EasyType does not have two layers for the "FINAL FANTASY IV" text either.  Plus the palette data is slight different as you'll see below.  It is also an interesting note that the crystal is duplicated and one layer is shifted slightly up and to the left while the top layer (layer 1) is also transparent like the "FINAL FANTASY IV" text. 

Title Screen Graphic Data Final Fantasy IV & IV (J) EasyType (no header): $44000-46BFF (11264 bytes)
Title Screen Graphic Data Final Fantasy II US V1.0 & 1.1 (no header): $44000-467FF (10240 bytes)
Title Screen Palette locations Final Fantasy II US V1.0 & 1.1 (no header): $46800-468FF (256  bytes)
Title Screen Palette locations Final Fantasy IV & IV (J) EasyType (no header): $46C00-46C7F (128 bytes)

Total Title Screen data block size (including palettes) for all ROM versions: 11424 bytes

Final Fantasy IV (J) Palette Data values (paste in your hex editor):
Code: [Select]
0000FF7F5A0000000000000000000000000000000000000000000000000000000000FF7FDC7FB87F7477326FF166905A2E4AEC4189352729C41C6210210821040000FF7FF97FF27FE07FA07F407FE076606EC065005D805000440034002400140000FF7F717FCE6E2B668851E544623420240014000400008851E54462340014
Final Fantasy IV (J) EasyType Palette Data values (paste in your hex editor):
Code: [Select]
0000FF7F5A00A07F407FE076606EC065005D80500044003400247B7BD662104A6B19FF7FDC7FB87F7477326FF166905A2E4AEC4189352729C41C6210210821046B190000A07F407FE076606EC065005D8050004400340024FF7F7B7BD662104A6B19FF7F717FCE6E2B668851E544623420240014000400008851E54462340014
Final Fantasy II (U) V1.0 & 1.1 Palette Data values (paste in your hex editor):
Code: [Select]
0000FF7F717FEB6E676204568149033940245F07DE0E39029501F0006A005A006B19FF7FDF4F9F3F3C37D92E55261322B0192C11A8082400E71CE71CFF7F5A006B19DD7F717FEB6E676204568149033940245F07DE0E39029501F0006A005A006B19717FEB6E67620456814903394024FF7F5F07DE0E39029501F0006A005A0000004024FF7F717FEB6E67620456814903395F07DE0E39029501F0006A005A000000814903394024FF7F717FEB6E676204565F07DE0E39029501F0006A005A00000067620456814903394024FF7F717FEB6E5F07DE0E39029501F0006A005A000000FF7FEB6E0000000000000000000000005F07DE0E39029501F0006A005A00
Lets keep the momentum going and solve this investigation so we can import the Final Fantasy IV (J) title screen to the Final Fantasy II US ROM. :)
Title: Re: Japanese Title Screen
Post by: avalanche on March 19, 2015, 08:24:19 AM
Allow me to add another item that is relevant here.  I would split this out from the graphic data in your list, in case it helps dealing with it separately.

Title Screen Layout Table, FF2 US 1.1 (no header):   $46000-467FF

These are 2-byte entries which already in the hardware format for background sprite layout.  32 columns by 32 rows, although I think only the first 28 rows are visible.  Format:
Code: [Select]
Note these two bytes are in reverse order when in the ROM.
vhopppcc cccccccc
  v = vertical flip
  h = horiz flip
  o = priority
  p = palette
  c = character number (aka sprite index)

I haven't looked for the code yet, but I would imagine that in the US version the graphics and layout table are copied to video memory and a couple of registers are set to point at them, and that's about it for drawing a full screen of graphics with this data.  I don't have the Japanese ROM at my disposal, but it would have to have at least 2 background layers, and at least 2 (possibly more) layout tables because the Final Fantasy text in the front and back layers use different sprites.  These might not have a full 32x32 set; they could composite some smaller subset tables like is done in the prologue text scrolling screen with the castle.

It shouldn't be too hard to find the assembly that loads this data into the video memory and sets up the background layers in the US version, but I don't have the Japanese ROM, so I can only speculate there.  But one speculation that I can add with reasonable confidence is that, based on my findings with the palette blinking/rotating effects for other areas of the game, it is likely that the palette rotation effect is applied in an interrupt routine.  A custom interrupt will probably be installed somewhere during screen setup, and that will handle the palette effects, possibly also fading from black if that occurs.  So the interrupt routine in the US version will have to be modified/replaced in addition to the screen setup code.


Title: Re: Japanese Title Screen
Post by: Rodimus Primal on March 20, 2015, 06:39:53 AM
Being that the actual title screen, for the most part, is in the same place, would it be safe to assume that the instructions for the title screen would be in the same place in both games? Granted the instructions are different but it would make sense.
Title: Re: Japanese Title Screen
Post by: chillyfeez on March 31, 2015, 05:25:38 PM
You'd think so, right?
No, unfortunately not so.
I took a look under the hood of the Japanese title screen today. Didn't have the chance to get deep into it, but I was able to zero in pretty easily on the active palettes, as well as the routine that causes the flashing effect.

To put it as simply as possible (I'm not home right now anyway, so simple is the best I can do anyway), the game uses four palettes for the title screen: one for the black background, two for the "final fantasy" and one for the crystal. The active palettes (as is the case for most palettes in the game) are stored in RAM at 0CFB. These are constantly reloaded from a static location in RAM in the 0A00s (0A7C or something like that). Then, there's a constantly rotating byte in the 0600s (0675 or something). When the value there/2 is under 16, the game runs through a special set of instructions (otherwise skipped by way of a BCS) that causes a single color in the palette to turn white for a cycle. As X counts up, which color is white increases, 11 cycles until 1/2 that value at 0600-whatever is no longer less than 16.
It's a relatively simple process, however the problem with porting it over to FFIIUS is that none of this happens in that version... And the place in ROM where this routine is (beginning at 8002, I think, in LoROM, so right near 0000 in ROM) is occupied by other stuff in FFIIUS. So this will require finding a new place to put all of the instructions.
I mean, definitely possible, but it'll take a while to work out.

I'll keep ya posted as I make progress.
Title: Re: Japanese Title Screen
Post by: Grimoire LD on March 31, 2015, 09:42:19 PM
...Other stuff? We had been lead to believe that the only programmed difference between the Japanese and English versions was 16 bytes fixing some of the Stop Bugs (not all of them) is this other data anything important that you're aware of?)
Title: Re: Japanese Title Screen
Post by: chillyfeez on March 31, 2015, 10:19:10 PM
I didn't have a lot of time to look into it this morning, so I don't know for sure, but there's definitely code (or data?) in the US version that does not run during the title screen, which occupies the space that in the Japanese version controls the flash effect. I set a breakpoint and ran ffiius and there was no break at the title screen.
So, yeah...
Title: Re: Japanese Title Screen
Post by: Rodimus Primal on April 01, 2015, 11:42:06 AM
Would it make sense after finding out what the extra is to move it if it's important somewhere else in the ROM?
Title: Re: Japanese Title Screen
Post by: chillyfeez on April 01, 2015, 11:55:00 AM
Oh, sure, that's what will have to be done, unless it turns out that the stuff in FFIIUS is the easier stuff to move.
Title: Re: Japanese Title Screen
Post by: chillyfeez on April 03, 2015, 11:59:30 PM
Whew, so this is another thing that's turning out to be way more complicated than I originally expected.
 :bah:
So whereas tile layout data for the us version is pretty straightforward - all tiles arranged in order (except only 28 rows are used - the last 0x100 bytes are seemingly worthless) - the Japanese layout is... Not so simple.

The layout data begins (as far as I can tell) at 46800. There's 0x180 bytes representing the top layer of "FINAL FANTASY IV" followed by 0x180 bytes for the bottom layer. Each of these layouts fills only the vertical space occupied by the FINAL FANTASY letters. Somehow the game knows not to put anything in the top 8 or so rows.
After the layout data for FINAL FANTASY IV, there's a few bytes that are doing... Something... Then there's layout data for one layer of the crystal. It's the layer that shows up second (not the image of the crystal that appears before anything else). I don't know if it's the top or bottom layer because they're not off-set like the letters are. the crystal layout data only arranges tiles within the vertical and horizontal space occupied by the crystal. Again, somehow the game simply knows not to put anything in the empty (black) space.  I don't know where to find the layout data for the other layer of the crystal, but I've kinda run out of steam for the day, so I stopped looking.

I also documented just about every routine FFIVJ runs up through the title screen. Unfortunately, there's a lot more going on there than in FF2US, but creating something that is similar enough seems within reach.

The biggest roadblock I'm facing here is that I have no idea how the SNES handles graphics in layers.
Using the information I've gathered thus far, I could probably put together a fairly reasonable facsimile of the Japanese title screen in the US version, including (probably, but I'd have to write my own routine, I think) the flashing effect... But I don't think I know enough about SNES graphics processing to recreate multiple layers.

Not that I'm not willing to learn, but I don't really know where to begin.
Anyone have any insight into this?
Title: Re: Japanese Title Screen
Post by: Rodimus Primal on April 04, 2015, 07:07:41 AM
I wonder why didn't NOA just change the IV to a II instead of completely changing out the title screen. Sure they needed to fit Nintendo of America, but still.
Title: Re: Japanese Title Screen
Post by: JCE3000GT on April 04, 2015, 10:11:01 AM
I wonder why didn't NOA just change the IV to a II instead of completely changing out the title screen. Sure they needed to fit Nintendo of America, but still.

The spacing wasn't/isn't there.  To properly have a pixel perfect Final Fantasy IV using the US style larger letters requires more real estate.  The mods out there that change one of the I's in to a V visualize what I'm talking about. While they don't look bad it wouldn't of worked originally due to that lack if space and a redesign would of been needed.  Plus having said all of that the US style letters were only created because Square didn't want to use Final Fantasy IV's numbering. 
Title: Re: Japanese Title Screen
Post by: chillyfeez on April 04, 2015, 11:27:44 AM
I wonder why didn't NOA just change the IV to a II instead of completely changing out the title screen. Sure they needed to fit Nintendo of America, but still.

The spacing wasn't/isn't there.  To properly have a pixel perfect Final Fantasy IV using the US style larger letters requires more real estate.  The mods out there that change one of the I's in to a V visualize what I'm talking about. While they don't look bad it wouldn't of worked originally due to that lack if space and a redesign would of been needed.  Plus having said all of that the US style letters were only created because Square didn't want to use Final Fantasy IV's numbering.

I think what Rodimus was wondering was why they didn't do the opposite... That is, use the original FFIVJ title screen, but just change the "V" in "IV" to a "I."
If anything, it would require less real estate, and the change would have been super easy. I mean, I could do that using only Tile Layer.

Truth is, though, I do prefer the look of the FFIIUS title screen.
Title: Re: Japanese Title Screen
Post by: JCE3000GT on April 04, 2015, 12:02:23 PM
Ah ok, I had it backwards.  I do also like the US title screen better.  :)
Title: Re: Japanese Title Screen
Post by: chillyfeez on April 05, 2015, 09:47:06 PM
So I've been hard at work on this one, Rodimus.
It should be noted that the animation(s) are still not in there. I'm gonna have to make that happen with some custom assembly (based in part on what happens in the actual Japanese version).
This title screen is based off of the FFIVJ Easy Type title screen, because it doesn't layer the "FINAL FANTASY IV" letters (which I still don't know how to do). It also uses a different palette for the letters, but if you like the original FFIVJ palette better, that's an easy enough change. Anyway, what do you think?

(http://memberfiles.freewebs.com/22/01/115500122/photos/namingway-edition-title-screen/FFIV-NE%20proto%20title.jpg)
Title: Re: Japanese Title Screen
Post by: JCE3000GT on April 05, 2015, 11:50:26 PM
LOL

Looks good!  It sort of looks similar to my title screen I made for you-know-who's hack.  :)  The EasyType title gave a good example how to utilize the tiles and palettes I think. 

BTW, here is what I managed to do with editing Final Fantasy II US:

(http://www.jce3000gt.com/projects/mods/ff4hc/ff4hc_title.png)
Title: Re: Japanese Title Screen
Post by: Rodimus Primal on April 06, 2015, 12:26:32 AM
What Namingway's goal is to bring the US version closer to the original Japanese where it can, so I would prefer the original colors. Also the subtitle isn't needed either, but that's an easy fix. Great work though! 
Title: Re: Japanese Title Screen
Post by: chillyfeez on April 06, 2015, 12:57:12 AM
What Namingway's goal is to bring the US version closer to the original Japanese where it can, so I would prefer the original colors.
Thought so. No prob.
Quote
Also the subtitle isn't needed either, but that's an easy fix.
Yeah, I just stuck that in there because the space was already being used by "EASY TYPE." I had a fun idea I was going to try if you ended up liking it there, but taking it out entirely definitely will make this thing roll out quicker.

LOL

Looks good!  It sort of looks similar to my title screen I made for you-know-who's hack.  :)
Grimoire LD's?
I had actually never played - or so much as looked at - Easy Type before this little venture, but as soon as I did, That's what struck me, "looks like combat boost."
Quote
The EasyType title gave a good example how to utilize the tiles and palettes I think. 
And also the tile arrangement style is more similar to that of FFIIUS. Sort of. It still carries over some of the oddities of the original FFIVJ. Specifically, the tile layout data for the crystal still only fills the 4x10 space occupied by the crystal (still don't know how the game knows to fill the rest of the vertical space with black), and the ?1991 SQUARE tile arrangement is actually called from somewhere else entirely. Which is really weird, BTW. You can see exactly where it is in the tile layout data, but changing the data there does nothing to affect the copyright mark. It's almost like they knew that 20 years later people would be hacking their game for fun and sport and they just wanted to stick it to us.
Title: Re: Japanese Title Screen
Post by: JCE3000GT on April 06, 2015, 11:27:35 AM
I didn't have any trouble with the copyright mark or the vertical space you are referring to...

Can you show me what specifically you're referring to so I can take another look?
Title: Re: Japanese Title Screen
Post by: chillyfeez on April 06, 2015, 03:35:40 PM
It's not an issue in the US version. The US version lays out the tiles entirely in order from the top left to the bottom right. It's the Japanese title screen (both versions) that does the weird stuff I'm talking about.
All the weirdness is in the tile layout data. If you want to see for yourself...
(Unheadered ROM offsets, FFIVJ)
46800-4697F: Top Layer of FINAL FANTASY IV
46980-46AFF: Bottom Layer of FINAL FANTASY IV
note that there is no tile layout data preceding this, despite the fact that there are five rows of black space before the letters begin
46B00-46B4F: Top Layer of Crystal
46B50-46B9F: Bottom Layer of Crystal
note that this data only contains layout information for the 4x10 space occupied by the crystal image, and tells nothing about the black space on either side. Nor is there any data regarding any of the four or so rows of black space between FINAL FANTASY IV and the crystal image
46BA0-46BBF: What looks like it should be "(c)1991 SQUARE," that is, the tile IDs match up exactly right, but changing these two lines has no noticeable affect on the title screen.
Title: Re: Japanese Title Screen
Post by: JCE3000GT on April 06, 2015, 04:53:26 PM
Gotcha, I'll take a peek at it in the next day or three.  :)
Title: Re: Japanese Title Screen
Post by: chillyfeez on April 17, 2015, 02:01:48 PM
OK, guys, I'm sorry, but I just have to toot my own horn on this one!
I created a youtube channel just so I could share the video...

Japanese Title Screen Ported into FFIIUS (https://youtu.be/d1Y-RXyZnJc)

Of course it's not exact. The layering effect isn't there, and the crystal doesn't flash as it's fading in, but it came out pretty beautifully nonetheless.

Rodimus, I'll send you a patch in a few moments.

Thanks again, JCE3000GT and avalanche for your research notes and assistance on this one.
Title: Re: Japanese Title Screen
Post by: JCE3000GT on April 17, 2015, 07:27:10 PM
That's pretty cool!  Anytime.  :D  I like that fact that you found the crystal animation at least.  Any ideas on the rest?
Title: Re: Japanese Title Screen
Post by: chillyfeez on April 17, 2015, 07:36:13 PM
As for the multiple layers... I am completely clueless. I've found some documents online that give some explanations about SNES graphics registers, but some of it I don't really understand; and while some seems to indicate a particular register to be set to include multiple backgrounds, the Japanese version does not set that register in that way.
And nothing about transparency...

I could probably figure out how to make the crystal flash as it fades in, but I'm getting a little burnt out on this one. If I ever figure out how to make layers, then I'll probably go back and rework the flashing routine so that it happens as the crystal appears.
Title: Re: Japanese Title Screen
Post by: JCE3000GT on April 17, 2015, 07:45:32 PM
If you are burnt out take a break!
Title: Re: Japanese Title Screen
Post by: Rodimus Primal on June 15, 2015, 01:14:03 PM
If you are burnt out take a break!

Sometimes it happens to the best of us...

Speaking of which, did you happen to look any further into it, JCE3000GT?
Title: Re: Japanese Title Screen
Post by: JCE3000GT on June 18, 2015, 09:10:23 PM
If you are burnt out take a break!

Sometimes it happens to the best of us...

Speaking of which, did you happen to look any further into it, JCE3000GT?

Hey hey!  I haven't found much to report yet but when I get back from vacation I will take a peek.  :)
Title: Re: Japanese Title Screen
Post by: chillyfeez on November 26, 2015, 02:29:19 PM
Rodimus, try this for Namingway Edition. Hope it helps...
Title: Re: Japanese Title Screen
Post by: Rodimus Primal on November 26, 2015, 10:29:10 PM
I think something's wrong with the ips file itself. I tried patching a clean FFII US 1.1 unheadered with Namingway 1.5, then patched it over with that and still the same issue. When I hit reset it messes with the title screen too. Just to see if there was something causing it, I patched the desync patch over the clean ROM and it turned into Namingway with the Jap style title screen , and still with the issue.
Title: Re: Japanese Title Screen
Post by: chillyfeez on November 26, 2015, 10:54:06 PM
Um... It would definitely be completely impossible for the file linked here to turn a clean ROM into Namingway Edition on its own. This patch is literally only 28 bytes long and only changes ten bytes of the ROM.
For the sake of comparison, your Namingway Edition patch is 241,309 bytes long...
Title: Re: Japanese Title Screen
Post by: chillyfeez on November 26, 2015, 11:49:40 PM
OK, to give us a complete control group, I just downloaded a fresh ffiv 1.1 ROM (from doperoms), a fresh Namingway edition patch (from rhdn), and the desync fix patch (from a couple posts above here) onto my tablet, which had none of the above.
I patched Namingway onto the clean ROM and played a new game up to the first save point (in the watery pass).
I tested it out to make sure the desync would occur when dashing onto the save point. It did, specifically when approaching from above and from the right.
Then I saved, stopped the game, and applied the desync fix patch.
Then I loaded my game, tested it again, and the fix worked. I must have dashed onto the save point twenty times at least, and not one desync.
Title: Re: Japanese Title Screen
Post by: Rodimus Primal on November 27, 2015, 12:55:47 AM
Strange. I'm using SNES9x, did the exact same thing as you and I still get the desync. I even started with a fresh save file just in case and tried on the first save point in the Antlion Cave. I also made an ips patch and its 241,319 bytes long. So the code is there, but I'm wondering what's making it work in your case and not mine.

Edit- Eureeka. Somehow, it seems to work. After I created the ips patches to ensure the differences in file size, I retested and the running routine began stopping the screen shift. I'm going to do more testing. There has to be a reason why its working now and wasn't working before. I want to make sure this can be released.
Title: Re: Japanese Title Screen
Post by: Bahamut ZERO on December 01, 2015, 01:15:52 PM
Is that desync fix for dashing onto savepoints specifically for Namingway or for any project that uses User Options?

It's halfways just out of curiosity, as currently I have been using a workaround using the save point event.
Title: Re: Japanese Title Screen
Post by: chillyfeez on December 01, 2015, 02:42:13 PM
Well, just for Namingway, but my understanding is that the save point desync isn't an issue with regular User Options. Am I wrong?
Namingway uses a special hybrid of User Options that I never released to the general public that is more like "hold B to dash" than the toggle in User Options.
Title: Re: Japanese Title Screen
Post by: Bahamut ZERO on December 13, 2015, 07:40:59 PM
I actually use the B button dash version as well. :) I asked about it back when I first started on FU ReMIX and you helped me out.
Title: Re: Japanese Title Screen
Post by: chillyfeez on December 13, 2015, 09:34:09 PM
Oh, okay, I completely forgot about that.
Have you tried the patch yet?
If you haven't, just backup your ROM first. I'm not positive the code it uses would be exactly the same as what I did for Namingway.
Title: Re: Japanese Title Screen
Post by: Bahamut ZERO on December 31, 2015, 12:57:42 PM
Sweet! I'll give it a try in a little bit since I've got a bit of free time today  :happy: