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Author Topic: FF5 Tilesets?  (Read 2946 times)

Dana Crysalis

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FF5 Tilesets?
« on: August 23, 2013, 07:05:30 PM »
I've checked around the internet and not found anything that is the individual tilesets for FF5Advance maps.  Do these exist, or can they be ripped from the rom?  I do not know how the maps are stored, advice or tiles would be welcome.  :)

Dana Crysalis

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Re: FF5 Tilesets?
« Reply #1 on: August 29, 2013, 03:42:58 PM »
After experimentation with multiple tile rippers for GBA and SNES, I've determined that FF5 definitely hides their room tiles better than anything else.  It's a little frustrating.

Jorgur

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Re: FF5 Tilesets?
« Reply #2 on: August 30, 2013, 06:55:53 AM »
Actually, I can only find one place in the ROM where uncompressed graphics are stored, at 0x2992E8. It looks like the tiles for the save point and some other random things. There remaining graphics must be hidden behind some form of compression.

Naturally, the graphics are of no use without the corresponding palettes, which could take a lot of time and effort to locate.

 :edit:
A viable alternative would be to extract the tile graphics from the SNES ROM, where graphics are stored uncompressed.
« Last Edit: August 30, 2013, 07:01:20 AM by Jorgur »

Dana Crysalis

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Re: FF5 Tilesets?
« Reply #3 on: September 11, 2013, 12:02:50 AM »
Apparently the tile graphics are compressed on the SNES ROM, too.  Is this an undoable thing to uncompress?

Dragonsbrethren

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Re: FF5 Tilesets?
« Reply #4 on: September 11, 2013, 12:15:34 AM »
The GBA version is almost guaranteed to be using LZ77 compression since support for it is built into the system BIOS. I've had the most success with LZ77 Restructor 2 in FF4 Advance - the compression in that game seems to elude other scanners. You'll probably want to use minimal filtering if FF5 is like FF4 - you'll get false positives, but you'll get what you want too.

One bit of bad news is that I never found FF4's map tiles this way. If nothing else, you could always rip them from VRAM.

 :edit:

Just scanned FF5 and the map tiles are there. It looks like you might have to save them as binaries (extract selected) and open them with a tile editor that allows you to shift rows of pixels (+ and - in YY-CHR, TLP, probably others).
« Last Edit: September 11, 2013, 12:28:49 AM by Dragonsbrethren »

Dana Crysalis

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Re: FF5 Tilesets?
« Reply #5 on: September 14, 2013, 07:12:39 AM »
Hm, I took a look through with the programs you mentioned, saw most of the stuff I'd seen before (job sprites, battle backgrounds, etc).  Am I simply looking in the wrong place, or missing a setting?

Dragonsbrethren

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Re: FF5 Tilesets?
« Reply #6 on: September 14, 2013, 02:38:47 PM »
Do you have minimal filtering on? 2C8818:5672 looks like the castle exterior tileset to me, and the entries under it other tilesets.

Dana Crysalis

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Re: FF5 Tilesets?
« Reply #7 on: September 16, 2013, 05:34:35 AM »
Your eyes are better than mine, haha, I tried extracting that and getting it to resemble the tiles in truth via YY-CHR, but no dice.  Most unfortunate.

Dragonsbrethren

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Re: FF5 Tilesets?
« Reply #8 on: September 16, 2013, 05:49:17 PM »
Copy the extracted graphics into another instance of YY-CHR (make sure to set both instances to GBA 4BPP mode beforehand) and use the + and - buttons/keys to align it. Guessing these graphics have some sort of header the decompressor isn't accounting for, which offsets the actual pixel data so it doesn't properly align to 8x8 tiles. I've never actually looked at the extracted binaries to confirm that, though.