°Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2430.0;wap2e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc890-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.0;wap2e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc890-3.html.zxЇg^                    ╚@лгЗOKtext/htmlISO-8859-1gzip@°╒З        Tue, 10 Mar 2020 20:26:01 GMT0є░░ о0оPоАз▓ЁоЇg^  З New Tool: Visual SAK

Banon's Donkey Farm > Game Modification Station

New Tool: Visual SAK

(1/5) > >>

Squall:
Visual SAK: Visual Swiss Army Knife

A new tool developed that will be more like the real Swiss Army Knife - a toolbox in one package, easy to use, does few things but do them with precision!
The toolbox will be focused on ripping of visuals from different ROM - Sprites, Graphics, Palettes, Tiles, ... but not casual ripping rather - finding, documenting, exporting and maybe in the feature importing.

Proof of concept:


There are plenty of things to be done - export of images, more operations on palette, project list, more formats, but I'm eager for some input before going on :D

Download: Version 3.1

P.S. Please download and share some feedback. Also if you find bugs, spell errors,... please report them here. If you have ideas how to make it better - please don't hesitate to suggest.

Tenkarider:
sounds cool, what about compressed GFX?

Squall:
Currently it supports GBA native LZ77-10 (also called LZ10 for short).
The next compression that I will implement will be LZSS, the one used in FF5 SNES, but  think the other FF titles use it too (need confirmation on that).
I have plans to add compressed palettes too. Usually palettes are not compressed, but I know for sure some tiles do it.

P.S. Guys could you help me to speed up tests on next Template that I will implement: GBA 4 bit uncompressed GFX? I think FF6a keep most of GFX that way. What I need is:
 - at least 2 addresses in GBA ROM of GFX in 4bpp format uncompressed.
 - if you could provide their dimension that will be even better
 - Palette addresses of above. Must not be compressed :)

Madsiur:
This is a really cool project! Which games outside FF4, FF5 and FF6 do you plan to support?

Here are some GFX locations for FF6A (E). I think most of them if not all are 4bpp uncompressed:


--- Code: ---4A1A40 4A20DF GFX Wallpaper 1 (1696 bytes) <- require wallpaper tile order
4A34DC 4A3B7B GFX Wallpaper 2 (1696 bytes)
4A3CDC 4A437B GFX Wallpaper 3 (1696 bytes)
4A44DC 4A4B7B GFX Wallpaper 4 (1696 bytes)
4A4CDC 4A537B GFX Wallpaper 5 (1696 bytes)
4A54DC 4A5B7B GFX Wallpaper 6 (1696 bytes)
4A5CDC 4A637B GFX Wallpaper 7 (1696 bytes)
4A64DC 4A6B7B GFX Wallpaper 8 (1696 bytes)
58FF64 5CF9A3 GFX     Monster / Esper Sprites (Variable * 459 entries)  <- require mold data for monsters / espers
5FE83E 60301D GFX Portraits (800 bytes * 23 entries) <- require tiles arrangement to display properly

--- End code ---

GBA ROM maps: https://www.ff6hacking.com/wiki/doku.php?id=ff6a:ff6a
wallpaper tiles order: https://www.ff6hacking.com/wiki/doku.php?id=ff6a:data:formats:wallpaper
portrait tiles order: https://www.ff6hacking.com/wiki/doku.php?id=ff6a:data:formats:portrait

Edit: I had forgot the palettes. Here they are..  :blush:

--- Code: ---5FE55E 5FE83D PAL Portrait Palettes (16 colors * 23 entries)
6E7AD0 6EAAF8 PAL Monster Palettes (16 bytes * 764 entries)
6ED1B0 6ED2AF PAL Wallpaper Palettes (32 bytes * 8 entries)

--- End code ---

I have some palettes of interest only documented in the (U) release:

--- Code: ---6FD8E6 6FDCE6 PAL Map Sprite Palettes

GFX:
760000 792FFF SPRITE Character/Various Sprites (Variable * ??? entries)

--- End code ---

Squall:

--- Quote from: Madsiur on February 24, 2018, 10:36:14 PM ---This is a really cool project! Which games outside FF4, FF5 and FF6 do you plan to support?
--- End quote ---
Thank you! Actually this tool is not connected with any game. I just use FFs as base to test functionality :D

Thank you very much for the info, Madsiur! It was helpful to test a new Template - GBA 4bpp (no compression).
Unfortunately all the GFX require a tile-map, something that I have not implemented yet, so I couldn't see them properly.

I did notice that FF6a barely uses compression (at least not LZ10). Also all GFX uses a tile-map ... and tiles look scrambled inside ... Is there a particular reason for that, like weird copy protection of GFX? or just hmm bad programming :D

Anyway thanks to your data, version 2.0 is out! Download from first post.

P.S. Madsiur since FF6 uses LZSS variation do you know is it the same as FF5 LZSS one?

Navigation

[0] Message Index

[#] Next page

Go to full version