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Author Topic: Animations, Sound effects, and Music  (Read 5469 times)

Lenophis

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Re: Animations, Sound effects, and Music
« Reply #15 on: February 03, 2010, 10:10:06 PM »
No, I mean; how?
Ahhh, writer's block. Well, let's look at Pummel as an example:

Code: [Select]
0E 0A 0E 01 00 00 00 00 00 00 00 08 - PummelIf you wanted to change it so the sequence was HADOKEN, you'd change it to:

Code: [Select]
08 07 0E 04 01 00 00 00 00 00 00 0A - PummelThat sequence is down, down/left, left, Y, A. Simple, yes?

119 bugs fixed and counting.

Odbarc

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Re: Animations, Sound effects, and Music
« Reply #16 on: February 03, 2010, 11:47:44 PM »
No, no, no, no, I GET that part.
How do I open a rom and change the hex?
How do I find the blitz codes in the infinite sea of hex numbers?
After I learn that, how do I learn how to find other things and change them without needing someone whose already done these things to basically do it for me?

I had Hexedit or some program someone gave to me here about a year or so ago but I couldn't figure out how to use it at all. I remember all I was able to do was change some option that made the characters name write out in English instead of the hex code.

Poco Loco

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Re: Animations, Sound effects, and Music
« Reply #17 on: February 04, 2010, 12:44:36 AM »
well there is no program to that I know to translate hex to normal words =/

but u can use windhex32 and look @ lord J's table files to find the offset to edit the blitz commands
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

koala_knight

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Re: Animations, Sound effects, and Music
« Reply #18 on: February 04, 2010, 03:06:19 AM »
Here's a bunch more data that Zeemis got from this Japanese dude that goes by SHALL.
Most importantly, these notes have the format of the animation data including which byte controls SFX!
http://members.cox.net/brpxqzme/ff6_magic_graphics.txt

Also, Zeemis directed me to some of his findings with FF6MDE.
http://www.simulationnation.com/zeemis/forums/showthread.php?tid=297

Odbarc

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Re: Animations, Sound effects, and Music
« Reply #19 on: February 04, 2010, 03:13:13 AM »
well there is no program to that I know to translate hex to normal words =/

but u can use windhex32 and look @ lord J's table files to find the offset to edit the blitz commands

Yeah, windhex32 is what I had before. I don't know how to use it or how to find an 'offset'.
When I tried, all I could see was about a trillion hex codes at random in one giant block. I don't think I could have changed any of it. I don't know how to use any part of the windhex32.
I, like, literally need, like, 50 screenshots of literally step by step instructions.
My programming experience is limited to clicking [Next-->] in start up programs.

Poco Loco

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Re: Animations, Sound effects, and Music
« Reply #20 on: February 04, 2010, 03:14:58 AM »
ah yea Zeemis told me about that guy Shall

thnx 4 the find :)
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

koala_knight

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Re: Animations, Sound effects, and Music
« Reply #21 on: February 04, 2010, 03:22:17 AM »
No problem! I can't wait to see what Lord J can do with this info. ^_^

darkmage

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Re: Animations, Sound effects, and Music
« Reply #22 on: February 04, 2010, 10:52:05 AM »
Actually, if Lord J is wanting to add more to his editor, I found the offsets for battle status messages. Some of them might be difficult to edit using his current method, as for the "Stole X !", "Got X Exp. Point(s)" and such there are (equations or pointers to tables, not sure which applies to which) within those messages.

$11F200 - $11F6F3