øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=278;area=showposts;start=1260e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcdb4-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=278e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcdb4-2.html.zxÝåg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.µOKtext/htmlISO-8859-1gzip0|ÖµÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:25:41 GMT0ó°° ®0®P®€§²ð®Ýåg^ÿÿÿÿÿÿÿÿ·$µ Show Posts - chillyfeez

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Messages - chillyfeez

1261
Final Fantasy IV Research & Development / Decoding World Map Triggers
« on: October 17, 2012, 11:10:37 AM »
I've been working on figuring out the Overworld/Underworld/Moon map triggers.
Most of what follows is interpreted from Yousei's document.  Hopefully this will clarify a bit what took me some experimenting and time to figure out:

The World Map trigger data is located from D0066-D01FF (headered US ROM).  Each trigger is five bytes long.
Byte 0: X-Position
Byte 1: Y-Position
Byte 2: Call to load a new map (or play an event - more on this later)
Byte 3: New map X-Pos
Byte 4: New Map Y-Pos

So, at D0066, we have:
65 9C 24 10 1E
"At 65/9C (NW Corner of Baron Castle), load map 24 (Baron Castle) at position 10/1E."

If Byte 2 = FF, this is an event call.  The game, as programmed, has seven of these - two in the Overworld and five in the Underworld:
Quote
Event Call ID  X-Pos  Y-Pos  Event ID  Description
-------------  -----  -----  --------  -----------
(Overworld)
           10     77     3E        42  Redwings Bombing Damcyan
           2B     DD     38        83  Boarding the ship in Fabul
(Underworld)
           58     30     0F        06  Entering the Tower of Bab-il from the Underworld
           ""     31     0F        ""  ""
           36     37     14        FE  Dwarf tanks shooting tower of Bab-il
           ""     36     11        ""  ""
           ""     33     10        ""  ""

I don't quite understand why the event call IDs do not match the actual event IDs.  Also, I've played around with inserting other values besides the four used, and have not found any others that work (but have not exhausted all 252 possibilities by any stretch).

It's also worth mentioning that, as with location maps, if the position of a trigger is moved, the target location must contain a trigger-friendly tile in order for the trigger to function (such as a town tile, cave, castle, etc.). You can use Yousei's FF4ed to do this (if you change the data first, the editor will blue-in the new trigger location).

Also - I think D0060-D0065 contains the data related to which triggers belong in which World Map, but have not yet experimented with this.

1262
Final Fantasy IV Research & Development / Re: NPC Palette Data?
« on: October 02, 2012, 12:52:51 AM »
You know, Pinkpuff, I just had a thought - these may very well be the same palettes used by spell animations. Can't test the theory because I'm not home right now, but I'm pretty sure spell sprites are 3BP, and the npc palettes seem to often use many shades of the same color, as is common with spells...

1263
Final Fantasy IV Research & Development / Re: NPC Palette Data?
« on: October 01, 2012, 10:49:05 AM »
also, it's probably worth mentioning to anyone who doesn't already know, that only four of the 24 NPC palettes are usable per map.  I'm sure there must be a way to determine which palettes are available where, and subsequently EDIT which palettes are available where, but I haven't figured that out yet.  For what I'm doing right now, it's not necessary (yet), so it may be a while before I decide to open that book...

1264
Final Fantasy IV Research & Development / Re: NPC Palette Data?
« on: October 01, 2012, 10:44:08 AM »
OK, well after a little trial and error, I figured it out.
Now that I've figured it out, I kinda wanna kick myself that it took as much trial and error as it did.

We know, by what's already been documented, that Overworld Character Palettes are located from 68200-6823F.
It took a little more searching to find the document, but I found a compilation of data by JCE3000GT from ~2003 that says the next four lines are vehicle palettes (68240-6827F).
Well, from there, all I had to do was scroll down a few lines, because then you've got four lines of FFs, then 24 lines of palettes, which belong to NPCs (they're easy to spot because they're 3BP, and therefore often start with 00 00 00 00).

Anyway, since NPC palettes are harder to define (they're more interchangeable than character or vehicle palettes, so you can't just say "it's Cid's daughter's palette," because she shares a palette with so many other characters), it takes me a combination of a screenshot, Tile Layer, and Yousei's SNESPal to zero in on exactly which palette I'm looking for:
1. take screenshot of an NPC that uses the palette you want to edit
2. find the corresponding sprite in tlp
3. use eyedropper on the first non-black color in the palette (as shown from left to right in tlp)
4. "edit colors/define custom colors" to grab the rgb value, and plug those into tlp to make that color the correct color
5. perform the same actions for the next five colors
6. jump to 682C0 (the first NPC palette) in SNESPal
7. scroll through the palettes until you find the one that matches the one replicated in tlp

1265
Final Fantasy IV Research & Development / Re: NPC Palette Data?
« on: October 01, 2012, 09:29:42 AM »
battle characters, as in Cecil & co's battle sprite palettes?
Phoenix posted the location of that data here:
http://slickproductions.org/forum/index.php?topic=1242.0

I have a theory about how I might be able to find some other palette data.  I'll let y'all know if it works.

1266
Final Fantasy IV Research & Development / NPC Palette Data?
« on: September 30, 2012, 08:55:02 PM »
Hey-
Anybody have any insight about where to find/edit NPC palettes? (I mean the palettes for TRULY non-playable characters)
I know how to tell the ROM which palette to use, but I'm still trying to figure out where the data is stored that determines which colors are in those palettes...

1267
Yes, that's the right idea...
08, 18, 28... B8 are instructions to make a NPC toggle visibility (becoming invisible if visible, and becoming visible if invisible).
09, 19, 29... B9 are instructions to make a NPC jump two spaces sideways.
C8 is the instruction to make the main character invisible.
C9 is the instruction to make the main character visible. (main character cannot jump two spaces sideways)
As a matter of fact, all main character movement instructions after C7 differ from their corresponding NPC instructions.

1268
Hey Pinkpuff,
I just noticed a little bug in the event editor: since the main character and NPCs have a slightly different set of available actions, inputting "You Toggle Visibility" always causes the main character to become invisible.  This is because NPCs can toggle invisibility, but the main character has separate commands to disappear and reappear.  It's just a tiny little thing, but I just spent the better part of an hour trying to figure out why I couldn't make my main character reappear  :eek:

1269
what I didn't try (and now that I think about it, what you WERE trying to do from the start) was completely replace an exit with a treasure chest (that is, remove an exit, add a treasure).  This may not be possible without at least removing another treasure somewhere else (?).  I think I remember reading Phoenix saying that the game has a fixed amount of space devoted to treasure locations... though it seems very strange that you wouldn't be able to steal an exit slot to give to treasure.

1270
ah-ha - good question...
at first, I was just talking about moving the x/y of an existing chest, but I just tested switching a chest with an exit.  Seems if you keep the x/y locations, but change the instructions, the exit will work but the chest will be invalid.  If you keep the instructions but change the x/y locations, they will both work.  It's almost like the ROM checks for all treasure chests first, then when it sees the first non-treasure trigger, it ignores all subsequent treasure triggers.
so:
original
Quote
2A   Castle Baron (1F)            A87EE-A8824   0D 03 FE 00 1E
                           0E 03 FE 80 CE
                           0F 03 FE 80 E2
                           08 00 2B 0E 07
                           01 05 24 CC 0D
                           08 0F 24 8F 12
                           10 0A 24 53 0D
                           05 05 66 04 08
                           0B 05 67 04 08
                           06 0A FF 03 00
                           0E 05 FF 01 00
doesn't work:
Quote
2A   Castle Baron (1F)            A87EE-A8824   0D 03 24 53 0D
                           0E 03 FE 80 CE
                           0F 03 FE 80 E2
                           08 00 2B 0E 07
                           01 05 24 CC 0D
                           08 0F 24 8F 12
                           10 0A FE 00 1E
                           05 05 66 04 08
                           0B 05 67 04 08
                           06 0A FF 03 00
                           0E 05 FF 01 00
does work:
Quote
2A   Castle Baron (1F)            A87EE-A8824   10 0A FE 00 1E
                           0E 03 FE 80 CE
                           0F 03 FE 80 E2
                           08 00 2B 0E 07
                           01 05 24 CC 0D
                           08 0F 24 8F 12
                           0D 03 24 53 0D
                           05 05 66 04 08
                           0B 05 67 04 08
                           06 0A FF 03 00
                           0E 05 FF 01 00

1271
ah, yes, didn't even see that you had done that.  The file I was referring to was the same one, BEFORE you decoded the whole thing.

1272
Yeah, Grimoire, the whole thread was pretty much you and Phoenix, but it was several years ago. 
I can't make heads or tails of what to do with the NPC placement document, but the event triggers (which includes exits and treasure chests) is actually very easy to use.  The trigger data is located in A8500 to A981F.  Each trigger is comprised of five bytes: x-position, y-position, type of trigger (exit, treasure, event), trigger details (x/y, treasure contents, event pointer). Phoenix even breaks them down by which map they're (originally) located in.

1273
For location triggers/chests, has anyone worked out how the game knows which ones are valid chests? I haven't seen that anywhere. I wanted to turn a few unneeded teleport tiles into chests, but they don't work unless they were a chest originally. I figure there has to be more data somewhere. (Which makes the teleport/other event tiles that can be "opened" as chests even more confusing).
Phoenix posted some files a few years ago in this thread
http://slickproductions.org/forum/index.php?topic=1286.0
The "location triggers" file in the bundle seems to address making active treasure chests, but I haven't tested it personally (I'm currently trying to figure out the NPC data file in the same bundle... with limited success).

EDIT: Just tested it. It does work.  you have to edit the map layout, plus change the location of the trigger in order for it to work.  That is, if you change the location of the trigger (treasure) to a location where there is no object that might contain treasure, the treasure won't be there, but as soon as you put a chest (or pot, etc) there, you can collect the treasure.

1274
sorry. I'm a dimwit. I wasn't closing the emu or reloading the rom after making changes.

1275
OK, sorry my novice is showing here, but can someone please explain to me, when editing events, what the two numbers represent when loading a map?
I always figured they were x/y coordinates, but I never used load map before now.  Turns out they definitely are not x/y coordinates, because no matter what I seem to set them to, they either have no effect on starting location, or an effect that does not correspond to x/y on a 1-1 basis.
 :wtf: