Author Topic: Official request thread  (Read 12319 times)

JCE3000GT

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Official request thread
« on: December 19, 2007, 06:33:00 PM »
Consider this the official requests topic. 

[REQUESTS]
  • I need help finding this data.  Positioning for the parts in yellow.
  • Now that I have found the SPC and BRR data I need help locating the pointers.











Sticky?

[attachment deleted by admin]
« Last Edit: December 21, 2007, 11:30:01 PM by JCE3000GT »

JCE3000GT

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Re: Official request thread
« Reply #1 on: December 28, 2007, 01:18:02 AM »
Colon drawing routine for the item list:

Code: [Select]
$01/A1D0 C2 20       REP #$20                A:FF04 X:0C23 Y:0044 D:0100 DB:7E S:02EB P:envMxdIzCHC:0226 VC:021 00 FL:07
$01/A1D2 98          TYA                     A:FF04 X:0C23 Y:0044 D:0100 DB:7E S:02EB P:envmxdIzCHC:0248 VC:021 00 FL:07
$01/A1D3 18          CLC                     A:0044 X:0C23 Y:0044 D:0100 DB:7E S:02EB P:envmxdIzCHC:0262 VC:021 00 FL:07
$01/A1D4 69 52 00    ADC #$0052              A:0044 X:0C23 Y:0044 D:0100 DB:7E S:02EB P:envmxdIzcHC:0276 VC:021 00 FL:07
$01/A1D7 A8          TAY                     A:0096 X:0C23 Y:0044 D:0100 DB:7E S:02EB P:envmxdIzcHC:0300 VC:021 00 FL:07
$01/A1D8 E2 20       SEP #$20                A:0096 X:0C23 Y:0096 D:0100 DB:7E S:02EB P:envmxdIzcHC:0314 VC:021 00 FL:07
$01/A1DA B2 5A       LDA ($5A)  [$7E:1440]   A:0096 X:0C23 Y:0096 D:0100 DB:7E S:02EB P:envMxdIzcHC:0352 VC:021 00 FL:07
$01/A1DC C9 FE       CMP #$FE                A:00EE X:0C23 Y:0096 D:0100 DB:7E S:02EB P:eNvMxdIzcHC:0392 VC:021 00 FL:07
$01/A1DE F0 1A       BEQ $1A    [$A1FA]      A:00EE X:0C23 Y:0096 D:0100 DB:7E S:02EB P:eNvMxdIzcHC:0408 VC:021 00 FL:07
$01/A1E0 A9 C8       LDA #$C8                A:00EE X:0C23 Y:0096 D:0100 DB:7E S:02EB P:eNvMxdIzcHC:0424 VC:021 00 FL:07
$01/A1E2 91 29       STA ($29),y[$7E:B696]   A:00C8 X:0C23 Y:0096 D:0100 DB:7E S:02EB P:eNvMxdIzcHC:0456 VC:021 00 FL:07
$01/A1E4 C8          INY                     A:00C8 X:0C23 Y:0096 D:0100 DB:7E S:02EB P:eNvMxdIzcHC:0496 VC:021 00 FL:07
$01/A1E5 A5 DB       LDA $DB    [$00:01DB]   A:00C8 X:0C23 Y:0097 D:0100 DB:7E S:02EB P:envMxdIzcHC:0510 VC:021 00 FL:07
$01/A1E7 91 29       STA ($29),y[$7E:B697]   A:0004 X:0C23 Y:0097 D:0100 DB:7E S:02EB P:envMxdIzcHC:0550 VC:021 00 FL:07
$01/A1E9 C8          INY                     A:0004 X:0C23 Y:0097 D:0100 DB:7E S:02EB P:envMxdIzcHC:0590 VC:021 00 FL:07
$01/A1EA 5A          PHY                     A:0004 X:0C23 Y:0098 D:0100 DB:7E S:02EB P:envMxdIzcHC:0604 VC:021 00 FL:07
$01/A1EB A5 5C       LDA $5C    [$00:015C]   A:0004 X:0C23 Y:0098 D:0100 DB:7E S:02E9 P:envMxdIzcHC:0634 VC:021 00 FL:07
$01/A1ED 20 69 83    JSR $8369  [$01:8369]   A:0001 X:0C23 Y:0098 D:0100 DB:7E S:02E9 P:envMxdIzcHC:0658 VC:021 00 FL:07

Lenophis

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Re: Official request thread
« Reply #2 on: December 28, 2007, 01:25:11 AM »
Actually, that's just one of them, for the left side of the list. Here's the one for the right side of the list:

Code: [Select]
$01/A20A C2 20       REP #$20                A:FF04 X:0C23 Y:0060 D:0100 DB:7E S:02EB P:envMxdIzCHC:0696 VC:021 00 FL:07
$01/A20C 98          TYA                     A:FF04 X:0C23 Y:0060 D:0100 DB:7E S:02EB P:envmxdIzCHC:0718 VC:021 00 FL:07
$01/A20D 18          CLC                     A:0060 X:0C23 Y:0060 D:0100 DB:7E S:02EB P:envmxdIzCHC:0732 VC:021 00 FL:07
$01/A20E 69 52 00    ADC #$0052              A:0060 X:0C23 Y:0060 D:0100 DB:7E S:02EB P:envmxdIzcHC:0746 VC:021 00 FL:07
$01/A211 A8          TAY                     A:00B2 X:0C23 Y:0060 D:0100 DB:7E S:02EB P:envmxdIzcHC:0770 VC:021 00 FL:07
$01/A212 E2 20       SEP #$20                A:00B2 X:0C23 Y:00B2 D:0100 DB:7E S:02EB P:envmxdIzcHC:0784 VC:021 00 FL:07
$01/A214 B2 5A       LDA ($5A)  [$7E:1442]   A:00B2 X:0C23 Y:00B2 D:0100 DB:7E S:02EB P:envMxdIzcHC:0822 VC:021 00 FL:07
$01/A216 C9 FE       CMP #$FE                A:00EE X:0C23 Y:00B2 D:0100 DB:7E S:02EB P:eNvMxdIzcHC:0862 VC:021 00 FL:07
$01/A218 F0 1A       BEQ $1A    [$A234]      A:00EE X:0C23 Y:00B2 D:0100 DB:7E S:02EB P:eNvMxdIzcHC:0878 VC:021 00 FL:07
$01/A21A A9 C8       LDA #$C8                A:00EE X:0C23 Y:00B2 D:0100 DB:7E S:02EB P:eNvMxdIzcHC:0894 VC:021 00 FL:07
$01/A21C 91 29       STA ($29),y[$7E:B6B2]   A:00C8 X:0C23 Y:00B2 D:0100 DB:7E S:02EB P:eNvMxdIzcHC:0926 VC:021 00 FL:07
$01/A21E C8          INY                     A:00C8 X:0C23 Y:00B2 D:0100 DB:7E S:02EB P:eNvMxdIzcHC:0966 VC:021 00 FL:07
$01/A21F A5 DB       LDA $DB    [$00:01DB]   A:00C8 X:0C23 Y:00B3 D:0100 DB:7E S:02EB P:envMxdIzcHC:0980 VC:021 00 FL:07
$01/A221 91 29       STA ($29),y[$7E:B6B3]   A:0004 X:0C23 Y:00B3 D:0100 DB:7E S:02EB P:envMxdIzcHC:1020 VC:021 00 FL:07
$01/A223 C8          INY                     A:0004 X:0C23 Y:00B3 D:0100 DB:7E S:02EB P:envMxdIzcHC:1060 VC:021 00 FL:07
$01/A224 A5 5C       LDA $5C    [$00:015C]   A:0004 X:0C23 Y:00B4 D:0100 DB:7E S:02EB P:envMxdIzcHC:1074 VC:021 00 FL:07
$01/A226 5A          PHY                     A:0001 X:0C23 Y:00B4 D:0100 DB:7E S:02EB P:envMxdIzcHC:1098 VC:021 00 FL:07
$01/A227 20 69 83    JSR $8369  [$01:8369]   A:0001 X:0C23 Y:00B4 D:0100 DB:7E S:02E9 P:envMxdIzcHC:1128 VC:021 00 FL:07

119 bugs fixed and counting.

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Re: Official request thread
« Reply #3 on: January 08, 2008, 09:42:16 PM »
Does anyone know of any data relating to spell effects besides what's at 799A0-79F9F (headered, 6 bytes each)? I tried changing some of the spells, but there seems to be some hardcoding (or other data) affecting them. For example, try copying the data for Life2 (located at 79A18) to Life1 (located at 79A12). When I did this, the new spell still acted like Life1, and would revive but not do a full HP restore. So, there must be something else affecting it, but I can't find where. Any ideas where to look?
« Last Edit: February 14, 2008, 05:35:20 AM by Phoenix »

darkmage

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Re: Official request thread
« Reply #4 on: January 31, 2008, 08:03:10 AM »
Does anyone know of a way to expand the palettes in FF2us? From what I can tell, the world map has 3 colors per sprite, and that won't work for what I have in mind.

JCE3000GT

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Re: Official request thread
« Reply #5 on: January 31, 2008, 11:27:12 PM »
Does anyone know of a way to expand the palettes in FF2us? From what I can tell, the world map has 3 colors per sprite, and that won't work for what I have in mind.

I'd be curious to know if there is a pointer and "amount" ASM code that would be able to be expanded and repointed.  DKK?

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Re: Official request thread
« Reply #6 on: February 01, 2008, 01:10:53 AM »
Does anyone know of a way to expand the palettes in FF2us?
For expansion you mean improving the palettes to use 16 colors instead of 8? I can say that wonderfully works for portraits, not sure about the rest of the game.  :blush:

The effect is pretty cool with FF4A portraits.

Palettes are loaded using a simple MVN, while portraits are copied and converted to vram using dma writes to $2118 and $2119 (same goes for the cursor, that's why my picture has it corrupted).
« Last Edit: February 01, 2008, 01:20:29 AM by Gemini »

JCE3000GT

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Re: Official request thread
« Reply #7 on: February 01, 2008, 02:07:22 AM »
Does anyone know of a way to expand the palettes in FF2us?
For expansion you mean improving the palettes to use 16 colors instead of 8? I can say that wonderfully works for portraits, not sure about the rest of the game.  :blush:

The effect is pretty cool with FF4A portraits.

Palettes are loaded using a simple MVN, while portraits are copied and converted to vram using dma writes to $2118 and $2119 (same goes for the cursor, that's why my picture has it corrupted).

Wow, that's some pretty fucking awsome work Gemini.

Phoenix

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Re: Official request thread
« Reply #8 on: February 01, 2008, 02:32:24 AM »
Gemini, could you post more details about what to change and where it's located in the ROM? That's a neat result, and something I hadn't considered changing until just now.

Gemini

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Re: Official request thread
« Reply #9 on: February 01, 2008, 03:18:51 AM »
Gemini, could you post more details about what to change and where it's located in the ROM? That's a neat result, and something I hadn't considered changing until just now.
Well, I can tell you more or less what to change in the Snes version (the image refers to the Psx porting), but I'm not 100% sure it will work that way. Code was traced from FF2us, but it might be stored at the same offsets in any Snes version.

This one loads 8 color palette:
Code: [Select]
$01/9340 BD 01 00    LDA $0001,x[$7E:1001]   A:100B X:1000 Y:E2C0 P:envMxdIzc
$01/9343 29 0F       AND #$0F                A:1009 X:1000 Y:E2C0 P:envMxdIzc
$01/9345 85 43       STA $43    [$00:0143]   A:1009 X:1000 Y:E2C0 P:envMxdIzc
$01/9347 C2 20       REP #$20                A:1009 X:1000 Y:E2C0 P:envMxdIzc
$01/9349 A5 43       LDA $43    [$00:0143]   A:1009 X:1000 Y:E2C0 P:envmxdIzc
$01/934B 0A          ASL A                   A:0009 X:1000 Y:E2C0 P:envmxdIzc
$01/934C 0A          ASL A                   A:0012 X:1000 Y:E2C0 P:envmxdIzc
$01/934D 0A          ASL A                   A:0024 X:1000 Y:E2C0 P:envmxdIzc
$01/934E 0A          ASL A                   A:0048 X:1000 Y:E2C0 P:envmxdIzc
$01/934F 69 D0 86    ADC #$86D0              A:0090 X:1000 Y:E2C0 P:envmxdIzc
$01/9352 AA          TAX                     A:8760 X:1000 Y:E2C0 P:eNvmxdIzc
$01/9353 A5 45       LDA $45    [$00:0145]   A:8760 X:8760 Y:E2C0 P:eNvmxdIzc
$01/9355 0A          ASL A                   A:0000 X:8760 Y:E2C0 P:envmxdIZc
$01/9356 0A          ASL A                   A:0000 X:8760 Y:E2C0 P:envmxdIZc
$01/9357 0A          ASL A                   A:0000 X:8760 Y:E2C0 P:envmxdIZc
$01/9358 0A          ASL A                   A:0000 X:8760 Y:E2C0 P:envmxdIZc
$01/9359 0A          ASL A                   A:0000 X:8760 Y:E2C0 P:envmxdIZc
$01/935A 69 60 A1    ADC #$A160              A:0000 X:8760 Y:E2C0 P:envmxdIZc
$01/935D A8          TAY                     A:A160 X:8760 Y:E2C0 P:eNvmxdIzc
$01/935E A9 0F 00    LDA #$000F              A:A160 X:8760 Y:A160 P:eNvmxdIzc
$01/9361 54 7E 0D    MVN 7E 0D               A:000F X:8760 Y:A160 P:envmxdIzc
Just relocate the palette bank somewhere else in the rom, add an ASL A after LDA $43, and change LDA #$000F into LDA #$001F.

This is for 3bpp portraits and part of the menu gfx:
Code: [Select]
$01/9301 8D 45 01    STA $0145  [$1D:0145]   A:4210 X:0000 Y:E140 P:envMxdIzc
$01/9304 A2 08 00    LDX #$0008              A:4210 X:0000 Y:E140 P:envMxdIzc
$01/9307 B9 00 00    LDA $0000,y[$1D:E140]   A:4210 X:0008 Y:E140 P:envMxdIzc
$01/930A 85 18       STA $18    [$00:2118]   A:4200 X:0008 Y:E140 P:envMxdIZc
$01/930C B9 01 00    LDA $0001,y[$1D:E141]   A:4200 X:0008 Y:E140 P:envMxdIZc
$01/930F 85 19       STA $19    [$00:2119]   A:4200 X:0008 Y:E140 P:envMxdIZc
$01/9311 C8          INY                     A:4200 X:0008 Y:E140 P:envMxdIZc
$01/9312 C8          INY                     A:4200 X:0008 Y:E141 P:eNvMxdIzc
$01/9313 CA          DEX                     A:4200 X:0008 Y:E142 P:eNvMxdIzc
$01/9314 D0 F1       BNE $F1    [$9307]      A:4200 X:0007 Y:E142 P:envMxdIzc
$01/9316 A2 08 00    LDX #$0008              A:424B X:0000 Y:E150 P:envMxdIZc
$01/9319 B9 00 00    LDA $0000,y[$1D:E150]   A:424B X:0008 Y:E150 P:envMxdIzc
$01/931C 85 18       STA $18    [$00:2118]   A:4200 X:0008 Y:E150 P:envMxdIZc
$01/931E 64 19       STZ $19    [$00:2119]   A:4200 X:0008 Y:E150 P:envMxdIZc
$01/9320 C8          INY                     A:4200 X:0008 Y:E150 P:envMxdIZc
$01/9321 CA          DEX                     A:4200 X:0008 Y:E151 P:eNvMxdIzc
$01/9322 D0 F5       BNE $F5    [$9319]      A:4200 X:0007 Y:E151 P:envMxdIzc
$01/9324 CE 45 01    DEC $0145  [$1D:0145]   A:424B X:0000 Y:E158 P:envMxdIZc
$01/9327 D0 DB       BNE $DB    [$9304]      A:424B X:0000 Y:E158 P:envMxdIzc
$01/9329 60          RTS                     A:42DF X:0000 Y:E2C0 P:envMxdIZc
As usual, relocate the 4bpp gfx somewhere else in your rom, then you need to change:
Code: [Select]
$01/9319 B9 00 00    LDA $0000,y[$1D:E150]   A:424B X:0008 Y:E150 P:envMxdIzc
$01/931C 85 18       STA $18    [$00:2118]   A:4200 X:0008 Y:E150 P:envMxdIZc
$01/931E 64 19       STZ $19    [$00:2119]   A:4200 X:0008 Y:E150 P:envMxdIZc
$01/9320 C8          INY                     A:4200 X:0008 Y:E150 P:envMxdIZc
Into:
Code: [Select]
LDA $0000,y
STA $18
LDA $0001,y
STA $19
INY
INY

The attached package contains an almost complete set of GBA portraits already converted for the Snes. 0~1DF is palette data, everything else is portrait data. Frog, pig and minimum images are missing, but I will probably add them someday.

Dragonsbrethren

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Re: Official request thread
« Reply #10 on: February 01, 2008, 07:43:09 AM »
 :whoa:

That is really awesome, I wanted to look into upgrading the graphics to 4BPP myself but wasn't sure where to start, now I have an idea of how to go about doing that.

Paladin

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Re: Official request thread
« Reply #11 on: February 01, 2008, 11:17:55 AM »
Wow.

As my first post around here I'd like to say that finding this forum has been awesome.

And second, of course on topic, is how cool hacking the 16bit GBA avatars into the game is. That mod rules.

I've been slowly working on my own hacks and have wanted to upgrade the graphics of the original SFC FF-IV version for a while. I've modded some town tiles a little bit by tweaking them within the original 3bpp graphics and 8 color palettes... But nothing this cool.

Now I know I need to get into the ASM side of this "hobby"...

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Re: Official request thread
« Reply #12 on: February 01, 2008, 05:20:58 PM »
Thanks, Gemini! That's great  :happy:

Deathlike2

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Re: Official request thread
« Reply #13 on: February 01, 2008, 05:47:42 PM »
It's about time someone improved the graphics.  :wink:

Are there things that have yet to be document battle-wise? I think I've about covered it all (I could be wrong but meh).
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HHIPDragonFox

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Re: Official request thread
« Reply #14 on: February 13, 2008, 01:41:49 AM »
Does anyone know of any data relating to spell effects besides what's at 799A0-79F9F (headered, 6 bytes each)? I tried changing some of the spells, but there seems to be some hardcoding (or other data) affecting them. For example, try copying the data for Life2 (located at 79A18) to Life1 (located at 79A12). When I did this, the new spell still acted like Life1, and would revive but not do a full HP/MP restore. So, there must be something else affecting it, but I can't find where. Any ideas where to look?


I don;t know exactly the details, but you have to change the spell attributes as well for targetting, power, ??, effect1, effect 2, MpUsed(& Wall ignored).
Also there's a 4 byte number reffering to graphic color pallete, graphics 1, graphic 2, graphic 3.
Finally there's an extra byte for the "sound effects" the spell will make.
Example, change the White spell to a Holy colored Nuke type spell, change the the sound effect from there pearl overcast to the nuke sound and the graphics like:
Name    Graphic   Sound-v
Nuke = 0C 04 24 21  &  6A ; Holy = 06 04 24 21  &  6A
Life1 = 15 02 1F 00 & 27; Life2 = 15 02 20 00 & 27
                            ^size  type

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« Last Edit: February 13, 2008, 01:50:23 AM by HHIPDragonFox »
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