øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=390;area=showposts;start=315e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe95e.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=390e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe95e.html.zxhüg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰUÚOKtext/htmlISO-8859-1gzip8:ÖÚÿÿÿÿÿÿÿÿTue, 10 Mar 2020 21:01:51 GMT0ó°° ®0®P®€§²ð®güg^ÿÿÿÿÿÿÿÿ)Ú Show Posts - Squall

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Messages - Squall

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316
Final Fantasy V Research & Development / Re: FFV Viewer
« on: July 29, 2016, 02:41:30 AM »
Quote
You could add an option to select the displayed background image.
That's exactly what I was wanting to make. I was thinking to put arrows on sided so you can change backgrounds from the game. Unfortunately I don't know how to render a background from ROM. Even the PC version uses couple of layers and it will be hard for me to compose the final image.

Quote
Thank you for creating this editor ... anyways, keep up the good work and best of luck in your future endeavors.
Thank you for the kind words Dark Knight. Probably there is a confusion because this project is a Viewer (as the name states) and unfortunately it was not designed to edit :(

Code: [Select]
I have two requests for you, the first would be a shop editor.Thats funny, because adding Shops was what I planned to add next. TBH I like things to be interactive and as close to the game as possible. That's why shops will come more natural when seen on a map - noisecross Map Editor. But since there is request I will do it :)

Code: [Select]
the ability to change innate abilities Changing innates is a very, very hard task.

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To make myself clearer, I would like to make the Monk learn Kick, but all its slots are filled up (7 slots is the maximum). So, I would just need to replace one of its abilities with Kick. For this example, I'll replace the Monk's HP +10% with Kick. Now, since I don't want to permanently remove HP +10% from the game and I would like to learn HP +10% on another job. Let's say Berserker. Berserker only learns 2 slots used out of 7, so adding a third ability on Berserker would be feasible since its not at the maximum (7). So, having all jobs be able to equip up to 7 learnable abilities would be what I am getting at.
Ahh Kick, the trademark of a monk :D It is interesting idea, although Kick itself sux on SNES. If you play PC version thats where Kick shines.
Anyway you can easily do that by using samurai goroh's FF5 Editor

317
Final Fantasy V Research & Development / Re: Wiki related questions
« on: July 29, 2016, 01:51:31 AM »
Yep, that seems to be how it works.
So when you use the notepad you actually add 2 line breaks when you want a new-line?

318
Final Fantasy V Research & Development / Re: Squall's WiKi documents
« on: July 29, 2016, 01:50:04 AM »
 :edit: The first daft of Monster Graphics Tutorial is ready!
I need your input guys. Whatever comes to your mind, just share it :D This is my first tutorial so I really need your honest opinions!!!
I plan to add an example or two and some pictures.

Is "FF5 ROM map (extended)" a personal project or collaboration, and why is it listed as both?
Its both ... its personal because for now till I find out how to convert .xls in Wiki I will be the only one that write the changes, but its collaboration because the data in it comes from different sources :D

319
Final Fantasy V Research & Development / Squall's WiKi documents
« on: July 28, 2016, 06:24:51 AM »
I'm going to use this thread to hold all the changes and discussions to the Wiki Pages I add.

ExtendeD ROM Map:
For now this will be a link to an Excel table. The main reason is that I dont know how to convert it to native Wiki format and Excel is a great tool to edit.
So what is extended?:
- Added Offset column for easy Hex searches. Besides some sites use ROM offset rater SNES address, so it will be easy to cross-reference things.
- Size column. There are many situations that I needed to know the area size.
- Type column is extended. Now it shows not only the type of info (Data, Text, Asm, BGM, Snd,...) but some type specific texts like 3BPP, 4BPP, 8x8 (for tiles) Data xNN (table with NN bytes per record)

Monster Graphics Tutorial
 :edit:
First draft is out.
Example is added.

Hardware Register Map
That document list all hardware registers that are mapped in RAM - PPU, APU, Joypad, DMA/HDMA

Money (Gil)
That document explain how FF5 handle money and items price.

If you see any spell, grammatical or not correct info please post here.
If you have extra info on the topic, please share here.
If you have any questions, please feel free to ask :)

320
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: July 28, 2016, 02:03:49 AM »
Thank you x0_000!

noisecross, today I finished SNES FF5 ROM Map (extended) Wiki doc. There will be a separate thread about it. While I was formatting things I stumble upon:
Code: [Select]
Start End Offset Size Type Comments
C70000 C8221F 70000 12220 ???? World Map Compressed data?
CB0000 CB028F B0000 290 Data Byte maps offsets (Location maps)[2bytes * 0x0148]
CB0290 CDFDFF B0290 2FB70 Data Byte maps (Location maps)[Compressed unheaded type02] [64 * 64 bytes (after decompressing)]
CE2400 CE27FF E2400 400 ???? ???? Event places offset [2 Bytes * 512]
CE2800 CE365F E2800 E60 ???? ???? Event places [4 Bytes *] 2B: coordinates,
CE36C0 CE3ABF E36C0 400 ???? ???? Offsets (map movement?) [2 Bytes * 512]
CE3AC0 CE58CF E3AC0 1E10 ???? ???? Movement Map [6 Bytes *] (2B: Origin Coordinates, 2B: Destination Map ID, 2B: Destination Coordinates)
CE59C0 CE5DC1 E59C0 402 Data People location offsets [2Bytes * 512 + 2bytes eof]
CE5DC2 CE9BFF E5DC2 3E3E Data People location [7Bytes each] (Bytes 0-1 -> (bit0-bit13) = Speech id)
1 ~ 2Byte Eye: Conversation Event ID
 ? Bit0 ~ bit13: Conversation Event ID
 ? Bit14 ~ Bit15: probably unused

3Byte Eye: graphic ID
4Byte Eye: initial x-coordinate (→)
5Byte Eye: initial y-coordinate (↓)
6Byte Eye: behavior pattern
 ? Bit 0 ~ 3 (operational relationship)
  ? 0X00: Normal random
  ? 0x01: blunt foot random
  ? 0x02: blunt foot random
  ? 0x04: fixed early
  ? 0x05: fixed slow
  ? 0x06: fixed Hiroshi
  ? 0x07: fixed super fast
  ? 0x08: children
 ? bit 4 ~ 6 (a fixed relationship)
  ? ? 0X 0:? vary in conditions |
 ? Bit 7 (??)

7Byte Eye: Other
 ? Bit0 ~ bit2: use palette
 ? Bit3:?
 ? Bit4: ??
 ? Bit5 ~ Bit7: initial direction ??
CE9C00 CECFFF E9C00 3400 Data Locations (maps) entries [26 Bytes * 512]
CF0000 CF0037 F0000 38 Data Tile blocks offset (Map Parts offset) [2Bytes * 28]
CF0038 CFC53F F0038 C508 Data Tile blocks [Compressed Type02 Unheaded] (Map Parts data) [2Bytes * 256 * 4]
CFC540 CFC56D FC540 2E Data Tile properties offsets [2bytes * 23]
CFC56E CFD7FF FC56E 1292 Data Tile properties [Compressed unheaded type02] [2 bytes * 256 after decompressed]


You probably know most of these, but I hope you find missing pieces :D

321
Woah, cool stuff jojo80!

It will be interesting to see this version of FF7 ... Pretty much Chrono Trigger art :D
Was there a demo ever released/leaked out of that version?

322
Final Fantasy V Research & Development / Re: Wiki related questions
« on: July 27, 2016, 08:02:28 AM »
I dont know why, but I have a real problem ... in order to start a new line, I have to add 2 new lines (press 2 times enter)
Do you have the same issue?

For example:
Code: [Select]
sdfasf
asfedasf


asdf
asdf

adsf
is rendered as:
Code: [Select]
sdfasf asfedasf


asdf asdf

adsf

323
Final Fantasy V Research & Development / Wiki related questions
« on: July 27, 2016, 02:08:03 AM »
Hey guys,

I'm going to prepare couple documents for our Wiki. I need your help and advise:
If I have an Excel spreadsheet, what is the best way to show it in the native wiki format?
Do you use application that helps you write your wiki documents?

In general please share how you write a wiki document, please!

324
Final Fantasy V Research & Development / Re: FFV Viewer
« on: July 27, 2016, 01:52:37 AM »
Version 6.1 is out!!!

- Added all encounter types (that I know): Monster-in-abox-, Dungeons, Events
- A routine that calc who is in front/back row.

Brainstorming:
- What do you think about sliders as a way to choose unnamed objects (that have only an index) vs ListBox filled with numbers?
- What do you think about battle formation pictures? To add or not a background from the game?

With that update I will stop adding new features until there is a request. For now I plan only to go back and add missing GBA functionality.

325
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: July 26, 2016, 04:55:31 AM »
Hehe I was using an older version, so no blue there :)
Good job on improvements, mate. I was going to ask you if you could make markers (green, blue, red, yellow) transparent, but you already did it ^_^
There are still missing markers, like NPC-shop in Map 25 & 26, but I know its WIP.

About NPC-Shop, in my observations the action data looks like:
Code: [Select]
FF XX 02
F0
I dont know about the rest, but I think XX is ShopID - see Shop data From there you may parse only the type, or if it suits your purpose - the whole shop list.

Code: [Select]
Again, this is related with Events or NPC Actions. Can you provide me a map id with a battle NPC? Sure on Map 1D, that is the first boss battle. By looking in Events Encounters, the ID should be 01. TBH I dont know much about these encounters, but they look similar to Monster-in-a-box - 4 bytes: Battle ID (common) & Battle ID (uncommon/rare). For EventEncounterID 01 we have battle 439, which is WingRaptor battle.

BTW does somebody know what is the rate for Common/Uncommon for Monster-in-a-box?

326
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: July 25, 2016, 08:41:42 AM »
While continuing to use that map tool and trying to cross reference encounters, here you are few thoughts:

- If you open Map 71, there 3 places with lianas that could be used to climb up to upper floor. Do you know how that is implemented?

- When NPC holds a shop, is it possible for you to recognize that and show the type of the shop? Ofc the best will be if you can show all item that shop sells, but thats not essential atm :)

- Certain NPC hold a battle, which is probably one of the event encounters. Is it possible for you to show a label or something that battle will occur? If you want I can help you to even show the encounter group (from D08000).

327
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: July 25, 2016, 02:10:50 AM »
Quote
By the way I think you asked me before about where are the Location names.
The names are stored as 164 records with no fixed length:
Code: [Select]
D0/7000-D0/71FF Data Location names offsets (2 bytes * 164)
E7/0000-E7/08FF Text Location names
Yes. Unfortunately these names dont match mapIDs. So there must be a byte in Map structure or separate array that points out the name of the map. Do you know it?

328
Final Fantasy V Research & Development / Re: FFV Viewer
« on: July 22, 2016, 10:28:09 AM »
Version 6.0 is out!!!

That is another major update:
- Added Encounters section
- You may SEE the actual battle formations
- You may even HEAR the music from the battle
- Predefined Monster Groups encounter
- Interactive World Map encounter selection

*In order to full experience the features you must download and unzip in the program folder the Maps & Music!!!

This is still WIP because I want to add Monster-in-a-box, Dungeon & Event encounters. They are connected with parsing info from maps, so I haven't decided their layout. Event Encounters are still with unknown format to me, so if you know something, share it please!

329
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: July 22, 2016, 07:40:58 AM »
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Hey noisecross, I'm currently working on Encounters. As we talked earlier there are at least 4 kinds.
I was referring to WorldMap, Dungeon, Event & Monster-in-a-box encounters, not the 4 zones as samurai goroh calls them :D

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That means a world map is a 256x256 matrix of 16x16px tiles
So the world maps are really 4096x4096 pixels ... as I have seen some on the net.

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Usually, every Location is a "room". That means there are diferent locations which share the same VRAM (see bytes 09 0A 0B of the "Map Descriptor") and tilemap (see Location tilemaps (bytes 0C 0D 0E 0F)) but have diferent Events, Chests, NPC and Exits.
OK then there must be extra info, that points out which part of the 'room' to show on the screen ...

330
Final Fantasy V Research & Development / Re: FFV Viewer
« on: July 22, 2016, 07:08:55 AM »
Quote
All the text extraction is based on RPGe translation.
What I mean is that the addresses in the ROM from where I extract text is RPGe based ROM map. If you use not translated or any other text engine embedded, the addresses will most likely different. Even if it is the same, there is the problem of translating to ANSI (TBLs). All in all its not a trivial task and I have no time for even considering it :)

GBA on the other hand uses .. lets call it Master Text Table. ALL the text you will ever need is there as index in that table, regardless if it is a name or Menu item or speech. You may see it if you open a gba rom in my Viewer under Text tab, there is lonely '5' text standing... actually it is an index in that table, trough which you may see all the texts in GBA.

Indexing is great because from asm/developers stand point let say id 20 is always the name of the monster 'Goblin'. You may rename it, you may translate it in other language - it doesn't matter, if I want to display the logical name Goblin, I will always use id 20. In SNES with addresses (actually offsets) monster named Goblin may be at address C00000 in original rom, E00000 in RPGe or whatever, but I have no master table to know, how to calc the relocated address.

Ok ... I dont know did I explain the difference of working with Master Table and static address but as developer thats the difference between constant and variable :D

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By the way, it would be nice if you document how you manage to transform the monster "graphic id" to an actual picture. Which data tables are involved?
Yes I plan to make 'tutorial' like doc in Wiki on how to display monster image, including the addresses and structures that hold that info. If you need fast answer atm, what do you refer by graphic ID - the whole info that describe how to render an image or just the tiles?

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