øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1945.msg24535e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf9d2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1945.30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf9d2.html.zxg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÐöOKtext/htmlISO-8859-1gzip8:ÖöÿÿÿÿÿÿÿÿTue, 10 Mar 2020 04:13:15 GMT0ó°° ®0®P®€§²ð®g^ÿÿÿÿÿÿÿÿý%ö 4bpp Graphics Backport

Author Topic: 4bpp Graphics Backport  (Read 9128 times)

chillyfeez

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Re: 4bpp Graphics Backport
« Reply #30 on: August 13, 2015, 07:39:08 PM »
Holymoly, this works with my project?!
That might be the best news ever!

Gedankenschild

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Re: 4bpp Graphics Backport
« Reply #31 on: August 14, 2015, 04:30:26 AM »
One question (for the time being anyway):  Are the Weapon graphics still in 3BPP?

Seems you figured it out already. ;) The game uses the same graphics loader for summons and weapons, so I had to set up a 4bpp version of the weapons graphics at the end. As long as you copy your changes over to that one everything should work.

My reasoning:
1. It's actually easier to just rewrite the subroutine that shovels graphics into VRAM than to try and work in a jump to brand new one. That always got me into trouble somehow.
2. My goal is to in the end have everything in 16-color mode, so doing it this way means taking care of stuff that would have to be done anyway.

This is very impressive! Especially since graphics code totally stumps me.  :eek:

It's really not that hard. Once you've rewritten one you kinda know how they all work.

Holymoly, this works with my project?!
That might be the best news ever!

It KINDA works with your project...
The chocobo was invisible and Old Trees were messed up. The deal is this:
The basic formula stays the same:

[100000] Monster Graphics 1
[108000] Monster Graphics 2
[110000] Monster Graphics 3
[118000] Monster Graphics 4
[11A000] Zeromus Transformed Graphics
[120000] Summoned Monster Graphics

Monster Graphics 1, 2, 3 used to fill an entire bank. As a result not all graphics fit in them anymore. The Leftovers now have their own new bank at the end:

[128000] Monster Graphics Leftovers

Enemy Palette Data is at 11E000. It also follows the original formula: 1. is the Imp. 2. is the Basilisk, etc.
(It's really the original routine with an ASL A to jump 16 colors from palette to palette instead of 8...)

The point being: If you've already familiarized yourself with how and where the game loads stuff it shouldn't be hard to just adapt your changes. Things still work the same way, basically everything has simply been transplanted elsewhere.
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

chillyfeez

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Re: 4bpp Graphics Backport
« Reply #32 on: August 14, 2015, 07:39:19 AM »
My biggest concern was all of the extra graphics data interfering with the extra assembly I've added. I imagine the monster graphics oddities you noticed are simply due to the graphics data being moved/altered, and finding and inserting the right pointers should fix those issues.
Assuming I can get the kinks worked out, do I have your permission to make this an actual part of my project? Of course you'd get due credit when it's released.

Gedankenschild

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Re: 4bpp Graphics Backport
« Reply #33 on: August 14, 2015, 08:04:04 AM »
My biggest concern was all of the extra graphics data interfering with the extra assembly I've added. I imagine the monster graphics oddities you noticed are simply due to the graphics data being moved/altered, and finding and inserting the right pointers should fix those issues.
Assuming I can get the kinks worked out, do I have your permission to make this an actual part of my project? Of course you'd get due credit when it's released.

Absolutely, use it!
My hope was always to ensure compatibility with other hacks as far as possible. That's one of the reasons I stay away from the bits of free space in the ROM and limit myself to the new, expanded area.
Your contributions here (special sizes in particular) are part of what even made this possible. So if there are any questions I'd be glad to help. :wink:
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Gedankenschild

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Re: 4bpp Graphics Backport
« Reply #34 on: December 13, 2015, 09:02:58 PM »
4 months since I updated this? Time flows like a river...

My work on the mountain tileset is almost done.



I am slowly running out of tiles, but there's a solution:



Is it just me or is there no spot on either Mt. Hobs or Mt. Ordeals where you ever get to see the rivers on the background map? Removing those would free up quite a bit of space and make an almost perfect port possible.



While we're talking about the background: That one uses four palettes in the original, but only one in the remake.



As a result there are now three "unused" palettes. In other words: If one were to upgrade the backdrop, they would have 60 colors at their disposal! :whoa: There's a lot of room for improvement there, don't you think? :wink:
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

chillyfeez

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Re: 4bpp Graphics Backport
« Reply #35 on: December 13, 2015, 09:37:34 PM »
I feel like I've seen the river before, but I might be thinking about the watery pass background. Also, I'm sure I wouldn't miss it. Mt Hobbs and Mt Ordeals don't even have rivers anywhere near them, after all.

Gedankenschild

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Re: 4bpp Graphics Backport
« Reply #36 on: December 13, 2015, 10:30:28 PM »
You probably remember the river from the GBA version. You can see it there (the one on the right). They must have moved things around for that version. My idea is that you simply never get close enough to the edge of the screen in the original, because the backdrop moves at half the speed of the foreground.
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

chillyfeez

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Re: 4bpp Graphics Backport
« Reply #37 on: December 13, 2015, 11:08:54 PM »
Well, I've never played the GBA version, so that's not it, but I'm sorta notorious for my brain occasionally fabricating little details that have no basis in reality. I think I actually got into an argument once on this forum in which I insisted that Asura's life spell doesn't work on KO'ed characters, when in fact it does.

Gedankenschild

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Re: 4bpp Graphics Backport
« Reply #38 on: December 14, 2015, 08:32:21 AM »
You never played the GBA version?! I was far too mesmerized by the graphics update to not play it. I didn't play anything past it, though (including TAY)... :laugh:
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

chillyfeez

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Re: 4bpp Graphics Backport
« Reply #39 on: December 14, 2015, 09:44:37 AM »
Well, I never had a GBA.
I have a DS, but by the time I got it, they had released the DS version, so I skipped right to that.

Bahamut ZERO

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Re: 4bpp Graphics Backport
« Reply #40 on: December 31, 2015, 01:21:44 PM »
Those mountains.... holy shit do they look good! :D


I especially like the fact the wall and floor tiles aren't the same color like the old SNES ones are. Really brings out the details!
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Gedankenschild

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Re: 4bpp Graphics Backport
« Reply #41 on: January 06, 2016, 04:32:14 AM »
Glad you like it! :happy:

Currently I'm working on the town set, specifically the walls.

You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

chillyfeez

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Re: 4bpp Graphics Backport
« Reply #42 on: January 06, 2016, 11:00:57 AM »
Every time I see progress on this hack, I just am amazed that it's the same game for the same system.

Obviously your town walls use more varied tiles than vanilla. Were there actually enough free tiles, or did something else have to get the axe?

Gedankenschild

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Re: 4bpp Graphics Backport
« Reply #43 on: January 06, 2016, 08:53:09 PM »
So far everything was done without having to sacrifice in other areas. There were three tiles that became unused (outlined in pink) that I turned into darker variations of others. Then I realized that one of the three stairs tiles is never used in the game and also doesn't show up in the remake. So I turned that one into the final, lowest part.
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Bahamut ZERO

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Re: 4bpp Graphics Backport
« Reply #44 on: January 08, 2016, 12:15:32 PM »
That is some incredble progress on the town tileset! The amount of depth the buildings have and the amount of detail on the walls is staggering. I especially like the scooped wall top and the bottom border.

 I think the one stair tile you used was the one used for the beginnig of the wall shadowing, but it's new (actual) use is much better. Fuhk that staircase!

 And thanks for the info on the unused tiles! I've been wracking my brain for what feels like  ages on how to go about some ideas I have for the town tileset, and knowing of 3 more tiles that won't be missed helps immensely. :D
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!