A slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=printpage;topic=170.0 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfbe6-2.html slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=170.0 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfbe6-2.html.z x 6h^ Ћ bs OK text/html ISO-8859-1 gzip @ bs Wed, 11 Mar 2020 01:10:26 GMT 0 0 P 6h^ 4 bs
000000-000200 --- Header
007340-0073BC PTR Map Sprite Build Pointers
007CCF-007FBF PTR More Sprite Buikders (Monsters?)
007FCF-00? PTR Monster Sprite Map Pointers
00804F-0081BF --- FF Block
0081C0-0081D5 ANSI Game's Title
013C55-013DFF --- FF Block
014475-0148FE MONST Enemy Stat Offsets
0148FF --- Wasted Byte
0180D2-181FF --- FF Block
018DF5-0 TXT Shop Text
0197D9-0 TXT "New Game"
01973A-0 TXT "Save Completed"
0198A4-0 TXT "Empty!"
019C65-0 TXT Status Screen
019F3F-0 TXT Custom Screen
01A203-0 TXT "Give Up?"
01A536-0 TXT Name Selection and stuff
01A612-01A631 --- FF Block
01AD0C-0 TXT Menu Text
01B30E-0 TXT Battle Menu
01BA0D-01BC85 TXT Credits
01BE85-01CF84 TXT Text Block 1
01D08D-01D136 TXT Text Block 2
01D2B7-01D4BC TXT Text Block 3
01D4D2-01D835 TXT Battle Script
01D93A-01FE50 TXT Text Block
020200-0219FF GFX Items
021A00-021A3F PTR Item Tile Pointers (pallete)
0212C0-0281FF GFX Sprite Bank 1
028200-028E7F PAL Palette for Sprite Bank 2
028E80-02F480 GFX Sprite Bank 2
02F560-02F92A PTR Palette Pointers for Bank 2
0300D5-0301FF --- FF Block
030200-0341C0 GFX Something to do with world map data
0341C1-037DC0 GFX Spell Animations
037DC1-037ED4 GFX Spell Movement Animation?/Pointers?
037ED5-0381FF --- FF Block
038200-03822F PAL Text and Menu Palletes Four Colors each
03D9F4-03DFC3 PAL Sprite Palettes (8 colors)
03DFC4-03ED43 GFX World Map Sprites (FIREBURG)
03FA37-0401FF --- FF Block
040200-? PTR World Map Tile Config?
041608-417ED PTR Hill of Destiny Tile Configuration?
047FBE-0481FF --- FF Block
048200-04865F PAL Monster & Background Palettes
048660-0487F4 PTR Enemy Sprite Pointers
0487F5-0501A4 MONST Enemy Battle Sprites and damage #'s
050818-0581F7 MONST Boss Sprite Bank 1
05991C-05ED4B MONST Boss Sprite Bank 2
0610DA-061111 TXT Title Screen Text
061114- PTR VRAM Title Screen Pointers
062C4C-0638EB GFX Title Screen Tiles
0638EC-06392B? PAL Title Screen Palettes?
0640D0-06431F TXT Map Locations
064320-06461F TXT Item Names
064620-064D9F TXT Attack Names
064DA0-0652BF MONST Enemy Names
The following are the offsets for the Max HP of the enemines in FF:MQ. These are the first two bytes of the enemy's stats. Each enemy's stats are 14 bytes long, and go in this order:
HP HP Str Def Spd Mag [str element] [str element]
[unknown] [unk] [unk] [unk] [wk element] [counter %]
14475-Brownie
14483-MintMint
14491-Red Cap
1449F-Mad Plant
144AD-Plant Man
144BB-Live Oak
144C9-Slime
144D7-Jelly
144E5-Ooze
144F3-Poison Toad
14501-Giant Toad
1450F-Mad toad
1451D-Basilisk
1452B-Flazzard
14539-Salamand
14547-Sand Worm
14555-Land Worm
14563-Leech
14571-Skeleton
1457F-Red Bone
1458D-Skulder
1459B-Roc
145A9-Sparna
145B7-Garuda
145C5-Zombie
145D3-Mummy
145E1-Desert Hag
145EF-Water Hag
145FD-Ninja
1460B-Shadow
14619-Sphinx
14627-Manticor
14635-Centaur
14643-NiteMare
14651-Stooney Roost
1465F-Hot Wings
1466D-Ghost
1467B-Spector
14689-Gather
14697-Beholder
146A5-Fangpire
146B3-Vampire
146C1-Mage
146CF-Sorcerer
146DD-Land Turtle
146EB-Adamant Turtle
146F9-Scorpion
14707-Snipion
14715-Werewolf
14723-Cerberus
14731-EdgeHog
1473F-Sting Rat
1474D-Lamia
1475B-Naga
14769-Avizzard
14777-Gargoyle
14785-Gorgun
14793-Minotaur Zombie
147A1-Phanquid
147AF-Freezer Crab
147BD-Iflyte
147CB-Stheno
147D9-Chimera
147E7-Thanatos
147F5-Stone Golem
14803-Skullerus Rex
14811-Behemoth
1481F-Minotaur
1482D-Squidite
1483B-Snow Crab
14849-Jinn
14857-Medusa
14865-Gidrah
14873-Dullihan
14881-Flameosaurus Rex
1488F-Ice Golem
1489D-Dual Headed Hydra
148AB-Twin Headed Hydra
148B9-Pazuzu
148C7-Zuh
148D5-Dark King
Font Hacking For FFMQ
The premise is simple. 8x8 tiles programmed in binary, with 0
representing transparent and 1 representing white.
for example, 53= 01010011. This repeats itself 8 times vertically to
create a tile.
There will be two value for each row. The transparent, and the shown.
Simple rule: Both must add up to FF. If you see a tile where something
adds up to more than that, then it isn't a tile.
To see the tiles, use a hex editor of some kind. Set the row width to
64 in decimal, or 40h. The values for a tile will then line up
vertically.
I will list the starting values for said tiles. A tile, lined up with
width as told, will look like this
t1v1
t2v2
t3v3
t4v4
t5v5
t6v6
t7v7
t8v8
t=trans., V=visible.
Here are the starting bytes to each tile found so far in said format.
Compressed Tiles (For use in bottom spot of screen)
$384a4: Auto (Two tiles)
$384a8: Manual (Three tiles)
$38630: Top Left Corner
$38632: Bot Left Corner
$38634: Top Right Corner
$38636: Bot Right Corner
$38638: Veritcal line
$3863a: Horizontal Line
$3863c: Horizontal to right of name (One pixel less on left side)
$3863e: End (Three tiles)
$3864a: Compressed L
$3863c: Compressed E
$3863e: Compressed V
The following only work in talking text (I don't know why)
$38830: g
$38832: j
$38834: p
$38836: q
$38838: y
$3883A: h
The tiles for shrunk (see: level on bottom) numbers begin at $38A30 and goes from 0 to 9.
TIles $38A44-$38A4E are unknown useages.
TIles $38A50 are fullsized, from 0-9 and then A-F (F=$38A6E)
Tiles starting from $38C30-$38C6E) are G-Z (Z=$38C56), followed by a-l (l=#38C6E)
TIles starting with $38E30-$38E4A are tiles for m-z.
For the 38Exx group:
4c=!
4E=?
50=,
52='
54=.
56&58="
The others will be decoded soon, but should be punctuation, probably
running through $38E6E.
D2 xx change instrument volume to xx
D4 xx Pan= 00-7F Left, 80-FF Right
E4 xx Change instrument octave to xx
EA xx Change instrument to xx
EC xx yy
ED xx
F3 xx Set tempo to xx
F5 xx Set echo to xx
F7 xx yy
F8 xx Set global sequence volume to xx
FA xx
00-0D - Play note, C
0E-1B - Play note, C#
1C-29 - Play note, D
2A-37 - Play note, D#
38-45 - Play note, E
46-53 - Play note, F
54-61 - Play note, F#
62-6F - Play note, G
70-7D - Play note, G#
7E-8B - Play note, A
8C-99 - Play note, A#
9A-A7 - Play note, B
A8-BF - ???
C0-CB - rest
D2 xx - set instrument volume to xx
D3 xx - ???
D4 xx - pan channel left or right [$00 = Right, $64 = middle, $FF = Left] (reverse stereo)
D7 ss tt dd - Vibrato: ss = speed, tt = time until vibrato, dd = depth
E0 - Vibrato off?
E1 - ???
E2 ss tt dd - Tremolo: ss = speed, tt = time until tremolo, dd = depth
E3 - Tremolo off?
E4 xx - change pitch to xx
E5 xx - lenth of next note is xx
EA xx - change instrument to xx
EE
F0 - ???
F1 - ???
F2 - ???
F3 xx - change tempo to xx
F4 - ???
F5 xx - set reverb to xx
F6 - ???
F7 xx - ???
F8 xx - set global SPC volume to xx
Have you gotten any MQ songs to import to SD2/FFV?
I think one problem is with the channel pointers. I counted 9 in a MQ song and 10 in a FFV song.
FEE5
FEE5
A1E6
2AE7
1DE8
A5E8
8BE9
B9E9
6FEA
7AEB
8785See, there's a duplicate of channel 1's pointer in FFV.
3A86
5387
D487
B288
7289
1E8A
688B
698B
Comparison between SPC headers in FFMQ and FFV (minus length header).Quote from: FFV: Ahead on our WayFEE5
FEE5
A1E6
2AE7
1DE8
A5E8
8BE9
B9E9
6FEA
7AEBQuote from: FFMQ: Battle 18785See, there's a duplicate of channel 1's pointer in FFV.
3A86
5387
D487
B288
7289
1E8A
688B
698B
I don't know why. When importing from MQ to FFV/SD2, you have to add an extra pointer, and when importing from FFV/SD2, you have to remove the extra pointer.
Really, the only difference in the first one is that I deleted the pointer duplicate, shrinking the total size of the SPC data.