FFVI Advance on SNES Project - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Darill's Tomb (https://www.ff6hacking.com/forums/forum-42.html) +--- Thread: FFVI Advance on SNES Project (/thread-1444.html) Pages:
1
2
|
FFVI Advance on SNES Project - pjmcphee87 - 02-09-2012 SCRIPTS: -------------------------------------------------- Dialogue Script - Completed Dialogue Expansion & Insertion - Completed Battle Big Script - Completed Battle Big Expension & Insertion - In Progress Battle Small Script - Completed Battle Small Expansion & Insertion - In Progress Battle Lines - Completed Battle Lines Insertion - Completed ABILITIES: -------------------------------------------------- Magic - Completed Magic Descriptions - In Progress Espers - Completed Esper Descriptions - In Progress Bushido - Completed Bushido Descriptions - In Progress Blitz - Completed Blitz Descriptions - In Progress Lores - In Progress Lore Descriptions - In Progress Dances - Completed ITEMS: ---------------------------------------- Items - In Progress Item Descriptions - In Progress All Item Description Expansion - In Progress Weapons - In Progress Weapon Descriptions - In Progress Weapon Types - Completed Shields - In Progress Shield Descriptions - In Progress Armor - In Progress Armor Descriptions - In Progress Helmets - In Progress Helmet Descriptions - In Progress Relics - In Progress Relic Descriptions - In Progress Tools - In Progress Tool Descriptions - In Progress Skean - In Progress Skean Descriptions - In Progress GRAPHICS: ---------------------------------------- Uncensored Japanese Graphics - Completed FFVI Title Screen - Completed Custom Dialogue Font - In Progress Custom Menu Font - In Progress Cafe to Pub - Completed Custom ATB Gauge - Completed MISC: ---------------------------------------- Commands - Completed Characters - Completed Menu Text - Completed Enemies - In Progress Enemy Skills - In Progress ------------------------------------------------------------------------------- Pretty much everything is finished, I just have a bit to do on the main dialogue, and fix some item names. For the item names, I was wondering which would be better. Should I use the GBA names that fit, and use the SNES names when the GBA names are too long? Or would it be better to go with only GBA names, and just try to abbreviate them if they don't fit? Now for the harder part... the battle dialogues don't fit. Even after removing the lines that are not used in the game, there is still too much data. Now, I have an idea of how to move the data to another bank, but I don't have much practical experience with this. I'm gonna look over the disassembly docs as soon as I finish the script, but if anyone is able to (and would like to) try and nudge me in the right direction, it would be greatly appreciated RE: FF6 GBA Script Project - madsiur - 02-09-2012 The battle dialog are originally stored here (Header is taken in account). There is the pointers and the dialog data (for two Banks): Code: 0FE1E0 0FE3DF PTR No Pointers to Battle Dialogue (Bank 2) (+0F0200) 7/16/2002 The next two routine is where the pointers are loaded. One is for bank 1 the other bank 2. There might be other data to change but I believe only battle event command 10 do that job, not sure though: Code: C1/981A: A9D0 LDA #$D0 (from C1/96CA, C1/970F) Without a long explication you would have to change the values at C1/981A (this might or might not be the bank), C1/9828, C1/9838(this might or might not be the bank) and C1/9846 I think. I don't know the difference between bank 1 and 2, one might be the big quotes and the other the small quotes but you should make sure when you move those dialog to keep the pointers right before them and like just change the value of the bank so it would mean as an example something like F6E3E0 for bank 2 and F6E130 for the pointers...It's just a suggestion. And after that you won't be able to edit them with FF3usME. Edit: Well after a second look here is the battle messages: Code: 11F200 11F99F TXT No "Battle Messages (256 items, variable length)" 7/16/2002 and where the pointers are loaded (change C1/98FE(not sure again) and C1/990C): Code: C1/98FE: A9D1 LDA #$D1 I think that's all. If there is more to change you'll know when your ROM crash or glitch... RE: FF6 GBA Script Project - pjmcphee87 - 02-09-2012 Wow! Thank you Madsiur! This is much more than I expected I think I will keep the address the same for now, and just change the bank, until I get more comfortable with this. Thanks for the suggestion. Would I move the pointers also (0FE1E0-0FE3DF) or just the text (0FE3E0-0FF64F)? RE: FF6 GBA Script Project - madsiur - 02-09-2012 usually pointers if they are 2 bytes refering to data in the same bank except a few exceptions. I will check what they look like right now. Edit: One thing is sure, you have to keep the same offset for the middle and low byte of where you move the data. Example: The data for bank 1 start at D0D200. The pointer are 2 bytes each from D0D000 to D0D1FF. Here are the first few: 00 D2 43 D2 4D D2. So 1st ptr = D200, 2nd ptr = D243 and 3rd D24D. I don't know if the game use the value in $88D9 for the bank byte but it would make sense... Code: C1/9838: A9CF LDA #$CF Most of the time it'S a Hi-ROM or RAM bank offset that is loaded in $88D9 but I didn't really looked where it is used... The value of the pointer is stored in $88D7. If you move your pointers you have to change this value (it would become BFE0DF??): Code: C1/9846: BFE0DFCF LDA $CFDFE0,X Make some tests and see the result! RE: FF6 GBA Script Project - pjmcphee87 - 02-10-2012 (02-09-2012, 07:11 PM)Madsiur Wrote: Make some tests and see the result! LOL, I will when I figure out what you just said haha RE: FF6 GBA Script Project - pjmcphee87 - 02-22-2012 So the script is finally completed, almost 2 months late, but still... Anyway, now on to the font. I'm just looking for some input... The original punctuation marks are large, and while I want this hack to be as faithful to the GBA version as possible, I'm not sure if I should change them to match the rest of the font. Thoughts? Here is a screenshot of what I'm talking about: RE: FF6 GBA Script Project - madsiur - 02-22-2012 (02-22-2012, 01:56 PM)PJM Wrote: Anyway, now on to the font. I'm just looking for some input... The original punctuation marks are large, and while I want this hack to be as faithful to the GBA version as possible, I'm not sure if I should change them to match the rest of the font. Thoughts? From the screenshot I see I would make the punctuation thinner but it's just an opinion... Are you using Poco's GBA font or is it a font that match exactly the GBA version? If Poco font match exactly the screenshot I see, I will probably make the punctuation smaller in my hack ...One thing I noticed though are the numbers which are larger than the letters and I will most likely make them thinner. RE: FF6 GBA Script Project - pjmcphee87 - 02-22-2012 Yeah I think I will make them slimmer, thanks for the input. My font is very similar to Poco's, but there are several differences (besides the punctuation). Some of the letters are different, and I altered the numbers to be all the same height. RE: FF6 GBA Script Project - Angelo26 - 02-22-2012 You're almost done! Congratulations! RE: FF6 GBA Script Project - pjmcphee87 - 02-22-2012 Thanks Angelo! The most time consuming part is done, once I get the last of the data moved and expanded, I'll give it a quick play-through before releasing. Hopefully I can make some real progress tomorrow |