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FF6Tools - Browser-Based ROM Editor
02-14-2019, 11:22 PM
(02-14-2019, 10:20 AM)Squall_FF8 Wrote: Currently I work on the task of script parsing. I started mine based on LightPhoenix research and a help of a friend who did like 30% intensive disassembly and extensive comments of bank C0 (where scripting is held). Similar to you I did write a small program that helped me disassemble things on the fly
I tested my parsing vs yours, mainly to check command length. I did notice that your D3 command has wrong number of arguments.
Since my FF5_Viewer work on both SNES and GBA (although some functionalities work only on one platform) I have accumulated some knowledge on GBA version (despite lacking asm knowledge there). But you have to ask specific questions
AI is deciphered on more then 95%. Unfortunately I can not suggest any source with written documentation on it, because the only source I had was slick. But if you check my Viewer you should see the parsed AI in a structured way combined with the raw numbers (under Monster tab).
How many arguments do you have for command D3? I have 4 bytes total (including the D3). Here's my commented disassembly:
Code:
; [ event command $D3: set object position (absolute) ]
; b1: object index
; b2: ddxxxxxx
; d: facing direction
; x: x position
; b3: y position
C0/C5C4: A5 DF LDA $DF
C0/C5C6: 20 E4 C5 JSR $C5E4 ; remove current object from object layout
C0/C5C9: A5 E0 LDA $E0
C0/C5CB: 29 C0 AND #$C0
C0/C5CD: 4A LSR
C0/C5CE: 4A LSR
C0/C5CF: 4A LSR
C0/C5D0: 4A LSR
C0/C5D1: 4A LSR
C0/C5D2: 99 7C 14 STA $147C,Y
C0/C5D5: A5 E0 LDA $E0
C0/C5D7: 29 3F AND #$3F
C0/C5D9: 99 78 14 STA $1478,Y
C0/C5DC: A5 E1 LDA $E1
C0/C5DE: 99 7A 14 STA $147A,Y
C0/C5E1: 4C 40 A6 JMP $A640 ; 4-byte command
Thanks for the heads up about your FF5_Viewer. I downloaded it a while back but haven't used it much (I don't use windows). The hex view for the monster scripts will be very useful though.
Do you have a ROM map for FF5 Advance by any chance?
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