Users browsing this thread: 7 Guest(s)
Pony Fantasy VI Remake
10-01-2016, 09:02 PM
You check 8 consecutive bits then if all 8 are clear you branch where you check 7 more, every bits except Shadow. If 8 then 7 bit are cleared it covers all characters except shadow which has no other choice of being alone in party. First command DE to set your caseword bits I posted then check if 8 are clear (command $C7), if so branch to check 7 bits left (command $C6), if so, play your Shadow event.
You can find a documented example of a C7 command. It's basically like $C0 except 8 consecutive times.
Code:
C6 : 18 : Conditional branch. As above, but with 7 conditions (AND'ed together).
C7 : 20 : Conditional branch. As above, but with 8 conditions (AND'ed together).
You can find a documented example of a C7 command. It's basically like $C0 except 8 consecutive times.
Okay, what I want to do is make an event at the entrance to Narshe where Shadow leaves town upon entering if he's alone, to avoid the Gau-empty party glitch.
EDIT - I had previously been directed to a patch to fix this that glitch. A search for documentation on that patch directed me to another one that does work, so yay. Sorry for wasting your time. :/
EDIT - I had previously been directed to a patch to fix this that glitch. A search for documentation on that patch directed me to another one that does work, so yay. Sorry for wasting your time. :/
10-10-2016, 07:08 PM
It looks like there's been some questions on how I hacked the battle backgrounds.
To edit a background, you'll typically be changing 3 things: The graphics tile pack, the tile assembly, and the palette.
If you are going to change which graphics pack, tile assembly, or palettes a background uses, you'll also need to change the background master list. This list will also be useful locating the information you want to change.
Master List
The background master list is located at $E70000
Each background is 6 bytes long.
The first 3 bytes tell the game which graphics packs to use for the background. This value * 2 + $E71380 will give a 2-byte pointer to the graphics pack.
I don't know where the bank is determined, so for locating the data, it might be faster to use this list:
The next 2 bytes indicate the tile assembly to use. In every existing case, they are identical. I don't know what would happen if they weren't. To get the address of the tile assembly, goto this *2 + $E71848. The address referenced is in bank $E7.
The last byte is the set of 3 palettes. The actual palette is at this * $60 + $E70150.
Graphics Pack
The actual graphics packs are compressed. They can be decompressed with Peer Sprite Viewer and edited in any sprite editor.
Due to the complexity of backgrounds, I suggest something with a tile assembler, like Tile Layer Pro.
Tile Assembly
The tile assemblies are also compressed and can be decompressed in PSV, then edited with a hex editor.
Each tile is represented by 2 bytes.
The first byte is the tiles. Tiles 00-7F are in the first graphics pack. Tiles 80-FF are in the second graphics pack. I'm not sure how this works for backgrounds that use 3 graphics packs.
The second byte is a set of bit flags.
bit 0: Flip tile vertically
bit 1: Flip tile horizontally
bit 2-3: Unknown
bit 4-5: Palette. 01 is the first palette. 10 is the second palette. 11 is presumably the 3rd palette.
bit 6-7: Unknown
Palette
The palettes are just normal palettes and can be edited in something SNESPal
A few notes:
Some backgrounds share graphics packs or palettes. Make sure you are aware of what other backgrounds change when you make an edit
The Ghost Train, Train Tracks, and Minecart backgrounds are animated. I haven't checked how that's handled.
If the game crashes loading a background, try to copy the section to the buffer in PSV. If it gives a bad compression error, your data isn't compressing small enough. You may need to make changes and recompress it
To edit a background, you'll typically be changing 3 things: The graphics tile pack, the tile assembly, and the palette.
If you are going to change which graphics pack, tile assembly, or palettes a background uses, you'll also need to change the background master list. This list will also be useful locating the information you want to change.
Master List
The background master list is located at $E70000
Each background is 6 bytes long.
The first 3 bytes tell the game which graphics packs to use for the background. This value * 2 + $E71380 will give a 2-byte pointer to the graphics pack.
I don't know where the bank is determined, so for locating the data, it might be faster to use this list:
Code:
Start End Length Description
27ABE7 27B859 3186 Compressed data: graphics from Narshe/Figaro background SNES 4 bit colors
27B859 27BFE2 1929 Compressed data: graphics from Thamasa background SNES 4 bit colors
27BFE2 27C899 2231 Compressed data: graphics from Narshe Mines background SNES 4 bit colors
27C899 27CF04 1643 Compressed data: graphics from Desert background SNES 4 bit colors
27CF04 27D212 782 Compressed data: battle backgrounds SNES 4 bit colors
27D212 27DB78 2406 Compressed data: battle backgrounds SNES 4 bit colors
27DB78 27E2B5 1853 Compressed data: graphics from Imperial Base background SNES 4 bit colors
27E2B5 27E77B 1222 Compressed data: graphics from Phantom Train Roof background SNES 4 bit colors
27E77B 27EEC8 1869 Compressed data: graphics from Phantom Train Interior background SNES 4 bit colors
27EEC8 27F77F 2231 Compressed data: graphics from Cave background SNES 4 bit colors
27F77F 2802B3 2868 Compressed data: battle backgrounds SNES 4 bit colors
2802B3 280E49 2966 Compressed data: battle backgrounds SNES 4 bit colors
280E49 281A41 3064 Compressed data: battle backgrounds SNES 4 bit colors
281A41 282149 1800 Compressed data: graphics from Colosseum background SNES 4 bit colors
282149 282E58 3343 Compressed data: battle backgrounds SNES 4 bit colors
282E58 2835C1 1897 Compressed data: graphics from Desert background SNES 4 bit colors
2835C1 283ECA 2313 Compressed data: battle backgrounds SNES 4 bit colors
283ECA 2845AE 1764 Compressed data: battle backgrounds SNES 4 bit colors
2845AE 284A76 1224 Compressed data: graphics from WoB Veldt background SNES 4 bit colors
284A76 28512D 1719 Compressed data: graphics from Ruined Castle background SNES 4 bit colors
28512D 2858B6 1929 Compressed data: graphics from Vector Palace background SNES 4 bit colors
2858B6 285CB5 1023 Compressed data: battle backgrounds SNES 4 bit colors
285CB5 286960 3243 Compressed data: battle backgrounds SNES 4 bit colors
286960 2872BA 2394 Compressed data: graphics from Opera stage background SNES 4 bit colors
2872BA 2875DE 804 Compressed data: graphics from Opera rafters background SNES 4 bit colors
2875DE 287C67 1673 Compressed data: battle backgrounds SNES 4 bit colors
287C67 288858 3057 Compressed data: battle backgrounds SNES 4 bit colors
288858 288F6E 1814 Compressed data: graphics from MAgitek Lab/Vector backgrounds SNES 4 bit colors
288F6E 289625 1719 Compressed data: graphics from ruined castle background SNES 4 bit colors
289625 28A617 4082 Compressed data: tentacles battle background SNES 4 bit colors
28A617 28AC6A 1619 Compressed data: graphics from Zozo Indoors/Jidoor Paintings background SNES 4 bit colors
28AC6A 28B3F3 1929 Compressed data: battle backgrounds SNES 4 bit colors
28B3F3 28BAB5 1730 Compressed data: Sealed Cave bridge background SNES 4 bit colors
28BAB5 28C1E7 1842 Compressed data: Zozo outdoors background SNES 4 bit colors
28C1E7 28CC7F 2712 Compressed data: battle backgrounds SNES 4 bit colors
28CC7F 28D3CE 1871 Compressed data: battle backgrounds SNES 4 bit colors
28D3CE 28D566 408 Compressed data: battle backgrounds SNES 4 bit colors
28D566 28E620 4282 Compressed data: final Kefka Espers part 1 battle background SNES 4 bit colors
28E620 28F74B 4395 Compressed data: final Kefka Espers part 1 battle background SNES 4 bit colors
28F74B 29074A 4095 Compressed data: final Kefka Espers part 2 battle background SNES 4 bit colors
29074A 29189D 4435 Compressed data: final Kefka Espers part 2 battle background SNES 4 bit colors
29189D 2928D9 4156 Compressed data: final Kefka Espers part 3 battle background SNES 4 bit colors
2928D9 2937D6 3837 Compressed data: final Kefka Espers part 3 battle background SNES 4 bit colors
2937D6 29481E 4168 Compressed data: final Kefka battle background SNES 4 bit colors
29481E 29582A 4108 Compressed data: final Kefka battle background SNES 4 bit colors
29582A 295A63 569 Compressed data: battle backgrounds SNES 4 bit colors
295A63 29616D 1802 Compressed data: Burning House background SNES 4 bit colors
29616d 2964C1 852 Compressed data: Cyan Dream background SNES 4 bit colors
The next 2 bytes indicate the tile assembly to use. In every existing case, they are identical. I don't know what would happen if they weren't. To get the address of the tile assembly, goto this *2 + $E71848. The address referenced is in bank $E7.
The last byte is the set of 3 palettes. The actual palette is at this * $60 + $E70150.
Graphics Pack
The actual graphics packs are compressed. They can be decompressed with Peer Sprite Viewer and edited in any sprite editor.
Due to the complexity of backgrounds, I suggest something with a tile assembler, like Tile Layer Pro.
Tile Assembly
The tile assemblies are also compressed and can be decompressed in PSV, then edited with a hex editor.
Each tile is represented by 2 bytes.
The first byte is the tiles. Tiles 00-7F are in the first graphics pack. Tiles 80-FF are in the second graphics pack. I'm not sure how this works for backgrounds that use 3 graphics packs.
The second byte is a set of bit flags.
bit 0: Flip tile vertically
bit 1: Flip tile horizontally
bit 2-3: Unknown
bit 4-5: Palette. 01 is the first palette. 10 is the second palette. 11 is presumably the 3rd palette.
bit 6-7: Unknown
Palette
The palettes are just normal palettes and can be edited in something SNESPal
A few notes:
Some backgrounds share graphics packs or palettes. Make sure you are aware of what other backgrounds change when you make an edit
The Ghost Train, Train Tracks, and Minecart backgrounds are animated. I haven't checked how that's handled.
If the game crashes loading a background, try to copy the section to the buffer in PSV. If it gives a bad compression error, your data isn't compressing small enough. You may need to make changes and recompress it
The following 3 users say Thank You to Rydel for this post:
• B-Run (10-11-2016), madsiur (10-10-2016), Tenkarider (10-10-2016)
• B-Run (10-11-2016), madsiur (10-10-2016), Tenkarider (10-10-2016)
10-11-2016, 07:36 AM
This would be great for a tutorial and/or video if you get the time to put something together.
Let's Hack FF6 Stream: https://www.twitch.tv/b_run_
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
Sorry to interrupt the awesome with a bug report. Somehow, Quasar is causing my Cyclone spell's animation to glitch up. I compared their animations to vanilla and they're the same, all that's different with either spell is that Cyclone is a normal Wind spell compared to W Wind. I can confirm it is Quasar doing it though, Cyclone looks fine normally, then when the enemy (works on two separate battles, also) uses Quasar, Cyclone comes out looking like this.
10-11-2016, 08:28 AM
but... i love that glitchy animation!
THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
------------------------------------------------------------------------
Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
10-11-2016, 08:47 AM
Is there any enemy in the original the uses both Quasar and W.Wind? I think it might just be the combination overwriting some data the animation needs.
As I mentioned in the FiMFiction thread, I think it displays the animation you're seeing there, then puts a transparency mask over it, and the mask is getting overwritten by Quasar. You might just need to switch out the attack for a similar one with a different animation, like Flood, or maybe Windstorm if you want to keep it the same element
As I mentioned in the FiMFiction thread, I think it displays the animation you're seeing there, then puts a transparency mask over it, and the mask is getting overwritten by Quasar. You might just need to switch out the attack for a similar one with a different animation, like Flood, or maybe Windstorm if you want to keep it the same element
10-11-2016, 09:15 AM
Actually yeah, seems so. Tested a vanilla rom with a save downloaded from a FF6 save archive. There's the glitch.
Well, that's fun. I guess yeah, gonna have to change the animation.
Wouldn't a glitch like this have long been found and a patch made by someone out there, though? Granted, no one is gonna use W Wind against the handful of enemies that use Quasar (or just never use it because it sucks), but still.
Well, that's fun. I guess yeah, gonna have to change the animation.
Wouldn't a glitch like this have long been found and a patch made by someone out there, though? Granted, no one is gonna use W Wind against the handful of enemies that use Quasar (or just never use it because it sucks), but still.
10-11-2016, 11:36 AM
(10-11-2016, 09:15 AM)DrakeyC Wrote: (or just never use it because it sucks)
...And this is why no one ever reported this glitch.
THE GREATEST CHALLENGE OF ALL TIMES AWAITS:
http://www.ff6hacking.com/forums/showthr...p?tid=2593
DO YOU HAVE WHAT IT TAKES TO SLAY A GOD?
------------------------------------------------------------------------
Tenkarider's project #2 is started: FF6 Curse of the Madsiur Joke (CotMJ)
http://www.ff6hacking.com/forums/showthr...p?tid=2755
What happens when Madsiur tweaks your account? This full game hack will show that!
10-18-2016, 04:27 PM
Where is the data for the animation of the Floating Continent rising stored? A slight issue with that scene.
« Next Oldest | Next Newest »
Users browsing this thread: 7 Guest(s)