FF6 Hacking
Update On Browser Progress - Printable Version

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Update On Browser Progress - sleepydude - 06-04-2015

Figured this is better here than in the hacking section.

Progress: Character and NPC's walking around mostly correctly on maps!

Problems: There's still some bugs with the tile properties mostly involving certain stairs and NPC's walking through things they shouldn't be able to (but only occasionally). I couldn't figure out what those property bits really meant so I opted for a more brute force if this then that approach. It'll take some more tweaking, but not bad.

The sprite / graphics layering is messed up, but that's a solvable thing I'm not to worried about.

Sprite palettes are still messed up.

No layer 3 still.

Plan: I'll work a bit more on the towns, but I think I've proven to myself that they're manageable. The next hardest thing (probably actually the most hard thing) is going to be spell graphics so I'll start working on those, because if I can get those, then the rest will be easy (in comparison at least).

Coding all the 8 million action codes is going to be a major pain, but at least it's relatively simple.


RE: Update On Browser Progress - madsiur - 06-04-2015

(06-04-2015, 10:25 AM)sleepydude Wrote: Coding all the 8 million action codes is going to be a major pain, but at least it's relatively simple.

Good to know you progress. Are you referring here to event codes?

Also, have you thought about how would you handle battle events or more precisely the commands to animate the sprites during battle events?


RE: Update On Browser Progress - sleepydude - 06-04-2015

Yep, I meant the event code. None of it's that hard to do, but there's a lot of it.

I haven't really though about battles much at all. The only thing I really know about them is that they're going to be difficult, but it seems like there's an awful lot of documentation around for them, so I'm hoping that I'll be able to figure them out.

What's the difference between battle events and other event?


RE: Update On Browser Progress - madsiur - 06-04-2015

(06-04-2015, 03:17 PM)sleepydude Wrote: What's the difference between battle events and other event?

Map event use event commands from 00 to FF with different arguments (0 to 3 and in some cases more) and this is well documented. Battle event animation outside character queue and dialogue calling is a specific 2 byte command. A battle event animation like a character moving diagonally does not necessarily use a grid (tile) system but the x,y coordinate of the battle background. By specific command, as an example, the first esper called by kefka on the esper bridge will have its own animation and command and the second esper will have a totally different command. Same goes for charcater moving onscreen. I have not found two occurrences of the same command, unless it's the same movement on the same battle background. A battle event command may also regroup multiple actions.

I tried to investigate them a while back: https://www.ff6hacking.com/forums/showthread.php?tid=1049&pid=10750#pid10750


RE: Update On Browser Progress - sleepydude - 06-05-2015

Yeah that complicates things, but then again there's what, 2 dozen in the game? I can probably just make a 'move bezier' function and just shim the battle events using regular events if it come to that. It'd be nice to try to do it right though, looks like there's been quite a bit of progress towards understanding them at least.

Right now I have to figure out the sprite / graphics layering. I'm sure in the end that it's probably pretty simple, but at the moment it seems impossibly complicated.


RE: Update On Browser Progress - sleepydude - 07-05-2015

Newest update: ff3.herokuapp.com
So slowly, slowly this is becoming playable. All the sprites are running wild and you can enter the buildings! More importantly, I rewrote (well more restructured) the code to make it less of a proof of concept and more of an actual game.

There's obviously some graphical glitches here and there, but I think I'm going to take the approach of building out the broad strokes then filling in the details later.

I think I'll tackle the world map next. I'm hoping I can just utilize some CSS3 matrix transformations to mock Mode7.


RE: Update On Browser Progress - Tenkarider - 07-05-2015

Could you remember me what are you aiming at, with this work on a ff6 simulation?


RE: Update On Browser Progress - madsiur - 07-05-2015

(07-05-2015, 02:22 AM)Tenkarider Wrote: Could you remember me what are you aiming at, with this work on a ff6 simulation?

https://www.ff6hacking.com/forums/showthread.php?tid=2869


RE: Update On Browser Progress - sleepydude - 07-07-2015

Mostly because I get a kick out of it, but yeah my fantasy is still to create a playable version of it in Javascript and build tools to create new pieces of the game without the normal restrictions working within the SNES environment creates. I have to say, I've already gotten much farther than I expected and it's moving surprisingly fast.

That said, here's a mode7 proof of concept!

http://ff3.herokuapp.com/wob

It's really janky because it's using the browser's keydown event to move which doesn't fire very often, plus it doesn't wrap at all, but those are easy enough to fix. Plus, it works. I'm kind of amazed that it does, but it does.


RE: Update On Browser Progress - madsiur - 07-07-2015

(07-07-2015, 10:19 PM)sleepydude Wrote: That said, here's a mode7 proof of concept!

That is really cool. I'm glad you nailed it so fast!