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FF6 Steam Version

#81
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geez mac, the FF6 steam hacking scene isnt that far along yet, slow down dude.
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#82
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Anyone been keeping an eye on this?  Apparently, there's a new version of the sprite extractor that forces the PC game to read all resources from a folder instead of the .obb file, which makes modding much easier.
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#83
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(01-10-2016, 02:48 AM)DarkPhoenix Wrote: Apparently, there's a new version of the sprite extractor that forces the PC game to read all resources from a folder instead of the .obb file, which makes modding much easier.

The only advantage is that you don't need to rebuild the obb to test everytime you make a change, it saves time but doesn't make modding an easier task since the obb rebuilding was automated in the first place.

Tweet: https://twitter.com/rivernyxx/status/685590564717248512

Edit: Some graphics mods are slowly appearing but I hope we'll get to data and code eventually: http://steamcommunity.com/sharedfiles/fi...=591798883
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#84
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i been keeping up with it every day, but it feels like a slow process, but at the same time fast, again a lot of the code is handled by the GBA rom that is inside the game, so starting there for actual hacks is a pretty good place.
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#85
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(01-10-2016, 06:03 AM)Landmine36 Wrote: again a lot of the code is handled by the GBA rom that is inside the game, so starting there for actual hacks is a pretty good place.

I'm curious to see where you saw that statement.
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#86
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these two users seem to have conversations on twitter regularly regarding FFVI pc.

https://twitter.com/rivernyxx/status/683679269298438144

"Lars Doucet ن ‏@larsiusprime Jan 3
Lars Doucet ن Retweeted Jed Lang ジェッドラン
@jasonschreier @jennfrankgames @BenKuchera update -- the FFVI PC remake runs its logic off an internal ROM Lars Doucet ن added,
Jed Lang ジェッドラン @rivernyxx
@larsiusprime The rom contained in the archive is byte-for-byte exactly the same as the JP GBA rom (except for a single byte in the middle)
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‏@rivernyxx
@larsiusprime @jasonschreier @jennfrankgames @BenKuchera Not sure about its logic per say, but it definitely uses it for SOMETHING."


and follow up to that one.

https://twitter.com/rivernyxx/status/683790946639548417

"Lars Doucet ن ‏@larsiusprime Jan 3
I think as soon as @rivernyxx has cracked the FLB format for effects, I'll write a big report on this whole thing as a follow up article
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Jed Lang ジェッドラン ‏@rivernyxx Jan 3
@larsiusprime I've still got a few other things to poke at-- the audio .AKBs, for one~ I also wanna check to what extent the rom is used.
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Lars Doucet ن ‏@larsiusprime Jan 3
@rivernyxx well we know from the elixir test that it's driving some core stuff at the very least, right?
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Jed Lang ジェッドラン ‏@rivernyxx Jan 3
@larsiusprime I'm thinking it's probably the ultimate database for the game, with the actual logic done in the .exe-- we'll see. ^^
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Lars Doucet ن ‏@larsiusprime Jan 3
@rivernyxx even if it's just a database, that's still pretty significant and could make existing romhacks quite useful!
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Jed Lang ジェッドラン ‏@rivernyxx Jan 3
@larsiusprime Yeah! When you think about it, it's actually a pretty good idea to keep add accurate as possible without introducing mistakes~
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Lars Doucet ن ‏@larsiusprime Jan 3
@rivernyxx how would you figure this stuff out? Look for an embedded emulator? Look for what accesses the ROM?
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Jed Lang ジェッドラン ‏@rivernyxx Jan 3
@larsiusprime Yeah, likely look for the offsets at which it accesses the rom and cross reference with known tables. That seems most accurate
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#87
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(01-10-2016, 08:50 AM)Landmine36 Wrote: these two users seem to have conversations on twitter regularly regarding FFVI pc.

This is more than interesting. I'll begin checking if the game fetch data from it. I'd be surprise its ARM code is executed but as far as the rest goes (except graphics, graphics related data and fonts) it's possible the GBA ROM is a sort of DB for the PC version. Best news in a long time : D
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#88
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After speaking with people mentionned in this help Ad, it's confirmed that the rom.bin file in the PC release is used by for possibly many data types. It'S a straight JAP GBA rom copy (except a single byte). We can exclude font data, graphics related data, sound/music related data but everything else is possible, and a succesfull test with item data and map data points toward that direction. It is still unknow if the game use any of the ROM ARM code.



This means potentially all event code/commands, monster stats, chest data, shop data, esper data, magic data, item data, formation, packs, AI commands/scripts and map data (and maybe more) are the same as the SNES version (excluding specific GBA expansions like monsters or espers, though the added entries follow the same data format). As for strings (dialogues and names) they are hard coded in the game .exe but they are modifiable.

I'll be putting up a document for the Steam community with data formats and offsets after testing a few times each data types in the PC version. A copy of some of the hard work and research FF6 hacker have done since more than 10 years that will be transfered to a newer FF6 version. This is a potential huge step made with the help of Square-Enix laziness Tongue

Expect maybe a PC version editor in a near future!
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(01-10-2016, 04:55 PM)Madsiur Wrote: This is a potential huge step made with the help of Square-Enix laziness Tongue

More confirmation (as if we needed any) that Square-Enix just doesn't GET how PC gaming works.
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#90
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It's a great era to be alive! Victory

Events can be modified:

http://imgur.com/wnzyFUa (dialogue entry change)
http://imgur.com/KjWaGDp (Battle invoke pack change)

Enemy AI can be modified:

http://imgur.com/3BVPOVC (guard casting stop)
http://imgur.com/RLcZnJH (guard casting life 3)

Enemy stats can be modified:
http://imgur.com/dkWT7Jy (enemy EXP change)

I still want to make tests with the following (tomorrow):
  • spell/espers/blitz/swtech/etc.. data
  • Chest data (already confirmed)
  • Item/weapons/armor/relic/etc... data
  • Formations data / Pack data
  • Shop data
  • Esper data
  • Weapon / Spell animation strings (I suspect changing these will have no effect)
  • Colosseum Battle Data
  • Characters initial data
  • Item stolen/dropped table
  • sketch / control tables
  • Entrance / Exits points
  • Event triggers
  • NPC data
  • Map data (already confirmed)
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