ff3:ff3us:tutorial:splashscreen

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
ff3:ff3us:tutorial:splashscreen [2018/04/06 00:42]
madsiur created
ff3:ff3us:tutorial:splashscreen [2019/02/12 11:17] (current)
Line 9: Line 9:
   - {{ff3:ff3us:util:gfx:superfamiconv.zip|superfamiconv}} (or snesgfx262)   - {{ff3:ff3us:util:gfx:superfamiconv.zip|superfamiconv}} (or snesgfx262)
   - {{ff3:ff3us:util:gfx:snesgfx262.zip|snesgfx262}} (or superfamiconv)   - {{ff3:ff3us:util:gfx:snesgfx262.zip|snesgfx262}} (or superfamiconv)
-  - image editor (as an example [[https://www.gimp.org/|Gimp]])+  - an image editor (as an example [[https://www.gimp.org/|Gimp]])
   - a hex editor (optional, as an example {{rh:util:hex:hxd_1.7.7.0.zip|HxD}})   - a hex editor (optional, as an example {{rh:util:hex:hxd_1.7.7.0.zip|HxD}})
   - an IPS patching utility (optional, as an example {{rh:util:patch:floating.zip|Floating IPS}})   - an IPS patching utility (optional, as an example {{rh:util:patch:floating.zip|Floating IPS}})
 +  - an expanded FF6 ROM (32Mbit is enough)
  
 ==== Preparing the Image ==== ==== Preparing the Image ====
 You'll need first to have an image in PNG format. The image must be 256x224 and indexed to 256 colors. The image can have less than 256 colors though. This preparation can be done with Gimp and showing in detail how to do these steps is a bit out of scope for this tutorial. However to index to 256 color, you need to select Image -> mode -> Indexed and then select an optimal palette of 256 colors. You'll need first to have an image in PNG format. The image must be 256x224 and indexed to 256 colors. The image can have less than 256 colors though. This preparation can be done with Gimp and showing in detail how to do these steps is a bit out of scope for this tutorial. However to index to 256 color, you need to select Image -> mode -> Indexed and then select an optimal palette of 256 colors.
 +
 +The image used in this tutorial is the following one and was based on {{ff3:ff3us:tutorial:splashscreen:image.jpg?linkonly|this}}.\\
 +{{ff3:ff3us:tutorial:splashscreen:test.png}}
 +
 +==== Using superfamiconv ====
 +This is the most straightforward conversion method. If you really want a GUI application, go to next section right away. 
 +
 +You simply put your image (here test.png) in same folder as the superfamiconv utility and type the following in Windows command prompt (after moving in said directory):
 +<code>
 +superfamiconv -i test.png -p palette.bin -t tiles.bin -m map.bin --no-flip --bpp 8 --map-width 32 --map-height 28
 +</code>
 +
 +This will generate 3 files: tiles.bin, palette.bin and map.bin. Alternatively, if you named your image test.png, you can simply move the superfamiconv.bat file in the utility folder and execute it to do the conversion. You can now skip next section and continue after.
 +
 +==== Using snesgfx262 ====
 +You can also use this GUI utility to generate the files needed. Here are the suggested settings:\\
 +{{ff3:ff3us:tutorial:splashscreen:snesgfx1.png}}
 +
 +Now after the conversion you'll need to rename the 3 files:\\
 +
 +test.bin -> tiles.bin\\
 +pal.mw3 -> palette.bin\\
 +test_map_16.bin -> map.bin\\
 +
 +You can optionally trim the {{ff3:ff3us:tutorial:splashscreen:palette.png?linkonly|last two bytes of palette file}} and the {{ff3:ff3us:tutorial:splashscreen:map.png?linkonly|extra $100 byte on map file}} but anyway the DMA transfers coded are transferring 0x200 and 0x700 bytes so there is no worry. These extra step will make you save a bit of space that's all.
 +
 +==== Assembling the intro ====
 +When you have your 3 files ready, move them in same directory as bass and intro.asm. You can edit the ASM file to specify a bank for your code and data; since the hack take almost a full bank, it is suggested to input an offset of a bank start, here $F30000. You can also specify if you need to press a key to proceed to the beginning of FF6 intro or not. In this case input a 1 instead of the 0 on the varKeyPress variable:
 +
 +{{ff3:ff3us:tutorial:splashscreen:asm.png}}
 +
 +After this all is needed is assembling the hack with bass:
 +<code>
 +bass -o romname.smc intro.asm
 +</code>
 +
 +Alternatively, if you named your rom "rom.smc", you can simply run the bass.bat file to assemble the hack.
 +
 +==== Removing the white FF3us logo ====
 +If you want to remove this logo, you can simply remeove the JSR here:
 +<code>
 +7E/501A: 20F750  JSR $50F7      (Handler for white logo)
 +</code>
 +
 +If you have a vanilla $C2 compressed block, no need to decompress and recompress it, the 3 bytes are directly accessible:\\
 +{{ff3:ff3us:tutorial:splashscreen:skipintro.png}}
 +
 +A patch is available for this small hack in the archive you are supposed to have downloaded. A patch for the splash screen use in this tutorial is also available.\\
 +
 +That is all for this tutorial! 
  • ff3/ff3us/tutorial/splashscreen.1522975367.txt.gz
  • Last modified: 5 years ago
  • (external edit)