ff3:ff3us:tutorial:splashscreen

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ff3:ff3us:tutorial:splashscreen [2018/04/06 00:49]
madsiur [Requirements]
ff3:ff3us:tutorial:splashscreen [2019/02/12 11:17] (current)
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   - 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 ====
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 ==== Using superfamiconv ==== ==== 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! 
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