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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Final Fantasy Dawn of Souls | |
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Jigglysaint

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Posted on 12-18-04 11:36 PM Link | Quote
I've found lots of data for the FF1 portion of the game. Before I say anything though, I was considering making a quick hack that makes some changes, like a hardtype/easytype or somthing like that, you know, just to see what I can do. I wonder if anybody would be interested at all in such a hack? The cart is 16 megs, and I hear you can only patch games up to 8 megs or somthing. Would this be a problem at all?

Anyway, I'll try and have some fun. I just need to find enemy stats and everything should be fun.
Chaos Force

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Posted on 12-19-04 01:24 AM Link | Quote
Originally posted by Jigglysaint
... and I hear you can only patch games up to 8 megs or somthing...


16 megs.

Just be aware, though, that the IPS format ends with EOF
eh, that's ascii. Potentially, an IPS patcher could run into an address that happens to be EOF in ascii and this could potentially cause the patcher to stop patching so just make sure that if whatever address EOF is in hex is modified, that the value before it is modified, too.

I'd be interested but I'm not really an FF1 type person myself..
dormento

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Posted on 12-19-04 02:24 AM Link | Quote
Way to go Jigglysaint! In the atual game incarnation, it's very easy going, even when soloing. It would be good to have a hardtype hack. DoS is too damn easy. NERF! NERF THAT THIEF TO HELL!
And the Rm/Rwiz needs more int now that spells are based on it. I mean, 3rd tier elemental spells are nigh useless.
Jigglysaint

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Posted on 12-19-04 03:05 AM Link | Quote
I was thinking of making some new spells. For example, the stone element wasn't used very much(one spell). Making the game harder, I would have it so you need to depend more on spells, and spells like Vox might actually be useful.

I think the DOS spell format is similar to FF! NES, since you can do many things, like inflict status ailments, make any spell any element(for example, Stop and Warp are of the Time element), and a bunch of things. I also plan to eliminate redundant spells, like Hold, Stun, and Stop and combine them into maybe just one Stop spell at a lower level(Hold is of the paralyse element). How about a multicast Haste spell? Maybe a spell that ups your attack for your entire party? If I make the spells better, it will be because the monsters would be harder and more resistant to attacks.

The idea is that things you would normally shy away from, like silencing and blinding, might become useful. We really don't need 3 heal spells and 4 cure spells, 3 DIa spells, 2 dark spells, 3 stun spells, 3 healing spells, and whatever. Perhaps I could make it so that redmage can learn a couple spells that are unique to him and him only. It would actually make a red mage worth having(for example, he could have soul use of status modifier spells).

Of course all of this is are ideas, and I don't know if I am really up to the task. Still, the game is still too easy, and at least throwing some surprises in the way could make it cooler.
Lenophis

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Posted on 12-19-04 07:38 AM Link | Quote
Originally posted by Jigglysaint
I've found lots of data for the FF1 portion of the game.

Could I get my hands on that info once you are ready for sharing?

Err, uhh, no particular reason. *cough* It would be very nice to have.
windwaker

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Posted on 12-19-04 07:43 AM Link | Quote
Originally posted by Chaos Force
Originally posted by Jigglysaint
... and I hear you can only patch games up to 8 megs or somthing...


16 megs.


Did you even read what he said?

I'd do a hack, I love the game, and I know how to hex edit ;p. Perhaps if you're willing...
Jigglysaint

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Posted on 12-19-04 07:55 AM Link | Quote
I think I could release some data, why not?

Okay, first of all. there's the magic data.

1a1980

Each spell is 16 bytes(really only 14). The first is obviously a null spell(as in blank).

The first byte is the usage byte. 01 is outside battle, 02 is in battle, and 03 is both. The second byte is the targed byte. It's a bitflag, so 01 is all enemies, 02 is one enemy, 04 is caster only, 08 is all allies, and 10 is one ally. The rest glitch.

The third byte is different depending on what spell it is. If it's a cure or damage spell, it's the power level. If it's a status inflict/heal spell, it's the various stats that can be inflicted. the fourth byte is only used with nulldeath and nullall, which must indicate that it's a second set of status protectors or inflictors. The next byte after that is the first 8 element types, like fire and ice and stone and such. Byte after that is for the last 6(all are bitflags). After that is a byte that determins the spell effect. For example, 07 is cure, 02 is damage to undead, 01 is a damage spell, 12 is a status inflicter(one of them), and so forth. The next 2 bytes are the casting animations. After that you have spell level, then MP cost, and finally you have 2 bytes for Gill cost.
Vystrix Nexoth

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Posted on 12-19-04 11:13 AM Link | Quote
Originally posted by @windwaker
Originally posted by Chaos Force
Originally posted by Jigglysaint
... and I hear you can only patch games up to 8 megs or somthing...

16 megs.

Did you even read what he said?


he was correcting him. and he's indeed correct: the IPS format can address up to 16 megabytes (0 to 0xFFFFFF) into the file, and can, in theory, alter up to (16MB - 1B) + 64KB = 16,842,751 bytes into the file.

If a depth of 16 megabytes is not sufficient for hacks of future GBA games, it should be relatively little trouble to develop an IPS-like format with a broader addressing range. In fact I'll propose one right now: the file would consist of blocks of data. Each block would have a 32-bit address (compared to 24-bit for IPS) and a 16-bit "length" field. If the length field's high bit is set, the content of the block is one byte which is replicated ((length & 0x7FFF) + 1) times starting at the addressed location; otherwise it's (length + 1) bytes of data that is simply written to the addressed location. There is no start-of-file or end-of-file signature. All multi-byte integers are unsigned and are stored in big-endian byte order (as with IPS).

There. A format with a greater addressing range and a more natural way to accomodate RLE than the rather ad-hoc way IPS does it. the reason the "length" field is one less than the actual length, is because (1) zero-length fields are pointless, and (2) it can define a block that is exactly 32KB (32,768 bytes) in length without needing a separate block to record the last byte.

I think "IPS32" has a nice ring to it.

But, I digress. Apparently DoS is 16MB which just barely falls within the addressable range of an IPS file, so unless the ROM is technically larger than exactly 16MB (due to ROM image headers or other such things), IPS should suffice. Unless there are any GBA ROMs in the future which exceed that amount, in which case the format I described above, or something like it, will make them available for hacking.
BMF98567
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GO!

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- Yiffy Kitten (x2)
- Xkeeper
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Posted on 12-19-04 02:19 PM Link | Quote
Originally posted by Chaos Force
Potentially, an IPS patcher could run into an address that happens to be EOF in ascii and this could potentially cause the patcher to stop patching so just make sure that if whatever address EOF is in hex is modified, that the value before it is modified, too.
Fortunately, FuSoYa's Lunar IPS has a workaround for that little problem. He always thinks of everything.
dan

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Posted on 12-19-04 04:04 PM Link | Quote
The IPS format sucks. It's completely useless for NES hacks that expand the PRG section of the ROM. I'd started preliminary work on a new patching format that would allow you to use a kind of rudimentary scripting language to move blocks of data around in a file and other tasks, but I have no real motivation to finish it.
Jigglysaint

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Posted on 12-20-04 07:57 AM Link | Quote
http://www.metroid2002.com/jigglysaint/Hadoken!.zip

This is only a test to see what I can do.
Geiger

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Posted on 12-20-04 08:47 AM Link | Quote
It's completely useless for NES hacks that expand the PRG section of the ROM.

Well, I have little or no clue what you are talking about, but have you tried the NINJA format for this?

---Evil Peer
dan

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Posted on 12-20-04 12:34 PM Link | Quote
From what I can tell, it works in the same way as the IPS format. What my problem is with the way that iNES ROMs are structured in a file. In the file, there is usually three sections, in the following order:

iNES Header
PRG ROMs
CHR-ROMs

Adding data to CHR-ROM is easy and doesn't require the moving of any data. However, when you add to PRG ROM, it will include everything after CHR-ROM in the patch. Even maybe a few banks of PRG-ROM, as you usually can't just tack FF's onto the end of the PRG-ROM area, you have to insert them at a certain place in the PRG-ROM area.
Geiger

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Posted on 12-20-04 06:21 PM Link | Quote
From what I can tell, it works in the same way as the IPS format. When you add to PRG ROM, it will include everything after CHR-ROM in the patch.

I thought that was what you meant. Supposedly, NINJA can handle that. I am not the one who created the format though, so I cannot be sure.

---Evil Peer
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