Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Imzogelmo
Pages: 1 2 3
User Post
Imzogelmo

Blue Octorok
Level: 11

Posts: 1/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-22-04 03:08 AM, in Final Fantasy VI: Treasure Data Link
Apparently you guys haven't found the full info.

0 . FF . X Coord
1 . FF . Y Coord
2 . 07 . Bit in memory to set when opened
2 . F8 . Byte in memory to set bit in when opened (+7E1E40)
3. 01 . (High bit of above)
3 . 10 . Empty Chest (possibly dummied--this is never used)
3 . 20 . Monster Chest
3 . 40 . Item Chest
3 . 80 . Gold Chest (100x)
4 . FF . Contents (monster index, item index, gold amount)

For monsters-in-a-box, Contents = Formation 2-pack index (or pack - 256);
for items, Contents = Item index;
for gold, Contents = Gold / 100 (IOW, this value will be multiplied by 100).

Imzogelmo

Blue Octorok
Level: 11

Posts: 2/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-22-04 03:36 AM, in Finding level-data in SNESroms Link

Interestingly enough, I used Evil Peer's tracer SNES9x to find this data.
Then I just looked at my bank 0 disassembly (since that's where the decoding function is located).

Corundum has a document created by a parse of this data.

Drakkhen has a program to edit the contents of a chest.
Imzogelmo

Blue Octorok
Level: 11

Posts: 3/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-22-04 04:55 AM, in Final Fantasy VI: Treasure Data Link
I don't know what hasn't been found... but I *can* answer your question about the 41:

Consider bytes 2 and 3 as a word:

0007 - Bit that is set if the chest has been opened
01F8 - Treasure chest event byte offset (+7E1E40)
1E00 - ??? I don't know- this has been suggested to be the sides which a
chest may be opened from (FYI, there is a chest, the White Cape in the
Returners' HQ (IIRC), which cannot be opened from all accessible sides, so that
could point us in the direction we need to confirm/debunk this idea).
2000 - Monster chest - Lowest priority
4000 - Item chest - Second priority
8000 - Gold chest - Highest priority

If the chest has the same bit/byte encoding as another one, then it will be marked "opened" and thus, the later maps' data will already be marked as open.

Why do I say "later maps"? Because what appears to be the same map in the WOR is not--it's a close copy but not the same map.
Imzogelmo

Blue Octorok
Level: 11

Posts: 4/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-22-04 05:31 AM, in Newbie, but not a n00b. Link
Hey, I'm new here, but I've been ROM hacking for a while. Like most ROM hackers, I'm always anxious to learn more, to do more, and to share lots of ideas.

So let me tell you a little about myself. My real name is Joseph; I'm 26 years old; and I've been hacking ROMs for about 3 years. However, most of my hacking has been done on one game: Final Fantasy VI. At this point I'd say it's an obsession. I have made quite a few ASM and text patches for this game already, which you can get from my site: http://www.angelfire.com/al2/imzogelmo/patches.html

I am a recent graduate of Mississippi State University. I majored in Computer Engineering. I still live in Starkville, as I haven't found a good job yet. I have a daughter who was born 9/13, so I've been preoccupied with her recently, which will continue into the near future. I'm a Christian and a Republican, and I don't mind discussing religion or politics. I am not easily offended, and nothing is taboo for conversations (I love talking to people of different backgrounds).

Oh yeah, "Imzogelmo" means "creator" in my invented language. See, I've been doing creative type stuff for a long time now.

Imzogelmo

Blue Octorok
Level: 11

Posts: 5/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-22-04 10:36 AM, in Newbie, but not a n00b. Link
Hey, I'm glad to see my post has garnered so much interest

Yes, I did create a language, but the thing is, I have made an entire conjugation for it, as well as over 800 root words. So, basically, I could express (almost) any idea with it.

And it's also good to know I'm not the only one reproducing around here.
Imzogelmo

Blue Octorok
Level: 11

Posts: 6/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-22-04 12:56 PM, in Who can help out with what languages? Link
Here's what I can do, in decreasing order:

65816 (but the SNES hardware registers still confuse me)
Pascal (it's been a long time though)
C/C++ [very limited]
Java [basics]
x86 ASM [basics] (I wrote a program that played Row, Row, Row Your Boat out of the PC speakers)
Perl [extremely basic]
Imzogelmo

Blue Octorok
Level: 11

Posts: 7/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-22-04 01:29 PM, in data finding techniques Link
Originally posted by elixirnova
well so far i know most of the commands.. (lda, sta, stx, and, or...) all that but i dont really know how to trace asm? to find what i want.. should i find a disassembler?

*edit i just dl'ded snes9x w/tracer i dunno how to use it?! but im gonna fool around with it* any help would be nice though


Now you have the perfect tool, and there are plenty of docs on the subject at Zophar's, so you should be able to figure it out pretty easily. All you need to know is where the data is and what the data is that you're looking at.
Imzogelmo

Blue Octorok
Level: 11

Posts: 8/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-22-04 01:42 PM, in Buying Gamepads....... Link
Ok, I thought this was obvious, but no one has said it, so....

The guy was a fellow gamer, he emulates, it's very common. Heck, he probably "borrows" the stores games and copies them. Duh. He just wondered if you understood the power of what you were buying. He may have been a little over-friendly, yes, but he was not trying to catch you for copyright infringement. If I were in his position, I'd have done the same thing.
Imzogelmo

Blue Octorok
Level: 11

Posts: 9/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-23-04 01:10 PM, in Final Fantasy VI: Treasure Data Link
chest may be opened from (FYI, there is a chest, the White Cape in the
Returners' HQ (IIRC), which cannot be opened from all accessible sides, so that
could point us in the direction we need to confirm/debunk this idea).



Ok, consider this debunked. I just checked it and this does not show any anomolous bits, so that must be stored some other way.
Imzogelmo

Blue Octorok
Level: 11

Posts: 10/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-24-04 04:23 AM, in Final Fantasy VI: Treasure Data Link
Originally posted by Evil Peer
Does any chest give more than 25,500 gold?

---Evil Peer


No, in actual use nothing even comes close. But 25,500 should be the theoretical limit.

As for the 41, I've explained that. The '1' is just the highest bit of the byte encoding. The highest byte offset that is used is byte 32 (not 31), so 6 bits are needed. In fact, the RunningShoes are coded on the 32nd byte, so there is no further significance to it. Again, you can get the list at http://homepage.mac.com/glennfield/magitek/treasures.txt. Also, you can look at the function at C0/4C06 if you don't believe me.


(edited by Imzogelmo on 09-23-04 07:31 PM)
(edited by Imzogelmo on 09-24-04 01:49 AM)
Imzogelmo

Blue Octorok
Level: 11

Posts: 11/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-24-04 10:48 AM, in Final Fantasy VI: Treasure Data Link
There's a lot going on in that post, so forgive me if I don't quite answer your questions.

Here it is again:
Byte 0 - X Coordinate
Byte 1 - Y Coordinate
Bytes 2 &3 - Bit/Byte Encoding plus type flag
Byte 4 - Contents


For Bytes 2 and 3, they look like this (Byte 3, Byte 2):
00 07 - Bit to set indicating the chest is opened (or taken)
01 F8 - Binary number to add to 1E40 which is the byte encoding. This is the byte address which the bit is set in.
1E 00 - Four unknown bits, and as far as I can tell, they aren't read. 08 00 is set for empty chests, but it doesn't have to be. Perhaps they were going to use it, but as it stands, if it's not Gold, Item, or MiaB, then it's considered empty. Possibly the empty chests could be used as switches or flags, but that remains unclear.
20 00 - This bit indicates a monster-in-a-box. It will only be read if the next two bits are clear (they are read from highest to lowest).
40 00 - This bit indicates an item chest. It will only be read if the GP bit is not set.
80 00 - This bit indicates a GP chest.


Byte 4's meaning depends on the flags in byte 3, as described before. As for the question about boss encounters using MiaB index, I don't know off the top of my head, but I would suspect that they do (a little research in FF3USME would be required).
Imzogelmo

Blue Octorok
Level: 11

Posts: 12/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-25-04 07:13 AM, in Final Fantasy VI: Treasure Data Link
Some of the treasure chests are *only* events. These are not included in the "chest data." I'm not sure if any of the "chest data" chests are event triggers, although initial research seems to indicate that that is the case.
Imzogelmo

Blue Octorok
Level: 11

Posts: 13/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-26-04 03:30 AM, in Final Fantasy VI: Treasure Data Link
Did you see this?

This helps explain what I mean. They all have 41 as their type because they are all items encoded on byte 32.
Imzogelmo

Blue Octorok
Level: 11

Posts: 14/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-27-04 05:37 AM, in Final Fantasy VI: Treasure Data Link
Sure thing.
Check out http://www.mnrogar.com and look at his "screenshots" section.
Also, check out my page http://www.angelfire.com/al2/imzogelmo/patches.html and look at and/or download my "Grand Stairway" patch. It lists the treasure chests that are "events" which are incorrect in the game (my patch includes a readme file which documents all the changes).

In a nutshell, there are 4 "events" in the Sealed Gate cave, some of which are wrong (text box and item given do not match); there are also some in Owser's house (the floating ones) which are wrong as well. BTW, my patch corrects all those problems.


(edited by Imzogelmo on 09-26-04 09:48 PM)
(edited by Imzogelmo on 09-26-04 09:48 PM)
Imzogelmo

Blue Octorok
Level: 11

Posts: 15/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-27-04 06:56 PM, in Final Fantasy VI: Treasure Data Link
Right. Too bad they didn't make a more flexible format for treasure chests (one which would allow a dialogue message to accompany the chest opening)--They probably could've avoided these errors and made the game a little more interesting at the same time.
Imzogelmo

Blue Octorok
Level: 11

Posts: 16/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-28-04 04:23 AM, in Final Fantasy VI: Treasure Data Link
Evil Peer,
It's not just you-- I've had this problem too. Thus, I'm still using Mark 6 for my tracing needs. I have no idea what's the cause of the problem, though.
Imzogelmo

Blue Octorok
Level: 11

Posts: 17/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 09-28-04 06:22 AM, in Final Fantasy VI: Treasure Data Link
Sorry, I just downloaded Mark 8 two days ago, and I wasn't sure if it was just me... I haven't worked on it much since then. I haven't tried it with other mode 7 games though.
Imzogelmo

Blue Octorok
Level: 11

Posts: 18/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 11-29-04 04:30 PM, in Temporal Flux Release Link
The answer is simple:

Make a patch with the headered ROM, then either edit the ips file yourself (assuming you can figure this out) or write a littel program to convert ips files for headered ROMs to unheadered versions.
Imzogelmo

Blue Octorok
Level: 11

Posts: 19/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 01-27-05 02:08 AM, in Your ROM-hacking WishLists! Link
Originally posted by jman2050
I mentioned sleuth long before you guys did... It's definitely a step up, and was very helpful in killing some rather elusive bugs, but it still leaves a lot to be desired. The auto-framerate thing Geiger mentioned already, but there's also the lack of real-time debugging (sometimes I want to track the changes of a memory location, and you can't do this very easily with sleuth) and the inability to modify memory in any way whatsoever (at least zsnes has a cheat console XD)




I 100% agree that this would be a great feature. How to do it? How about a watch window, depicting the value, and an option to pause emulation whenever the address is changed? Well, I guess "read or written" would be useful to some... but "modified" is mainly what I'm wanting (Hey, it's my wishlist, right?).
Imzogelmo

Blue Octorok
Level: 11

Posts: 20/41
EXP: 5292
For next: 693

Since: 09-22-04
From: (Longview) Starkville, MS, USA

Since last post: 15 days
Last activity: 1 day
Posted on 02-14-05 04:28 AM, in Geiger's Snes9x Debugger Mark 9 Link
Awesome work, Geiger!

This is a really great tool;it'll make SNES hacking much quicker on the code searching, dumping, and debugging.

----

Oh yeah, speaking as a patch maker, I can say that the header-removal is not a problem. Basically, you can always add a header back on manually if you feel compelled to do so. As for me, I will keep an original, headered ROM to do actual patch-creation. I can use the unheadered ROM for locating the addresses and isolating the code/data that I want to hack.

Pages: 1 2 3
Acmlm's Board - I2 Archive - - Posts by Imzogelmo


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.011 seconds.