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05-20-24 12:48 PM
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Acmlm's Board - I3 Archive - ROM Hacking - FF4 Advanced New poll | |
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dcahrakos

490


 





Since: 11-17-05

Last post: 6517 days
Last view: 6517 days
Posted on 12-22-05 08:17 PM Link | Quote
I was just wondering, anyone take a look at it? ive been looking around in it in transhexlation.

if anyone has looked around, has anyone created a table? or found any relevant data?
DukeNukem007
Newcomer


 





Since: 12-24-05

Last post: 6721 days
Last view: 6721 days
Posted on 12-24-05 05:29 PM Link | Quote
Looked at it some with just tlp and spriteview. Over a megabyte is blank at the end (I never like inefficient coding...could always save decompression time if you used that space.) It looks like at least a megabyte before that is sound effects.

C8000-F8000 = lots of scripting, I think
270000-272000 some tile formation?
273230-276600 = various scalings of "the end" graphics
294000, 297000, 2aaa00, 2ade00, 2b6200 = some pieces of background gfx?
2bf594-2e3194 = lots of character sprites (I like this, they didn't take away the essence of the characters but improved most stuff from 3bpp to 4bpp)
325000-33b000 = some 8x8 8bpp blocks which may be map segments, I'm not sure but I saw something similar in the SNES version
341000-361000 = world maps, 8bpp linear
363c00-368c00 = underworld map (8bpp linear)
370000-390000 = world maps, 8bpp linear, it looks like the first could be a clipping and enemy type check and the second graphics, either that or just two separate versions after major events.
dcahrakos

490


 





Since: 11-17-05

Last post: 6517 days
Last view: 6517 days
Posted on 12-24-05 07:30 PM Link | Quote
hey, cool, thanks alot
DukeNukem007
Newcomer


 





Since: 12-24-05

Last post: 6721 days
Last view: 6721 days
Posted on 12-24-05 11:07 PM Link | Quote
No problem, you decide any particular plans with this yet? I loved the original SNES game and have beaten both it and hardtype fan translations many times...I own the SNES version so I didn't feel like doing anything more than downloading this, but it's a nice remake from what I've played so far. (Now the DS FF3...I'm going to have to own that legally though.)

Don't know why it needs 8 times as much space as the SNES version but I like how the battle backgrounds don't look like borderline-NES, and the sound is a good deal better...love the clouds at the start too.

It'd be nice to hack the maps or something; I haven't seen much of that on any version. Script and beastiary hacks are cool too (best script hack I've seen for FF4 is a Celes/Terra/Moogle character set.)
dcahrakos

490


 





Since: 11-17-05

Last post: 6517 days
Last view: 6517 days
Posted on 12-25-05 10:30 AM Link | Quote
im not sure yet, maybe at first a gfx hack, then when I get more and more data ill see what happens from there. i hace been trying to make a table to view the text, but that hasnt been working well...


(edited by dcahrakos on 12-25-05 09:37 AM)
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

Last post: 6300 days
Last view: 6300 days
Posted on 12-28-05 05:58 AM Link | Quote
I just got this game yesterday... and also got an Action Replay to level Rydia up to 99. Yay for having Firaga when she's still scared of Fire. (Shouldn't I be able to kick the crap out of the icewall at Mt. Hobbs?)

Anyway, I'm interested in looking at this game from the perspective of how they ported it from the original. Sound in particular. Makes me wonder what the jump is like from GBA to DS, in terms of taking a Super Nintendo game and porting it directly to DS.

My real question is about Action Replay devices though. For each GBA game the A/R uses, you must have an (M) code, which basically identifies and validates that the game you want to enter codes matches up with what's in the slot.

The code is a 16 byte long hex string. Just out of curiosity, I'm wondering if anyone knows how this code is calculated. Like, is it a hash of the game's data, or is a sort of extended checksum. Note I don't even know how typical hash numbers are calculated, so those two may be the same, I'm not really sure.
labmaster

Red Paragoomba


 





Since: 11-18-05
From: Away for exams, back mid-December.

Last post: 6376 days
Last view: 6306 days
Posted on 12-28-05 06:19 AM Link | Quote
Okay, a quick overview of AR M codes.

First up, all AR codes are encrypted. There's a nifty utility out there called ARCrypt by Parasyte and kenobi that we can use to decrypt them - here's the official CJ's M code decrypted:

C4001406 000084A1
45345A42 001DC0DE

Two lines - the first line is known as the hook, the second line the identifier.

The purpose of the hook code is to tell the Action Replay whereabouts in ROM it can insert a 'hook', which allows the code handler to be executed. The first 32-bits tell us that this code is a hook code, and that the address to be patched is 08001406 - the second 32-bits (though only the lower halfword is used in a hook code) are option flags, which indicate the type of hook.

The next line identifies the game - the latter 32-bits always being '001DC0DE'. The former is the game code, aka the 32-bit value at 080000AC in the ROM.

So, there's no nasty checksumming/hashing to be done (although Gameshark SP/Codebreaker/Xploder M codes do use a 16-bit CRC instead of the game ID).
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6301 days
Last view: 6336 days
Posted on 01-03-06 04:43 AM Link | Quote
One thing I'd like to do is hack the traditional FF4 battle damage numerals into the game and replace those silly ones they're using.

Someone at Zophar's (don't have a link; read it on Gamefaqs) hacked the main game font so that it uses the better-proportioned one that Dawn of Souls used. There are a few places where text spills out of the windows, though.

This game is very much a post of the Wonderswan version and not a from-the-ground-up remake. That's the only reason I can think of for keeping that difficult-to-read set of numerals in there.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6356 days
Last view: 6337 days
Posted on 01-03-06 05:11 AM Link | Quote
Originally posted by Heian-794
Someone at Zophar's (don't have a link; read it on Gamefaqs) hacked the main game font so that it uses the better-proportioned one that Dawn of Souls used. There are a few places where text spills out of the windows, though.




That would be the good people over at this board.

Blitzkrieg, Dragonsbrethren and a few others. They have found quite a bit of other stuff as well.
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6488 days
Last view: 6488 days
Posted on 01-04-06 07:24 PM Link | Quote
http://board.acmlm.org/thread.php?id=1688

About the font patch, I'm currently working on fixing all the text spillovers but some of the monster names will have to be shortened if I can't find the bytes that determine the X,Y corridinates of their names in the battle window and bestiary (Even with them some names will still have to be shortened, but no nearly as many)


(edited by Dragonsbrethren on 01-04-06 06:27 PM)
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