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Author Topic: Dawn of Souls graphics hacking  (Read 644 times)
diablow
Guest
« on: December 05, 2006, 12:54:57 pm »

Greetings, I've been messing around with Final Fantasy:Dawn of Souls for GBA for a little bit now - found script, figured out where the pointers are, and today I got stuck on graphics - I can't find even fonts, not to mention sprites, backgrounds etc.  Using unLZ-GBA I've managed to find something that looks like title screen and some buttons sprites, although they are badly messed up. Finally I've found out how to find graphics using VBA-Dev, but it seems like a lot of trouble. Before getting my hands dirty (I'm thinking of writing my own graphics dumper), I'd like to ask if anyone has any tips for me on how to extract and later insert some graphics to FF:DoS, maybe I've overlooked something? Could it be that FF:DoS uses some other compression (graphics from Pokemon games shows up really nice on unLZ-GBA)?
Dragonsbrethren
Guest
« Reply #1 on: December 05, 2006, 02:33:57 pm »

SE uses their own compression format in DoS, FF4a, and FF5a, I'm not sure about FF6a. I've never bothered to figure it out but it's very similar to the GBA's built-in LZ compression, so much so that as you said unLZ-GBA can somewhat decompress it.
DaMarsMan
Guest
« Reply #2 on: December 05, 2006, 03:34:32 pm »

Almost everything is LZ and dictionary on video game consoles. The reasoning is almost always fast decompression and little ram usage.
diablow
Guest
« Reply #3 on: December 08, 2006, 01:33:18 pm »

I've finally managed to dump some graphics by using ccextract tool, the results are better than using unLZ-GBA, but not very pleasing - graphics are still messed up a little bit, top lines of tiles are misplaced. I've attached a picture of what I get when compared to graphics in gba vram. Any ideas where to find more detailed info on what compression algorithm is used?
And I still haven't figured out how to find the font using this method.

[attachment deleted by admin]
Feitan
Guest
« Reply #4 on: December 08, 2006, 01:47:50 pm »

They look the same to me, you only have to line up the dumped graphic.
KaioShin
Guest
« Reply #5 on: December 08, 2006, 01:52:05 pm »

Do you know what a palette is?

http://www.romhacking.net/start/

« Last Edit: December 08, 2006, 02:04:43 pm by KaioShin »
Dragonsbrethren
Guest
« Reply #6 on: December 08, 2006, 10:00:53 pm »

Quote from: diablow on December 08, 2006, 01:33:18 pm
I've finally managed to dump some graphics by using ccextract tool, the results are better than using unLZ-GBA, but not very pleasing - graphics are still messed up a little bit, top lines of tiles are misplaced. I've attached a picture of what I get when compared to graphics in gba vram. Any ideas where to find more detailed info on what compression algorithm is used?
And I still haven't figured out how to find the font using this method.

Mind linking me to this program? I want to give it a try on FF4a, see if I can finally fix those damned battle damage numerals.
diablow
Guest
« Reply #7 on: December 09, 2006, 02:50:10 am »

I know about palette, it's not an issue, the problem is that the 2 top lines of tiles are misplaced. I want to have a simple way of dumping graphics, editing them and then inserting them back into game.

ccextract comes from Gyakuten Saiban 3 translation tools http://comebackcourt.sourceforge.net/downloads.html , source included.

After compressing some things with GBACrunch, I found that LZ and LZ(VRAM-Safe) compression results differ, but there are no tools or info on how to decompress the latter one. There is one tool, named GBA-LZ, but site is down (link on Google's cache http://64.233.183.104/search?q=cache:1Njkmr5nvngJ:www.phantom-inker.com/gbalz/+gba-lz&hl=en&ct=clnk&cd=1&client=opera) and now I'm trying to contact author for source.
Feitan
Guest
« Reply #8 on: December 09, 2006, 09:11:34 am »

Quote from: diablow on December 09, 2006, 02:50:10 am
I know about palette, it's not an issue, the problem is that the 2 top lines of tiles are misplaced. I want to have a simple way of dumping graphics, editing them and then inserting them back into game.
Knowing the meaning of 'line up'?

Open your tiles with a tile editor and just do it.
diablow
Guest
« Reply #9 on: December 09, 2006, 12:27:12 pm »

Yes, I think I'll be doing it this way as a temporary solution.
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