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Author Topic: Moving Sprites - FFIV (though, it can be applied to others)  (Read 1 times)
« Reply #15 on: January 15, 2009, 09:57:07 pm »

Quote from: Neil on January 15, 2009, 07:11:10 pm
didn't said author also have a few other documents he had written years ago and found on a backup cd that he was looking for people to proof a year or so ago that he still has yet to release?

The document about relative searching is the only one currently useful enough to be released. I should probably already release it but I really want to find an example for the last section. On the other hand, I'm probably the only motherfucker on the planet who uses relative searching to find graphics, so it's probably not worth the wait.

The other article, which documents an entire ROM hacking project from the selection of the game to the actual patch release, has a very nice introduction and some nice pictorial explanations of making a table file, then stops, so it's not terribly useful at the moment. I do look at it every couple of weeks and realize just how useful it could be.

I also have a couple of translation projects that are ready for release, though they're already all available in English in one form or another, so nothing really major. I'm probably going to end up saying fuck the various CMSes I've been trying to install, so as to build a site, and just code the entire thing by hand.

Quote from: BRPXQZME on January 15, 2009, 07:57:58 pm
If all of us announced things we started but would never come across the means to finish, we’d all be laughingstocks. Naturally an unfinished endeavor here and there isn’t so bad.

I blame my unproductivity on the fact that there isn't a single decent CMS on the entire Internet. By that, I mean that every single CMS ever coded works exactly the opposite of how I believe a CMS should work, yet I've been too lazy to code my own. I wrote one that worked how I wanted, once, but it was in Perl and coded for a specific site. I'm about to go on a rant, though, and a thread about moving sprites in FFIV probably isn't the proper place for a discussion on the merits of existing CMS.
« Reply #16 on: January 22, 2010, 04:39:50 pm »

Saving from forum prune.
« Reply #17 on: January 23, 2010, 09:07:54 am »

Since we're saving this, I'll throw in the explanation MathOnNapkins gave me that helped me move the sprite:

[13:51] <MathOnNapkins_> 1. you play the game until the sprite you want to change is on screen
[13:51] <MathOnNapkins_> 2. you turn on dma tracing
[13:52] <DarknessSavior> The only thing I remember is the very last step.
[13:52] <DarknessSavior> The part where I moved the cursor with RAM open for me to see what changed.
[13:52] <DarknessSavior> And then the backwards work that I did from there.
[13:54] <MathOnNapkins_> 3. let the game run
[13:54] <MathOnNapkins_> and sift through all the DMA transfers until you find a transfer that does 544 bytes
[13:54] <MathOnNapkins_> the address that that transfer is coming from should be the RAM buffer version of what gets copied to the OAM (sprite memory) every frame
[13:54] <MathOnNapkins_> 4. set your hex editor to be based at that RAM (WRAM) location
[13:54] <MathOnNapkins_> 5. try freezing ranges of bytes to see if your sprite disappears or becomes fixed in place.
[13:54] <MathOnNapkins_> This part requires finesse as it's not an exact science, just dick around with it
[13:54] <DarknessSavior> Thanks. That sounds about right.
[13:55] <MathOnNapkins_> 6. Once you figure out which group of 4 bytes the sprite on screen corresponds to, set a write breakpoint on one of those addresses and you will find the code that modifies it

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