+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  Japanese Conversation about FF6 Hacking
Pages: [1]
Author Topic: Japanese Conversation about FF6 Hacking  (Read 2 times)
Zeemis
Guest
« on: November 23, 2009, 05:27:30 pm »

A Japanese person named "SHALL" has been talking to me about how he got FF5 spells and music into FF6.
Here is some of his work:
Here is his FF6 hacking blog.
He did implement FF5 music, and FF5spells as well. He sent me a modded rom and save which is here (I'm turning it into an IPS for this forum) along with a bunch of XML and such files:
http://www.mediafire.com/?jqqjev4mjlj

Here is our log, it is rather long but contains hacking information on how to implement custom spells from FF5 into FF6. Some of it is just random stuff we talk about, although towards the middle until the end, it's all about hacking FF6, in Japanese.
Here is the Japanese Log which I'm hoping could be translated. His knowledge wouldn't just benefit me, although any other FF6 hackers alike.
(I asked for it to be moved, I accidentally posted it in the wrong forum)
« Last Edit: November 23, 2009, 06:58:04 pm by Zeemis »
BRPXQZME
Guest
« Reply #1 on: November 23, 2009, 08:03:13 pm »

It’s really long, so I only got partway through before my eyes glazed over.

http://members.cox.net/brpxqzme/longcat.txt
Zeemis
Guest
« Reply #2 on: November 23, 2009, 11:29:49 pm »

He also added today:
[11:28:09 PM] SHALL:
1 モンスター行動を2バイト命令に変更:”例;F0 EE EE EF→F0 FF EE 00 EE 00 EF 00”
2 魔法名を拡張           :”ファイアなどの名前”
3 魔法データを拡張         :”威力や命中率のデータ”
4 魔法メッセージを拡張       :”レベルが5の倍数にデスなどのメッセージ”
5 エフェクトデータの拡張      :”エフェクトパターンやパレットなどの設定”
6 エフェクト構成データ       :”エフェクトパターンの情報”
7 エフェクトのコマ設定拡張     :”エフェクトの種類とコマ数を設定”
8 エフェクトタイル構成拡張     :”コマで使用するタイルの作成”
9 エフェクトグラフィック読み込み拡張:”エフェクトのグラフィックを読み込むポインタ”
10 アニメーションオフセット拡張   :”エフェクトの動き”

Along with this site:
http://www9.atwiki.jp/ffbin/pages/26.html

---------------------------------
Is this a right translation?
---------------------------------
1. Change the monster action to 2byte instruction.
2. Magic name enhancing : "for example "fire" "
3. Change magic data : Power and hit rate.
4. Change magic message : Multiple of Fire
5. Change effect data : The settings of effect pattern and Palette
6. Effect construction data : The information of effect pattern
7. Change settings of effect scene : Please set the type of effect and scene number
8. Change effect tile construction: making tile that you use on scene.
9. Change reading effect graphic : ?FF6 can read pointer?
10. Change animation offset : "movement of effect"
« Last Edit: November 24, 2009, 02:15:24 am by Zeemis »
BRPXQZME
Guest
« Reply #3 on: November 24, 2009, 05:08:58 pm »

Re-upped finished version.

Dag bro, that was long.
Zeemis
Guest
« Reply #4 on: November 24, 2009, 06:29:36 pm »

Thanks man, I really appreciate it.
BRPXQZME
Guest
« Reply #5 on: November 25, 2009, 06:46:23 pm »

Code:
1.  Convert monster actions to 2-byte instructions: “e.g. F0 EE EE EF→F0 FF EE 00 EE 00 EF 00”
2.  Extend magic names:                             â€œFire, etc.”
3.  Extend magic data:                              “damage/hit value data”
4.  Extend magic messages:                          “Messages for Death, etc. where level is a multiple of 5”
5.  Extend effect data:                             â€œSettings for effect patterns, palettes, etc.”
6.  Effect composition data:                        “Effect pattern information”
7.  Extend effect frame settings:                   â€œSet kinds of effects and number of frames”
8.  Extend effect tile composition:                 â€œMake tiles used in frames”
9.  Extend effect graphic read-in:                  “The pointers it reads for effect graphics”
10. Extend animation offsets:                       â€œEffect movements”

http://members.cox.net/brpxqzme/ff6_magic_graphics.txt
Zeemis
Guest
« Reply #6 on: November 25, 2009, 07:14:13 pm »

I was sort of close. Tongue
Thanks again, you are a life saver.
Pages: [1]  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC