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Messages - MaverickZero

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Personal Projects / Re: [SNES][GBA] Final Fantasy V - Viewer
« on: February 13, 2018, 03:45:54 pm »
sadly, i have no clue as well  :\...

Personal Projects / Re: [SNES][GBA] Final Fantasy V - Viewer
« on: February 12, 2018, 11:30:03 am »
the offset of lennas portrait palette is at 33B3FC and faris is at 33C2EC the others must be close around, and don't forget it's for the european rom

Personal Projects / Re: [SNES][GBA] Final Fantasy V - Viewer
« on: February 11, 2018, 03:33:44 pm »
i'm really sorry that i have to tell you that but...
i don't know anything about asm/arm  :huh:
i searched for everything i found manually, i don't know anything about programming at all, all i do is improving graphics.
but i hope i can help you somehow anyway :-\

Personal Projects / Re: [SNES][GBA] Final Fantasy V - Viewer
« on: February 10, 2018, 10:32:44 am »
i don't want to get spammy here, but i found their portraits.
bartz is at 33A5E4,33A834 and 33AA7C everyone has 3 pictures for some reason,everytime in another palette it seems
king tycoon:33F874,33FAD4,33FD34
ok, those are all portrait offsets, you have my full Support at you project  :beer:
p.s. i don't know how the snes spritesheets are looking like so i can't compare, but if you want i can send you a gba one.

Personal Projects / Re: [SNES][GBA] Final Fantasy V - Viewer
« on: February 10, 2018, 09:51:34 am »
ok first, the two sprite tables use the same sheet, the only difference is that one is for the job selection screen/pause menu and the other one is for battle.
and now to the palettes,
the offset of bartz knight palette is at 240CBC, if you use the palette editing tool APE, you can type in the offset of the first palette and then scroll through them, i'm not sure if they are sequential as well but you could try.
i would do it for you since ffV is my most fav title of the series and i'm glad to see people still working on it, but i have other projects going on right now and i want to finish one of them soon.
and if you are interested in it, the weapon and slashing animations of the weapons are also listed right after the characters, so you're quite lucky that it's all together.
one last thing, there are a few weopon duplicates in the sprite files, because even if for example the broadsword and the brave blade use the same sword sprite, they have put the sprite two times in there for both instead of programming that one picture that is loaded at both swords.
if there is anything i could help, let me know ;)

February 10, 2018, 10:02:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
hmmm :-\
i see on your reply on my thread that you still have problems finding the jobs...
would it be of help if i send you the offsets of every single job?
can you work better with that?
or maybe i misunderstood you...

yeah, gba graphics editor automatically repoints it to both, it was like FAST6191 said, ffv used vram safe compression instead of wram.

wow, FAST6191 you are like zero in megaman x3...
every time i am doomed, you come through the roof and safe my butt.
in other words, it worked :laugh:
thank you! you saved FFV once again for me

seems like you'll need some programming skill to do that, or did i get the tutorial maybe wrong?
is there any vram safe compression tool, without the need of asm or c coding? :'(

Personal Projects / Re: [SNES][GBA] Final Fantasy V - Viewer
« on: February 09, 2018, 05:02:41 pm »
just to calrify, this is for the european gba version of FFV but here are the locations of the job spritesheets.
since the whole game is lz77 compressed you will need help of tools like gba graphics editor to see them, the used tool will also need a deep scan feature, or no animations can be found.
(deep scan has to be done manually)
the adress of the first job is
it's bartz as knight.
the following jobs are listed like in the game.
knight, monk, thief etc. the freelancer is the last one.
the caracters are listed sequential.
bartz, lenna, galuf, faris and krile. directly after those come the ko'd sheets, they are all separated, and after that comes the monk kick sprite (they separated those for some reason)
i wasn't able to find out the palettes offset yet, i just used visual boy advance for the palettes.
and i also found the weapon sprites location if you want.
well, i hope i was of some help :-\

WOW :o!
Fast6191 you were right as always!
No$gba gave an error message
it said:CPU - Bad operation
Bad SWI Number.
i really don't know what that means, i have no hacking experience at all.
i thought graphic hacking would be easier...
do you or anyone know what that means or how to solve that problem? :huh:
Hey MaverickZero, I'm working primary on FF5 both SNES and GBA versions. While for SNES things are fairly known, GBA one is quite a blank zone. I've seen few individuals with some/extended knowledge, but no central place to keep their findings :(

I will be glad if we work together. My main project is my Viewer. All the GBA things implemented are mainly discovered be me (with 0 asm, just statistical searches based on SNES), so if you find something interesting I will be happy to share what I have found.

Funny but currently I'm searching for the master table that hold info on job sprites (tiles, palettes and maybe tile-map of the sprite) witch seems exactly what you are doing atm. Could you share location and format of that table? Also one or 2 examples with address of a sprite tiles/palette?

P.S. Have you been a member of slick?
first off, i hack the european version, so if you still want everything i found, i would be glad to share it with all ff fans ;).
please tell me if you are making a viewer of the us version or if you want the european data so i can send you everything in your thread, since you linked it already here.
i would be glad to work with you together as well :beer:
p.s. a member of slick?
i don't really understand what you mean :huh:

ok you're right, i'll tr, it out and thanks for your advice :)

the thing is, all i do is importing the new spritesheet and repoint because it is bigger than the old one, those are actually all steps...
but somehow it worked when doing it with nlz gba, but it imported the sheet wrongly, the characters legs were missing when spellcasting and they were partly screwed when they were dead.
but as i imported it correctly, the very same crash happened.
and i really don't even know what may the cause of this.
and if you meant that, i can say that i try sheet for sheet but it crashes already on the first one :-\

so in order to get it work, the new adress has to be a multiple of 4?
did i get that right? :huh:
but the code is reversed when i repoint so...
does the forelast number have to be a multiple of 4 then?
i'll just try both.
Thanks mz and weissvulf, you've both been great help :)

February 08, 2018, 05:19:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
that doesn't seem to solve the problem :'(
the new adress where it is pointed to is 0x858944 so...
anyone an idea what might help?

i made a Final fantasy V hack for the gba, wich gives only new sprites to the characters, and since the game is compressed, i had to use tools like nlz gba and then repoint the new spritesheets since most of them were bigger than the old one.
the game is working perfectly on pc and android emulators, but once i or my friend tried it on our flashcard, it crashes everytime the game attempts to load the sprites, so in pause menu or in battle...
could this have something to do with where i placed the new sprites?
i hope this much work of respriting wasn't for nothing :(

Personal Projects / Re: DSVania Editor (v1.7.2)
« on: February 07, 2018, 06:35:34 pm »
so actually, all i would have to do is remove the line that divides
the strenght value?
everything left now is then to find the adress of the programming i guess.
i guess it's more clear for me now, thanks vanya :laugh:

February 07, 2018, 06:51:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
oh no wait!
i completely confused something!
the rounhouse kick deals x2
and the slide jump x1
this is actually how the damage is dealt.
so, i would have then to add a multiplication line?
sorry for the confusion i brought :huh:

Personal Projects / Re: DSVania Editor (v1.7.2)
« on: February 07, 2018, 08:38:21 am »
yeah i actually thought about adding those instead of replacing, because i think i saw somewhere in your ram map that you were actually able to determine how many subweapons are in the quick slots, but it's not that bad at all, i just thought it might be more handy.
and now to the animation problem.
i found out by myself what it was, first, sorry that i run everytime to you i fell over, seriously :P.
the thing was actually that he used animation no.27 as the being hit from the front, wich had no animation or sprites at all.
for some reason it just took the first sprite from animation 28 and didn't even play it fully.
that might even were the cause of the crash of dsvania.
well,in the end i gave it also the animation no.28 and now everything plays perfectly.
thanks for the help again :)

February 07, 2018, 03:55:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
well, i hope i don't get annoying now but, do you know how to change the power of the martial arts?
i know that richter's roundhouse kick deals strengh x1, his slide jump deals strengh x1/2 but i want his slide jump to deal the same damage as the roundhouse kick.
any idea how this is determined and how to change?
thanks for everytjing again, your work and knowledge about programming is awesome! :thumbsup:

Personal Projects / Re: DSVania Editor (v1.7.2)
« on: February 06, 2018, 06:26:20 pm »
again a misunderstanding here, oh dear i really have to learn to express myself better...
first thanks with the last thing, i'll try it soon.
and now, i'm not talking about the sub weapon sprite files, i mean only the subweapon icons, wich are shown on the top left, i added a mini javelin and the grand cross, but the sprite file of the subweapon icons is hardcoded, where also the STAY and MASTER icons are located.
and the being hit thing.
the animation works perfectly in the air, yes.
but what i mean is while standing, being hit from the front.
and it's not really like a freeze of a frame, it's like only the first one is showed, it's hard to explain :-\...
and this is also the case when being hot from the front while crouching.
thanks again for the help :)

Personal Projects / Re: DSVania Editor (v1.7.2)
« on: February 06, 2018, 01:16:28 pm »
hey lunatic, i'm back again with some new ideas wich need some help again.
First, about richter's quick weapon slots, i added a javelin and have put back the grand cross but as i wanted to export the sprite file, it said that this is hard coded...
any way to add new parts for those two skills?
and about the animation where the animation editor crashes on richter (i have 1.7.2 now, it doesn't crash anymore, thanks)
it is actually being hit from the front.
it automatically takes only the first frame from richter being hit from behind, but it isn't playing the full animation, but i want it to fully play it out for the dracula x chronicles aesthetics.
can i remove the programming of that somehow?
and now a really big thing...
some animations are being taken for more moves at once for some reason wich is kinda bad, because for examle, when i want richter to bounce off an enemy from a slidejump with a backflip, it also turns the double jump into the backflip.
this was also the case as i wanted to edit some moves, from jonathan for richter.
any way to separate the animations?  :huh:
Thanks in advance :)

Personal Projects / Re: DSVania Editor (v1.7)
« on: January 22, 2018, 03:54:29 pm »
Yeah i enabled richter already to whip diagonally, i tried that on one of jonathans whips, but that has minor priority for me since Richter was never able to do that anyway.
And i'm only waiting for the response from the maker of the dxc sprites, then i'll send you an ups patch with a list of the changes i made so far and
Thanks again, i thought i was doomed as the problem with the crouching whipping showed up :laugh:

January 23, 2018, 03:35:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, i was silly again :P, i did't had to enable only Richter to whip diagonally, also the whip had an option which was disabled.
Now he can whip diagonally.
And about the crash on the state animation editor, it happens always on animatiom 35 on Richter, maybe because of some kind of coding, since it uses the first frame of animation 36 but doesn't animate it?
You may want to take a look at it. :beer:

Personal Projects / Re: DSVania Editor (v1.7)
« on: January 22, 2018, 12:56:19 pm »
Wow i don't know what to say...
Thanks :'(
Seriously thanks, i can finally finish it! :crazy:

January 22, 2018, 02:31:47 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, i gave richter now diagonal whipping animations as well as the whip, but it isn't playing because the whip isn't programmed to do so XD.
Anyway, it works.
The whip is now properly swung, the first swimging frames are still a few pixels away but this is the fault of the sprite, so never mind that, those are anyway only seen for 1 frame each.
I'll soon send you the patch, i'd be glad if you would try it out, also i have found out some animations in the state animation editor.

0F:smashing head when superjumping
10:Backflip(Richter only)
12:landing from a short falling distance
18: using skill in mid air
1A: releasing spell
19: charging spell
1C: getting ready for dual crush
21: martial arts kick (for both jonathan and richter)
Dsvania just crashed on richter...
The rest comes on another day :thumbsup:

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