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ROM Hacking Discussion / Re: FF5 Event Script
« on: January 13, 2019, 10:47:37 pm »
I've got a working version of my FF5 map/event editor up on my GitHub site. It currently only works with the SNES RPGe translation, but I'll get the Japanese SFC version and the GBA versions working eventually. Here are some screenshots showing a few of the features:

Dialog editor

Misc. event commands


Most sprites are displayed correctly

ROM Hacking Discussion / FF5 Event Script
« on: December 25, 2018, 07:19:20 pm »
I'm working on an event editor for FF5, but there doesn't seem to be much information available on the script format. Or maybe there's some info out there and I just couldn't find it. Either way, I made a text document of the disassembled event script (similar to Imzogelmo's doc for FF6). I'm posting a link to it in case anyone might find it useful for making an FF5 hack.

Personal Projects / Re: FF6Tools (v0.1) - Final Fantasy VI Utility
« on: July 27, 2018, 10:01:11 pm »
For $19, you can check my RAM map (section 1.16)

Cool, this is super helpful!

By the way, I copied your list of FF5 map names into the master branch of FF6Tools on GitHub. Thanks for adding those!

Personal Projects / Re: FF6Tools (v0.1) - Final Fantasy VI Utility
« on: July 23, 2018, 11:40:43 am »
Good questions. Now that you mention it, I'll bet that the "f" flag determines whether a tile is animated. I just draw the first tile, so I hadn't thought about it. These are 16x16 tiles. If you look at 0xDF9B00 using a graphics viewer you'll see all the animated graphics. It looks like tiles can have either 1, 2 or 4 frames. I'm guessing that it's determined by some of the unknown flag bits.

BG1 and BG2 always share the same graphics, so you can always use the first 8 tiles on either of these layers. BG3 is separate because it's 2bpp instead of 4bpp. I load the animated graphics after loading the regular graphics, sort of simulating the SNES PPU. The blocks of graphics go to the following locations in VRAM:

Code: [Select]
$0000-$1000 bg1/bg2 graphics 1
$1000-$2000 bg1/bg2 graphics 2
$2000-$2E00 bg1/bg2 graphics 3
$2E00-$3000 bg1/bg2 animation graphics
$3000-$3700 bg3 graphics
$3700-$3800 bg3 animation graphics

Each map's properties specifies which normal graphics to use, and the tileset specifies which animation graphics to use. Here's what I have for the map properties format. Maybe you can help me fill in some of the blanks.

Code: [Select]
Map Properties (0xCE9C00-0xCED000, 512 items, 26 bytes each)
$04 ??mmmmmm
    m: color math
$05 tile properties
$08 tileset
$09 bbaaaaaa
$0A ccccbbbb
$0B ddddddcc
    a: bg1/bg2 graphics 1
    b: bg1/bg2 graphics 2
    c: bg1/bg2 graphics 3
    d: bg3 graphics
$0C eeeeeeee
$0D ffffffee
$0E ggggffff
$0F ??gggggg
    e: bg1 layout
    f: bg2 layout
    g: bg3 layout
$16 palette

Personal Projects / Re: FF6Tools (v0.1) - Final Fantasy VI Utility
« on: July 19, 2018, 10:10:28 pm »
Interesting, I thought the [h1] meant that the ROM had been hacked somehow. I had been using a ROM that comes up as "Final Fantasy V (J) [T-EngX.X_RPGe].smc". I guess maybe that's not the best one. I added the other 3 versions to my list, so they should open automatically next time I commit to GitHub. After a bit of searching, I realized that there are a large number of ROM variations floating around out there. And FYI, the second checksum in your list is the one I use (I adapted the algorithm from NSRT).

I'm sure I'll have some questions for you when I get around to adding a battle editor for FF5.

For the animation properties I have the following format:

Code: [Select]
$00-$07 f??????? flags for bg1/bg2 tiles (8 items, 1 byte each)
$08-$0B f??????? flags for 4 bg3 tiles (4 items, 1 byte each)
        f: pointer offset is 0xDF9B00 if set, 0xDF0000 if clear
        ?: probably animation speed or something
$0C-$1B pointers for 8 bg1/bg2 tiles (8 items, 2 bytes each)
$1C-$23 pointers for 4 bg3 tiles (4 items, 2 bytes each)

Personal Projects / Re: FF6Tools (v0.1) - Final Fantasy VI Utility
« on: July 18, 2018, 10:58:26 pm »
Thanks for the feedback. I didn't realize there was more than one version of the FF5 RPGe translation out there. The CRC32 for the version I have is 0x892E44BE. If yours is different, you can download ff5u-sfc.json from GitHub and load that when it asks for a definition file. Let me know if that doesn't work.

By any chance, can you tell me the CRC32 for the FF5 versions that you mentioned? I'd like to add them so that they will open automatically. I like the idea of being able to choose from a list of ROMs if the CRC32 doesn't match. I'll add that to my to do list.

You're right that many features are absent for FF5. This is simply because I don't know the data format as well. I'll check out noisecross' editor and hopefully be able to add more features when I understand them better. There used to be some info on Slick Productions website, but I haven't been able to access it recently. Is there some other good repository that you know of?

Animation graphics for FF5 were a little tricky. It's still a bit of a work in progress. There is a data structure (one per tileset) at 0xC09D9B-0xC0A18B (28 items, 36 bytes each) that has pointers to each animated tile. The graphics start at 0xDF9B00, but some pointers use an offset of 0xDF9B00 while others use 0xDF0000. The subroutine that loads them is at C0/9A96.

The battle encounter rate in FF6 can be changed. The world maps are divided up into 64 square sectors, each with a different encounter rate and different random battles (imagine slicing up the entire world map into a giant 8x8 grid). Select triggers in the top right and then click anywhere on the map where there are no triggers and you should see a drop down to change the encounter rate in the properties pane on the right side of the screen. On normal maps, do the same thing, except the entire map uses the same encounter rate and you'll need to scroll all the way to the bottom of the properties pane to where it says "Battle Probability". I haven't tested these out very well, so let me know if anything doesn't work correctly.

Keep in mind that this only adjusts the relative encounter rate (Low, Normal, High, ...). The actual rate numbers are hardcoded into the ROM and can't be edited by FF6Tools (not yet anyway), but if you have a hex editor and a little knowledge of binary data you can edit them manually. In the US version they are stored as follows:

Code: [Select]
; world map random battle rates (4 items [normal, charm bangle, moogle charm, unused], 8 bytes each [normal, low, high, none])
C0/C29F:              .DW $00C0, $0060, $0180, $0000, $0060, $0030, $00C0, $0000
C0/C2AF:              .DW $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000

; normal map random battle rates (4 items [normal, charm bangle, moogle charm, unused], 8 bytes each [normal, low, high, very high])
C0/C2BF:              .DW $0070, $0040, $0160, $0200, $0038, $0020, $00B0, $0100
C0/C2CF:              .DW $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000

Personal Projects / FF6Tools (v0.1) - Final Fantasy VI Utility
« on: July 14, 2018, 12:15:10 am »
FF6Tools is a browser-based ROM editor for Final Fantasy VI. It's written primarily in javascript and it's been tested on Chrome, Firefox, and Safari. This project started as an app for Mac OS X, but I decided to rewrite it in javascript so that it will work on any operating system. This project is still in an early stage, so expect to find a few bugs here and there. I appreciate any feedback, either here or on the FF6Hacking forums!


GitHub Repository


The main tools are the map editor and the battle editor. With the map editor you can edit map backgrounds, create and edit triggers and NPCs, and edit the event script. When editing map backgrounds, select a layer and left click on the map to change the tiles. Right click and drag to select tiles. With the battle editor you can drag monsters around and edit their stats.

There are lots of great FF6 utilities out there already (Yousei's FF3ed, LordJ's FF3usME, ZoneDoctor, and FF6LE to name a few), but I wanted to make something with a stable and user-friendly map and event editor. I think I've made a pretty good start, and I have plans to implement more features later on. If there are any other features you would like to see, please let me know! FF6 has been pretty well hacked to death, so there's not much that can't be done.

Supported ROMs

You can open any of the supported ROMs listed below. SNES ROMs with a 512-byte header will work, though the header will be deleted. FF6Tools checks the CRC32 of your file to determine which ROM you are trying to open, so you won't be able to open a ROM if you've previously made changes to it using another utility. When you save your ROM, it will save a zip file that contains the edited ROM and a json file that can be used to re-open the ROM if you want to make additional changes.

FF6 has a lot in common with the other SNES Final Fantasy games, so I decided to also add support for them too (some more so than others). Currently supported ROMs:

  • Final Fantasy 3 (US) v1.0 and v1.1
  • Final Fantasy 6 (J)
  • Final Fantasy 6 Advance (US, J, E)
  • Final Fantasy 2 (US) v1.0 and v1.1
  • Final Fantasy 4 (J) v1.0 and v1.1
  • Final Fantasy 4 EasyType (J)
  • Final Fantasy 5 (RPGe Translation) v1.10
  • Final Fantasy 5 (J)
  • Final Fantasy 1 (US)

When you save your ROM, FF6Tools doesn't do any checks to make sure you don't overwrite adjacent data in the ROM, so expect gameplay glitches if you make major changes. This affects some things more than others. I'm eventually going to keep track of empty space and relocate data as needed to fix this issue but I haven't gotten around to it yet.

In case you're worried about uploading your ROM file in a browser, keep in mind that there's no server-side code involved. Everything is happening right on your computer. If you want an offline version you can download it from GitHub.



FF6 Advance




Special thanks to all the folks at for their help! And to the makers of the other FF6 utilities for giving me a place to start.

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