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Laporkan kesalahan penerjemahan
So I guess this is the main thread? :)
I've been following this since the end of November and I'm quite surprise of the progress made so far, especially with Nyxo's extractor. I'd like to soon jump on the train too but my forces are more data finding and coding. I've been modding FF6 on SNES and GBA since 2011. I have not a complete mod finished but I coded and editor for the GBA version and currently developping (well on and off) a editor for the SNES version that will allow various expansions.
A simple assumption I have is that some data might be in similar format than in the SNES version. As an example, if the HP of a monster is on two bytes in the SNES version, it's probably the same in the PC version monster data. While there is probably similarities for this example, maybe not all the data format is the same (I'm thinking of monsters immune/weakness status that could be stored in another way than on a bit flag). Anyhow, I'll play with the extractor and try to locate data patterns soon and eventually report back here if I find something. I'm aware the PC version vs the SNES/GBA ones are completely two different things so I'm not setting my hopes to the roof yet.
Also if someone has info on the flb format (other than being a 32-bit ARBG format) I'd like to code an flb extractor if FF6 has any graphics (weapons?) stored under that format (already done here[www.vg-resource.com] but link is dead). I have a good background in coding so it's something I'm capable to do.
Graphics mode are cool but I hope we'll be eventually able to go as far with the PC version than the SNES version which is one of the most if not the most documented game (which makes it the most easy one to mod).
Thanks! I couldn't send you a request since Steam tells me your friend list is full. For now I coluld only follow you. :/
I'm going to sleep a few hours and start looking a the game file system.
Feel free to send me a friend request, and I can give you all the info you want~
As a side note, the steam version of FFVI literally has a byte-for-byte copy of the original Japanese GBA rom inside it (except for a single byte that's different) -- I've been doing bits and pieces of research against it, but have been more hopeful for a GBA rom hacker to show up that I can work with instead~
On FLB files: I'm already working on that file format (and AKB, and PVR, etc..) so that I can add support for them in FFVI_Explore, however I don't want to discourage you from writing your own tools if you want to! :)
Most GBA data is the copy of the well documented SNES data (excluding graphic, font and music related data but irrevelant here anyway). I can test the known GBA data types and come up with a rom.bin map and data formats document that could be useful for the community. Also it might be interesting to check if the exe use the pointer tables of the ROM and its ARM code.
What is lack of is ARM knowledge. I know the FF6 SNES ASM code well enough but I have no knowledge of the GBA counterpart. So I'd be of little help if it's used by the game.
That is great! I'd be more willing to write a map, event and stats editor that would handle the rom.bin data, which I should start in tandem with the document mentionned above.
Edit: Why am I unable to send friend invite to anyone? ("Their list is full" error message...)
I took a look at your profile, and it appears you don't have any games. Steam has a "Limited User Account" system for accounts that don't have games yet. You have to spend at least $5 USD from the store to remove the limited status. They added that as way to filter out bots, since botters would have to purchase games to add friend invites.
You can find more info here: https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663
Also, in the past people could give you any 3rd party Steam redeemable CD-Key to activate the account, but now it actually has to be purchased through the store.
Yeah, I highly suspect that the game is just using the rom.bin as a "super-database"-- that is, for all of the information used by the game, such as items, monsters, town layouts, AI scripts, and how they all relate; plus lots of other data that isn't actual executing code. Minus, of course, the graphics and audio, as those are external to the rom.bin, at least as used by the .exe.
I figured the GBA version was largely the same as the SNES version, but since I haven't really poked at either before, I thought I'd check with somebody who has first, instead of re-inventing the wheel, so to speak. ^-^ I've poked at ARM stuff a bit in the past, so I might be able to help in that department at some point, but I highly suspect that'll be unneeded, if my above assumptions about the "super-database" are true.
Also any chance for non cosmetic mods? like ones to change the battle system to look and act like it does in the gba/snes versions?
There's a chance we might be able to figure something out tho~
Events can be modified:
http://imgur.com/wnzyFUa (dialogue entry change)
http://imgur.com/KjWaGDp (Battle invoke pack change)
Enemy AI can be modified:
http://imgur.com/3BVPOVC (guard casting stop)
http://imgur.com/RLcZnJH (guard casting life 3 on self)
Enemy stats can be modified:
http://imgur.com/dkWT7Jy (enemy EXP change)
I'll say mostly what Krisan stated: a lot seems to be fetched from the ROM. I still want to make tests with the following:
There's also other known data from the SNES version that hasn't been found in the GBA version (most likely because of format differences). I started the project of identifying as much as possible two years ago but dropped shortly the project after beginning something else. I think it's time to get back on that.
All this can easily be modified with a hex editor once you know what to modify and where. I'll stat putting up a hex modding document tomorrow with the rest of the tests mentionned above.