TheEnd
FESSer
Seisen no Keifu all the way~
Posts: 1,587
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Post by TheEnd on Mar 5, 2004 4:55:54 GMT -5
;D ;D ;D heck ur sig is now funny as hell, TheEnd ROFL who say it's not as funny? (^.,^);; btw i can't paste the shift-js string into the find window of hackman. how did you do that? Thanks! To find things in shift-jis, change the search mode from hex to ascii. In ascii mode, you can paste... and the hexadecimal correspondent will appear below. Whee. BTW... what's ROFL? (I'm not a native english speaker, you see.) A lot of updates... and a lot to replay to. Let's start from the beginning. TheEnd's Skills List: You could have just made the bitwise version, you know How much time on your hands do you have? All those 64: What 64s are you talking about, exactly? They're not high pointers or anything? I haven't had a chance to look at chardata or anything yet, so maybe they're there. I'll take a look when I get home. Pallettes: Provided that they're using 4/15-bit colour, you can find the pallettes. However, it involves proximity searching, a mind-bogglingly boring and slow procedure which doesn't have any utilites available for it that I'm aware. Take the first colour. Write down every address it appears in the ROM. Take the second colour. Cross out every address it doesn't appear near. Take the third colour. Cross out every address it doesn't appear near. Etc... You'll want to know how to get colours, too. The SNES uses 15-bit colour with a 4-bit pallette (for the weapon icon sprites in any case, not sure about character sprites, but probably it does). Take a screenshot (sans any of that filtering crap) and get the RGB of a colour in the sprite you want. Now, how does this work again... Convert the three numbers to binary. Chop off the three least significant bits (1, 2, 4). They should all be zero in any case. Now, IIRC, put them like this: G6 G5 G4 R8 R7 R6 R5 R4 00 B8 B7 B6 B5 B4 G8 G7 Now convert those to hex, and they're your two bytes. It may be better to wait until I've had a chance to go over my stuff, though, because that could be wrong. It's been a long time. The fe45 patch: Thanks, glad you like it TheEnd's signature picture: Heh... now that's funny. SpryoDi, it's not a real class. Think about it - it'll come to you. Skills - I'm in vacations until march 15, and basically doing nothing until so. Besides, it took me a long time to figure the logic behind the skills list. By then, I had almost finished it that way, so... Palette - I was wondering if there was any easier way. For example, in FE4 each character had his "color stat", so that Sigurd as dancer had blue hair. Maybe there is something like this in FE5?
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Post by ESPerion on Mar 5, 2004 5:35:59 GMT -5
ROFL = roll on the floor laughing ;D
btw i almost forgot the fe4's color stat. what's the address of it btw? (say sigurd's...).
and thanx for the tip ^^;; i'm just getting use to hackman u know... so any help is greatly appreciated.
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TheEnd
FESSer
Seisen no Keifu all the way~
Posts: 1,587
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Post by TheEnd on Mar 5, 2004 5:52:51 GMT -5
Thanks for the explanation. I'd never figure it out by myself. Well, I don't know about Sigurd's color address, as I used FEHack. I only began to toy with the hexadecimals with FE5, when Twilkitri posted about the lock removal things. I found hackman pretty intuitive, btw.
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Post by DarkTwilkitri on Mar 5, 2004 6:35:02 GMT -5
My main experience with pallettes was when I was working on the fe45 patch, and it didn't go beyond the weapon icons, which all used the same pallette. I'm not entirely sure how battle sprite pallettes are organised.
I did toy with the idea of changing the colours of the battle sprites, and even went as far as finding part of Azel's pallette, but that was where I stopped.
Colour stat? As far as I know, it probably selects a pallette based on the character number. At least, I never found any bytes which corresponded to colouring.
My theory is that the 4-bit pallette for battle sprites has some colours taken from 'generic' colours for that unit, and the rest taken from that unit's pallette, which is why Sigurd will always have blue hair, for instance. I'm probably wrong in some way.
What do you natively speak?
[edit] Gah, I forgot. I'm pretty sure that I was right about the colour conversion thing before... here it is in reverse (finding an actual colour from the 15-bit version).
Take the colour 9D 6F.
Convert it to binary:
10011101 01101111
Reform this into three bytes, using the last five bits of the first byte as the first five bits of the new first byte, the last two bits of the second byte and first three of the first byte as the first five bits of new byte two, and the second-sixth bits of the second byte as the new byte three. That is,
11101000 11100000 11011000
Convert those back to hex (or decimal), and there's the real colour.
#E8E0D8 (232, 224, 216)
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Haxxor!
Mar 5, 2004 10:40:06 GMT -5
Post by ESPerion on Mar 5, 2004 10:40:06 GMT -5
thanx bros... finally got the hang of it ;D now we got our favourite "Elwind" back ^^;; we can just zero out the character we don't use, can't we? btw AFAIK 14 bytes seems to be the limit for weapon's name, why couldn't you put the complete Tirfing, TheEnd? still i'm pretty much looking around for character names addresses so it'd be cool if generous gentlemen around here jux go ahead and donate it ^^;;. as for weapon's description, well... <is dumbfound> *EDIT: oopse my bad, ankokunotsurugi really only has enough bytes for tirfin...
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TheEnd
FESSer
Seisen no Keifu all the way~
Posts: 1,587
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Haxxor!
Mar 5, 2004 11:15:24 GMT -5
Post by TheEnd on Mar 5, 2004 11:15:24 GMT -5
thanx bros... finally got the hang of it ;D now we got our favourite "Elwind" back ^^;; we can just zero out the character we don't use, can't we? btw AFAIK 14 bytes seems to be the limit for weapon's name, why couldn't you put the complete Tirfing, TheEnd? still i'm pretty much looking around for character names addresses so it'd be cool if generous gentlemen around here jux go ahead and donate it ^^;;. as for weapon's description, well... <is dumbfound> *EDIT: oopse my bad, ankokunotsurugi really only has enough bytes for tirfin... Elwind doesn't have a "-" at its end. It's ERUUINDO, simply. Indeed, we can zero the spaces we don't use. But if you use all the zero spaces, the beginning of the next name may appear. When I put Tirfing (TE i RU FU i N GU), it showed TIRUFINGUyuu (this "yuu" from "yuusha no tsurugi", the next weapon...) So, to put Tirfling, I'd maybe have to re-arrange some things. And, hey, I'm too lazy to do so. And... I didn't use Ankoku no Tsurugi, but Hikari no Tsurugi. Yup, I didn't change Leaf-Celis's inventory. Basically because I don't know how to (I mean, I know to PAR items, but I want to change the starting equip, once and for all). I haven't been having problems with the text, until now. I look for the one I want (wpn description, wpn name, char name, class name) and change the first byte. Then check in the game. If it doesn't change anything, I look for it again. Yup, that's right: it applies to wpn description. There are two slots (pointers) for wpn description, one for the first line, another for the second. You'll have to look for them separatedly. Don't know the kanji? Try finding it in PegasusKnight. Example of description editing: "SERISU sen'you / Saikyou no Tsurugi" (Celis's personal use / the strongest sword)
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Haxxor!
Mar 5, 2004 12:28:56 GMT -5
Post by ks on Mar 5, 2004 12:28:56 GMT -5
prefer the chinese one orthin a girl leaf and isthar swicthes places. leaf ust get a new outfit only males like finn selis and levin look good in isthar clothes
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Haxxor!
Mar 5, 2004 13:44:34 GMT -5
Post by ESPerion on Mar 5, 2004 13:44:34 GMT -5
can anyone tell me the Romanji of the word "2‰ñUŒ‚" ?? i really need it for weapon description modding. thanx in advance! oh and btw i can't copy and paste japanese into hackman... it jux shows up as "?? ??" stuff like that. this's making me sad~! (T-T) (btw i'm making the king's sword into hezul's mistorutin... pretty interesting stuff... *edit: never mind, i found the ascii code for it by looking through the rom @_@; all the holy swords are now there in FE5. mistorutin isn't keyed to anyone in particular tho... anyone can use it T-T. *edit: this's the lamest SPOILER~!!! btw if mod/admin found this spoiling thingie offensive, jux remove it or tell me to do so. it's funny in a way, tho.
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TheEnd
FESSer
Seisen no Keifu all the way~
Posts: 1,587
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Haxxor!
Mar 5, 2004 15:37:25 GMT -5
Post by TheEnd on Mar 5, 2004 15:37:25 GMT -5
After the edits, do still need any help? Any doubt about wpn description kanjis, take a look at www.pegasusknight.com/mb/fe5/dt_item1.html first. I couldn't read well what you posted (appeared half-screwed here), but seemed like the 2 attack ability. Be sure to see if changing such description doesn't affect Yuusha no Tsurugi, for example, as well.
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Haxxor!
Mar 5, 2004 15:51:40 GMT -5
Post by ESPerion on Mar 5, 2004 15:51:40 GMT -5
yup, helps still needed! ^^;; as i still can't paste the kanji into hackman without it turning into "??". oh well, might jux be my windows... i'm using windowsxp pro sp1 english. there're also too many weapons with 2xatt ability as their description so it's kinda cumbersome to find the one needed. they jux lay all over the place~!! ouch x.X mareeta no tsurugi was easier cuz it has "mikiri" next to "2? ??" thus successfully modded. *edit: forgot to say, at the moment i have to use njstar to input hira/kana/kanji; jux wishing that i can simply paste the sucka in... <sigh>
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TheEnd
FESSer
Seisen no Keifu all the way~
Posts: 1,587
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Haxxor!
Mar 5, 2004 15:57:38 GMT -5
Post by TheEnd on Mar 5, 2004 15:57:38 GMT -5
yup, helps still needed! ^^;; as i still can't paste the kanji into hackman without it turning into "??". oh well, might jux be my windows... i'm using windowsxp pro sp1 english. there're also too many weapons with 2xatt ability as their description so it's kinda cumbersome to find the one needed. they jux lay all over the place~!! ouch x.X *edit: forgot to say, at the moment i have to use njstar to input hira/kana/kanji; jux wishing that i can simply paste the sucka in... <sigh> The descriptions are different? That'd be good. You can't paste at all, or just kanji? I have no problem with either if then...
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Haxxor!
Mar 5, 2004 16:00:03 GMT -5
Post by ESPerion on Mar 5, 2004 16:00:03 GMT -5
nope, can't paste anything alien at all, not even katakana. shift-js just doesn't go through. only if i can find a way to get the ascii code of shift-js directly... i can paste the ascii code in as hex then.
btw we sound like chatting; wonder if the bigwigs will get angry... but nah ppl do it here all the time ;D
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TheEnd
FESSer
Seisen no Keifu all the way~
Posts: 1,587
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Haxxor!
Mar 5, 2004 16:07:14 GMT -5
Post by TheEnd on Mar 5, 2004 16:07:14 GMT -5
We're still on the thread's subject, at least... well, sort of.
Do you have japanese viewing support enabled? That is, can your windows read japanese pages? If it can, then I don't know what to suggest. If it doesn't... well.
Anyway, shift-jis pasted things usually look weird, here. If they look like strange characters instead of question marks, you've done it.
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Post by DarkTwilkitri on Mar 6, 2004 6:22:46 GMT -5
You don't need to search for descriptions. You already know where they are. It's listed in the weapon data.
...but you might not know the conversion.
Right: Let's take the good' ol Iron Sword. EC 9B
but the address is reversed, so
9B EC.
Because there's not a bank byte, it's in the current bank (18). Add 0x200 for the ROM header.
-> 18:9DEC
and take off 0x8000.
-> 18:1DEC
And there you have your description address.
Some weapons use the same description - carefulness is called for. For example, the Iron Sword and the Short Sword share a description.
Zeroing out in weapon names: The zeros may be the string terminator. If you put several in a row, it may skip several weapon names - you might want to check later weapons to make sure that they have the right names.
One would think that there would be codes in the character data for their starting equipment. Maybe they're some of the unknowns that you don't have yet?
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Post by ESPerion on Mar 6, 2004 7:11:01 GMT -5
DarkTwilkitri, the starting equipment might very well be there... but since it's 64 all the way i'm too lazy to tackle it right now. thanks for the info on address conversion ^^. zeroing the data wouldn't be a nice idea; instead just put 8140 for "space"; there're always enough space to put em in anyway does this game has a latin char set?
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