Some days ago, I found this info from a japan fft website by accident, the hacker made a lot of changes to the original game (such as adding new classes, skills, sprites). There are roughly 18k lines of asm codes. I read some comments, but I am no good at japanese, so does someone know about these functions and is willing to share?
If anyone interest this and there is no English info, I may try to translate the comments to English.
Whoa, whoa, what?! That's the data we've been looking for! If you have a link, please link us!
Here is the website:
http://fft.nm.land.to/cgi-bin/upload.html (http://fft.nm.land.to/cgi-bin/upload.html)
download the file called up0090.rar
just use google to translate the site and anything else u need, load the site through google or copy and paste anything else in the google translator
http://www.google.com/language_tools?hl=en
so easy a hacker can do it EDIT: wow looks like this could be a big help here, Zodiac Melonhead where R U guys? work your magic! (please)
Fuck yeah!! This could be very good for our efforts!! I may just cream myself!
Please "cream" yourself away from me.
Too late!
But seriously, I think we need someone fluent in Japanese to have a look at this stuff. I don't trust automated translations.
Quote from: "Vanya"Too late!
But seriously, I think we need someone fluent in Japanese to have a look at this stuff. I don't trust automated translations.
I know when I am needed, "Mitsubishi teriyaki honda civic kawaii desu desu, samsung nokia wasabi, katana shoryuken......." no no, I lost it....
this is awesome if anyone else remembers the old video on youtube how they first hacked the unit.bin and like sephiroth well its all there ^_^ im interested in useing them all but they seem incomplete
Quote from: "orangejulius56"Quote from: "Vanya"Too late!
But seriously, I think we need someone fluent in Japanese to have a look at this stuff. I don't trust automated translations.
I know when I am needed, "Mitsubishi teriyaki honda civic kawaii desu desu, samsung nokia wasabi, katana shoryuken......." no no, I lost it....
Desu desu? That doesn't make any sense! Why would you recite a bunch of brand names and then say is is!
On a more serious note, I don't know a lot about Japanese, but my dad does - and is a computer scientist on top of that. I'll see if he has the time to check it out.
Wow, if I'm not mistaken these are continually being updated... some are even from earlier this week! We should get in contact with this fellow and see what he knows.
Is this the guy who made the FFT FF3 hack and video that can be found on Youtube. With all the Final Fantasy 3 jobs inserted into the game and a final boss battle against a custom looking Zodiac monster.
im guessing since all the sprites he used are there but i have yet to locate a forum XD
Holy Shit. This put all my work to fucking shame. These look better than most of the in game portraits...
http://fft.nm.land.to/cgi-bin/src/up0098.gif (http://fft.nm.land.to/cgi-bin/src/up0098.gif)
also from the same site.
http://fft.nm.land.to (http://fft.nm.land.to)
Seems to be the base site, but the only thing I can find of interest is a link to a Wiki.
Yeah I like their hair!!
i donno who that purple haired girl is, i know shes a friend of luso or something... i was thinking of making a sprite of her, i might eventually do it now dont even have to do a portrait
did someone make an aeris sprite here already? theres a screenshot of some custom job of her but her menu is up so u just see her portrait.
She's Adelle she's a thief when you first get her but when you progress to the game far enough she has an unlockable job.( just some information about her)
how would we use them i think just pasting them together would work but i SUCK at stuff like that lol but yeah that thieve girl looks like yuffie perhaps a little recoloring lol. i want to find the delita boss sprite
wow..... we really need to do a joint collab effort i really see the future of hacking ahead (language barriers shouldn't be a problem with our above mentioned translators and google language tools)
Good find cciader!
This guy hacks Events and makes new ones?
WHAT THE FUCK THATS WHAT I WANT TO DO!
This guys decrypted every fricken file. he can edit in WLDFACE.BIN too.
This guy is god!
Alright! Now how do WE use this info to further our cause?
Quote from: "Vanya"Alright! Now how do WE use this info to further our cause?
Same way we use everything Vanya, we try and take over the world.....
You get a cookie for that reference. =)
If this Japanese guy's work can lead to us being able to create our own attack/ability formulas that would be monumental.
Hell, yeah!
From what I've seen we will at least be able to insert error free specials and new generic jobs. That alone will be amazingly win.
screw new formulas i wanna go beyond that, i wanna make a second fft
I would extend FFT and add in my FF6 quests. Adding in new music and characters and events, that would be monumental screw formulas!
We need to get a hold of him! I IM'd him on Youtube, someone who can read Japanese go to the URLs on his website and see if they lead to any good Programs!
*EDIT* we get goddamn errors when we try to go to the site now!
I seriously hope he didn't close down the site.
[edit] It's working again.
Okay good, another site I found talking about hacking
http://translate.google.com/translate?h ... H%26sa%3DG (http://translate.google.com/translate?hl=en&sl=ja&u=http://www.heiwaboke.net/2ch/unkar02.php/game14.2ch.net/gameurawaza/1195065346&sa=X&oi=translate&resnum=7&ct=result&prev=/search%3Fq%3Dhttp://%2Bwww.nicovideo.jp/watch/sm2175499%26hl%3Den%26client%3Dfirefox-a%26channel%3Ds%26rls%3Dorg.mozilla:en-US:official%26hs%3DMLH%26sa%3DG)
It scared me, what happened to the site, it was down.
I just finished reading the codes relative to the formulas in fftpatcher, many funtions use the same subroutine, it is pretty hard to insert new formulas without deleting the current ones. I modified the mighty sword skills and now they can deal damage even the target doesn't have equipment. The problem is the "break" message still shows up with an empty equipment name.
Seriously we need to get a hold of this guy!
Those are some interesting gains cciadr.
cciadr what do i need to do to simply fix that one formula for the mighty sword skills? thats been bugging me for the longest time..
http://translate.google.com/translate?h ... 26hs%3Dxui (http://translate.google.com/translate?hl=en&sl=ja&u=http://www23.atwiki.jp/fft_cheat/&sa=X&oi=translate&resnum=1&ct=result&prev=/search%3Fq%3Dhttp://www23.atwiki.jp/fft_cheat/%26hl%3Den%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-US:official%26hs%3Dxui)
Click the link on the side that says "No Data" and it mentions FFTPatcher XD
nice... now would be a good time to understand japanese...
i'm gonna try some of this stuff out and see what i get soon enough...
Apparently they can't view status effects on things, yet. It seems about the only thing they can't do.
You'd think they would be interested in working with us.
Quote from: "Zozma"cciadr what do i need to do to simply fix that one formula for the mighty sword skills? thats been bugging me for the longest time..
for the mighty sword function, it first checks the existence of equipment, and jump to check the maintenance skill if there is an equipment using a "bne". What you need to do is to replace "bne" with direct "j" to the maintenance function.
anyone know where this video of the FFT FF3 hack on youtube is?
Quote from: "cciadr"Quote from: "Zozma"cciadr what do i need to do to simply fix
that one formula for the mighty sword skills? thats been bugging me for the longest time..
for the mighty sword function, it first checks the existence of equipment, and jump to check the maintenance skill if there is an equipment using a "bne". What you need to do is to replace "bne" with direct "j" to the maintenance function.
Where are the functions on the ISO?
uhhh bne with direct j?... i'm just a spriter... help me out here lol....
FF3 FFT Hack Video:
http://www.youtube.com/watch?v=y_ZzdBjQnug (http://www.youtube.com/watch?v=y_ZzdBjQnug)
Quote from: "Zozma"uhhh bne with direct j?... i'm just a spriter... help me out here lol....
That's ASM programming stuff.
...
You sir are quite random, and certainly welcome to the community, you should Really post this in it's own topic! This question has been asked, many, many times before! You seem to have some formal knowledge of Formula's it looks, why not join us on IRC? I'm sure your learnings will be able to help us immensely.
And here I thought I was going to quit playing FFT.
No way! This site needs every expert hacker it can get!
continuos and great news are coming one after another
much good will keep coming to fft players in the future
:O Finally, you're back to the surface!
Quote from: "Zodiac":O Finally, you're back to the surface!
eheeh i'm always around lurking. the failure with the vk patch left a scar, and also i'm about to get married, so i'm realy busy.
and that one was one of the reason along with health for me non being able to contribute fully to the vk patch for a month or so; time in wich Vincent made up his mind to stop.
whatever, the 1.3 patch looks good too.
Wow! Married? Good Luck! I wish you all the best.
Congrats, Karsten!
thanks guys :?:
is something up or it hapened just by chance?
Well, it took me a full month to find "teh host", you weren't really around so I didn't think about it.
I'm pretty sure transferring websites ain't that easy too...
Anyway I really don't know how I can currently accept deonations unless you send it via mail. :/
hey well nice to see you again, wb
Hi. I'm new here. I'm a huge FFT fan and I'm basically fluent in Japanese. Is there any way I can assist you?
Well having a translator around is always amazing. Though the only thing I can think off of the top of my head is maybe if someone wanted to try implementing the story books that were in the original japanese version, but taken out of the US version. I think most of them have already been translated, but it would be important to have someone with knowledge of the language working on the project either way.
It seemed like some people wanted some things translated from the pages at this site:
http://fft.nm.land.to/ (http://fft.nm.land.to/)
If there is any specific information that would be helpful if translated I could get right on it. As well as potentially contacting the Japanese authors of this material to see what they know. I just don't know much about the state of FFT hacking as it stands on this site (I'm reading up about it) so I don't know where to begin.
welcome methanol
if you could, methanol, try and contact the guy; at the very least, it would be helpful to learn the offsets/locations of some of the important data (attack formulas, R/S/M ability functions, etc.).
if you'd like, you can create a .txt with a basic translation of some of the things on the site (just in case there's some important info someone overlooked due to their not knowing japanese)
Okay, I'm really not sure where to start, but for shits and giggles here's a translation of the file called イベント改造メモ.txt from the file up0079.zip on that site.
Notes on the translation of these notes will be in curly brackets.
Part 1
They're extraordinarily hard to read but here are notes on remaking events
-------------------------------------------------------------------------------------
1.ATTACK.OUT
0x00010F0A~
What number message (event) to use, what map to use, {literally "message"}
what parties to use, music etc.
The below is in partitions of 24 bytes
message map music1music2character Chara(ZS) next 80end81next82choose {'music' may mean 'sound' here}
*1 *2 *3 *4 *5 *6 -*7- -*8- *9 *10
00 00 01 00 3E 00 00 33 34 00 01 00 00 00 00 00 00 00 01 00 00 00 00 00
00 00 02 00 3E 00 00 33 34 00 01 00 00 00 00 00 00 00 01 00 03 00 81 00
00 00 03 00 38 02 00 34 0C 83 01 00 00 00 00 00 00 00 00 00 00 00 00 00
01 00 04 00 38 02 00 34 0C 83 01 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 05 00 38 02 00 34 0C 83 01 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 06 00 38 02 00 34 0C 83 01 00 00 00 00 00 00 00 00 00 07 00 81 00
00 00 07 00 18 00 00 35 00 88 01 00 00 00 00 00 00 02 01 00 00 00 00 00
02 00 08 00 18 00 00 35 00 88 01 00 00 00 00 00 00 02 01 00 09 00 81 00
00 00 09 00 16 00 00 03 00 84 01 00 01 00 00 5B 80 00 00 01 00 00 00 00
03 00 0A 00 16 00 00 03 00 84 01 00 01 00 00 5B 80 00 00 01 00 00 00 00
00 00 0B 00 16 00 00 03 00 84 01 00 01 00 00 5B 80 00 00 01 00 00 00 00
00 00 0C 00 16 00 00 03 00 84 01 00 01 00 00 5B 80 00 00 01 00 00 80 00
Along these lines, one event is displayed by a few clusters of 24 bytes.
We don't really know why you need 2? at the lowest.
Further, the information about whether an event battle will begin is not here. (unclear)
*1 Event number 00:Ovelia's prayer 01:The first battle etc.
*2 Related to the event 'serial number' (*9)
Also, I'll write about this later, but the events are in TEST.EVT.
There seems to be an event corresponding to the number in *2 ×(0x1800)
Wherever *1 is 00(except the very beginning)it looks like all the data is the same
*3 Map number
*4 Weather?
*5,*6 Music1,2
*7 Participating Characters
0x0000~0x007F ENTD1.ENT
0x0080~0x00FF ENTD2.ENT
0x0100~0x007F ENTD3.ENT
0x0180~0x01FF ENTD4.ENT
*8 Participating Characters: Replaying events from the brave story menu usese these?
*9 'Serial number' of the next event
*10 80:End on this event 81:proceed to the event indicated in *9 82:return to Title(ED)
Part 2 coming soon.
Hmm... this looks eerily similar to this...
QuoteWritten by Gomtuu
First line:
0x10938: 0100 3E00 0033 3400 0100 0000 0000 0000 0100 0000 0000 0000
AAAA BBCC DDEE FFGG GGHH HHII II ZZ xxxx xxxx JJJJ
Last line:
0x10950: 0200 3E00 0033 3400 0100 0000 0000 0000 0100 0300 8100 0000
xxxx xxxx xxxx xxxx xxxx xxxx xxxx xxxx KKKK LL xxxx
x = duplicate, ignored data
A = Scenario number: 1
(Just an index for this list, apparently.
Also, whichever event is numbered "1" always plays first.)
B = Map number: 0x3e
(MAP/MAP062.GNS)
C = Weather: 0
(Doesn't influence whether the rain animations are used)
D = Day/Night: 0
0 = Day
1 = Night
E = First Music file: 0x33
(SOUND/MUSIC_51.SMD)
F = Second Music file: 0x34
(SOUND/MUSIC_52.SMD)
G = ENTD entry: 0x0100
(Looks like this matches the "Game Events" list.)
H = Character placement grid, 1st Squad
(Placement grids are found in ATTACK.OUT at 0xbbd4)
(For first scenario, using this makes the placement screen garbled.)
I = Character placement grid, 2nd Squad
J = Event script: 0
(Scenario 1 seems to be a special case because Event Script 0
plays just fine. Using Event Script 0 on scenario 3 causes wrong
text to display.)
(Also seems to control which scenario block the "next scenario"
byte is read from)
K = Next scenario: 3
(As indexed by A)
L = 0x80 = World map follows this scenario
0x81 = Another event follows this scenario (K)
0x82 = Game reset follows this scenario (side effect, or intneded?)
Z = Not sure yet, but setting it to 1 makes Ramza mandatory on
character placement screen
While that is now quite basic information I wonder if the second part will have anything of more interest...? Though it's interesting that the Japanese Attack.out is slightly different from ours... hmm...
Well in any case good work so far! It's good to see these notes translated.
If there's any other documents I should prioritize on, please let me know. This is my limit for the night, I think =) Unless it's something very simple.
Sorry for the messy translation. It's 2 AM and I think everything should be more or less clear now, but if you want anything clarified please ask.
2.TEST.EVT
Events are stored every {interval of?} 0x1800.
It looks like it was made by copy/pasting the previous event; at the end of each block
there's even a message the same as the last one sitting around as junk (laugh)
It's made into an Event section and a Message section,
and the first 2 bytes give the length of the Event section.
I'll write a few instructions used in the Event section
They indicate characters that move and talk in the events, but
these are defined in the ENTD file(s)
The following comprises the data for one character.
0C 40 0C FE 05 0B FE FE 00 01 0C 00 FE 01 FE 01 FE 01 FE FE
FF FE FE 00 80 08 04 03 FE FF 00 00 0C 00 00 00 00 00 00 00
x y facing ↑
The value of this 0x20th byte is that character's number within the event.
(in this case 0C)
It seems it doesn't necessarily have to match their job.
Below is part of the instructions.
F1 XX XX :Wait instruction. Waits {pauses?} according to XXXX
E5 XX XX :?? Often used as E5 01 00
It looks like a type of wait, but used at the end of message displays, etc.
Without it, it won't wait for input at the end of message displays.
10 10 instruction:message display (15 bytes)
例:10 10 92 01 00 11 00 00 10 00 00 00 F8 FF 10
*1 *2 *3 ------------*4------------
*1: window type
*2: message number delineated by FE in the Message section
*3: Speaker, In-event Character number as written above
*4: Fine positioning adjustment of outbursts
51 Instruction:Message window cleanup(6 bytes)
example 1 51 02 03 00 00 00
*1 *2
*1:Which window? 01:The window displayed above 02:below 03:center
*2:Message number
Displayes *2 in the window indicated in *1
example 2 51 01 FF FF 00 00
*1
*1: 01:The window displayed above 02:below 03:center
Closes a window.
19 Instruction:Camera control (17bytes)
ex: 19 68 02 53 00 F8 01 2E 01 00 12 00 00 00 10 80 00
-------coordinates、direction、speed--------------details as yet unexperimented
11 Instruction:Character Action / Change Graphics(6 bytes)
ex 11 23 00 02 00 00 Makes Character 23 do action # 0x0002
11 23 00 58 02 00 Makes Character 23 do action # 0x0258
0x0200?~are actions with event-use graphics EVTCHR.BIN
If after attack motions etc. you don't set them to other rest motions the events can desynch
2D Instruction:Change facing direction(7 bytes)
ex 2D 11 00 0C 00 01 00 Character 11 rotates to direction 0C at speed 01(?)
5F Instruction:Change Character's Initial Position (7 bytes)
ex 5F 18 00 03 05 00 02 Changes Character 18's initial position to 03,05. Dunno about the 02 on the end
Text windows are displayed on the basis of these initial positions. The default positions are in ENTD
3B Instruction:Character dot* move {in units} (13 bytes) {literally ドット 'dotto'.}
ex 3B 11 00 38 00 00 00 00 00 00 01 38 00 Moves Character 11。The movement dot is based on the initial position.
------move dot-----------speed-- If the movement dot is all 0 move to initial position
Even though I say 'move' it moves without changing the graphic and ignoring terrain.
It's also necessary to set a walking action
Before and after movement there are often 64 and 6F instructions but it's unknown if they are necessary.
If it doesn't go well then please consider the following event example.
28 Instruction:Character move(9 bytes)
ex 28 18 00 03 06 00 00 06 01 Move Character 18 to coords 03-06,
After the move, facing is 00、speed 0106
Moves appropriately for the map, and also does a proper walking motion.
79 Instruction: Action after a move(5 bytes)
ex 79 18 00 02 00 after moving with instruction 28, Character 18 does action 02
44&46
46 11 00 Remove Character 11
44 11 00 Show Character 11
21 Instruction: SFX
ex 21 4C 00 Play effect sound 4C
18 Instruction:Effect
ex 18 1C 02 16 Effect 0x021C on Character 16.
2A,2B Parallel execution
Do what's below 2A and 2B in parallel
78 27 5A --> display victory condition 27
7f XX 00 YY yy palette?
98 85 00 Warp Motion
22 01 60 00 Change music
Below, I give the disassembled data of "Wrath of the Cardinal", on which the remake is based.
We don't really understand the end so it's left as is.
We remade from around the middle part.
There are many many parts not yet understood.
11:Gafgarion 23:ルード 18:ドラ
F1 04 Size of Event Section
00 00 11 00 00 02 00 00 ?
58 01 2D 00 #Set Event-use graphics to 0x2D in EVTCHR?
E5 34 00 ?
59 01 ?
11 18 00 66 02 00 #Draclau:Graphic change
3B 18 00 0B 00 FC FF 00 00 00 01 20 00 #Draclau:Move
6F 18 00 ?
19 68 02 93 F9 F8 01 5E 02 00 12 00 00 00 10 01 00 #Camera Move
E5 04 00 ?
63 E9 ?
4D 06 ?
19 68 02 53 00 F8 01 2E 01 00 12 00 00 00 10 80 00 #Camera Move
E5 04 00 ?
E5 04 00 ?
F1 3C 00 ?
10 10 92 01 00 11 00 00 10 00 00 00 F8 FF 10 #Swordsman Gafgarion "text..."
E5 01 00 #Wait for input after text bubble
11 23 00 58 02 00 #Rudvich:Graphic change
F1 06 00 #WAIT
11 23 00 59 02 00 #Rudvich:Graphic change
F1 06 00 #WAIT
10 10 91 02 00 23 00 00 00 00 00 00 00 00 11 #Rudvich "text..."
E5 01 00 #Wait for input after text bubble
11 11 00 5F 02 00 #Gafgarion:Graphic change
F1 06 00 #WAIT
11 11 00 60 02 00 #Gafgarion:Graphic change
F1 06 00 #WAIT
51 02 03 00 00 00 #Swordsman Gafgarion "text..."
E5 01 00 #Wait for input after text bubble
51 01 FF FF 00 00 #Close Window 1
F1 08 00 #WAIT
51 02 FF FF 00 00 #Close Window 2
E5 01 00 ??
F1 1E 00 #WAIT
2A #Parallel execute 1
F1 1E 00 #WAIT
11 11 00 5F 02 00 #Gafgarion:Graphic change
F1 08 00 #WAIT
11 23 00 58 02 00 #Rudvich:Graphic change
F1 06 00 #WAIT
11 23 00 02 00 00 #Rudvich:Graphic change
F1 04 00 #WAIT
11 23 00 5A 02 00 #Rudvich:Graphic change
F1 04 00 #WAIT
11 11 00 02 00 00 #Gafgarion:Graphic change
2B #Parallel execute 2
10 10 91 04 00 18 00 00 00 00 00 00 FC FF 12 #Cardinal Draclau "text..."
E5 01 00 #Wait for input after text bubble
10 10 92 05 00 11 00 00 00 00 00 00 08 00 10 #Swordsman Gafgarion "text..."
E5 01 00 #Wait for input after text bubble
51 01 06 00 00 00 #Cardinal Draclau "text..."
E5 01 00 #Wait for input after text bubble
11 11 00 61 02 00 #Gafgarion:Graphic change
F1 08 00 #WAIT
11 11 00 62 02 00 #Gafgarion:Graphic change
F1 0A 00 #WAIT
11 11 00 63 02 00 #Gafgarion:Graphic change
F1 04 00 #WAIT
51 02 07 00 00 00 #Swordsman Gafgarion「"用心深い"
E5 01 00 #Wait for input after text bubble
11 11 00 61 02 00 #Gafgarion:Graphic change
F1 08 00 #WAIT
11 11 00 02 00 00 #Gafgarion:Graphic change
51 01 08 00 00 00 #Draclau枢機卿「わかりました
E5 01 00 #Wait for input after text bubble
11 11 00 64 02 00 #Gafgarion:Graphic change
F1 08 00 #WAIT
11 11 00 65 02 00 #Gafgarion:Graphic change
F1 04 00 #WAIT
51 02 09 00 00 00 #Swordsman Gafgarion「いいだろう。
E5 01 00 #Wait for input after text bubble
11 11 00 64 02 00 #Gafgarion:Graphic change
F1 08 00 #WAIT
11 11 00 02 00 00 #Gafgarion:Graphic change
51 01 FF FF 00 00 #Close Window 1
11 23 00 02 00 00 #Rudvich:Graphic change
F1 04 00 #WAIT
11 23 00 58 02 00 #Rudvich:Graphic change
F1 06 00 #WAIT
11 23 00 59 02 00 #Rudvich:Graphic change
F1 06 00 #WAIT
10 10 91 0A 00 23 00 00 00 00 00 00 00 00 01 #Rudvich「なんだとッ!
E5 01 00 #Wait for input after text bubble
51 01 FF FF 00 00 #Close Window 1
F1 08 00 #WAIT
51 02 FF FF 00 00 #Close Window 2
E5 01 00 ?
F1 32 00 #WAIT
10 10 91 0B 00 18 00 00 00 00 00 00 F8 FF 12 #Draclau枢機卿「よいでしょう
E5 01 00 #Wait for input after text bubble
51 01 FF FF 00 00 #Close Window 1
11 23 00 58 02 00 #Rudvich:Graphic change
F1 06 00 #WAIT
11 23 00 02 00 00 #Rudvich:Graphic change
F1 08 00 #WAIT
2A #Parallel execute 1
11 23 00 5A 02 00 #Rudvich:Graphic change
F1 06 00 #WAIT
11 23 00 5B 02 00 #Rudvich:Graphic change
F1 0A 00 #WAIT
11 23 00 5C 02 00 #Rudvich:Graphic change
F1 06 00 #WAIT
2B #Parallel execute 2
10 10 91 0C 00 23 00 00 00 00 00 00 00 00 01 #Rudvich「猊下、本気
E5 01 00 #Wait for input after text bubble
E5 08 00 ?
51 01 FF FF 00 00 #Close Window 1
11 23 00 5B 02 00 #Rudvich:Graphic change
F1 08 00 #WAIT
11 23 00 5A 02 00 #Rudvich:Graphic change
F1 0A 00 #WAIT
F1 0A 00 #WAIT
10 10 91 0D 00 18 00 00 00 00 00 00 F8 FF 12 #Draclau枢機卿「では、頼み
E5 01 00 #Wait for input after text bubble
2A #Parallel execute 1
F1 0A 00 #WAIT
11 23 00 02 00 00 #Rudvich:Graphic change
F1 08 00 #WAIT
11 23 00 58 02 00 #Rudvich:Graphic change
F1 08 00 #WAIT
11 23 00 59 02 00 #Rudvich:Graphic change
F1 0A 00 #WAIT
2B #Parallel execute 2
10 10 92 0E 00 11 00 00 00 00 0A 00 08 00 10 #Swordsman Gafgarion「任せておけ
E5 01 00 #Wait for input after text bubble
51 01 FF FF 00 00 #Close Window 1
F1 08 00 #WAIT
51 02 FF FF 00 00 #Close Window 2
E5 01 00 ?
F1 08 00 #WAIT
2D 11 00 0C 00 01 00 #GafgarionのFacing Direction Change
64 11 00 ?
11 11 00 03 00 00 #Gafgarion:Graphic change
3B 11 00 38 00 00 00 00 00 00 01 38 00 #GafgarionMove
6F 11 00 ?
21 4C 00 #SFX
3B 11 00 54 00 00 00 00 00 00 01 1C 00 #GafgarionMove
32 11 00 01 FA FC FE 02 #Gafgarion becomes black
F1 11 00 #WAIT
46 11 00 #Remove Gafgarion
E5 08 00 ?
F1 1E 00 #WAIT
21 4C 00 #SFX
F1 3C 00 #WAIT
11 23 00 58 02 00 #Rudvich:Graphic change
F1 08 00 #WAIT
11 23 00 02 00 00 #Rudvich:Graphic change
F1 08 00 #WAIT
11 23 00 5A 02 00 #Rudvich:Graphic change
F1 08 00 #WAIT
11 23 00 5B 02 00 #Rudvich:Graphic change
F1 08 00 #WAIT
11 23 00 5C 02 00 #Rudvich:Graphic change
F1 08 00 #WAIT
11 23 00 5D 02 00 #Rudvich:Graphic change
F1 0A 00 #WAIT
11 23 00 5E 02 00 #Rudvich:Graphic change
F1 0A 00 #WAIT
10 10 92 0F 00 23 00 00 00 00 0A 00 14 00 13 #Rudvich「猊下、
E5 01 00 #Wait for input after text bubble
51 02 FF FF 00 00 #Close Window 2
11 23 00 5E 02 00 #Rudvich:Graphic change
F1 0A 00 #WAIT
11 23 00 5D 02 00 #Rudvich:Graphic change
F1 0A 00 #WAIT
11 23 00 5C 02 00 #Rudvich:Graphic change
F1 0A 00 #WAIT
11 23 00 5B 02 00 #Rudvich:Graphic change
F1 08 00 #WAIT
11 23 00 5A 02 00 #Rudvich:Graphic change
F1 08 00 #WAIT
F1 1E 00 #WAIT
21 53 00 #SFX
11 18 00 67 02 00 #Draclau:Graphic change
F1 08 00 #WAIT
11 18 00 68 02 00 #Draclau:Graphic change
F1 18 00 #WAIT
3B 18 00 00 00 00 00 1C 00 00 01 38 00 #Draclau:Move
F1 0A 00 #WAIT
8C 18 00 0A 02 00 00 #Draclau:Temporary Graphic change?
F1 08 00 #WAIT
8C 18 00 08 02 00 00 #Draclau:Temporary Graphic change?
F1 08 00 #WAIT
6F 18 00 ?
F1 08 00 #WAIT
3B 18 00 00 00 00 00 00 00 00 01 01 00 #Draclau:Move(初期位置:すぐ次の5F命令で設定されたとこにいきます)
5F 18 00 03 05 00 02 #Draclau:Change character's original position
F1 1E 00 #WAIT
63 CA ?
2A #Parallel execute 1
28 18 00 03 06 00 00 06 01 #Draclau:Move(0306へ)
79 18 00 02 00 #Draclau:Graphic change
F1 10 00 #WAIT
8C 23 00 02 02 00 00 #Rudvich:Temporary Graphic change?
F1 08 00 #WAIT
8C 23 00 04 02 00 00 #Rudvich:Temporary Graphic change?
29 18 00 ?
2D 18 00 0C 00 00 00 #Draclau:Facing Direction Change
64 18 00 ?
2B #Parallel execute 2
F1 10 00 #WAIT
19 F8 01 73 00 48 03 2E 01 FC 11 FF FF 00 10 50 00 #Camera Move
E5 04 00 ?
10 10 91 10 00 18 00 00 00 00 00 00 F8 FF 12 #Draclau枢機卿「おまえは
E5 01 00 #Wait for input after text bubble
2D 23 00 04 00 02 00 #Draclau:Facing Direction Change
10 10 92 11 00 23 00 00 2C 00 00 00 E6 FF 12 #Rudvich「げ、猊下
E5 01 00 #Wait for input after text bubble
51 01 FF FF 00 00 #Close Window 1
F1 0A 00 #WAIT
51 02 FF FF 00 00 #Close Window 2
E5 01 00 ?
11 18 00 03 00 00 #Draclau:Graphic change
3B 18 00 0E 00 00 00 00 00 03 0A 28 00 #Draclau:Move
F1 0A 00 #WAIT
11 23 00 03 00 00 #Rudvich:Graphic change
3B 23 00 0A 00 00 00 00 00 00 01 0F 00 #Rudvich:Move
6F 18 00 ?
11 18 00 02 00 00 #Draclau:Graphic change
6F 23 00 ?
11 23 00 02 00 00 #Draclau:Graphic change
19 F8 01 C3 FD 48 03 2E 01 FC 11 FF FF 00 10 60 00 #Camera Move
60 00 3C ?
F1 1E 00 #WAIT
11 18 00 03 00 00 #Draclau:Graphic change
3B 18 00 38 00 00 00 00 00 00 01 2A 00 #Draclau:Move
F1 04 00 #WAIT
F1 3C 00 #WAIT
21 92 00 #SFX
F1 1E 00 #WAIT
21 44 00 #SFX
33 04 00 E1 E1 01 #Screen becomes red
F1 09 00 #WAIT
F1 3C 00 #WAIT
3E 02 00 Below Unknown.
00 00 FF FF FF 32 00 E5 0C 00 BE 6E 00 B0 6E 00 1B 00 BE D4 01 B0 D4 01 01 00 BE E4 03 B0 E4 03 03 00 63 A8
@Black: Me and vanya have been working on formula editing for a small time, and ive made "some" headway...i understand all the functions, its just a little confusing trying to get a formula to run
Indeed. It's confusing the hell outta me right now.
*goes to study more ASM*
Nope, still confused. =(
But seriously, it's just a matter of time and patience to figure it out. Once it's figured out we'll be able to do some really cool stuff. Cciadr already managed to add weapon damage to Meliadoul's attacks. So it's doable, it's just not easy.
Methanol: Freaking awesome work man, this must have taken forever to translate. Seems like there should definitely be some enlightening information in here. I would recommend starting your own topic and just spouting off what you are finding on these sites and providing some links. Once we know what we could potentially be looking at people might have more advice on what you should tackle next. We desperately need to understand what our Japanese counter parts are up to.
Sorry Methanol, we already have far more documentation concerning TEST.EVT.
Well at least I learned about the parralel execution, instructions 2A and 2B bugged me for a while.
I don't know maybe you could list us the documents to be possibly translated? We could see what would have priority.
Quote from: "LastingDawn"Hmm... this looks eerily similar to this...
Hmm... Nice to have independent verification, though.
this is what i meant; although it seems redundant, there may be things we looked over or are not able to understand yet that this japanese guy does. it will be helpful if this stuff gets all translated just in case...