Is it possible to take a patch in fftPatcher that was designed for the psx version and then convert it to a wotl patch for use on a psp?
If yes, how?
If yes, how?
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Quote from: formerdeathcorps on March 21, 2011, 12:10:45 pmEssentially, you're saying to do all the real coding work in a higher level language instead of ASM (without even bothering to look at the original) so later if we want to expand the game (by adding 10 new status effects or more unit variables) or port it to PC or another platform, we can more easily adapt that.It seems to be the more efficient way to do it; particularly with the Battle Mechanics Guide and the work that's been done here. I don't think we would need to know the exact process they follow to run each thing, so long as the end result is the same.
Quote from: formerdeathcorps on March 21, 2011, 12:10:45 pm
Let me see if I understand your idea:
1) We run this on pSXfin or ePSXe.
2) We extract map/sound/event files and rewrite each file in some new file format and then compile to binary (preserving all non-mechanics data).
3) We rewrite WORLD.BIN, SCUS, and BATTLE.BIN (since those are the primary mechanics files...mostly the latter two) in some higher level programming language and recompile to binary, replacing the existing files.
Quote from: formerdeathcorps on March 21, 2011, 12:10:45 pmIn any event, I don't see how we can avoid the first option.
Quote from: formerdeathcorps on March 21, 2011, 12:10:45 pm1) From experience, we figured out roughly the AI priority on actions, as well as implied formulas on skillsets (which I confirmed when looking through the weapon formulas), some of the changes and hard-coding in the PSP version (like Rafa/Malak have a maximum hit of 10 on their skills), and the BMG by Aerostar certainly has a lot of other useful data (though stuff like "quick is a status" is wrong as we found out when we looked at the ASM).Right. I think we'd have to right a custom AI, but having a general idea how the original works would help us figure it out. The AI would probably be one of the hardest tasks. On the plus side, we could make the NPC fight a little smarter.
Quote from: formerdeathcorps on March 21, 2011, 12:10:45 pm2) Some things we don't know too well (the binary format of FFT's sound files), but we can work around on a custom engine (by using the equivalent MIDI/MP3 files).A Custom sound engine should be easy enough; we can find a sound library online to handle whatever we need.
Quote from: formerdeathcorps on March 21, 2011, 12:10:45 pm3) However, there probably still exist features/version differences (between pSX/PSP or JP/USA) we never imagined existed. FFT contains features (like Sound Novels and Debug Maps) that's not referenced or rarely referenced (knockback). How do I know similar features aren't hiding elsewhere?You don't necessarily need to. They're hiding. Again, I say we best guess it, and if we turn out to be slightly off, we adjust. I dont think the new engine needs to have all the half-finished, unimplemented aspects of FFT.
Quote from: formerdeathcorps on March 21, 2011, 12:10:45 pm4) Furthermore, there exists features that we know must exist (AI, for example) that we don't know the explicit address to or layout of (the recent find by Pokeytax on terrain is one such thing). Of course, when making an engine, this can be worked around, but the original layout may contain surprises that we don't know about that could easily affect mechanics. Thus, our knowledge of such "hidden" features in either version needs to be made precise. This will still require ASM deciphering of the main mechanics files. Of course, once that occurs, I don't see why we can't do the other two options (or use that rather than copy/paste to insert PSP options into the PSX or vice-versa).That's what I was suggesting. This would be the part that mainly gets *written* instead of interpreted from a file. If the original layout contains surprises, they wouldn't likely be in our ripped data or they just wouldn't get used (Examples being the various flags you see in FFTPatcher labelled unknown or left blank - the engine would save them, but ignore them, until we know what they're for).
Quote from: formerdeathcorps on March 21, 2011, 12:10:45 pmI know...this approach may take longer, but a lot of the PSP ROM's battle mechanics routines will likely be the same or very similar to the FFT ROM's, so the process is more of comparison than total decompilation.Oh; I guess. I was suggesting we use what we have, and update it with things we learn.
Quote from: formerdeathcorps on March 21, 2011, 12:10:45 pmI can definitely work on ASM either in deciphering or reverse engineering (after I finish hacking formulas), but I'm not too great with higher level languages. I'd be willing to help make decisions or assign roles, but I don't think one person should be monopolizing that role.Well that works out for me. Frankly, I'm I'm not that great with Assembly, but I can plan out and execute a software project at a higher level.
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