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Post by jce3000gt on Nov 19, 2011 23:35:07 GMT -5
Mop,
I wanted to ask if there was any data in the ROM file that you need us the ROM hacking community to help you find?
Oddly enough, I started coding several data editors for Secret of Mana tonight not knowing that you would release your editor! ;D Guess I'll just wait and see what comes. For now, I'll use my character level data editor.
All the best, JCE
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Post by Mop on Nov 20, 2011 9:06:27 GMT -5
Probably but there is still so much to do that nothing specific really comes to mind. I will post here if I come up with anything, though.
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Post by jce3000gt on Nov 23, 2011 20:03:45 GMT -5
Probably but there is still so much to do that nothing specific really comes to mind. I will post here if I come up with anything, though. Excellent! ;D I already started an editor for Secret of Mana shortly before I was told you made a public release. Already had the level up stats editor coded and working too! LOL
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Enker
New Member
Posts: 6
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Post by Enker on Nov 25, 2011 21:38:58 GMT -5
This, I hope, might help with data gathering: www.darkwoodinc.com/~enker/index.htmlThat doesn't yet contain all of the stuff Varviktel and I've been doing on the disassembly, but, it's a good chunk of it. Once the semester's over, I'll probably clean up what's there and probably improve the site design over the crap that's there currently
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Post by jce3000gt on Nov 28, 2011 7:20:55 GMT -5
This, I hope, might help with data gathering: www.darkwoodinc.com/~enker/index.htmlThat doesn't yet contain all of the stuff Varviktel and I've been doing on the disassembly, but, it's a good chunk of it. Once the semester's over, I'll probably clean up what's there and probably improve the site design over the crap that's there currently Saw that site shortly after you put it up and was thrilled. Loved this Rabite spear pic.
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Post by Matthew Callis on Nov 28, 2011 12:55:40 GMT -5
I have a collected list of offsets, data formats / data tables and compression info listed here: wiki.superfamicom.org/snes/show/Seiken+Densetsu+2Lots of it is already used by the editor. This is specific to the Japanese version, but the data structures and tables aren't. Thanks! Edit: It's also a wiki, so if anyone has more info to add that would be great too! I'm slowly working my way through a huge list of saved filed that need to be added but it's getting there.
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Post by Mop on Nov 28, 2011 18:40:24 GMT -5
Yeah, I saw that--thanks, that will save me some time, particularly on little stuff like enemy and player stats, shop prices, and other numbers.
I suppose my only complaint is that a fair portion of it is in what I assume is Japanese, and Firefox doesn't seem to want to show the characters :3
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Post by Matthew Callis on Nov 28, 2011 18:53:20 GMT -5
Yeah, I saw that--thanks, that will save me some time, particularly on little stuff like enemy and player stats, shop prices, and other numbers. I suppose my only complaint is that a fair portion of it is in what I assume is Japanese, and Firefox doesn't seem to want to show the characters :3 I left the Japanese portions for Japanese visitors to the page, but most if not everything should have the translated portion above it except for words / phrases I couldn't translate.
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Post by jce3000gt on Nov 30, 2011 12:40:26 GMT -5
I have a collected list of offsets, data formats / data tables and compression info listed here: wiki.superfamicom.org/snes/show/Seiken+Densetsu+2Lots of it is already used by the editor. This is specific to the Japanese version, but the data structures and tables aren't. Thanks! Edit: It's also a wiki, so if anyone has more info to add that would be great too! I'm slowly working my way through a huge list of saved filed that need to be added but it's getting there. The SPC Sequence commands on that page look eerily similar to this which I released in 2007. I see that it says "anonymous" at the bottom for this data, I think it probably should be credited to me if that's ok with you. ;D
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Post by Mop on Nov 30, 2011 13:00:10 GMT -5
That info has been around since before 2007 (somedit started as a music player in 2004) but you may have been the first to publish your research on it I first poked at music data for "Yousei"'s FF6 editor (the resulting implementation of which he eventually lost, unfortunately) and my resulting curiosity combined with the lack of a secret of mana editor spawned the somedit project.
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Post by jce3000gt on Nov 30, 2011 13:29:48 GMT -5
That info has been around since before 2007 (somedit started as a music player in 2004) but you may have been the first to publish your research on it I first poked at music data for "Yousei"'s FF6 editor (the resulting implementation of which he eventually lost, unfortunately) and my resulting curiosity combined with the lack of a secret of mana editor spawned the somedit project. I guess those of us who had this information should of not kept it private for all those years? ;D
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Post by Mop on Nov 30, 2011 13:37:20 GMT -5
Fair enough
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Post by Matthew Callis on Nov 30, 2011 15:20:25 GMT -5
The SPC Sequence commands on that page look eerily similar to this which I released in 2007. I see that it says "anonymous" at the bottom for this data, I think it probably should be credited to me if that's ok with you. ;D Updated and you were credited appropriately, but the info came from a Japanese BBS in 2006. Edit: The info around it was from the BBS, not the chart. Just wanted to clear that up to not sound like a dick.
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Post by Mop on Dec 1, 2011 19:46:42 GMT -5
Btw, to fill in some of the holes in the music data, if no one has yet:
E4 sets the octave (one parameter).
E5, with no parameters, increases the octave.
E6, with no parameters, decreases the octave.
F0 starts a loop pattern and the parameter is the number of iterations it will loop for. They can be nested. It's used for music "compression."
F1 ends a loop.
F9 I don't remember offhand but it's some overly-complicated looping command that only one song in SOM uses. I'll look up details later :3
As for notes:
Each note has 15 different values for their length. 00-0E is a C, for example, and the relative lengths are as follows: 00: 64 01: 48 02: 32 03: 21.333 04: 24 05: 16 06: 10.66 07: 12 08: 8 09: 5.333 0A: 4 0B: 2.666 0C: 2 0D: 1.333 0E: 1
So, the following values are mapped to each note: 00-0E: C 0F-1D: C# 1E-2C: D 2D-3B: D# 3C-4A: E 4B-59: F 5A-68: F# 69-77: G 78-86: G# 87-95: A 96-A4: A# A5-B3: B B4-C2: Continue previous note for given length (There is no B# -- it's the same as C) C3-D1: Rest.
There are other commands I'm not sure about - for vibrato (pitch vibrations), tremolo (volume vibrations), pan-tremolo (is there a name for that?), fade in, fade out, etc. To be filled in later.
Edit: For all I know, this differs from FF5's code. This applies only to SOM.
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Post by jce3000gt on Dec 4, 2011 12:02:55 GMT -5
The SPC Sequence commands on that page look eerily similar to this which I released in 2007. I see that it says "anonymous" at the bottom for this data, I think it probably should be credited to me if that's ok with you. ;D Updated and you were credited appropriately, but the info came from a Japanese BBS in 2006. Edit: The info around it was from the BBS, not the chart. Just wanted to clear that up to not sound like a dick. Thanks. Sometimes it amazes me sometimes how people from the opposite side of the globe can do the same thing at around the same time and not even know about it. Wish I spoke Japanese and had known about that BBS back in 2006 since that was when I started my FF5/SD2/MQ SPC importing primarily (I was messing around with FF6/RS2/RS3/CT earlier). The command table posted just looked exactly how mine looked, that's what sparked my attention is all. No big deal, as long as the community has the info that's the most important thing. F9 I don't remember offhand but it's some overly-complicated looping command that only one song in SOM uses. I'll look up details later :3 FYI, F9 is a command used in Mystic Quest too--frequently too if memory serves. But, I digress.
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Enker
New Member
Posts: 6
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Post by Enker on Dec 5, 2011 23:53:16 GMT -5
The music stuff I've always been pretty weak on ...and, I need to get my butt into gear again. Been slogging along with the end of the semester @_@
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Post by deflaktor on Dec 14, 2011 18:54:16 GMT -5
Here is my data on the drop table
DropTable begins at $D03A50 with 5 Bytes for each entry. 128 entries in total ----------------------------------------------------- $D03A50 - Chest probability (first byte) ----------------------------------------------------- one Byte: 76543210b
Bit 7: 1 = Chest runs away from you; 0 = Chest stands still Bit 6: If set the chest appears always. Overrides Probability Bit 0-5: Probability of a chest appearing.
Checks if $7E03A8 is smaller than the chest probability. If its true, the chest appears. ----------------------------------------------------- $D03A51 - Probability for a trap (second byte) ----------------------------------------------------- one Byte: 76543210b only Bits 1 to 3 are evaluated. The others are ignored. ----------------------------------------------------- $D03A52 - Money/Item and Probability for a rare drop (third byte) ----------------------------------------------------- one Byte: 76543210b Bit 0-2: Are being ignored. Bit 3-5: Probability for a rare drop. Bit 6: Content of the normal drop: 1 = Item, 0 = Money Bit 7: Content of the rare drop: 0 = Item, 1 = Money ----------------------------------------------------- $D03A53 - Amount of Money/Item ID (fourth byte) ----------------------------------------------------- 01-3E = Equipment 40-50 = Items 80 = talon orb works up to 9 81 = probably sword orb, but candy always appears 82 = axe orb up to 9 83 = lance orb up to 9 84 = whip orb up to 9 85 = bow orb up to 9 86 = boomerang orb up to 9 87 = javelin orb up to 9 88+ = candy ----------------------------------------------------- $D03A54 - Rare Drop Money Amount/Rare Drop Item ID (fifth byte) ----------------------------------------------------- same as fourth byte
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