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Possible to do a SF-CD Editor Program ?

Plus Some Game-Difficulty Thoughts

Also incorporating Shining Force Gaiden 1 & Shining Force Gaiden 2 (aka Sword of Hajya).

Re: Possible to do a SF-CD Editor Program ?

Postby BoneIdol » Tue Apr 05 2011 1:53pm

Both the Mega CD and Megadrive used Motorolla 68000 CPUs, so they both use 68k assembly.

There's no mention of a dev kit using a high-level programming language in the dev manuals, but there is a very detailed description of the assembly language, memory mapping etc.. Its not unthinkable that companies would have created their own BASIC/C/C++/other high level language compiler in order to speed up development.

It's pretty irrelevant to us though. Even if they did use a high level language, we don't have the source code used to make the game. It's assembly or bust I'm afraid. ;)
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Re: Possible to do a SF-CD Editor Program ?

Postby Khizer#1 » Sat Jun 18 2011 12:14pm

It's pretty irrelevant to us though. Even if they did use a high level language, we don't have the source code used to make the game. It's assembly or bust I'm afraid.


Source Code??? :confused:

Hey, Boneidol tell me about this Source Code?
Is it in the game file?
If it is than i could copy my original SFCD disk & extract the reqiured files for the SFCD Editor? :thumbsup:
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Re: Possible to do a SF-CD Editor Program ?

Postby DarkKobold » Sun Jun 19 2011 11:12pm

Khizer#1 wrote:
It's pretty irrelevant to us though. Even if they did use a high level language, we don't have the source code used to make the game. It's assembly or bust I'm afraid.


Source Code??? :confused:

Hey, Boneidol tell me about this Source Code?
Is it in the game file?
If it is than i could copy my original SFCD disk & extract the reqiured files for the SFCD Editor? :thumbsup:


Haha, it isn't just going to be on the CD. You'd have to break into Camelot HQ circa 1995 to get the source code.

http://en.wikipedia.org/wiki/Source_code
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Re: Possible to do a SF-CD Editor Program ?

Postby Khizer#1 » Wed Jun 22 2011 3:19pm

Haha, it isn't just going to be on the CD. You'd have to break into Camelot HQ circa 1995 to get the source code.

LOLZ, :)
Just imagine me breaking in Camelot HQ just for the source code. ;)
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Re: Possible to do a SF-CD Editor Program ?

Postby Kaihaku » Fri Jul 01 2011 4:44pm

While you're there, ask them if they got all the letters and gifts we sent them. :(
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Re: Possible to do a SF-CD Editor Program ?

Postby JohnKelley23 » Tue Jul 19 2011 6:27am

Hendricks266 wrote:Doomblade66, SFCD is not one huge file. If you open the iso in a virtual drive or extract it with something like WinRAR, you will see that it's actually a bunch of individual files. Mega CD games are often very hard to hack because the RAM of the console is very limited, so the game programming and art have to be duplicated and repeated throughout the different files.

Special T, I was thinking of doing the exact same thing, but for SF2. The music in Final Conflict was just ported from SF2, with a few additional songs. In addition, SF2 has been well researched, so hacking it will be tons easier.


I was just wondering if this ever went anywhere???
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Re: Possible to do a SF-CD Editor Program ?

Postby Doomblade66 » Sat Aug 13 2011 10:28pm

Yeah - I just checked in today to see the same thing (if the Editor Program Project for SF-CD had progressed at all). Bone Idol is the resident Tech Lord with the best chance of coming up with something, given his sucesses at SF-III and SF-The Holy Ark editor programs....but I don't know if he's been looking at SF-CD anytime recently.

He's quite skilled, however, and knowledgeable, so if anyone can come up with something, it'd be him. Even if it merely duplicated (on some scale) the Editor-Functions of Rubix Cuber's legendary SF-1 Editor, it would be amazing and would allow us to create (finally) a challenging SF-CD mod. The default game, even on Super-Difficulty, fades in terms of challenge because it allows your characters stats to get blown way out of proportion to the enemies Attack - Defense - HP, and because (in particular) - even in Book-III "post-game" battles, the enemy Attack values just do not get high enough to threaten your top 5-10 characters' Defense vaules, so you are getting hit for 1-10 damage, when you have 50-60 HP and when YOU attack the enemy, they take 30-50 damage and are nearly dead from 1-hit.

An editor offering even basic Enemy Modification functions (just that even !) would be tremendously helpful.
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Re: Possible to do a SF-CD Editor Program ?

Postby bigworld » Wed Sep 28 2011 6:10am

You're quite good at this stuff though, Flygon. If anyone can figure it out, you/rubix/BNC/Dark Kobold/ etc are the guys to do it. We have a very smart community here with a lot of good programmer-type fellows...which is a big asset to the forum as a whole.




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Re: Possible to do a SF-CD Editor Program ?

Postby Omega Entity » Wed Sep 28 2011 6:12am

Take the advertisement crap out of your sig, or risk being marked as a spambot.
(8:23:45 PM) ehow1990: stupid question: why do you have hay there?
(8:23:54 PM) YsFanatic18: She was feedigng horses
(8:23:58 PM) MXC0Spike: Barn sex
(8:24:07 PM) ahath714: She stuffs.
(8:24:39 PM) ehow1990: ask a stupid question and everybody has an answer XD
(8:23:45 PM) ehow1990: stupid question: why do you have hay there?
(8:23:54 PM) YsFanatic18: She was feedigng horses
(8:23:58 PM) MXC0Spike: Barn sex
(8:24:07 PM) ahath714: She stuffs.
(8:24:39 PM) ehow1990: ask a stupid question and everybody has an answer XD
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Re: Possible to do a SF-CD Editor Program ?

Postby ehow22 » Thu Sep 29 2011 8:21pm

Doomblade66 wrote:You're quite good at this stuff though, Flygon. If anyone can figure it out, you/rubix/BNC/Dark Kobold/ etc are the guys to do it. We have a very smart community here with a lot of good programmer-type fellows...which is a big asset to the forum as a whole.


bigworld wrote:You're quite good at this stuff though, Flygon. If anyone can figure it out, you/rubix/BNC/Dark Kobold/ etc are the guys to do it. We have a very smart community here with a lot of good programmer-type fellows...which is a big asset to the forum as a whole.


Really? I think it might be safe to say it's a spambot :shifty:
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Re: Possible to do a SF-CD Editor Program ?

Postby Omega Entity » Thu Sep 29 2011 9:10pm

Wow, didn't even notice the copy/paste job there.
(8:23:45 PM) ehow1990: stupid question: why do you have hay there?
(8:23:54 PM) YsFanatic18: She was feedigng horses
(8:23:58 PM) MXC0Spike: Barn sex
(8:24:07 PM) ahath714: She stuffs.
(8:24:39 PM) ehow1990: ask a stupid question and everybody has an answer XD
(8:23:45 PM) ehow1990: stupid question: why do you have hay there?
(8:23:54 PM) YsFanatic18: She was feedigng horses
(8:23:58 PM) MXC0Spike: Barn sex
(8:24:07 PM) ahath714: She stuffs.
(8:24:39 PM) ehow1990: ask a stupid question and everybody has an answer XD
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Re: Possible to do a SF-CD Editor Program ?

Postby Stordarth » Fri Sep 30 2011 1:14am

I'd say that's enough evidence for some Banhammer action. Thanks Ehow.
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Re: Possible to do a SF-CD Editor Program ?

Postby ehow22 » Fri Sep 30 2011 5:17pm

No problem. It's the same for all that account's posts :lol: Thoth's the one who pointed it out in the Team SF1 thread though ;)

Anyways, any news on this?
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Re: Possible to do a SF-CD Editor Program ?

Postby xenometal » Wed Oct 05 2011 7:43am

Well, I've explored the game files a bit and found the following data: Character Growths, Starting Info, Classes, Enemies, Items and Spells. So far, I've documented what I know of the file "BANKD00.X", which you can find inside the Code tag below. Such data is repeated throughout all of the "BANKD##.X" files, but in different locations which just serve to add tedium to the process. However, all of the data pertaining to a certain Book may be found in a single file, so all of the info I found in BANKD00, I could also find in BANKD01 and so on (FYI, Book 2 starts at BANKD20, Book 3 at BANKD40, and BANKD48 is for Book 4).

Code: Select all
BANKD00.X


0x528AC - 0x52B31: Character Growth Data

Data Structure: Variable length because of Spell List, otherwise 24 bytes
-------------------------------------------------------------------------
[Base Class]
[HP Growth Type][Base HP]
[MP Growth Type][Base MP]
[AT Growth Type][Base AT]
[DF Growth Type][Base DF]
[AG Growth Type][Base AG]
[Level learned at][Spell Code][...][...][FF]
[Promoted Class]
[HP Growth Type][Projected HP]
[MP Growth Type][Projected MP]
[AT Growth Type][Projected AT]
[DF Growth Type][Projected DF]
[AG Growth Type][Projected AG]
[FF or FE]


For Example: Nick's Growth Data
-------------------------------
Base Class: Swordsman ($00)

Base HP: 12, Growth: ($07)
Base MP:  8, Growth: ($01)
Base AT:  7, Growth: ($03)
Base DF:  6, Growth: ($03)
Base AG:  4, Growth: ($02)

Spell List:

Lv.  1: Egress ($0A)
Lv. 16: Bolt 1 ($0D)
Lv. 20: Bolt 2 ($4D)
Lv. 25: Bolt 3 ($8D)
Lv. 30: Bolt 4 ($CD)

Promoted Class: Hero ($01)

Projected HP: 90, Growth: ($04)
Projected MP: 50, Growth: ($01)
Projected AT: 60, Growth: ($03)
Projected DF: 65, Growth: ($06)
Projected AG: 30, Growth: ($02)

Spell List: Use Base Class List ($FE)

Notes:
------
This table is structured differently than in SF2. In the later, each class had both "Base" and "Projected" stat values, whereas in SFCD there is only one value. I suppose that the Base Class must hold the Base Stats, and the Promoted Class the Projected ones (though those numbers seem abnormaly high). Because of that, and also the fact that even pre-promoted characters possess two stat blocks, I think that the level-up routine must look at both blocks to calculate stat gains regardless of promotion.

Growth Types must also work differently, which would explain why characters never reach those giganormous "projected stats". One thing you may immediately notice though is that there are more types than in SF2 (8 types vs. 6).


--

0x52B32 - 0x52BAB: Character Starting Data

Data Structure: 6 bytes
-----------------------
[Starting Class]
[Starting Level]
[1st Item Slot]
[2nd Item Slot]
[3rd Item Slot]
[4th Item Slot]

For Example: Nick's Starting Data
---------------------------------
Starting Class: Swordsman ($00)
Starting Level: 1
1st Item Slot:  Steel Sword (Equipped) ($A0)
2nd Item Slot:  Protect Ring (Equipped) ($8B)
3rd Item Slot:  Medical Herb ($00)
4th Item Slot:  Medical Herb ($00)


--

0x52BAC - 0x52C37: Class Data

Data Structure: 5 bytes
-----------------------
[Movement Range]
[Status Resist.]
[Magic Resist.]
[Movement Type]
[Critical/Double/Counter Rates]

For Example: Swordsman Class Data
---------------------------------
Movement Range: 6
Status Resist.: None ($00)
Magic Resist.:  None ($00)
Movement Type:  "Warrior" ($10)
C/D/C Rates:    ($03)


--

0x52C38 - 0x52C57: Unknown Data

--

0x52C58 - 0x53BDF: Enemy Data

Data Structure: 56 bytes
------------------------
[Enemy Index(?)]
[$00][$00][$00][$00][$00][$00][$00][$00][$00][$00]
[Level]
[HP*256]
[HP][$00][$00]
[MP][$00]
[AT][$00]
[DF][$00]
[AG][$00]
[MV][$00]
[Status Resist.]
[Magic Resist.]
[$00][$00]
[Critical/Double/Counter Rates]
[$00][$00]
[1st Item Slot][$00]
[2nd Item Slot][$00]
[3rd Item Slot][$00]
[4th Item Slot][$00]
[1st Spell Slot]
[2nd Spell Slot]
[3rd Spell Slot]
[4th Spell Slot]
[$00][$00][$00][$00][$00]
[Movement Type]
[$00][$00]
[$20][$20]
[$00][$00]


For Example: Goblin Enemy Data
------------------------------
Enemy Index(?): ($00)

LV:     0
HP*256: 0
HP:     9
MP:     0
AT:     6
DF:     6
AG:     4
MV:     5

Status Resist.: None ($00)
Magic Resist.:  None ($00)
C/D/C Rates:    ($00)

1st Item Slot: Short Sword (Equipped) ($9D)
2nd Item Slot: Empty ($7F)
3rd Item Slot: Empty ($7F)
4th Item Slot: Empty ($7F)

1st Spell Slot: Nothing ($3F)
2nd Spell Slot: Nothing ($3F)
3rd Spell Slot: Nothing ($3F)
4th Spell Slot: Nothing ($3F)

Movement Type: "Warrior" ($10)


Notes:
------
Lots of zeroes... the same as in SF2. :?

--

0x53BE0 - 0x53FDF: Item Data

Data Structure: 16 bytes
------------------------
[4 bytes for equipment table]
[Max Range][Min Range]
[$00]
[$00]
[Price]
[On Use Spell]
[Attribute 1 Code][Attribute 1 Value]
[Attribute 2 Code][Attribute 2 Value]
[$00]
[$00]

For Example: Medical Herb Item Data
-----------------------------------
Equipable by:  None ($00000000)
Min-Max Range: 0-1
Price:         10 gold coins
On Use Spell:  "Healing Item 1" ($10)
Attribute 1:   None ($00), 0
Attribute 2:   None ($00), 0

--

0x53FE0 - 0x54218: Spell Data

Data Structure: 8 bytes
-----------------------
[Spell Index]
[MP Cost]
[Animation]
[Spell Type]
[Max Range][Min Range]
[Area of Effect]
[Effect Value]

For Example: Lv.1 Heal Spell Data
---------------------------------
Spell Index:   ($00)
MP Cost:       3
Animation:     ($04)
Spell Type:    ($C1)
Min-Max Range: 0-1
AoE:           0
Effect Value:  15


--

0x54219 - 0x5421F: All 0's

--

0x54220 - 0x54935: Items/Classes/Spells/Characters & Enemy Names

--

0x54936 - 0x549D9: Unknown Data

--

0x549DA: End of ROM


Thanks to Space King for the documentation included in his Shining Force 2 Editor, which made finding most of this data much easier.

Now, here are some indexes to make searching easier.

Code: Select all
BOOK 1 ITEM INDEXES

(Add $80 (128 in decimal) for the item to be equipped.)

00: Medical Herb
01: Healing Seed
02: Antidote
03: Healing Rain
04: Angel Wing
05: Powerful Wine
06: Protect Milk
07: Quick Chicken
08: Running Pimento
09: Cheerful Bread
0A: Power Ring
0B: Protect Ring
0C: Quick Ring
0D: Running Ring
0E: White Ring
0F: Black Ring
10: Evil Ring
11: Leather Glove
12: Power Glove
13: Battle Glove
14: Iron Claw
15: Club
16: Evil Axe
17: Short Axe
18: Bronze Rod
19: Iron Rod
1A: Iron Arrow
1B: Great Shot
1C: Great Axe
1D: Short Sword
1E: Middle Sword
1F: Long Sword
20: Steel Sword
21: Broad Sword
22: Critical Sword
23: Wooden stick
24: Robin's Arrow
25: Dark Sword
26: Wooden Sword
27: Sword of Hajya
28: Bronze Lance
29: Steel Lance
2A: Chrome Lance
2B: Evil Lance
2C: Halberd
2D: Spear
2E: Power Spear
2F: Valkyrie
30: Hand Axe
31: Middle Axe
32: Battle Axe
33: Heat Axe
34: Axe of Atlas
35: Wooden Staff
36: Protect Staff
37: Holy Staff
38: Power Stick
39: Demon Rod
3A: Flail
3B: Wooden Arrow
3C: Steel Arrow
3D: Assault Shell
3E: Buster Shot
...
7F: Nothing


BOOK 2 ITEM INDEXES

(Add $80 (128 in decimal) for the item to be equipped.)

00: Medical Herb
01: Healing Seed
02: Antidote
03: Healing Rain
04: Angel Wing
05: Powerful Wine
06: Protect Milk
07: Quick Chicken
08: Running Pimento
09: Cheerful Bread
0A: Power Ring
0B: Protect Ring
0C: Quick Ring
0D: Running Ring
0E: White Ring
0F: Black Ring
10: Evil Ring
11: Leather Glove
12: Power Glove
13: Battle Glove
14: Iron Claw
15: Evil Claw
16: Evil Axe
17: Short Axe
18: Bronze Rod
19: Iron Rod
1A: Iron Arrow
1B: Great Shot
1C: Great Axe
1D: Short Sword
1E: Middle Sword
1F: Long Sword
20: Steel Sword
21: Broad Sword
22: Critical Sword
23: Samurai Sword
24: Robin's Arrow
25: Dark Sword
26: Light Sword
27: Sword of Hajya
28: Bronze Lance
29: Steel Lance
2A: Chrome Lance
2B: Evil Lance
2C: Halberd
2D: Spear
2E: Power Spear
2F: Valkyrie
30: Hand Axe
31: Middle Axe
32: Battle Axe
33: Heat Axe
34: Axe of Atlas
35: Wooden Staff
36: Protect Staff
37: Holy Staff
38: Power Stick
39: Demon Rod
3A: Flail
3B: Wooden Arrow
3C: Steel Arrow
3D: Assault Shell
3E: Buster Shot
...
7F: Nothing


BOOK 3 & 4 ITEM INDEXES

(Add $80 (128 in decimal) for the item to be equipped.)

00: Medical Herb
01: Healing Seed
02: Antidote
03: Healing Rain
04: Angel Wing
05: Healing Drop
06: Protect Milk
07: Quick Chicken
08: Running Pimento
09: Cheerful Bread
0A: Power Ring
0B: Protect Ring
0C: Quick Ring
0D: Running Ring
0E: White Ring
0F: Black Ring
10: Evil Ring
11: Misty Knuckle
12: Giant Knuckle
13: Large Axe
14: Earth Axe
15: Great Rod
16: Mystery Staff
17: Hyper Cannon
18: Shut Cannon
19: Buster Sword
1A: Counter Sword
1B: Javelin
1C: Chrome Lance
1D: Samurai Sword
1E: Shinobi Sword
1F: Murasame
20: Murasana
21: Iris Blade
22: Kamikaze Axe
23: Kizer Knuckle
24: Venom Javelin
25: Work Glove
26: Golden Hummer
27: Pegasus Wing
28: Mithril
29: Steel Sword
2A: Broad Sword
2B: Battle Axe
2C: Axe of Atlas
2D: Protect Staff
2E: Chirrup Hummer
2F: Teddy's Coat
30: Empty
31: Empty
32: Empty
33: Empty
34: Empty
35: Empty
36: Empty
37: Empty
38: Empty
39: Empty
3A: Empty
3B: Empty
3C: Empty
3D: Empty
3E: Empty
...
7F: Nothing


CLASS INDEXES

00: Swordsman
01: Hero
02: Knight
03: Paladin
04: Warrior
05: Gladiator
06: Magician
07: Wizard
08: Priest
09: Vicar
0A: Archer
0B: Sniper
0C: Birdman
0D: Bird Battler
0E: Monk
0F: Master Monk
10: Beast
11: Berserker
12: Ranger
13: Bow Knight
14: Shinobi
15: Shinobi (Promo)
16: Samurai
17: Samurai (Promo)
18: Prince
19: Prince (Promo)
1A: Magic Creature
1B: Magic Creature (Promo)
1C: None/Unused
1D: None/Unused
1E: None/Unused
1F: None (This one is used as the base class for pre-promoted characters)


SPELL INDEXES

Add $40 (64 in decimal) for each additional spell level.

00: Heal
01: Aura
02: Detox
03: Boost
04: Slow
05: Attack
06: Dispel
07: Muddle
08: Desoul
09: Sleep
0A: Egress
0B: Blaze
0C: Freeze
0D: Bolt
0E: Hell Blast
0F: z (Demon Rod)
10: z (Medical Herb, Healing Seed)
11: z
12: z
13: z
14: z (Powerful Wine)
15: z (Protect Milk)
16: z (Quick Chicken)
17: z (Running Pimento)
18: z (Cheerful Bread)
19: z
1A: z
1B: Katon
1C: Raijin
1D: z
1E: z
1F: D (?)
20: AURA (?)
21: D (?)
22: BRTH (Fire Breath(?))
23: Ripsaw
...
3F: Nothing


BOOK 1 ENEMY INDEXES

00: Goblin
01: Scavenger
02: Dragonute
03: Dwarf
04: Ratman
05: Cypress Knight
06: Hell Soldier
07: Zombie
08: Skeleton
09: Arch Knight
0A: Lizardman
0B: Worm
0C: Ghoul
0D: Deadly Born
0E: Minotaur
0F: Cerberus
10: Golem
11: Dulahan
12: Taros
13: Sentinel
14: Executioner
15: Skull Knight
16: Huge Bat
17: Incubus
18: Rat Fly
19: Pegasus Knight
1A: Gargoyle
1B: Evil Pixy
1C: Hawkman
1D: Belial
1E: Wyvern
1F: Chimera
20: Death Archer
21: Brass Loader
22: Hell Sniper
23: Bow Rider
24: Brass Gunner
25: Assassin
26: Fizzle Ball
27: Dark Mage
28: Master Mage
29: Sorcerer
2A: Demon Master
2B: Priest
2C: Bishop
2D: Cleric
2E: Evil Bishop
2F: Bazoo
30: Dantom
31: Frabell
32: Geppel
33: Evil Monster
34: Edmond
35: Woldol
36: Woldol (I guess this one is the second form)
37: Magical Mush
38: Bazoo
39: Dark Mage
3A: Dwarf
3B: Cypress Knight
3C: Dark Mage
3D: Brass Loader
3E: Hell Soldier
3F: Priest
40: Skeleton
41: Hell Sniper
42: Sorcerer
43: Deadly Born
44: Ghoul
45: Minotaur
46: Executioner


BOOK 2 ENEMY INDEXES

00: Goblin
01: Scavenger
02: Dragonute
03: Dwarf
04: Ratman
05: Iom Knight
06: Hell Soldier
07: Zombie
08: Skeleton
09: Arch Knight
0A: Lizardman
0B: Worm
0C: Ghoul
0D: Deadly Born
0E: Minotaur
0F: Cerberus
10: Golem
11: Dulahan
12: Taros
13: Sentinel
14: Executioner
15: Skull Knight
16: Huge Bat
17: Incubus
18: Rat Fly
19: Pegasus Knight
1A: Gargoyle
1B: Evil Pixy
1C: Hawkman
1D: Belial
1E: Wyvern
1F: Chimera
20: Death Archer
21: Brass Loader
22: Hell Sniper
23: Bow Rider
24: Brass Gunner
25: Assassin
26: Death Balloon
27: Dark Mage
28: Master Mage
29: Sorcerer
2A: Demon Master
2B: Priest
2C: Bishop
2D: Cleric
2E: Evil Bishop
2F: Dragonute
30: Dwarf
31: Iom Knight
32: Death Archer
33: Dark Mage
34: Gordon
35: Master Mage
36: Arch Knight
37: Lizardman
38: Deadly Born
39: Hawkman
3A: Ghoul
3B: Solo
3C: Minotaur
3D: Demon Master
3E: Barbara
3F: Death Woldol
40: Warderer
41: Iom
42: Iom Doll
43: Iom Statue
44: Graham


BOOK 3 ENEMY INDEXES

00: Dava Zombie
01: Dava Born
02: Groggy Dwarf
03: Dava Knight
04: Mutsuki
05: Satsuki
06: Komainu
07: Goblin Pupil
08: Dark Paladin
09: Wonder Mush
0A: Dava Bat
0B: Dava Pixy
0C: Berserker Knight
0D: King Chimera
0E: Bow Master
0F: Metal Gunner
0A: Necromancer
0B: Yayoi
0C: Lich
0D: Dark Priest
0E: Uzuki
0F: Arch Bishop
10: Dava Ghoul
11: Chu Rao
12: Kisaragi
13: Bulldor
14: Dava
15: White Dragon


BOOK 4 ENEMY INDEXES

00: Dantom
01: Barbara
02: Frabell
03: Geppel
04: Chu Rao
05: Bulldor
06: Gordon
07: Bazoo
08: Solo
09: Death Woldol
0A: Kisaragi
0B: Evil Monster
0C: Warderer
0D: Iom
0E: Iom
0F: Woldol
10: Iom
11: Dava
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Re: Possible to do a SF-CD Editor Program ?

Postby nightshade00123 » Wed Oct 05 2011 4:41pm

I have a feeling those findings are going to make many people happy. Cool stuff Xeno, thanks for posting it.

And it just goes to show you how similar this and SF2 are, practically everything seems to be stored the same which is a plus! :)
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Re: Possible to do a SF-CD Editor Program ?

Postby Special T » Wed Oct 12 2011 4:08am

Thanks for posting those details xenometal and for posting the fix for Natasha's spell bug.

I was hoping to correct other minor things in the game such as changing the name's of characters to match their SF1 translations e.g.

Lug -> Luke
Higins -> Hanzou
Rush -> Musashi

Would I need to change it in every file BANKD00.X or if I changed it in one file it will carry over to the others?

Also aside from Natasha's spell bug, are you aware of any other bugs present in the original game?
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Re: Possible to do a SF-CD Editor Program ?

Postby xenometal » Tue Nov 01 2011 3:18am

Character names? I wish I knew for sure. I know that if you patch the BANKD00.X file and start a new Book 1 game, your characters will be created from the data in that file and the result will be stored in memory, and that includes the character names. So I believe that the characters will be addressed by those names for the rest of the game.

As for bugs, there's the one when the icon for the "boost" status appears as a transparent tile.

I've searched some more, this time in the file named SFEMAIN.X and found the following data: Battle Graphics (both Character and Enemies), Shops, and "Field Graphics and Sound" (Portrait, Voice, and possibly Map Sprite?).

And thankfully there is only one of that file.


SFEMAIN.X


0x1F240 - 0x1F3D3: Character Battle Graphics
WARNING: SPOILER!


0x1F3D4 - 0x1F65F: Enemy Battle Graphics
WARNING: SPOILER!


0x2090E - 0x20971: Shops
WARNING: SPOILER!


0x28F80 - 0x2923B: Character Field Graphics and Sound
WARNING: SPOILER!


Indexes
WARNING: SPOILER!


Thanks to nightshade00123 for the information about character portraits and voice in SF2 from his Nightshade's Hex Finds thread.

EDIT: Nevermind the warnings, it's totally safe to click on them. :thumbsup:
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Re: Possible to do a SF-CD Editor Program ?

Postby Special T » Tue Nov 01 2011 4:19pm

xenometal wrote:Character names? I wish I knew for sure. I know that if you patch the BANKD00.X file and start a new Book 1 game, your characters will be created from the data in that file and the result will be stored in memory, and that includes the character names. So I believe that the characters will be addressed by those names for the rest of the game.


Thank you for the information. I made the following changes

BANKD00.X
Code: Select all
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00054690  4F 03 4C 55 47 06 47 6F 62 6C 69 6E 09 53 63 61  O.LUG.Goblin.Sca

00054690  4F 04 4C 55 4B 45 06 47 6F 62 6C 69 6E 09 53 63  O.LUKE.Goblin.Sc


BANKD20.X
Code: Select all
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00059560  55 44 45 05 52 4F 48 44 45 04 52 55 53 48 06 48  UDE.ROHDE.RUSH.H
00059570  49 47 49 4E 53 04 47 59 41 4E 04 4E 49 43 4B 06  IGINS.GYAN.NICK.

00059560  55 44 45 05 52 4F 48 44 45 07 4D 55 53 41 53 48  UDE.ROHDE.MUSASH
00059570  49 06 48 41 4E 5A 4F 55 04 47 59 41 4E 04 4E 49  I.HANZOU.GYAN.NI


Since I had to add an extra character to Lug's name and 3 extra charactes to Rush's name I just deleted the extra bytes from the end of the file.... hopefully that doesn't mess anything up. If I should have expanded the names in a different fashion please let me know. Thanks!

I tested this in the beginning of the game and it seems to be working without any issues

Image

The only other spot that I know of that needs to be updated is the opening cut scene because although the voice actor actually says LUKE, the words on screen show LUG.... Any idea what file this would be in or how to fix it?

Image

I've also made a patch that includes the Natasha Bug fix that xenometal posted as well as the name changes listed above which can be downloaded HERE. I'm posting this patch in hopes that people will test this out for any issues. The patch can be applied to Track 1 of the Shining Force CD (USA) (Alt) dump found in the Redump database with a CRC of A85FA1A0. If the patch is applied correctly your new track 1 should have a CRC value of FB5B7CB5.

The patch is in BPS format and can be applied with Byuu's BPS patching program.
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Re: Possible to do a SF-CD Editor Program ?

Postby Stordarth » Fri Nov 04 2011 1:39am

Based on that last screen shot, it would be my guess that the names in the opening scene are in fact just part of the game's dialogue. If you look, LUKE is capitalised. Lug, is not, suggesting it was simply typed into the text rather than inserted as a character ID variable. You'd have to figure out where all of the dialogue is, and how to decompress it to change that by the look of things.
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Re: Possible to do a SF-CD Editor Program ?

Postby tggrng123 » Mon Nov 07 2011 3:00am

I would really love to see an editor for SFCD that would go as far as being able to replace the current town/base crap with both an actual overworld and town exploration like in SF II. I don't know about you guys but I hate the current system of it but still love the game.

EDIT:

Of course this would be a pretty far-fetched idea though.
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