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Cutscene Research And Documentation

Discussion about this excellent Game Gear RPG.

Cutscene Research And Documentation

Postby Wiz » Tue Feb 06 2018 9:36pm

Now that I've got a good amount of experience on SF2's cutscenes, I'd like to do the same kind of research on Final Conflict.
(and then convert everything to the SF2 engine, but that's another topic :D)

So I'll share everything I can here when I make progress, and maybe other people will be kind enough to contribute in a way or another. :)

First, I want to say that Emulicious is an AWESOME emulator : memory editor, live disassembly, tracer, coverage scan ... it has everything you can dream of, and even more.
http://emulicious.net/downloads/
Really a great piece of software which makes reverse-engineering much more comfortable than on other systems, we're lucky to have this.

So I've decided to work on the English SFC translated ROM, as it was a lot easier to recognize text line indexes with the translation's script files available.
I think I've found interesting addresses from which I should be able to document each cutscene command that I can see being parsed :

Code: Select all
RAM:0x1ED9 : stack location of cutscene line index
SRAM:0x232C : current cutscene line index
ROM:0xC20A : "Read new line" subroutine
ROM:0xC07B : "Play cutscene" subroutine

ROM:0xD7CF..0xDF93 : Intro cutscene (loaded into SRAM:0xB00 by chunks of $400 bytes)
ROM:0xDF93..0xE30C : New game cutscene before "Chapter 1" screen
ROM:0x41491 : Battle 1 intro cutscene
ROM:0x415FC : Battle 1 end cutscene


Now I've got to start parsing/documenting cutscene commands according to my observations while debugging.
A good breakpoint address is ROM:0xC0CF, where the next command is loaded into register A, while register HL contains current cutscene cursor offset.

Current commands met in the first seconds of the intro cutscene :

Code: Select all
$0A - Execute subroutine ?
Intro uses it to launch the scrolling text intro.
1 param :
- word : subroutine address ?

$0C - ?
Length = 8 bytes

$38 - ?
No params.

$2A - ?
Length = 3 bytes

$2B - ?
Length = 5 bytes

$15 - ?
Length = 3 bytes

$43 - ?
Length = 4 bytes

$4E - ?
Length = 7 bytes

$3D - ?
Length = 7 bytes

$51 - ?
Length = 2 bytes

$52 - ?
Length = 3 bytes

$53 - ?
No params

$54 - ?
Length = 2 bytes

$56 - ?
Length = 3 bytes

$04 - ?
Length = 2 bytes

$45 - ?
Intro : music starts and map fades in after this command.
No params.

$50 - ?
Lots of entity movement after this one, must be the move sequence command.
Length = 23 bytes for this first intro appearance.

$32 - Display portrait ?
1 param :
- byte : portrait index ?

$00 - Display next text line ?
No params.


That's all for the moment, I hope to report more progress in the next few days.
Meanwhile, anybody motivated enough is free to play with Emulicious and set this breakpoint to figure out stuff ! :D
Wiz

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Re: Cutscene Research And Documentation

Postby LordOddEye » Thu Feb 08 2018 1:12pm

Hey Wiz,

Thank you for all your hard work I want you to know the community appreciates it! I actually had not heard of that emulator that seems super powerful! These deconstructions are actually so useful to the community, both historically and for learning from.

I'm looking forward to seeing more updates in this I'll check back in a bit.

Regards,

LordOddEye
Creator of the Shining Force Gaiden Final Conflict Remake:

https://forums.shiningforcecentral.com/viewtopic.php?f=14&t=40095
Creator of the Shining Force Gaiden Final Conflict Remake:

https://forums.shiningforcecentral.com/viewtopic.php?f=14&t=40095
LordOddEye

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Re: Cutscene Research And Documentation

Postby alex_man » Thu Feb 08 2018 11:53pm

good work keep it up :thumbsup:
alex_man

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