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Final Fantasy VI SDK - Going Social!

As I said in the first post, I don't have ALL the rips but I'm working on it!
Here's what I have so far:
All SNES enemies (GBA enemies will be added later)
All battle backgrounds
All face graphics
All icons including the enabled/disabled version of item icons, status icons, elemental icons.
All cursors plus a new windowskin
All musics
Some tilesets and autotiles
A few sounds (Very difficult to find!)

And maybe more i forget :smile:

See ya!
-Dargor


EDIT!

A quick little update! I just discovered how I will be able to make the "glowing frame effect" on the battler with status like Reflect, Shell, Protect, etc. I had to revise the Battler Sprite Sheet to do that.

Let me explain.
Battler Sprite Sheets will be divided into "Action Sheets", based on a Base Sprite.
Example: Terra_Idle.png would be the Idle sprite sheet for Terra. (Terra.png being the Base Sprite)

For good status like Reflect, the file should look like: Terra_Idle_Reflect.png
The good status sprite will be drawn above the original sprite and will "behave" exactly like the original sprite.
So now, we have 2 battler sprites, Terra_Idle and Terra_Idle_Reflect just above.

For bad status like Zombie, the file should look like: Terra_Idle_Zombie.png
Note that bad status sprites will replace the original sprite. This way, you could have a Zombie with the Reflect status! We also have 2 sprites here, Terra_Idle_Zombie and Terra_Idle_Reflect just above.

I hope it's not too confusing. :crazy:
This feature will be available in the next demo. :thumb:

Take care!
-Dargor
 
Wow this is amazing. Im looking through all of this stuff and this is just amazing.

On a side note, back when I used to play with RM2K3, I had every single sprite for FF6, I'm talking every sprite! I had every variation. If you wish, I can convert those sprites to work with RMXP. If and when you decided to release the next demo, you could include all of the sprites.

I could get the sounds as well but that would take longer and I would need a list of what you have. Since I am fairly new here I am unsure if such a list has been released. I will double check to make sure. I would really love to help out on this cause I loved this game and anything to recreate this I am totally down for.
 
@euromaster
That the PS title screen right? That's good! I'm not sure if I will add any specific title screen but if I add one, I'll probably add something like that. :thumb:

@NakedCrook
That would be pretty generous. :smile: The only thing I'm having trouble to rip are sounds. I already have a good amount of sprites but I'd like to take a look at your collection if you don't mind. Thank you!

Oh and by the way, I now have all the weapon sprites! I big thanks to XenoMetal, he helped me a lot with that.

Take care!
-Dargor
 
The sounds may be one of the hardest things to rip, rather, it can become very tedious. I spent a little while looking into sound extraction to no avail. There is one alternative though:

One could use a video capture device and capture the battle sounds. You would need to take the background music off. I cannot remember if this can be done through the config menu but I know it can be done with Pro Action Replay. about 80% of the sounds come from battle (Sword strikes, spells, evasion etc) so making a very long recording of a very very long battle where every spell and every attack is done is one method.

But yeah, I looked into sound extraction but to no avail. If anyone else has any other ideas how this can be done, I'm open to ideas. THe above idea is the only thing I can think of.
 
Ripping SFX is extremely tedious indeed. I think I have a less complicated method. With ZSNES, it's possible to enable/disable all 8 SNES audio channel. If my memory serves me well, most of the SFX in FF6 are on channel 7 and 8. Now I only need to find a way to record the audio output. I would not try a video capture device simply because I don't want to record the video and take it off with another program.

Thanks for the suggestion!

EDIT:
I just found a software called Total Recorder that does exactly what I wanted to do.
It records PC audio from almost any source! I'll have to try this out.

See ya!
-Dargor
 
Go to your volume control and go to Options... Properties... recording... stereo mix. Make it like half. Then use sound recorder to capture the sound.
 
If you want I can get to work on those sounds using these methods.

So I guess you have most of the sprites. Are the sprites all set up to work with RMXP or are they still in a more "raw" form? If they are not set up I can do that for you as well.
 
Yes, most of the sprites I have are still in a raw form. It would be pretty generous of you to help me with that. :smile: I'm mostly working on the scripts, so sprites are lower in my priorities.
 
Anything script-wise you need help with? I've got a full disassembly of the battle engine, including the special algorithms for spells, weapons, etc.
 
Maybe you have something I don't? I already have Terii Senshi's Algorithms guide, a Spell Algorithm guide by an unknown author and Master Z Algorithms for FF6/FF6A. I also have more specific FAQs and guides like the one for Mag Roaders.
 
I may, actually. Those documents won't tell you that buttons for Blitz have a time limit between presses before the move will automatically fail (and I've even seen a guide that said no such limit exists), yet it's right there in the code. I'm not saying I have world-shaking news, but a few odds and ends such as that do exist. I'm much more comfortable with an assembly document than a document written for non-programmers (at least when it comes to an algorithm), but maybe that's just me.  :smile:

Regardless, I would like to take this opportunity to say "great job" as it looks really good so far.
 
I'd love to see this disassembly. It will probably be easier for me to understand with that, instead of a written document. Can you send it to me via PM?
 
Time for a little update!

I worked on some special effects for the battlers lately.
The Doom counter, Float effect and Image effect are working great. I also did the boss collapse, the Doom collapse and some transition collapse.

More to come soon!
-Dargor
 
Dargor":1tuca8qf said:
Yes, most of the sprites I have are still in a raw form. It would be pretty generous of you to help me with that. :smile: I'm mostly working on the scripts, so sprites are lower in my priorities.

Ok Dragor, I have converted like 50% of all the sprites. They would have been done a little while ago but I am so bogged with exams it aint funny. The 28th is my last exam. At that point I can work lots on those sprites and I can get those to you, all of them.

So until then, I will be missing in action so to speak. BTW, best of luck with those scripts your doing a great job.
 
Take your time! We're in no rush.
I had the time to rip a couple of things like special status animations. You know, the one above the battlers head. I have ripped Poison, Sleep, Mute, Muddle and Rage/Berserk.

See ya!
Dargor
 

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