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									Sounds &amp; Sprite Hacking - Flippin&#039; Fun Video Games Forum				            </title>
            <link>https://www.ffvdgames.com/community/sfx-sprite/</link>
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                        <title>Request: IMF0F8</title>
                        <link>https://www.ffvdgames.com/community/sfx-sprite/request-imf0f8/</link>
                        <pubDate>Sat, 31 Jul 2021 01:34:35 +0000</pubDate>
                        <description><![CDATA[I have no clue how to get this room to function properly. It&#039;s a debug room with every single music and SFX file in the game in it. The NPCs to talk to that play the sounds should be just Bl...]]></description>
                        <content:encoded><![CDATA[<p>I have no clue how to get this room to function properly. It's a debug room with every single music and SFX file in the game in it. The NPCs to talk to that play the sounds should be just Blue. There are also a couple shops in there. This room should also be functioning in the remaster, but you'll have to add dialogue in BaccaratMessage in order to get it maybe working. </p>
<p>I suspect it could have prototype versions of music in there. There's also a possibility that there's an unreleased track in there titled "<span>未開領域（フロンティア）の予兆" or "Omen of an Undeveloped Area." This track is currently being distributed to Square Enix members that purchase the Revival OST with their Japanese e-Store account (btw if anyone has a link to that slide into my DMs), and they had to have gotten it from somewhere. It's possible that they got it from the original OST recording session in 1997, but I personally think they could have found it in this map.</span></p>
<p>If anyone's been able to get this room working, please respond to this thread with how you did it so I can play all the music please and thank you.</p>]]></content:encoded>
						                            <category domain="https://www.ffvdgames.com/community/sfx-sprite/">Sounds &amp; Sprite Hacking</category>                        <dc:creator>ffvd_games</dc:creator>
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                        <title>Sound Hacking</title>
                        <link>https://www.ffvdgames.com/community/sfx-sprite/sound-hacking/</link>
                        <pubDate>Sat, 31 Jul 2021 01:25:29 +0000</pubDate>
                        <description><![CDATA[As of writing, there is currently no known way to edit songs. I have no clue what format they&#039;re in other than they use AKAO similar to FF7. I also have no clue how to replace sounds in the ...]]></description>
                        <content:encoded><![CDATA[<p>As of writing, there is currently no known way to edit songs. I have no clue what format they're in other than they use AKAO similar to FF7. I also have no clue how to replace sounds in the sound files.</p>
<p>As for extracting sounds that are used to play the AKAO files, it is incredibly easy. The tool that I use is <a href="https://github.com/vgmtrans/vgmtrans" target="_blank" rel="noopener">vgmtrans</a>. Sound files are INSTRXXX.ALL files. Just drag and drop the file into the window, right-click on the sound file on the left side, and export everything to WAV. It's that easy. </p>
<p>I'll update this thread as I learn more about stuff</p>]]></content:encoded>
						                            <category domain="https://www.ffvdgames.com/community/sfx-sprite/">Sounds &amp; Sprite Hacking</category>                        <dc:creator>ffvd_games</dc:creator>
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                        <title>Sprite Palette Format</title>
                        <link>https://www.ffvdgames.com/community/sfx-sprite/sprite-palette-format/</link>
                        <pubDate>Sat, 31 Jul 2021 01:15:27 +0000</pubDate>
                        <description><![CDATA[00 00 ... 04 00
Length = 16, but I just use 256 to be safe. There are 2 columns for every sprite except for MXXX.ARC files, which are something like 16 or 32 or something, I don&#039;t remember ...]]></description>
                        <content:encoded><![CDATA[<p><strong>00 00 ... 04 00</strong></p>
<p>Length = 16, but I just use 256 to be safe. There are 2 columns for every sprite except for MXXX.ARC files, which are something like 16 or 32 or something, I don't remember off the top of my head. Sprites are 4bpp reverse order while backgrounds are 8bpp. The title screen is 15bpp BGR if I remember correctly.</p>
<p>Position in a file varies based on size and type, so I usually just look for it manually. Some files have the palette position in a consistent spot, which can be found in Mir_Vimes' data in the data project tripod. In IMFXXX.IMG files, they're placed directly before the sprite sheets. When there's more than one sprite sheet in the IMF file, they're listed in sequential order as follows:</p>
<p><strong>00 00 ... FF FF</strong></p>
<p>The final palette in the IMF file is in the regular format. In every other file, it's usually placed directly after the sprite sheet. If you want to look at the actual IMF backgrounds (IMFXXX.TEX), the palette is located at the start of subfile X of the .IMG file. What I do is copy the entire subfile and paste it to the beginning of the .TEX so I can actually view it in tm. The only sucky parts about the .TEX files is they are split into layers and only have 2 columns, so if you want to rip them, you'll have to find some way to unscramble them and make them into one thing. Same with the other files, but those are much more manageable. </p>
<p>I don't remember where palettes are located for the stage files, but I'm pretty sure they're placed before the sprite sheet. I do remember that they're 8bpp and 256 in length. </p>
<p>I'll update this thread with more info as I find more of my notes.</p>]]></content:encoded>
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