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Final Fantasy Tactics A2 - A2Doc

Note to people who are just finding this now: this is loldead. I had nowhere near the knowledge required to do something like this at the time. Maybe one day...

NEW project site: http://a2doc.sdgames.us/ - Yes, it's a wiki, but please don't spam it or anything.

We now have a disassembly of the game (although it's not commented or anthing yet). Get it at http://a2doc.sdgames.us/FFTA2.log!

Welcome and thanks for opening this thread.
So now you're probably wondering, "What is this A2Doc thing?"
You see, I am interested in hacking Final Fantasy Tactics A2, but the only editor available is a text editor that only works with the Japanese ROM. Furthermore, there is no documentation (not that I could find, anyway) of the game. But I'm not letting this get me down. A2Doc is a project to document the ROM and RAM of Final Fantasy Tactics A2, opening the door for an editor to be made, or even possibly making the editor ourselves.

Here's my current plan:
  1. Document RAM
  2. Identify subroutines
  3. Identify and interpret data

Right now I don't have too much done (40 bytes of RAM mapped at the time of posting, but I just started this yesterday). Anyway, this game is quite large, with the ROM itself totaling 128 MB and the RAM coming up to 4 MB. Obviously, this is going to be a difficult and time-consuming project, but it would be even more so if I was the only one working on it. That's why I made this thread, to organize a team to work with me on the documentation.

If anyone is interested, I have set up an IRC channel on caffie, #A2Doc. Feel free to PM me, as well. I am willing to take all the help I can get, so don't be afraid to ask if you can help out.

By the way, the current RAM map can be viewed at: http://a2doc.sdgames.us/ram.html

Show your support for A2Doc! Use this userbar!
A2Doc Supporter
The code for it:
Interesting. I would help, but I can't.
Why not? To be honest, I may be in over my head. I've never done this type of thing before, so I'm learning as I go along. Once we figure out a significant number of RAM addresses, we should be able to identify subroutines of the game from a disassembly, which is vital. Then we can work on decoding data formats.
Originally posted by K3fka
Why not? To be honest, I may be in over my head. I've never done this type of thing before, so I'm learning as I go along. Once we figure out a significant number of RAM addresses, we should be able to identify subroutines of the game from a disassembly, which is vital. Then we can work on decoding data formats.


Because I don't know how. I was saying if I could, I would. Though I would be willing to make a supporter userbar or something and post about it on my blog that nobody reads.

EDIT:

Sadly my userbar skills are lacking.
Oh, thanks. Actually, I hadn't thought about getting a userbar, so thank you for making one. I'll put it in the first post.
Originally posted by K3fka
Oh, thanks. Actually, I hadn't thought about getting a userbar, so thank you for making one. I'll put it in the first post.


I would put in my sig if I could.
Yeah, well it's good to have any support either way.

EDIT: I just had a breakthrough today, which led to me doubling the amount of mapped bytes since yesterday! A2Doc is progressing nicely so far, and I like the support it's gathering! :D
Okay, I've got an update to make here (also a bump).

First of all, I got a virus a few days ago that gave me BSoD on boot, so I had to format my hard drive and reinstall Windows. However, I WAS able to salvage my "Stuff" folder, which contains all of my most important files (hacking stuff, etc.).

Also, since reinstalling Windows, I've had problems with my internet connection. With Linksys tech support being of no help at all (telling me things I've already tried >_<), I have somehow fixed it myself (I think...I am posting this at school at the moment), so I haven't been on IRC for a few days, so I don't know if anyone has expressed any interest.

Third, I have set up a site for the project, which can be found at http://a2doc.sdgames.us/. It's a wiki, so please don't abuse it, but feel free to add infomation that can be found in the RAM map (http://a2doc.sdgames.us/ram.html) to articles and create new articles.

Finally, I'm surprised there hasn't been more interest in this project, as it's pretty exciting and I am the only one who has actually done any documentation as of now, so I need mroe team members. I mean, come on, 4MB of RAM and 128MB of ROM is going to take quite a bit of work, and it'll take FOREVER to do it on my own! So come on people, this could make you somewhat well-known accross the ROM hacking community! :D
This sounds interesting. How far have you gotten with this? I never learned the ARM series instruction set, but it sounds like a fun one.
For now, we're sticking with RAM addresses. I'll admit we haven't gotten very far yet, though, as I'm really the only one who's actually done anything for this, and I've been busy with some other stuff lately. However, I do plan on getting as far with this project as I possibly can.
I've got an update on this, for anyone who cares. I just now got a disassembly of the game. I've uploaded it to the project site (it hasn't been commented or anything yet). It can be found at http://a2doc.sdgames.us/FFTA2.log.

That is all.
Important update: Anyone who downloaded that disassembly before just now, please redownload it. It seems that the ARM9 code (the main CPU) didn't get disassembled, only the ARM7 (secondary CPU used for some video and Wi-Fi stuff, mainly) code did. It's the same link and everything, so just redownload it.
Nice job getting that disassembly. It looks like the main game code begins at 800. I'd imagine the first 0x800 are used internally by the kernel/ds duties. I look forward to seeing what becomes of this.
We should totally use the japanese text editor to make text in game to say support this.

I wish I had a good computer.
Unfortunately, the Japanese text editor only works with the Japanese ROM, which is partly why I decided to document this myself. Using Action Replay codes and simialr things, I've been able to find quite a few more addresses, so expect a huge update to the RAM map soon.
Originally posted by K3fka
Unfortunately, the Japanese text editor only works with the Japanese ROM, which is partly why I decided to document this myself. Using Action Replay codes and simialr things, I've been able to find quite a few more addresses, so expect a huge update to the RAM map soon.


Congratulations for your 500'th post, K3fka
Currently playing: Mario Forever Remake v2.3, SUper MArio Bros. X 1.3.0.1, Sonic Unleashed (Xbox 360)

GPX Plus eggs and Pokemons

PokeFarm Eggs and Pokemons



Originally posted by BBkaizo
Congratulations for your 500'th post, K3fka

*facepalm*

This thread is for his project, not for his 500th.

Anyway, this look good so far, K3fka! Keep up the good work!Free counters!
Oh crap, I didn't even realize that was my 500th! I wanted to use it for my hack thread. >_<

Oh well, can't change that now. Anyway, thanks for the support, people. I've been a bit busy as of late, though (schoolwork, Pokemon, etc.), but for all those keeping up with my progress, expect more activity on this hopefully later this week.
I'm new to the forum and just looking around spot this and talk about unexpected.
Major props on taking this on. :D
Making hacks of FFTA2 would be really cool (even though I'm not that great at hacking yet)
I'll make sure to keep checking back up on this. So keep up the good work K3fka!
A2Doc Supporter
Yeah, I figured it'd get people's attention because it's an SRPG on a website primarily about hacking a platformer game (plus it's for a modern system, as opposed to SNES). Anyway, thanks for the support (I see you have the userbar), and I'll be doing more on this soon, as I've said (although I want to get some stuff on my SMW hack done).