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Breath of Fire 2 (SNES)
#1
https://www.spriters-resource.com/snes/breathfire2/

I'm playing on the vanilla version (U) [!]
Retranslated version by fans changes too much, which makes codes not work anymore.
Currently in the Queen's Body dungeon and playing through the game first.

Misc.
NPCs
Tileset Animations
Sprite Objects / Animations
Battle Backgrounds (Static, Animated, Algernon, Oversize, Scrolling)

Maps (Exterior)
Gate (Withered)
Hometown
Coursair
Capitan
Windia
Cotland
Farmtown
Guntz
Evrai & Grand Church

Maps (Interior)
Gate
Hometown
Coursair
Capitan
Windia
Guntz
Cotland
Farmtown
Evrai

Other Maps
Inn near Evrai
Surfy, Akki & Lone Man's House
Hunter's Lodge
Bo & Karn's House
Bleu's Cave
Wise Tree & Great Wise Tree
Lone Armory
Whale Cape
Township (Ruins)
Namanda
Granny's House & Ryu's Awakening (Cutscene)

World Maps
Map with daytime palette
Tileset with all palettes inbetween day and night
Mind of the Great Wise Tree

Tool / Emulator
bsnes-rawpalettes with its sprite / tile / tilemap viewer by Random Talking Bush.
Source: https://www.vg-resource.com/thread-41182...#pid675404
Mirror 1: https://mega.nz/file/W1oFyaSZ#UclkXPCVQK...Eh1dKfp4qo
Mirror 2: https://mega.nz/file/4UI1jahC#nvkD66JNBB...REtBhtuqQc
Tutorial: https://www.vg-resource.com/thread-43257.html

Walk Through Walls (world map + water, regular maps) by nolberto82
F640-740E
F679-7D0A
F670-5FA3
The last row is for the three top cliff tiles over grass (world map).

Tons of money by Helder
7E504C:76
Increases my money from 7991 to 7.741.239, multiplier being around 968,8. Didn't test other amounts of money.
If you deactivate the code, the extra money vanishes and returns to its original amount. Edit: Not really, I think it stays permanent when you make ingame changes like buying or selling.

Raises To Level 20 Or Above After Battle by lrdrokol
11AD-7DD4
Probably meant for the entire party, since Sten alone (Highfort) rises from around Lv. 15 to Lv. 68. Edit: Gives way more levels than the description says, it's also different for each party member.

No Random Battle by Ugetab
7E12DC:00
Works everywhere.

Always Daytime by nolberto82
CB4E-84A2
0D4E-87D2
Works exclusively on the world map, activating only one of these always makes it night.
Additional info by the code maker:
Value from 0x00 to about 0x10 is overnight and about 0x60 to 0x7f is night. 0x3f-0x40 is midday.
This code changes it to always be 0x40.


Have all shamans by Ugetab
7E5695:FF

Infinite Shaman Use by Ugetab
7E5696:00
7E5697:00
7E5698:00
7E5699:00
7E569A:00
7E569B:00

Township Level by Ugetab
7E55C6:??

Code sources
gamehacking.org discord
https://gamehacking.org/game/42397

Quicksaves for bsnes-rawpalettes (BST)
https://mega.nz/file/pJInzQ4K#t43vYh3uLL...eAWSHLXA4M
210 quicksaves for the entire game (good ending) + one SRM save + one additional quicksave for the bad ending route (before last dungeon)

Source: https://gamefaqs.gamespot.com/snes/56353.../faqs/5436

Township + NPCs:
Chose the carpenter guy from the regular house in Capitan, since he can cook for me.
Chose these NPCs for house 1-3:
Hekkeller (Hometown)
Leminton (Capitan)
Baretta (Windia)

After filling all 3 houses with npcs, go to the carpenter and tell him to expand the town (1000 Gold).
Leave Township, go back in and repeat this like 8 times. After that, you have 6 houses.
Chose these NPCs for house 4-6:
Barose (Great Tree)
Hanz (Hometown for a short time after getting Spar)
Daiye (Windia)

All of these NPCs except Barose are mechants, guide from here:
https://www.almarsguides.com/retro/walkt...residents/

Source: https://gamefaqs.gamespot.com/snes/56353.../faqs/5436


Shaman Fusion FAQ
https://gamefaqs.gamespot.com/snes/56353...faqs/13720
https://gamefaqs.gamespot.com/snes/56353...faqs/16523

Youtube Shorts by MegaHarv
https://www.youtube.com/@MegaHarv/shorts

Best Ending (steps ordered by earliest possible completion)
1. Ask one of the three carpenters in Capitan to expand TownShip
2. Fill TownShip with three tenants
3. Ask the Carpenter to expand TownShip again and then fill it with another three tenants
4. Check out the well and all of its rooms
5. Go to Guntz, find the stairs behind the bookshelf and talk to the hidden engineer
6. Save the old man by defeating only the Guard Eyes when you're in Grand Church
7. Again, check the well and all of its rooms

Enemy & Bosses List - Japanese, Official Translation & Fan Retranslation
https://bof.fandom.com/wiki/Breath_of_Fi...d_monsters
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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Thanked by: Skyla Doragono
#2
Test rip for Capitan:
[Image: XCKO7Jp.png]

NPCs have two frames for each direction, up and down use mirrored frames.
Maps are just small areas within an even bigger map before they start to repeat (at least town exteriors).
Also the tile map viewer shows more than in other games, pretty similar to Secret of Evermore.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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Thanked by: Skyla Doragono
#3
I'm so here for this. BoF2 is still one of my top favorite RPGs.
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#4
Played through the game now and despite all the grammar errors, its emotional peaks made me tear up.
Great game overall, but damn it's grindy. Some enemies were really easy while others gave me one hell of a time to beat. The last dungeon was especially annoying, so I used a code to just walk through it.
This lack of training is also why I faced the penultimate boss with Lv.30-33 and his attacks in battle 2 were way too strong, despite the best equipment in the game. I gave myself some EXP and beat him, but the final boss was something else.
Even with really high levels in the 70s-80s he nearly wiped me out and I beat him literally in the last rounds were I wasn't able to heal anymore.
What surprised me the most was how weak Katt was on Lv.99, she gains levels faster than anyone else, but with only 320 HP I'm kinda sure she is the weakest party member.

For the TownShip npcs: I barely used their services:

Baretta: Despite her updating her wares, she's not even selling the best weapons in the game. Guntz and the merchant on the unnamed island have better stuff, last dungeons also has the best weapons in the game.
Hekkeller: His equipment gets useless pretty fast.
Leminton: Same as Hekkeller.
Hanz: Useful for stat maxing, but I didn't use it.
Daiye: Same as Hanz. His AP refreshing fish replenishes the same amount as the AP healing wares from the regular shops (and also temporarily damage your HP).
Barose: Didn't talk to him a single time, since the guide sounds pretty strict with the possiblity of locking myself out of spells. I also didn't know who even learns the spells naturally in the first place. All of this kinda prevented me from trying around.
Carpenter: He cooks 4 herbs and creates Extract for me, which heals all of my HP. This dude can also max out my stats, but that would be too easy.
Eichichi: I used the airship a few times to pursue Patty and get to Gate, but otherwise I didn't make much of it.

Anyway, savefiles are now complete and uploaded to the main post.
For ripping, I think I'll be doing NPCs and some maps first.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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#5
Windia (Exterior) is done, guess I'm going for all town exteriors first.

Also googled why my playthrough for Breath of Fire 1 on GBA years ago was so much easier than BoF2 on SNES, turns out they multiplied EXP / Money for these versions.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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Thanked by: Skyla Doragono
#6
The lower layer in tilemap viewer is kinda confusing, since the map has no real boundaries and doesn't repeat itself.
This goes for other outside maps too and when I was ripping Windia with this method, it was more work than it should have been.
For Coursair, I used screenshots and then recoured the black squares to magenta, at least for the lower layer.
The upper layer on the other hand will get the tilemap viewer treatment, since it's easier to keep everything apart.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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Thanked by: Skyla Doragono
#7
These very small maps are no problem, I just cut them together and erase everything around it.
But since the tilemap viewer shows a very wide portion of the map, it's also prone for showing off a garbled mess in certain sections.
Usually you go around and at the same time, look at the viewer to see if the map is correctly shown and then make a screenshot of it.
Here in BoF2 you go around and the tilemap viewer suddenly distorts the right side of the viewer or the upper / bottom 16 pixels become messy, etc.

It's the way how the map is displayed and how it's internally processed, the bigger the map the bigger the problems.
I think I can work my way through it, but I need more practice, do more rips and so on.
Tengai Makyou Zero was kind of a tame horse, but this game is a stubborn one.

What works for me so far is going top to bottom instead of going from left to right.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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Thanked by: Skyla Doragono, Ton
#8
One of the best strategies to map this game seems to be doing one layer at a time.
Yes, you can go right to the next layer and make a screenshot too, but if you want to assemble it later, you'll get confused.
Reason for this: the lower layer in the tilemap viewer is off by one row of 16x16 tiles and therefore doesn't line up with the upper layer.
You can also overlook garbage tiles if you walk through the map and just look at the upper layer but then switch over to the lower layer (the one missing row in lower layer is occasionally filled with trash from other parts of the map).
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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Thanked by: Skyla Doragono
#9
Closing in to 2000 SNES sheets =)

Anyway, all town exteriors and lone houses are now on the site, except Highfort & Simafort.
Also left out the green recolour for Gate.

Maybe a good opportunity to start on the npc sheet and doing some battle backgrounds.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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Thanked by: Ton, Skyla Doragono
#10
Do you think the enemy sheets need some organizing/reripping?
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#11
Most of them look ok, but some need fixes:

- A.Sludge has its eyes cut off
- Barubary is part background, part sprites and needs separation
- Torubo has a miscoloured platform sprite, probably from the debug menu
- Dir.HR: Bouncer palette is missing (Wildcat restaurant)
- E.Dragon & Ray: P.Dragon palette is missing (Infinity)
- separating sprites for Kuwadora
- Docaden & Meedid: Shupri palette is missing (islands west of Guntz)
- Cyclops sheet looks weird
- separating sprites for Tri.eye
- separating sprites for Stamen

There might be more, but these are the most obvious issues.

BoF2 also has a debug menu, but I don't think everything is there:
https://tcrf.net/Breath_of_Fire_II

Codes:
E7FB-870F
DDFB-876F
36FB-87AF

Reset game to boot it up, OBJ Test brings up the sprites.
ID NO: Selects a sprite
SEQ NO: Selects animation
PAT NO: Cycles through animation

Since the sprites have a crosshair in front of them + being on black background, it's better to have bsnes-rawpalette's Sprite viewer ready (magenta bg, auto-update).
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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Thanked by: Skyla Doragono
#12
I think two animated water bgs are missing.

Row 1-2: Happens sometimes when you or the enemy use 8.0 (earthquake spell)
Row 3: Haven't seen that ingame, but since the treetops are shaking, I assume it's a wind spell /EDIT: It's Nina's Hurricane!
Row 4: Not animated, but has three frames in the tilemap viewer.
Row 5: It's miscoloured within debug mode, but maybe a fire spell works to make it appear ingame (if I can find the mobs where this bg is used).
The hole effect from the Algernon boss fight is also missing.

Static and scrolling battle backgrounds are complete, but I'll submit them all together.

/EDIT 2: https://www.reddit.com/r/breathoffire/co...he_desert/

Dense Forest (like the one near Gate, Spar is needed): Fireball sets battle bg on fire
Sky Tower: Hail freezes, Typhoon / Hurricane causes bubbles
TagWoods: Typhoon / Hurricane shakes its surroundings
Desert: Typhoon / Hurricane causes sandstorm
Mountain / Plains: The spell "8.0" causes cracks in the ground

Note: Needs a critical hit or else the battle bg won't change.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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Thanked by: Skyla Doragono
#13
Battle Backgrounds are done.

Since the forums are going to be archived soon, this will be the last of my ripping projects you will see here (and probably my last post too).

Edit: And while I'm at it, have some Ray & Barubary pixel art by Nada-Kuya:
[Image: HMx2jdj.png]
Posted on Cohost, a social media platform which doesn't exist anymore.
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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Thanked by: Skyla Doragono
#14
Forums are only going away when the new site goes live. Y'all are jumping the gun. XD

Those sprites are amazing though. :o
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#15
When will this happen? I guess the forums will be archived, right?

Anyway, as long as it's here, have some WIP:
SNES Ripping Tutorial with bsnes-rawpalettes & vSNES
https://www.vg-resource.com/thread-43257.html
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Thanked by: Skyla Doragono


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