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Author Topic: Final Fantasy VII NES Project (Completed!)  (Read 290312 times)

Lugia2009

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Re: Final Fantasy VII NES Enemy Graphics
« Reply #180 on: July 18, 2011, 02:35:40 pm »
Here's what I have for you so far regarding the map data:

This is according to the blue highlighted areas in the code data logger.


Map data for the starting area is from 0x080085-0x081c04

There is also some hex right before this starting at 0x07ffd0-0x080084 (I'm not sure what this if for though, it's not highlighted by the code data logger)

Map data for the bridge leading to the mako reactor is from 0x081c05-0x0836a7

map data for inside the reactor is from 0x0836a8-0x085afa

map data for inside the reactor (The room with all the gears) is from 0x085afb-0x08786d

map data for inside the reactor (The room where you fight Guard Scorpion) is from 0x088022-0x089c78
There is also some hex right before this from 0x087fd0-0x088021

Map data for inside the reactor (When it blows up) is from 0x089c79-0x08b329

map data for the 1st train is from 0x08b32a-0x08bcfc

map data for the train station is from 0x08bb22-0x08c321

There is also some data right before this from 0x08bb07-0x08bb0a and from 0x0bb1b-0x08bb1e that is highlighted in blue.

map data for sector 7 slums is from 0x090097-0x091096

There is also some data before this from 0x08ffd0-0x090096 (Some of it is highlighted in blue by the code data logger.


And here is some info for the building insides:

Building inside #1 Contains Barrett, Biggs?, Old man, Tifa, and Shinra Soldier.
Located at 001284d7

Building inside #2 Contains Cloud, Dio, Wedge?, Thief, mage, shinra soldier, Cait sith, Shinra Captain?
Located at 001295d6

Building inside #3 Contains Cloud, and old man
Located at 0012b7d2

Building inside #4 Contains Cloud, Tifa, Aerith, Sephiroth, and Cait Sith
Located at 001303dd

Building inside #5 Contains Cloud, Bard, and Thief.
Located at 001311dc

Building inside #6 Contains Cloud, Cid?, Tifa, Barrett, and Red XIII
Located at 00131cdf

Building inside #7 Contains Cloud and Bard
Located at 001329e4

Set of Characters for building inside contains Cloud, Barrett, Tifa, Biggs, Marlene, Jessie, Biggs, Man, Man 2, and Woman
Located at 001398e5

Building inside #8-10?
Located at 0013a6e9

Set of characters #2 for building inside contains Cloud, Aerith, Barrett, Tifa, Old Man, Man, Viking, mage, Theif, Cloud (As a woman) or woman (With Tifa's body?)
Located at 0013cee6

Building inside #11-13?
Located at 0013ddda

Set of characters #3 for building inside contains Cloud, Barrett, Tifa, Aerith, Aerith (With black hair?), Old Man, Man, Cloud (As a woman) or woman (With Tifa's body?), Bard, theif, and man.
Located at 001410d3

Building inside #14-15?
Located at 00141ddb

Set of characters #4 for building inside contains Cloud, Tifa, Aerith, Cloud (as a woman) or woman (With Tifa's body?), Old man, old man with glasses
Located at 001433de

Building inside #16-17?
Located at 00143fde

Set of characters #5 for building inside contains Cloud, Tifa, Aerith, Barrett, Theif, Man, Bard, Viking, Mage
Located at 001498e5

Building inside #18-20?
Located at 0014a5e9

Set of characters #6 for building inside contains Cloud, Tifa, Aerith, Barrett, Theif, Cloud (as a woman) or woman (With Tifa's body?), and old man
Located at 0014bcec

Building inside #21?
Located at 0014c7ec

Set of characters #7 for building inside contains Cloud, Tifa, Cloud (as a woman) or Woman (With Tifa's body?)
Located at 00150bf1

Building inside #22-23?
Located at 001516ef

Set of characters #8 for building inside contains Cloud, Shinra Captain, Shinra Soldier, Bard, Viking, Mage, Theif, Man
Located at 001533f2

Building inside #24-25?
Located at 00153df2

Set of characters #9 for building inside contains Cloud, Bard, White Mage, Ranger, Man, Viking, mage, theif, man
Located at 00158ff5

Building inside #26-27?
Located at 001599f5

Set of characters #10 for building inside (Gold Saucer?) contains Cloud, Dio, White mage, Ranger, Tifa, Aerith, Cait Sith, Red XIII, Cid, Barrett
Located at 0015b2fc

Building inside #28-29?
Located at 0015c0fc

Set of characters #11 contains Cloud, Cait Sith, Mr. Coates?, Barrett, Tifa, Aerith, Red XIII
Located at 00160805

Set of characters #12 for building inside contains Cloud, Tifa, Aerith, Man, Scarlet?, Bard, Viking, Mage, Theif, Barrett
Located at 00162802

Building inside #30-33?
Located at 00163602

Set of characters #13 contains Cloud, Bugenhagen?, Red XIII, man, Tifa, Theif
Located at 0016500b

Building inside #34-36? (Cosmo Canyon?)
Located at 00167fob

Set of characters #14 for building inside contains Cloud, Tifa, Sephiroth, Man, Man with glasses, Bard, Viking, Mage, Theif
Located at 0016a80a

Building inside #37-40?
Located at 0016b40a

Set of characters #15 for building inside contains Cloud, Cid, Jessie?, Scarlet?, Barrett, Tifa, Bard, Viking, mage, thief, and man
Located at 0016e00b

Building inside #41-43?
Located at 0017000f

Set of characters #16 for building inside (Icicle INN?) contains Cloud, Bard, Man, Girl, Geomancer, Old Man, Viking, Mage, Theif, man, and Map
Located at 0017250c

Building inside #44-46?
Located at 0017340c

Set of characters #17 contains Cloud and Tifa
Located at 00174615

Lifestream?
Located at 00178029

Set of characters #18 contains Cloud, Tifa, Aerith
Located at 00178429


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Chpexo

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Re: Final Fantasy VII NES Enemy Graphics
« Reply #181 on: July 19, 2011, 12:41:57 pm »
Rufus's Welcoming Ceremony

I tried to keep everything original, thus on the second frame on Square 2 it sounds an octave too high when it is actually on the correct octave.

I would change the subject of the fourm (if you can) because this fourm is not about enemy graphics anymore.

EDIT-Have you used PAL emulation? If you have, you'll see some parts of the map are messed up.
« Last Edit: July 20, 2011, 02:53:00 pm by Chpexo »

Lugia2009

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Re: Final Fantasy VII NES Enemy Graphics
« Reply #182 on: July 20, 2011, 04:35:44 pm »
Quote
Rufus's Welcoming Ceremony

I tried to keep everything original, thus on the second frame on Square 2 it sounds an octave too high when it is actually on the correct octave.

It sounds pretty good  :thumbsup:. But I ran into a problem, I used up just about all the free space from 0x01d9e0-0x01fc0f, unless the song is extremely short, I doubt another song will fit. There's a ton of free space from 0x016b23-0x017c0f but for some reason it won't allow any music to be played from there. I would love to fit more songs, but I don't know how to get this area to allow music to be played.

If someone could get that area to play music, then maybe 7-10 more songs will fit. Or 3-4 songs and some final boss music.

Quote
I would change the subject of the fourm (if you can) because this fourm is not about enemy graphics anymore.

I'll see if I can.

Quote
Can someone post the offsets to the music?

Here's what I have for the songs

The numbers on the left refer to the number of the song in hex.

The middle numbers are the hex locations of the song

The numbers under the songs are the song pointers


00-Shinra Attacks
0x01bb8c-0x01bd63
7c bb

01-Prelude
0x01b8ef-0x01b98f
df b8

02-Underneath the rotting pizza
0x01b990-0x01baa8
80 b9

03-FF7 Main Theme (world map)
0x01baa9-0x01bb8b
99 ba

04-Ahead on our Way
0x01bd64-0x01be50
54 bd

05-Those chosen by the planet
0x01be51-0x01bf8c
41 be

06-FF7 Battle Theme
0x01bf8d-0x01c23c
7d bf

07-FF7 Boss Theme
0x01dd24-0x01e21a
14 dd

08-FF7 Victory
0x01c23d-0x01c387
2d c2

09-valley of the fallen star
0x01d9e0-0x01dd23
d0 d9

0a-Mark of the traitor
0x01e8c8-0x01e9f5
b8 e8

0b-FF7 Chocobo theme
0x01c388-0x01c45d
78 c3

0c-Anxious Heart
0x01c45e-0x01c5ae
4e c4

0d-Oppressed People
0x01e21b-0x01e52a
0b e2

0e-Tifa's theme
0x01e6e8-0x01e8c7
d8 e6

0f-Gold Saucer
0x01e52b-0x01e6e7
1b e5

10-Don of the Slums
0x01e9f6-0x01ebc3
e6 e9

11-Judgment Day
0x01ebc4-0x01ee3b
b4 eb

12-Lurking in the darkness
0x01f341-0x01f43a
31 f3

13-Parochial Town
0x01eef7-0x01f09e
e7 ee

14-Aerith's Theme
0x01f09f-0x01f251
8f f0

15-You can hear the cry of the planet
0x01c5af-0x01c682
9f c5

16-Shinra Company
0x01f252-0x01f340
42 f2

17-Trail of blood
0x01f81e-0x01f8c2
0e f8

18-Reunion
0x01f43b-0x01f52f
2b f4

19-burried in the snow
0x01f530-0x01f72c
20 f5

1a-Off the edge of despair
0x01f72d-0x01f81d
1d f7

1b-Great Warrior
0x01f8c3-0x01fa3c
b3 f8

1c-It's hard standing on two feet isn't it?
0x01fa3d-0x01fc0f
2d fa

song pointers are located from 0x01b8b1-0x01b8ea

The area that sets what song is played in what area is located from 0x006156-0x0061fb


July 20, 2011, 04:38:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote
-Have you used PAL emulation? If you have, you'll see some parts of the map are messed up.

I did for just a minute, all I noticed was that the music plays slower. I didn't try it long enough to notice anything else.
How are the maps messed up?
« Last Edit: July 20, 2011, 06:55:05 pm by Lugia2009 »
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Chpexo

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Re: Final Fantasy VII NES Enemy Graphics
« Reply #183 on: July 20, 2011, 05:04:43 pm »
I did for just a minute, all I noticed was that the music plays slower. I didn't try it long enough to notice anything else.
How are the maps messed up?
Programmers for the NES had make the cartridges support TVs in Europe before distributing them since European TVs were different. Europe's TVs are PAL TVs. There is two ways PAL is different from NTSC:

1) The sound is different.

2) The view is bigger meaning you see more of the map.

You use NTSC so you don't see the 8 pixels from the top and the bottom.

EDIT-I just found the cheat code for you to walk through walls. It's at the address BB and change the number to 45.

EDIT2-Have you ever thought of using the Chinese characters as some free space.
« Last Edit: July 20, 2011, 06:04:25 pm by Chpexo »

Lugia2009

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Re: Final Fantasy VII NES Enemy Graphics
« Reply #184 on: July 20, 2011, 06:13:22 pm »
Quote
Have you ever thought of using the Chinese characters as some free space.

I have, but then I thought what if someone wanted this translated back when we're done?

That definitely would add much more space that maybe can be used to add more scenes and dialogue though.
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Chpexo

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Re: Final Fantasy VII NES Enemy Graphics
« Reply #185 on: July 20, 2011, 06:36:29 pm »
I have, but then I thought what if someone wanted this translated back when we're done?

That definitely would add much more space that maybe can be used to add more scenes and dialogue though.

I'll give you a couple of options:

1) Make multiple maps that read one set of tiles to gain space.
2) Delete stuff to gain space.
3) Improve the battle system and other ASMs so it takes up less space but you need an expert programer.
4) Use the Chinese characters as space and not care of the people who want to translate it back.
5) Expand the ROM and not care of keeping it compatible to a real NES game
6) Do nothing (my least favorite option).

Lugia2009

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Re: Final Fantasy VII NES Enemy Graphics
« Reply #186 on: July 20, 2011, 06:47:03 pm »
I'll probably delete the Chinese characters, It seems like halkun is good at the programming stuff and is willing to help.
Maybe s/he will be able to make use of the space and improve the battle system and other ASMs.
I don't think the rom needs to be expanded yet, there's still a ton of free space.
Other than the Chinese characters, I'm not sure what else can be deleted.
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vivify93

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Re: Final Fantasy VII NES Enemy Graphics
« Reply #187 on: July 21, 2011, 02:52:44 am »
I'll see if I can.
You should be able to if you just edit the subject line of the first post of this topic.
[...] right here we have an example of the capacity human beings have for altruistic behavior...

...We call it romhacking.net. ;)

Chpexo

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Re: Final Fantasy VII NES Project
« Reply #188 on: July 21, 2011, 02:17:14 pm »
Mako Reactor Music

BTW, if you want to make your boss song sound like a guitar look at my guitar sample
« Last Edit: July 25, 2011, 01:51:29 pm by Chpexo »

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #189 on: July 21, 2011, 09:33:15 pm »
Quote
BTW, if you want to make your boss song sound like a guitar look at my guitar sample

Okay, thanks :)


Here's some new areas that are finished:


Sector 7 Weapon Shop


Sector 7 Armor Shop


Flashback where Cloud makes his promise
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halkun

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Re: Final Fantasy VII NES Project
« Reply #190 on: July 22, 2011, 03:28:54 am »
I've been out experimenting...

After digging in the code, I have discovered that it just might be easier to recode the mess in a new ROM. The internal engine just too different for a re-balancing. The up side is that I can try and keep the data compatible to that all that needs to be done is an import of the maps. I'm laying out the kernel and the Menu module now, after that comes field, event, and then battle. I have the code to FF1 so I can borrow stuff from that. I'm looking into a good mapper to get things going.

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Re: Final Fantasy VII NES Project
« Reply #191 on: July 22, 2011, 06:11:50 am »
This game needs a rewrite was what I thought at my first look at this game.
Disch published the code to his incomplete FF2 editor Jade,get this to work with your ROM.
Events and NPC talks programming is very different from FF VII and the ending is really crap.
At least now that halkun helps coding,a chocobo race and other minigames could be added.

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Re: Final Fantasy VII NES Project
« Reply #192 on: July 22, 2011, 10:36:58 am »
This game needs a rewrite was what I thought at my first look at this game.
Disch published the code to his incomplete FF2 editor Jade,get this to work with your ROM.
Events and NPC talks programming is very different from FF VII and the ending is really crap.
At least now that halkun helps coding,a chocobo race and other minigames could be added.
Wow that would be awesome!! :D

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #193 on: July 22, 2011, 12:04:14 pm »
Quote
I've been out experimenting...

After digging in the code, I have discovered that it just might be easier to recode the mess in a new ROM. The internal engine just too different for a re-balancing. The up side is that I can try and keep the data compatible to that all that needs to be done is an import of the maps. I'm laying out the kernel and the Menu module now, after that comes field, event, and then battle. I have the code to FF1 so I can borrow stuff from that. I'm looking into a good mapper to get things going

Thanks for all the help :)
Want me to send what I know about the music engine? Or are you going to make a different one?
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Chpexo

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Re: Final Fantasy VII NES Project
« Reply #194 on: July 22, 2011, 04:17:44 pm »
Thanks for all the help :)
Want me to send what I know about the music engine? Or are you going to make a different one?
If we make a new music engine, can we make the sound engine accept DPCM sounds?

Here's the Bombing Mission Music that plays at the beginning and for the scorpion boss.
« Last Edit: July 25, 2011, 01:53:50 pm by Chpexo »

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #195 on: July 22, 2011, 06:25:08 pm »
Quote
If we make a new music engine, can we make the sound engine accept DPCM sounds?

The DPCM channel is for voices right?
That would be cool to have voiced over dialogue during the cutscenes.
Or have the characters say something during battle when they use a limit break or help an ally for example.
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Chpexo

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Re: Final Fantasy VII NES Project
« Reply #196 on: July 22, 2011, 08:38:55 pm »
The DPCM channel is for voices right?
That would be cool to have voiced over dialogue during the cutscenes.
Or have the characters say something during battle when they use a limit break or help an ally for example.
DPCM is basically a low quality WAV sound. Yes, it is commonly known for voices but is used for complex sounds. Some games like Zelda, Battletoads, and Hebereke use it.

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Re: Final Fantasy VII NES Project
« Reply #197 on: July 23, 2011, 03:02:26 am »
I'm working with the NesDev guys to get a good engine template going. My first mission when I get the toolchain set up is to redo the menu. I want to make this (Within reason) pretty on par with the PSX FF7 experience, with materia-slotted weapons and armor and such. I'm  pretty sure I will be cutting some of the more nuanced materia combos that require battle scripting and wait states. But should land about 80% of it.

Keep hacking the current rom though. The idea is to be able to import what you guys did into a better engine.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #198 on: July 23, 2011, 08:45:39 am »
Quote
Keep hacking the current ROM though. The idea is to be able to import what you guys did into a better engine.

Okay, We'll keep working on the maps. Even if the map layouts will change with the new rom, at least we'll have a general idea of what they should look like.

I also have a program that lets me look at the character models of the NPCs and main characters of the PS1 version, so it's easy to make all the characters resemble their PS1 counterparts.

Do you want me to continue making the music for this sound engine, or will the new rom have a different sound engine?






July 23, 2011, 09:35:56 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I also thought about the cut scenes. How about having some still images with dialogue under them for the more important scenes. Like the NES remake of Resident Evil or Mega Man. It'll be easier for this game to have the emotional impact the original had.

Here's some screenshots of the opening for Resident Evil and Mega Man for the NES to give an idea of what I mean.





« Last Edit: July 23, 2011, 09:42:28 am by Lugia2009 »
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Re: Final Fantasy VII NES Project
« Reply #199 on: July 23, 2011, 12:48:31 pm »
I'm having trouble here...

Why devote so much energy to make the game like the original FF7? Y'all are making a brand new ROM for this to duplicate the FF7 experience.

I mean, I rather like FF7 too. I've beaten it two or three times, and played several saves otherwise. I just have trouble understanding the reason behind this.

I'm sorry if this seems like trolling. I'm not. I just am asking what the reason behind this effort is.
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