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Romhacking => Personal Projects => Topic started by: Lugia2009 on April 08, 2011, 12:22:37 pm

Title: Final Fantasy VII NES Project (Completed!)
Post by: Lugia2009 on April 08, 2011, 12:22:37 pm
                                                             (http://img713.imageshack.us/img713/4645/finalfantasyviines05142.png)

Welcome the the Final Fantasy VII NES Project, a project dedicated to giving a complete overhaul to the Shenzhen Nanjing title.
This project aims to:

Fix all graphics to original ones that closely resemble the popular PS1 title.
Redo all of the game's music.
And alter the gameplay to make it a much more enjoyable experience.


Here's the latest patch for the game.
https://dl.dropboxusercontent.com/u/23698591/Final%20Fantasy%20VII%20Advent%20Children%20Ver%201.1.rar
 (https://dl.dropboxusercontent.com/u/23698591/Final%20Fantasy%20VII%20Advent%20Children%20Ver%201.1.rar)

This is a patch over the original Chinese version.


As of now, the game is officially completed!

 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D











Hey, I am getting pretty far along in editing the graphics for the levels and wanted to start preparing some enemy graphics.
Here's my idea for Sephiroth.
(http://i753.photobucket.com/albums/xx179/JCC2000/sephiroth3.png)

I wanted to know what everyone thinks, and if you have any ideas on how to make him look better, let me know.
Also if you have any enemy graphics, let me know and I'll put them in.
Thanks :)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: darkmew5 on April 10, 2011, 11:46:42 am
I think the 2nd one looks better. I think his arm position is weird; you should have it in more of a fighting position.

I did a graphics hack of FFVII myself, but never submitted it.

(http://img84.imageshack.us/img84/7349/ghfy.png) (http://img34.imageshack.us/img34/6249/hjhjpe.png)

If you want data on maps or sprites, let me know.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 10, 2011, 07:57:56 pm
Yeah, I'll alter Sephiroth and try to make his stance look a little better. I was using a picture of him in his stance to use. It's hard trying to get it to look just right.

I really like the title screen you made. :thumbsup:

Could I get your opinion on some of the graphics I changed?

(http://i753.photobucket.com/albums/xx179/JCC2000/Tifasbar.jpg)
Tifa's bar (With pinball machine in the back)
(http://i753.photobucket.com/albums/xx179/JCC2000/makoreactor.jpg)
Beginning area
(http://i753.photobucket.com/albums/xx179/JCC2000/AerithsTown.jpg)
The town where Aerith's house is
(http://i753.photobucket.com/albums/xx179/JCC2000/BattleSprites.jpg)
The new battle sprites and Cait sith's new mugshot
(http://i753.photobucket.com/albums/xx179/JCC2000/goldsaucer.jpg)
Gold saucer

What do you think?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: darkmew5 on April 11, 2011, 06:03:18 pm
First of all, don't use the .Jpeg file type use .png instead, .png makes it more clear.

It seems that you don't know how to edit maps. Finding them are really easy, you just need the right emulator; I use FCEUX.
FCEUX makes finding the value of a block easily. Since most bootlegs store map data with 8x8 blocks, you can find map data. Let me explain.

FCEUX has a Name Table Viewer as one of it's debug features. Hover your mouse over the blocks you want to edit. The value of the blocks will appear in the lower right hand corner of the window. Type the values into the search engine of a hex editor. If there is more than one result keep adding more values.

Also I don't like your Barret sprite a lot, use this one (http://img9.imageshack.us/img9/6752/unledgh.png)
You should also make your graphics match FFVII more. I would advise you to play the game or get pictures to match the original because people are going to be picky. Overall the graphics are pretty good but need to match the original.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Rhys on April 11, 2011, 06:19:16 pm
Maybe it's just because I'm tired but the palletes/graphics on the map tiles make things very difficult to pick out without looking quite hard, especially in the shot of inside the reactor, it just looks like a wall of crosshatching to me o.o I'm assuming it was like this in the original game too, if you're doing an improvement patch it might be something you may be interested in changing.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on April 11, 2011, 10:00:01 pm
First of all, don't use the .Jpeg file type use .png instead, .png makes it more clear.
I agree with this guy, topic creator dude. I'd love to contribute to this, but I can't edit any of your sprites because they're saved in a lossy .JPEG.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 13, 2011, 09:14:59 am
I changed the images to .png, here they are.
(http://img848.imageshack.us/img848/930/town.png)
(http://img576.imageshack.us/img576/8021/sbar.png)
(http://img26.imageshack.us/img26/918/makoreactor.png)
(http://img815.imageshack.us/img815/7354/goldsaucer.png)
(http://img51.imageshack.us/img51/5004/smansion.png)
Here's how the Don's mansion looks now.
(http://img855.imageshack.us/img855/9048/battlesprites.png)

Thanks for telling me how to find the map data using FCEUX. I'll start learning how to change the map layouts. I have played the game before, and I downloaded the pre-renders for the game. I used them to change only the look of the tiles since I do not know how to change the layout of the maps.
Also, I do appreciate the Barret sprite, but I think mine matches his look more accurately. I will probably change his gun arm though.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 13, 2011, 03:47:59 pm
I would recommend using imageshack as your picture hosting site. Your pictures look crappy even though it's in .png format.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Azkadellia on April 13, 2011, 03:51:02 pm
He is using imageshack. It's just that the screenshots are stretched.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 13, 2011, 03:54:28 pm
By viewing the HTML source code, you are correct.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on April 13, 2011, 10:52:33 pm
The edits themselves are very good--are these mockups or actually hacked into the ROM already? Either way they're impressive. I just can't help but feel that having them in their native resolution as well as being in .PNG would give us a crystal clear representation of your work, though. Every artist deserves to be properly represented! ;)

EDIT: One thing I would definitely change is Aerith's battle sprite. It's very good, but the colors are a bit off (NES palette limits, no doubt). I thought she was Yuffie at first glance, until I remembered Yuffie and Vincent were cut out of the NES remake. Maybe move her wand over so you can see her long braid?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 14, 2011, 12:02:31 pm
Quote
The edits themselves are very good--are these mockups or actually hacked into the ROM already? Either way they're impressive. I just can't help but feel that having them in their native resolution as well as being in .PNG would give us a crystal clear representation of your work, though. Every artist deserves to be properly represented! ;)
Thanks :)

They're not mockups. I hacked into the graphics and made the changes.
Right now I've done every area up to Cosmo Canyon, I still have to go back and touch up some areas.
I'll post some pics in full size, is there a way to take snapshots using FCEUX? That's the only emulator that I have save states for.

I'll make the changes to Aerith's sprite. Aerith's battle sprite has been bothering me too. I want to change
her dress colors, but then Cloud, Tifa, Cid, and the  colors on the top part of Cait Sith will change too. It would be
nice to make the bottom part of her use the Red, White, and peach colors that her head uses
rather than the blue, yellow, and peach, then I could at least give her a red dress.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on April 14, 2011, 01:02:20 pm
Thanks :)
It's just the truth! :p

They're not mockups. I hacked into the graphics and made the changes.
Right now I've done every area up to Cosmo Canyon, I still have to go back and touch up some areas.
I went "ooooOOOOHHHH" in real life. These are really astounding hacks!

I'll post some pics in full size, is there a way to take snapshots using FCEUX? That's the only emulator that I have save states for.
Snapshots for FCEUX 2.1.4a for Windows? I just checked, and apparently you need to press F12.

I'll make the changes to Aerith's sprite. Aerith's battle sprite has been bothering me too. I want to change
her dress colors, but then Cloud, Tifa, Cid, and the  colors on the top part of Cait Sith will change too. It would be
nice to make the bottom part of her use the Red, White, and peach colors that her head uses
rather than the blue, yellow, and peach, then I could at least give her a red dress.
...Oooh... Do the palettes not work like they do in FFI, FFII, and FFIII for the NES? From what you told me, it sure sounds like it...
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 14, 2011, 02:54:47 pm
Quote
Snapshots for FCEUX 2.1.4a for Windows? I just checked, and apparently you need to press F12.
Alright, thanks.

Quote
Do the palettes not work like they do in FFI, FFII, and FFIII for the NES? From what you told me, it sure sounds like it...
Yeah, for some sprites like Cid, the top tiles use a different set of colors than the bottom ones. I'm glad though, Cid wouldn't look right with yellow hair and a blue headband.

April 14, 2011, 03:36:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the pics with some new ones
(http://img811.imageshack.us/img811/8205/finalfantasyviienglish1.png)
(http://img819.imageshack.us/img819/543/finalfantasyviienglish9.png)
I changed Cloud's sword
(http://img860.imageshack.us/img860/8205/finalfantasyviienglish1.png)

(http://img163.imageshack.us/img163/1667/finalfantasyviienglish0.png)

(http://img339.imageshack.us/img339/8205/finalfantasyviienglish1.png)

(http://img714.imageshack.us/img714/5840/finalfantasyviienglish2.png)

(http://img69.imageshack.us/img69/901/finalfantasyviienglish3.png)

(http://img38.imageshack.us/img38/4542/finalfantasyviienglish4.png)

(http://img638.imageshack.us/img638/6547/finalfantasyviienglish6.png)

(http://img853.imageshack.us/img853/8647/finalfantasyviienglish7.png)
Junon
(http://img854.imageshack.us/img854/2267/finalfantasyviienglish8.png)
Costa Del Sol
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 14, 2011, 05:39:17 pm
Quote
I'll make the changes to Aerith's sprite. Aerith's battle sprite has been bothering me too. I want to change
her dress colors, but then Cloud, Tifa, Cid, and the  colors on the top part of Cait Sith will change too.
You want to change Aeris's battle color? I'll tell you how to do it:

Change 00 to 03 for all the adresses I give you

$21335
$21337
$21339
$2133D
$2133F
$21341
$2134D
$2134F
$21351
$21355
$21357
$21359
$21363
$21365
$2136B
$2136D

Note: This does not edit the actual palette, this edits which palette the sprite chooses.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 14, 2011, 07:08:58 pm
Quote
You want to change Aeris's battle color? I'll tell you how to do it:

Change 00 to 03 for all the adresses I give you

$21335
$21337
$21339
$2133D
$2133F
$21341
$2134D
$2134F
$21351
$21355
$21357
$21359
$21363
$21365
$2136B
$2136D

Note: This does not edit the actual palette, this edits which palette the sprite chooses.

It worked perfectly, thank you so much ;D. But I had to use 01 instead of 03. 03 is Red Xiii's colors which didn't have peach for skin color.
(http://img263.imageshack.us/img263/8205/finalfantasyviienglish1.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 14, 2011, 07:57:15 pm
If you want to edit more sprites this is how it works(take note that this only works for bootlegs)

__     __
|         |
|         |
tile    palette
data  data

First byte: Tells to flip or not (00 regular, 40 is flipped)
Second byte: Tells what palette to choose from a scale of 0 to 3
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 15, 2011, 08:33:29 am
Alright, thanks :) I'll use this to fix the mugshots too.

April 15, 2011, 04:43:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I forgot to ask, does anyone know where to find the addresses for the mugshots? Thanks

(I think I found a good cameo spot for Yuffie, I'm going to make her the person in the magic shop at Costa Del Sol)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 15, 2011, 05:21:12 pm
Here's some battle sprites (http://img694.imageshack.us/img694/6371/ffsprites.png). For Aeris you have to use Red XIII's palette and change the color white to peat. Then you change the palette and tile data to match my picture.

Edit: If you want to edit the mugshots data, that's included in the map data for each map. The mugshot data is different from regular sprites.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 15, 2011, 08:52:13 pm
Good job on the sprites :thumbsup: I'll put them in.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 15, 2011, 09:37:48 pm
Thanks. Also the edit button is a lot better than reposting.

Edit: Hmm... look at the pattern table for battles(http://img263.imageshack.us/img263/4629/ggggn.png)
The backdrop has repeating graphics. You could get rid of the repeating ones and edit the battle map so it only uses 5. You can use the unused ones for graphics like name and hp like in the original FF (http://img709.imageshack.us/img709/6140/battl2.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 16, 2011, 02:02:14 pm
I was fooling around with the code data logger and the hex editor and found one of the codes for the mugshots.

Here's the location 0x019810 the original code was (00 00 01 01 00 00 01 01 02 02 03 03 02 02 03 03)
I changed it to (00 00 00 00 00 00 00 00 02 02 02 02 02 02 02 02)

When I changed it, Aerith's mugshot and Tifa's mug shots are now colored correctly, but now on Cloud's mug shot, the bottom where it was blue is now brown. I also noticed a change if Rufus' mugshot, but no others so far. And the change seems to effect all of the maps.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 16, 2011, 02:42:23 pm
Rufus must share someones mugshot data or you altered his by accident.
Don't forget to edit the status screen's colors too.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 16, 2011, 04:26:36 pm
I'm going to make save states so I can go back and forth and write down exactly who's mugshot each number in the code affects and which tile it affects.

April 17, 2011, 02:15:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm messing around with it now and it seems that the code sets everyone's mugshot color. And each number sets the color differently for each person.

April 18, 2011, 02:34:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I fixed the colors on everyone's mugshots  ;D

But I can't for the life of me, find the menu mugshots in the hex editor
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 18, 2011, 07:57:42 pm
You know where the status screen mugshots are? They're at $1AA519. Open up tile layer and go to the address I gave you. In the mugshots will be unfitting tiles, that is your mugshot color data. So Barrett's or Cloud's status screen color mugshot data
(that's a mouthful!) is at $1AA629.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on April 18, 2011, 10:42:14 pm
Hey, now that we're getting clearer screenshots, I made some edits of the sprites.

(http://i62.photobucket.com/albums/h109/51793Moeman/forgotthestaff2011.png)

Cloud: Thinned his left leg. Added a right leg. Added another materia slot. Changed his eye a bit. Rounded his left arm.
Tifa: Changed her hair. Changed her arms. Thickened her left leg.
Aerith: I combined the Aerith originally posted with Chpexo's Aerith. Changed her bangs. Recolored her staff, because I'm not sure if you can use white for the entire thing.
Red XIII: Thinned him out a bit. Edited his "brown" color so it looks more like Tifa and Aerith's hair colors.

Everyone else is pretty much perfect--that is, assuming you're using the alternate Barret posted by darkmew5.

EDIT: And it looks like you aren't. I highly recommend using the one he posted, though it looks like it's been removed for some reason.

One more thing--it looks like you can spell Red XIII's name fully. Currently, the "XIII" part is being displayed as a graphic, and it looks to me like it can be rendered in real text.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 19, 2011, 10:07:48 am
Quote
You know where the status screen mugshots are? They're at $1AA519. Open up tile layer and go to the address I gave you. In the mugshots will be unfitting tiles, that is your mugshot color data. So Barrett's or Cloud's status screen color mugshot data
(that's a mouthful!) is at $1AA629.
Thanks, I found the color data in the palette editor at the addresses you gave me and fixed the colors. I tried editing the square of color data in tile layer pro, but couldn't get it just right.

Quote
Hey, now that we're getting clearer screenshots, I made some edits of the sprites.
Cloud: Thinned his left leg. Added a right leg. Added another materia slot. Changed his eye a bit. Rounded his left arm.
Tifa: Changed her hair. Changed her arms. Thickened her left leg.
Aerith: I combined the Aerith originally posted with Chpexo's Aerith. Changed her bangs. Recolored her staff, because I'm not sure if you can use white for the entire thing.
Red XIII: Thinned him out a bit. Edited his "brown" color so it looks more like Tifa and Aerith's hair colors.
Cool, I'll make the changes.

Quote
Everyone else is pretty much perfect--that is, assuming you're using the alternate Barret posted by darkmew5.

EDIT: And it looks like you aren't. I highly recommend using the one he posted, though it looks like it's been removed for some reason.

Okay, I'll add it. But I'll have to change some of it. Barrett has green pants and a vest instead of armor. Also the boots need to be brown. I guess the skin color could be left as is.
I don't know why the picture was removed, but I pretty much remember what it looks like.

April 19, 2011, 01:21:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the revised version of Barrett

(http://img685.imageshack.us/img685/8205/finalfantasyviienglish1.png)

I also made a new mugshot for Cloud, what do you think?

(http://img34.imageshack.us/img34/8205/finalfantasyviienglish1.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: betakiller on April 19, 2011, 01:42:20 pm
Nice work with Guard Scorpion! But I think you should make human-like enemies in super-deformed style, like protagonists. Giant Sephiroth vs tiny Cloud... It isn't realistic.
I imagined how can it be and drew a sprite. It may be something like this.
(http://img41.imageshack.us/img41/6163/sephirothi.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 19, 2011, 01:49:10 pm
The windows could look more original. Look at this picture to get an idea (http://img847.imageshack.us/img847/7926/meepppers.png)

The Aeris' battle sprite that vivify93 gave you cannot be inserted into the game since there are 5 palettes in a 8x8 box. Adjust the staff so it doesn't get into the brown or whites.

I can make a Cloud mugshot for you.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 19, 2011, 01:57:55 pm
Quote
Nice work with Guard Scorpion!
That's not my work, I got it from the "Project: FF7 NES Upgrade" board. I did have to change the tail though to make it fit.

Quote
Nice work with Guard Scorpion! But I think you should make human-like enemies in super-deformed style, like protagonists. Giant Sephiroth vs tiny Cloud... It isn't realistic.
I imagined how can it be and drew a sprite. It may be something like this.

I thought about that too, like when you fight Kefka in FF6, but I wasn't sure how everyone would feel.
I'll try it though and see what everyone thinks.

Quote
The windows could look more original. Look at this picture to get an idea
I'll do that when I'm done with the mugshots and battle sprites.

Quote
I can make a Cloud mugshot for you.
That'd be great, thanks. Cloud's mugshot is the only one left that I need to alter.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on April 19, 2011, 02:57:28 pm
Looking at her now, I'm not sure my Aerith is doable period. I altered the staff and was second-guessing myself about her several times still.

(http://i62.photobucket.com/albums/h109/51793Moeman/aerithissomuchtrouble2011.png)

The first 2/3 of the image is comparing my "hybrid Aerith" to Chpexo's Aerith. I divided her into sections in the last 1/3 of the image. As you can see, she would theoretically take up three horizontal 8x8 tiles, unlike both Chpexo's and the original (?).

The next problem is that of color: up top she uses only two palettes (Brown, peach), then three (Brown, red, peach) in the middle, then a giant four (Brown, red, peach, white) at the end. However, I've also "dissected" Chpexo's Aerith, and she appears to use the same exact colors in the same exact places--horizontally speaking.

If anyone who has more knowledge on this than I do can comment, I would be extremely appreciative.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 19, 2011, 03:49:42 pm
(http://img862.imageshack.us/img862/1851/aeris.png)

White can't be with red. Sorry, it had nothing to do with 5 colors. It's fixed now

EDIT: Here's the Cloud mugshot:(http://img545.imageshack.us/img545/1180/meeper.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 19, 2011, 04:54:54 pm
Thanks for the mugshot and Aerith sprite, I'll do them tomorrow though and quit for today.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on April 19, 2011, 05:22:26 pm
(http://img862.imageshack.us/img862/1851/aeris.png)

White can't be with red. Sorry, it had nothing to do with 5 colors. It's fixed now
Alright, thank you very much. :) That's what I was thinking, actually--either the white couldn't be with red or peach couldn't be with white. I clearly need to study more in this spriting thing...

I'm here if more extremely amateur help is needed. :laugh:
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 19, 2011, 05:28:51 pm
Here's Aeris' mugshot. (http://img189.imageshack.us/img189/33/aerismugshot.png)
Edit:Here's Sephiroth's mugshot. (http://img251.imageshack.us/img251/6988/sephirothmugshot.png)

Also don't make Sephiroth the size of the protagonists.  Enemies for all 2-D Final Fantasys have been bigger than the protagonists, don't change it, fans wouldn't like it.

You should also change Tifa's mugshot color to brown.

Can you give us a beta patch so it would be easier to critique?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 20, 2011, 09:55:17 am
Quote
You should also change Tifa's mugshot color to brown.
I can't, if I change the code, it will change all other mugshots. I would have to set the code to all 0F in order to have a brown mugshot for Tifa, which I'm pretty sure it will scramble Cloud's mugshot and a few others and make other mugshots completely blank.
It's too bad they all share the same code. And the number you set it to affects each mugshot differently.

Here's the mugshots I'm using (except for Cloud, Tifa, and Cait Sith), I got them from the Project FF7 NES Upgrade board.
(http://e.imagehost.org/0433/FF7Mugs.png)
The colors on some of mine look differently though.

Quote
Can you give us a beta patch so it would be easier to critique?

I can do that, I just want to touch up Tifa and Barret's battle sprites first. Which site should I use to post the patch on?
Also, do you want my save states for FCEUX so you can jump around the different areas of the game?

April 20, 2011, 11:04:05 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Some areas like wall market, I'm still working on. And many others, I did not change the colors for the areas yet. Also, some characters may look very odd. Like Hojo who, for whatever reason, shares part of his sprite with Barrett. But I learned how to fix things like that now.

April 20, 2011, 12:04:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I put the Patch on Rapidshare. Here's the link: https://rapidshare.com/files/458368903/Final_Fantasy_VII_Graphics_hack.rar

I also included the save states for FCEUX. There's about 120 save states, so you can go to every area of the game.

Enjoy  :thumbsup:

April 20, 2011, 12:34:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also I forgot to mention, on the save states you may have to leave an area and come back or open and close the menu. I made the some of the save states before I made the graphic changes, so the graphics when you open up a save state may not be what the graphics actually look like.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 20, 2011, 01:08:14 pm
Ok, I'll do my edits and send 'em back to you.
BTW, what translation patch are you using?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: betakiller on April 20, 2011, 02:23:00 pm
Quote
I put the Patch on Rapidshare. Here's the link: https://rapidshare.com/files/458368903/Final_Fantasy_VII_Graphics_hack.rar
Please reupload it on Megaupload. I have a little problem with Rapidshare.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 20, 2011, 02:27:05 pm
Mediafire works the best for me.

@Lugia2009

If you edited out the green for Tifa's mugshot you can make her mugshot brown.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on April 20, 2011, 04:19:23 pm
...Barret's gonna need a new mugshot, definitely. And Marlene needs her eyes edited--right now it looks like one eye is massively larger than the other.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 20, 2011, 04:19:54 pm
Quote
BTW, what translation patch are you using?
I think it's the one Lindblum made.

Quote
Please reupload it on Megaupload. I have a little problem with Rapidshare.
Quote
Mediafire works the best for me.
Okay, I'll put it on both.
Here's the link for Megaupload: http://www.megaupload.com/?d=GTW0UVG2
And here's the link for Mediafire: http://www.mediafire.com/?aadi92mzrnrmzw8

Quote
If you edited out the green for Tifa's mugshot you can make her mugshot brown.
Changing the color for the menu is easy, but for the maps is a little harder.
I guess what I could do is switch out the blue used for character sprites and mugshots for brown on every area where Tifa will be making an appearance.

Quote
Marlene needs her eyes edited--right now it looks like one eye is massively larger than the other.

Okay, that shouldn't be too hard

April 20, 2011, 04:29:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 20, 2011, 05:18:02 pm
Quote
Changing the color for the menu is easy, but for the maps is a little harder.
I guess what I could do is switch out the blue used for character sprites and mugshots for brown on every area where Tifa will be making an appearance.
Don't be cheap! Do it the professional way and change the mugshot code. Also Cait Sith and Cloud shares the blue palette as well.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 20, 2011, 05:53:51 pm
Here's what I found out so far about the mugshot code and how it affects each mugshot.


Mugshot color code found at offset 0x019810 Original code(00 00 01 01 00 00 01 01 02 02 03 03 02 02 03 03)

I will see What each number does and what color number it controls
to do this I will change the entire code to 00, then change it all to 01, and so on...
The color it sets refers to the color sets in the bottom row of the PPU viewer

In the code, the first four numbers alter the top four in the 16 square mugshot.
next four numbers alter the 2nd row of tiles
next four numbers alter the 3rd row of tiles
last four numbers alter the 4th row of tiles


Cloud's mugshot

00 sets first color
01 sets first color
02 sets fourth color
03 sets second color
04 scrambles mugshot
05 scrambles mugshot
06 makes mugshot blank
(I'm going to stop there)

Barret's mugshot

00 sets fourth color
01 sets fourth color
02 sets fourth color
03 sets fourth color
04 sets second color
05 sets fourth color
06 sets fourth color
07 sets second color
08 sets first color
09 sets first color
0A sets first color
0B sets second color
(I'm going to stop there)

Tifa's mugshot

00 sets second color
01 sets second color
02 sets second color
03 sets third color
04 sets first color
05 sets first color
06 sets first color
07 sets second color
08 sets third color
09 sets first color
0A sets fourth color
0B sets third color
0C sets first color
0D sets first color
0E sets first color
0F sets fourth color
(I'm going to stop there)


Aerith's mugshot

00 sets fourth color
01 sets second color
02 sets fourth color
03 sets second color
04 sets third color
05 sets first color
06 makes mugshot blank
07 makes mugshot blank
(I'm going to stop there)

Red XIII

00 sets fourth color
01 sets fourth color
02 same as above
03 same as above
04 makes mugshot blank
05 sets fourth color
06 sets fourth color
(I'm going to stop there)

Cait Sith's mugshot

00 sets second color
01 same as above
02 same as above
03 same as above
04 sets first color
05 same as above
06 same as above
07 same as above
08 same as above
09 makes mugshot blank
(I'm going to stop there)

Cid's mugshot

00 sets second color
01 sets second color
02 sets third color
03 sets fourth color
04 makes mugshot blank
05 same as above
06 same as above
07 same as above
08 same as above
09 scrambles mugshot
0A makes mugshot blank
(I'm going to stop there)

Biggs' mugshot

00 sets third color
01 sets thrid color
02 sets first color
03 sets first color
04 makes mugshot blank
05 makes mugshot blank
(I'm going to stop there)

Jessie's mugshot

00 sets fourth color
01 sets fourth color
02 sets fourth color
03 sets fourth color
04 sets fourth color
05 makes mugshot blank
(I'm going to stop there)

Wedge's mugshot

00 sets fourth color
01 sets fourth color
02 sets fourth color
03 sets fourth color
04 sets fourth color
05 sets fourth color
(I'm going to stop there)

Marlene's mugshot

00 sets fourth color
01 sets fourth color
02 sets fourth color
03 sets fourth color
04 scrambles mugshot
05 scrambles mugshot
(I'm going to stop there)

Sephiroth's mugshot

00 sets second color
01 sets second color
02 sets second color
03 sets fourth color
04 scrambles mugshot
05 scrambles mugshot
06 scrambles mugshot
(I'm going to stop there)

Pres. Shinra's mugshot

00 sets second color
01 sets second color
02 sets third color
03 sets third color
04 sets first color
05 sets first color
06 sets first color
07 sets first color
08 makes mugshot blank
(I'm going to stop there)

Rufus' mugshot

00 sets third color
01 sets fourth color
02 sets second color
03 sets first color
04 sets third color
05 sets second color
06 sets fourth color
07 sets third color
08 makes mugshot blank
(I'm going to stop there)

Heidegger's Mugshot

00 sets first color
01 sets first color
02 sets fourth color
03 sets fourth color
04 sets fourth color
05 sets third color
06 sets first color
07 sets first color
(I'm going to stop there)

palmer's Mugshot

00 sets second color
01 sets second color
02 sets fourth color
03 sets first color
04 makes mugshot blank
(I'm going to stop there)

Hojo's mugshot

00 Sets fourth color
01 sets fourth color
02 sets fourth color
03 sets second color
04 sets first color
05 sets first color
06 makes mugshot blank
07 sets first color
(I'm going to stop there)

reeve's mugshot

00 sets fourth color
01 sets first color
02 sets fourth color
03 sets second color
04
05
06
07 makes mugshot blank
(I'm going to stop there)

Tsung's mugshot

00 sets first color
01 sets first color
02 sets third color
03 sets third color
04
05
06
07
(I'm going to stop there)

reno's mugshot

00 sets first color
01 sets first color
02 sets fourth color
03 sets fourth color
04
05
06

rude's mugshot

00 sets second color
01 sets second color
02 sets fourth color
03 sets fourth color
04
05
06

Elena's mugshot

00 sets fourth color
01 sets fourth color
02 sets fourth color
03 sets third color
04
05
06

Johnny's mugshot

00 sets fourth color
01 sets fourth color
02 sets third color
03 sets second color
04
05
06
0B makes mugshot blank
(I'm going to stop there)

mayor domino's mugshot

00 sets fourth color
01 sets fourth color
02 sets second color
03 sets second color
04
05
06

Hart's mugshot

00 sets third color
01 sets third color
02 sets third color
03 sets first color

Dyne's mugshot

00 sets second color
01 sets second color
02 sets third color
03 sets third color

captain's mugshot

00 sets second color
01 sets second color
02 sets fourth color
03 sets fourth color

Soldier's mugshot

00 sets second color
01 sets second color
02 sets third color
03 sets third color
04 sets fourth color
05 makes mugshot blank

Doorman's mugshot

00 sets first color
01 sets first color
02 sets first color
03 sets first color

Pricsilla's mugshot

00 sets first color
01 sets second color
02 sets first color
03 sets first color

Don's mugshot

00 sets second color
01 sets second color
02 sets fourth color
03 sets fourth color

Elmyra's mugshot

00 sets fourth color
01 sets fourth color
02 sets fourth color
03 sets fourth color

Dio's mugshot

00 sets fourth color
01 sets third color
02 sets fourth color
03 sets third color

Mr. Coates' mugshot

00 sets second color
01 sets second color
02 sets fourth color
03 sets fourth color

Bugenhagen's mugshot

00 sets second color
01 sets second color
02 sets third color
03 sets third color

Intercom's mugshot

00 sets second color
01 sets first color
02 sets second color
03 sets second color


Numbers that can't be used 04 05 06 07 08 09 0A 0B

There may be more

For each area I could rearange the colors and set the colors for each character's sprite  in the hex editor so it would make sense.


Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 20, 2011, 05:57:07 pm
Then you would have to recode the sprite palettes.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 20, 2011, 05:59:03 pm
How do I do that?

April 20, 2011, 06:01:54 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh! wait. Are you talking about the mugshots or the character sprites, If your talking about the character sprites, then I know how to do that.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 20, 2011, 06:02:03 pm
Editing the sprites would be tedious; trust me. They repeat in every map.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 20, 2011, 06:19:10 pm
Quote
Editing the sprites would be tedious; trust me. They repeat in every map.

I have to though, Barret's head shares the same colors as Cloud's head. Palmer/Scarlet shares character sprites with Tifa. And Hojo shares character sprites with Barrett. And the list continues...

So I have to go through and edit them.

April 20, 2011, 06:20:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
It would take a while, but shouldn't be too bad. I already fixed Barret's head in the beginning area.
Love that code/data logger  :thumbsup:
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 20, 2011, 06:37:33 pm
I never really used the Data Logger because of how long it takes.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 20, 2011, 06:46:15 pm
It's saved me so much time. I like how it highlights in the hex editor exactly what data is being used. It makes things much easier than it would be otherwise.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 20, 2011, 06:49:48 pm
Can you tell me how it works.

EDIT: Here's my tweak hope you like it. http://www.mediafire.com/?dtbub2c4de5098a
BTW those Soldiers are actually called MP in the original FFVII.

Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 20, 2011, 08:02:24 pm
Quote
BTW those Soldiers are actually called MP in the original FFVII.
I don't know how to change the name. Lindblum did the translation.

Quote
Can you tell me how it works.
You open up the hex editor and then open up the code/data logger. You go to the area in the game that you need the code for and start the code/data logger, and wait for it to stop, then pause it. Then look through the hex editor for codes that are highlighted in blue or yellow.
Then just make alterations, and move around on the map, or open and close the menu. Then you should see the changes if you altered the right code.

This is how I found the code for the mugshots, and for the map and character sprites for the first area.

I forget what yellow is for, but the codes for the maps and sprites are highlighted in blue.


Quote
EDIT: Here's my tweak hope you like it. http://www.mediafire.com/?dtbub2c4de5098a
Alright, thanks.

I'm going to quit for today though.

April 20, 2011, 09:39:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Before I go to bed, I just had a thought. How about having a cartoonish version of Vincent be the pointer on the battle menu and a cartoonish version of Yuffie as the menu pointer.
I know it's kind of silly, but I want Yuffie and Vincent to be somewhere on the game.

Also, Chpexo, I like what you did to the opening area of the game and thanks for changing the battle menu. Good job  :thumbsup:
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: syntax error on April 21, 2011, 06:04:20 am
Most old RPG games have a fixed per room NPC limit.
You could add some
persons that point  to cut things in the NES demake in a humourous way.
From a game design view point ,it is wise to redirect the Intercom mugshot
to a person that has none,because character designs ans faces express more about the
person than  NES sprites,please change a few to catch the NPCs look in the artwork

Did you touch the music a bit?

Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 21, 2011, 09:28:23 am
Quote
Did you touch the music a bit?

Not yet, I would love to, but I have no experience with music programming and wouldn't know where to begin.

Quote
it is wise to redirect the Intercom mugshot
to a person that has none,because character designs ans faces express more about the
person than  NES sprites

I would like to add mugshots for NPC characters, but I don't know how to. I only know how to edit what's there.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 21, 2011, 11:56:36 am
Also, Chpexo, I like what you did to the opening area of the game and thanks for changing the battle menu. Good job  :thumbsup:

Thanks
I know it's kind of silly, but I want Yuffie and Vincent to be somewhere on the game.
I was also thinking about that. I'll make the mugshots now.

EDIT: Finished Yuffie. (http://img233.imageshack.us/img233/3628/yuffiemugshot.png)

Oh yeah if you want to add a mugshot to NPCs it is included in the script or dialogue.

Here's Vincent (http://img710.imageshack.us/img710/8030/vincentmugshot.png)

Here's Wedge (http://img31.imageshack.us/img31/202/wedgew.png)
I changed him because he looked like that blob from Starwars.

Here's Jessie (http://img847.imageshack.us/img847/9950/jessiel.png)

NPC(http://img13.imageshack.us/img13/6148/npcfk.png)

Oh yeah and don't make Cloud's hair brown.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 21, 2011, 10:09:23 pm
Quote
Oh yeah and don't make Cloud's hair brown.

At the time when I was doing colors for those areas, I didn't know how to make it so that Barret's head uses the same colors as his body, rather than Cloud's head.
So my solution was to make Cloud's hair that dark yellow color so Barrett could be dark skinned.

Don't worry, I know how to actually fix it now so Cloud can keep his blonde hair and Barrett can be dark skinned.

Quote
Here's Wedge
I changed him because he looked like that blob from Starwars.
Lol :laugh:
Yeah, that's true.

Good job on the mugshots.  :thumbsup: I'll put them in. But I don't know how to add graphics (yet), I only know how to edit what's already there. Once I learn how to add graphics, I'll put in Yuffie, Vincent, and the NPC mugshots.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 21, 2011, 10:11:22 pm
For now put the unused mugshots in unused space.

Cait Sith-(http://img233.imageshack.us/img233/8246/caitsithmugshot.png)

Marlene-(http://img88.imageshack.us/img88/7818/marlene.png)

Here's a site with all the FFVII enemy stats http://www.cavesofnarshe.com/ff7/enemies.php?type=bosses
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 22, 2011, 04:40:46 pm
Do you know of any website that has the character models for the NPCs?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on April 22, 2011, 04:51:03 pm
I made a quick edit to Marlene's new mugshot. Her eyes still suffered from the "One's bigger than the other" syndrome so I changed that, and I removed that weird puff thing from the left side of her head. I also made her nose a little taller (One extra pixel! :laugh:)

(http://i62.photobucket.com/albums/h109/51793Moeman/marlenemugshotedit2011.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 22, 2011, 04:52:59 pm
The weird puff is her bow.
Do you know of any website that has the character models for the NPCs?
Not that I know of.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 22, 2011, 10:29:25 pm
Aerith and Tifa's battle sprites are done, all that's left is to make a death sprite for Cid and Cait Sith and the battle sprites will be all done.

(http://img805.imageshack.us/img805/8205/finalfantasyviienglish1.png)
(I kept the eyes slanting down to the left for Tifa. She's more of a fighter, unlike Aerith.)

I added the mugshots you've been posting, thanks again for doing them. I really appreciate the help. :)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 22, 2011, 10:32:30 pm
Make Tifa's lower body brown. Nice job  :thumbsup:
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 22, 2011, 10:35:06 pm
I will, thanks. :)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 22, 2011, 10:40:08 pm
I redid the titlescreen. I got the graphics from darkmew5, here's the patch. http://www.mediafire.com/?qjjzvmb1m0jny2d
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: betakiller on April 23, 2011, 01:35:45 am
Quote
Aerith and Tifa's battle sprites are done, all that's left is to make a death sprite for Cid and Cait Sith and the battle sprites will be all done.
I like the idea of recoloring battleground into blue (Blue looks way better), but what do you think: will it be possible sometime to create different kinds of battleground?

Also, couldn't you make Tifa and Aerith's hair red? Red is closer to brown than dark yellow.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on April 23, 2011, 02:20:23 am
I will again stress that Barret is in desperate need of a new mugshot.

Also, couldn't you make Tifa and Aerith's hair red? Red is closer to brown than dark yellow.
I think the dark yellow is fine, though honestly I'd prefer if we could change the colors palettes somehow...

The weird puff is her bow.
Oh, geez! I'm sorry. :( In light of that information, I've added it back.
(http://i62.photobucket.com/albums/h109/51793Moeman/marleneworigbow2011.png)

I've also made a version that makes it skin-color and brown, but I'm not sure if that's any better...
(http://i62.photobucket.com/albums/h109/51793Moeman/marlenewredonebowlol2011.png)

Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 23, 2011, 08:04:03 am
Quote
I like the idea of recoloring battleground into blue (Blue looks way better), but what do you think: will it be possible sometime to create different kinds of battleground?
I'm sure I could (There's a lot of empty spaces in the game's data), but I don't know how to yet. Besides adding the graphics, I would also have to make something that would call those graphics depending on the area the character is in. I'm still very new to this programming stuff.

Quote
Also, couldn't you make Tifa and Aerith's hair red? Red is closer to brown than dark yellow.

Red doesn't really look right (I did try it), I was thinking of changing it to brown rather than dark yellow. Think it might be too dark against the black background?

Quote
I think the dark yellow is fine, though honestly I'd prefer if we could change the colors palettes somehow...

Change them how?

Quote
I redid the titlescreen. I got the graphics from darkmew5, here's the patch. http://www.mediafire.com/?qjjzvmb1m0jny2d

Thanks, I'll check it out.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 23, 2011, 12:02:11 pm
Gaah, keep the colors the same.

Also Cid's battle sprite could have a change of palette.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: syntax error on April 23, 2011, 02:54:04 pm
You don't really need a battle background.
The battlegrounds in FF I-IX are mostly decorative.The original ROM had a tree row everywhere which doesn't fit into dungeons.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 23, 2011, 03:10:58 pm
You don't really need a battle background.
The battlegrounds in FF I-IX are mostly decorative.The original ROM had a tree row everywhere which doesn't fit into dungeons.
I agree. Some hacker in the future who knows ASMs will fix it; but right now we can't fix it.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 23, 2011, 09:03:52 pm
Amazing job on the title screen Chpexo  :thumbsup: I added it to mine.
Also, what were you thinking for Cid's colors? I could make the changes.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 23, 2011, 09:22:17 pm
Also, what were you thinking for Cid's colors? I could make the changes.
His jacket should be blue and his pants should be brown.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 23, 2011, 09:25:39 pm
Okay, that shouldn't be hard.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 23, 2011, 10:16:53 pm
I will again stress that Barret is in desperate need of a new mugshot.
Here you go.(http://img232.imageshack.us/img232/4180/barretmugshot.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: betakiller on April 24, 2011, 04:03:00 am
Then I'll make my own contribution too.
Cloud's mugshot was almost identical to the original FFVII art, but I think this one looks better. I changed Cloud's nose.
(http://img807.imageshack.us/img807/1180/meeper.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 24, 2011, 07:07:40 am
Which version of Cid does everyone like more?

(http://img684.imageshack.us/img684/8205/finalfantasyviienglish1.png)
Peach boots and belt


(http://img689.imageshack.us/img689/8205/finalfantasyviienglish1.png)
Tan boots and belt
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: betakiller on April 24, 2011, 07:12:10 am
Quote
Which version of Cid does everyone like more?
The lower one, with tan boots and belt.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 24, 2011, 10:11:08 am
Then I'll make my own contribution too.
Cloud's mugshot was almost identical to the original FFVII art, but I think this one looks better. I changed Cloud's nose.
(http://img807.imageshack.us/img807/1180/meeper.png)
The one I made is original.  (http://img545.imageshack.us/img545/1180/meeper.png)  (http://img97.imageshack.us/img97/8815/meepz.png)

No matter how much better it looks than mine, the hack needs to match the playstation Final Fantasy VII graphics.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on April 24, 2011, 10:34:56 am
Thanks for the new Barret mugshot, Chpexo. :) Definitely the tan boots are better for Cid. Also, I like betakiller's nose for Cloud more than the old nose.

I made an edit to Reno's face to make his features more identifiable.
(http://i62.photobucket.com/albums/h109/51793Moeman/renomugshotedit2011.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 24, 2011, 03:25:56 pm
Here's a new patch

http://www.megaupload.com/?d=YGV6K7XF (http://www.megaupload.com/?d=YGV6K7XF)

http://www.mediafire.com/?mrp6l1cu50s096l (http://www.mediafire.com/?mrp6l1cu50s096l)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 24, 2011, 04:14:13 pm
Here's what I found that you could change:

Barret should revert to his old brown palette.
I would use my patch that edits the opening area I gave you.
The Soldiers colors in-battle have weird colors. The helmet glass should be yellow.
Cloud's mugshot is all yellow, the top part should be yellow and the bottom should be blue like the status screen.
Aeris' status screen background is gray and not black for some reason  :o

That's all I found. Good job so far :thumbsup:
Tell me what ideas you accept or decline.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 24, 2011, 05:42:09 pm
I ran into a problem when I was making the changes.

(http://img829.imageshack.us/img829/1551/finalfantasyviienglishg.png)

I copied the data from your version, but I'm not sure why it came out like this.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 24, 2011, 07:06:47 pm
Use this patch http://www.mediafire.com/?c4hbj4n3ugumz9h
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on April 24, 2011, 07:49:26 pm
You guys are doing a very good thing with the graphics. It looks very nice and a lot more like FFVII... Yet I can't help but think that more help is going to need to be enlisted to perfect this.

Now, I know that this isn't the purpose of the topic, but I may as well say it anyway.
- Battles still need rebalancing and speeding up.
- Menus need reorginization.
- The text needs polishing.
- And of course, the music needs to be replaced.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 25, 2011, 08:22:14 am
Quote
Use this patch http://www.mediafire.com/?c4hbj4n3ugumz9h

It worked! Thanks :)

Quote
You guys are doing a very good thing with the graphics. It looks very nice and a lot more like FFVII... Yet I can't help but think that more help is going to need to be enlisted to perfect this.

Now, I know that this isn't the purpose of the topic, but I may as well say it anyway.
- Battles still need rebalancing and speeding up.
- Menus need reorginization.
- The text needs polishing.
- And of course, the music needs to be replaced.

I agree, I would also like to add more NPCs. Have the 2nd Cait Sith show up at the Temple of Ancients. Add more info about what happened in Nebelheim, the game doesn't mention that Cloud was actually one of the guards who went with Zack and Sephiroth. Also, I would like to add more battle sprites. Like when a character takes damage, uses magic, uses an item, step forward and step back when attacking, and when  you win a battle.

But for now this is good, you gotta start somewhere right? Might as well be with changing the graphics.

Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: betakiller on April 25, 2011, 08:52:13 am
You guys are doing a very good thing with the graphics. It looks very nice and a lot more like FFVII... Yet I can't help but think that more help is going to need to be enlisted to perfect this.

Now, I know that this isn't the purpose of the topic, but I may as well say it anyway.
- Battles still need rebalancing and speeding up.
- Menus need reorginization.
- The text needs polishing.
- And of course, the music needs to be replaced.


I agree, I would also like to add more NPCs. Have the 2nd Cait Sith show up at the Temple of Ancients. Add more info about what happened in Nebelheim, the game doesn't mention that Cloud was actually one of the guards who went with Zack and Sephiroth. Also, I would like to add more battle sprites. Like when a character takes damage, uses magic, uses an item, step forward and step back when attacking, and when  you win a battle.

But for now this is good, you gotta start somewhere right? Might as well be with changing the graphics.



Then it can be translated back into Chinese :)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 25, 2011, 01:20:22 pm
For the music I thought about copying and pasting some music from FF3 (Not as a permanent thing, just to make the game's music more bearable). Would it be possible?

If it is, does anyone know where to find the coding for the music.

(I mean, if the game is going to have music from FF2 and FF3 it might as well be the real music and not some cheap knockoff)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: syntax error on April 25, 2011, 03:59:00 pm
Lindblums big archive file has a tool to convert simplified MIDI files into the right format
and this forum has infos how to compose via hex-editor.
You cant really remix FF VII music because the NES has a very simple sound chip.
The battle track is already from FF II but the "boss" track is a shortened FF III song.
The enemies are all from FF III.That shows you that FF III doesn't have a fitting setting to VII, only a few monsters like wolves are VII encounters.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 25, 2011, 04:21:29 pm
Quote
The battle track is already from FF II but the "boss" track is a shortened FF III song

I know, but It should at least sound exactly like the original music, not shortened versions.


Quote
You cant really remix FF VII music because the NES has a very simple sound chip

Yeah, if the music's going to be made it would have to be from scratch. I'm sure it can be done. After the graphics are done, I'll get started learning to compose music. But, if someone with knowledge of music composition would like to jump in and start making FFVII music for this game, it would be greatly appreciated. This music needs all the help it can get.

Quote
Lindblums big archive file has a tool to convert simplified MIDI files into the right format
and this forum has infos how to compose via hex-editor.

Where can I get the archive?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: syntax error on April 25, 2011, 04:48:05 pm
49mb from mediafire
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 25, 2011, 04:49:18 pm
FamiTracker is a good NES music composer.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 25, 2011, 04:59:42 pm
Okay, Thanks :)

April 25, 2011, 08:44:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Do you have the URL for the file?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 25, 2011, 08:47:22 pm
Here http://famitracker.shoodot.net/
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 25, 2011, 09:15:49 pm
I meant for Lindblum's archive, sorry.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: syntax error on April 26, 2011, 08:51:41 am
http://www.mediafire.com/?sharekey=ec6ac6d00741e6faab1eab3e9fa335ca6baaa4c4355ae99c
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 26, 2011, 10:04:05 pm
Found a site that has NES versions of FF7 enemies ;D


(http://img839.imageshack.us/img839/9509/enemiesi.png)

They should be very useful.

It's from the Japanese FF7 remake

April 26, 2011, 10:16:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
It looks like they even have a sprite for every boss in the game including sephiroth, and safer sephiroth!
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: syntax error on April 27, 2011, 05:30:30 am
They will do that part for you.
Did you test the FF1 patches FF++ and FF++ World of Chaos?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 27, 2011, 12:40:09 pm
Quote
They will do that part for you.
Did you test the FF1 patches FF++ and FF++ World of Chaos?

No, why?

April 27, 2011, 03:53:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
(http://img716.imageshack.us/img716/1551/finalfantasyviienglishg.png)

Dyne's new enemy sprite
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 27, 2011, 04:07:14 pm
I wouldn't go around stealing peoples' work. I would advise you to ask the people and give credit to them. The problem is that you'll need someone to ask who knows Japanese.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 27, 2011, 05:29:14 pm
I was going to give credit on the title screen and the readme file that gets posted with the patch.

I don't know anyone who knows japanese.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: BRPXQZME on April 27, 2011, 05:44:01 pm
You couldn’t contact most of those people if you wanted to, since the contributions were largely anonymous.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 28, 2011, 07:59:16 am
Then would it be okay to use the graphics as long as I state where they came from?

April 28, 2011, 10:38:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So what should I do?

April 30, 2011, 10:25:35 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I went back to working on the maps, I'm up to Nibelheim. I started to learn how to set how passable a tile is and what graphic it uses, now I just need to figure out how to edit the colors it uses. I got rid of the wall in the middle of the town and that brick thing in the bottom right.

(http://img8.imageshack.us/img8/1551/finalfantasyviienglishg.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on April 30, 2011, 10:59:28 am
The colors are right after the map's data.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on April 30, 2011, 12:22:31 pm
Okay, I'll start looking. I'm trying to make parts of the map that have similar looking graphics all share the same code, that way I'll have some extra tiles that I can use to maybe place that water tower thing that's in the center of the town. Or I could also change the look of the Shinra mansion. Right now I have 18 extra tiles.

May 04, 2011, 11:49:01 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Thanks again Chpexo for telling me where the color coding is located. I changed around part of Nebelheim, not all yet. Think it looks okay?

(http://img863.imageshack.us/img863/1551/finalfantasyviienglishg.png)
(Up by the Shinra mansion)

The buildings with gray doors don't go anywhere, they're just decorations.

Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on May 04, 2011, 07:57:41 pm
It's pretty good.

Here's what you should change:

Make the roofs all orange and not partially gray.
Make the fence take up 32x32 blocks and make it gray.
Make the ground green or what it was in the original.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 06, 2011, 05:37:55 pm
How's this?

(http://img508.imageshack.us/img508/1551/finalfantasyviienglishg.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on May 06, 2011, 06:51:26 pm
A lot better.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 08, 2011, 05:13:53 pm
Here's a full picture of how Nibelheim looks now.

(http://img171.imageshack.us/img171/4058/nibelheim.png)

May 10, 2011, 05:44:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Half of the Train station is done.

(http://img59.imageshack.us/img59/1551/finalfantasyviienglishg.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on May 10, 2011, 06:09:39 pm
(http://img59.imageshack.us/img59/1551/finalfantasyviienglishg.png)(http://www.glitterberri.com/content/ff_series/ffvii/prerenders/MDS7ST3a.png)

You have the basic details down. So far, great job.

I would make the cobblestone at the bottom have the red palette. Also I would make the red palette darker. The steps could be wider and not as long. The raised platform could be lowered and the light poles and other miscellaneous objects should be added.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 11, 2011, 06:41:24 pm
How's this?

(http://img546.imageshack.us/img546/1551/finalfantasyviienglishg.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on May 11, 2011, 08:28:21 pm
I was thinking this:

(http://img28.imageshack.us/img28/7942/unledufu.png)
I also made the fence brown.

Also you added too many of those light poles (or whatever you call them)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 11, 2011, 08:47:06 pm
All done

Thanks for the suggestions.  :)

(http://img855.imageshack.us/img855/1551/finalfantasyviienglishg.png)

May 12, 2011, 04:04:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a full picture of the train station.

(http://img842.imageshack.us/img842/2676/trainstationj.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on May 12, 2011, 04:17:32 pm
I would personally make the screen a square instead of a rectangle.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 12, 2011, 04:32:37 pm
The whole train station area is only 2 screens big.
I don't know how to add more screens.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on May 12, 2011, 04:36:56 pm
No, I mean decrease the screen number.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 12, 2011, 04:41:18 pm
I would if I knew how. Could you tell me how to do it?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on May 13, 2011, 08:25:46 pm
I would if I knew how. Could you tell me how to do it?
It's before the map data.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 14, 2011, 10:01:44 am
Okay, I'll mess around with it and see what I can do.

May 17, 2011, 08:24:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I didn't figure it out yet, though I did manage to get the game to teleport me back to the title screen when I enter the train station.

I worked on the town with Tifa's bar

(http://img12.imageshack.us/img12/4210/sector7slums.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on May 18, 2011, 05:10:31 pm
It's good, the things you might want to change are:

Get rid of the green grass
The left border should be rock
Some object that repeat (like that sign on the raised platform is only at the entrance, or the stone column that shoots lights)
Get rid of those boulders

I would compare your pictures with the original FFVII layout to help you.

The pictures are below

Spoiler:
(http://img12.imageshack.us/img12/4210/sector7slums.png)(http://www.glitterberri.com/content/ff_series/ffvii/prerenders/MDS7a.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 20, 2011, 03:07:50 pm
How's this?

(http://img405.imageshack.us/img405/9334/sector7slums2.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on May 20, 2011, 03:52:37 pm
Very nice.

I just don't like...
those barrels/cylinders; it makes me think I'm playing Pokemon. I would remove them or make them trash
There is black background behind the pillars
You know those green lights, I would make those pillars have green coming on the top (not the bottom) instead of white. Use an extra palette set if you have one.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 20, 2011, 06:20:51 pm
Like this?

(http://img710.imageshack.us/img710/9334/sector7slums2.png)

I noticed some rock behind the 4 story building and added some, now it's easier to see where to go to get to the train station.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Vanya on May 25, 2011, 06:05:21 pm
Nice to see this getting done. ^__^
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 26, 2011, 01:08:47 pm
Thanks :)

Here's some more areas I worked on

(http://img685.imageshack.us/img685/1551/finalfantasyviienglishg.png)
Church

(http://img39.imageshack.us/img39/1551/finalfantasyviienglishg.png)
Train

(http://img847.imageshack.us/img847/700/outsideofthechurch.png)
Outside of Church


Also, I was wondering. How hard would it be to add more battle sprites for each of the characters?
I know the characters rock back and forth when taking a physical hit. Would I be able to add a sprite to accompany that, and also replace the sprite used for magic and items with a new one?

May 26, 2011, 01:58:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I found the data that selects what sprite is used for each action in battle for all characters at 0x021493, 0x021494, and 0x021495.
It's a set of three numbers, the first is for the battle stance, second one is for attack, and third one is for the death sprites.
00: battle stance sprite
18: attack sprite
30: death sprite
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on May 26, 2011, 04:16:42 pm
For the train, I was thinking more like this

(http://img96.imageshack.us/img96/1042/unledeee.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 26, 2011, 09:01:50 pm
That's really good  :thumbsup:
But the movement of the characters during the events would interfere with the layout of the map.
Unfortunately, I don't know how to alter how the characters move during scenes in the game yet.

For now I can alter it to look like yours except the way the seats are lined up.
Thanks :)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Dr. Mario on May 27, 2011, 03:31:07 am
Hey! So I know I've pretty much been gone forever, but you know, life and all that garbage got in the way, so I don't really have much time for rom hacking anymore (sad face), but I had a couple of days free, so I decided to come out of hiding briefly to give you guys something in support of this project. Now I know this thing is way too huge to actually fit in the game, and you'll have to figure out how to resize enemy battle sprites, but I figured I would give it to you guys to play around with if you'd like.
(http://i55.tinypic.com/15n58xf.png)
(http://i54.tinypic.com/153u135.png)

And (hopefully) here's a link to download the sprite in .nes format.
https://sites.google.com/site/amars464/uploader/Safer.nes?attredirects=0&d=1 (https://sites.google.com/site/amars464/uploader/Safer.nes?attredirects=0&d=1)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 27, 2011, 08:00:17 am
Wow! Awesome job, I'll put him in.
It shouldn't be to hard to re-size him.
 Thanks :thumbsup:
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Dr. Mario on May 27, 2011, 01:40:06 pm
Thanks, I hope you can get some use out of it. If you can get your hands on a copy of the PC port of Final Fantasy VII, there's a nice program called Leviathan that can open up a file that contains all of the battle models for the game and view them, so it's really nice for taking side view reference pictures.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 27, 2011, 09:55:22 pm
Quote
If you can get your hands on a copy of the PC port of Final Fantasy VII, there's a nice program called Leviathan that can open up a file that contains all of the battle models for the game and view them, so it's really nice for taking side view reference pictures.

Unfortunately I don't have the PC version, only the PSX version. But there is a wiki site with all of the enemies pictured.




Here's how he looks now. Thanks again :)

(http://img683.imageshack.us/img683/1551/finalfantasyviienglishg.png)

I only needed to take off the bottom row of tiles.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Dr. Mario on May 28, 2011, 10:32:23 pm
I had a couple of hours of free time on my hands today, so um. You want?
(http://i54.tinypic.com/3589yrb.png)

https://sites.google.com/site/amars464/uploader/Bizarro.nes?attredirects=0&d=1 (https://sites.google.com/site/amars464/uploader/Bizarro.nes?attredirects=0&d=1)

Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on May 28, 2011, 10:43:29 pm
I had a couple of hours of free time on my hands today, so um. You want?
(http://i54.tinypic.com/3589yrb.png)

https://sites.google.com/site/amars464/uploader/Bizarro.nes?attredirects=0&d=1 (https://sites.google.com/site/amars464/uploader/Bizarro.nes?attredirects=0&d=1)
It's preet good. It's just that it has to have some color, instead of being monochrome.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Dr. Mario on May 28, 2011, 10:46:36 pm
Well yeah, I figured he could do that if he wanted to use it.

Or i could not be lazy.
(http://i54.tinypic.com/e7gcux.png)

The second one that uses the reverse color scheme is more accurate to the original game but I don't like it as much.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on May 29, 2011, 11:15:47 am
Quote

The second one that uses the reverse color scheme is more accurate to the original game but I don't like it as much.

I agree, I like the first one better too. Thanks for the help, I'll put it in :thumbsup:

May 31, 2011, 02:30:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I had to re-size him a little, here's how he looks now. Thanks again :)

(http://img585.imageshack.us/img585/1551/finalfantasyviienglishg.png)

June 03, 2011, 09:30:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's another area done.

(http://img90.imageshack.us/img90/2328/outsideofchurch.png)
(The area after the church and the area outside of Aerith's town.)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 05, 2011, 10:59:23 pm
Started working on the town with Aerith's house

(http://img585.imageshack.us/img585/3470/finalfantasyviienglishgj.png)



Also, I was wondering, does anyone with some music experience want to make music for this game?

June 06, 2011, 01:52:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I learned how to insert new music and how to make a pointer to it!  ;D YAY!

Now if there is any music that needs to be inserted, I know how to do it!

June 06, 2011, 08:16:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
This game now has 3 new songs:

Chocobo Theme

Those Chosen by the planet

Ahead on our way
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on June 06, 2011, 08:29:44 pm
Are the songs listenable in the maps or are they just in the ROM?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 06, 2011, 11:31:19 pm
They are listenable, they have their own pointer and song number. All I have to do now is put them somewhere.
I'm putting the chocobo theme at the chocobo farm and forest.
I was thinking of putting Those chosen by the planet in the shinra mansion and the last area of the game.
I'm not sure where to put Ahead on our way.

Nice job on the songs Lindblum.

June 07, 2011, 08:28:20 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I just changed it so "Chocobo Theme" plays when you enter the Chocobo Farm and the Chocobo Ranch.
Also, now "Those Chosen by the Planet" plays when you enter the Shinra Mansion.

June 07, 2011, 08:37:07 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the new patch: http://www.mediafire.com/?n62npts602lkht3 (http://www.mediafire.com/?n62npts602lkht3)
Let me know if you need any save states.

June 07, 2011, 10:59:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I forgot to mention, if you want to hear "Ahead on our way", go to 0x006156 in the rom data in the hex editor and change 05 to 09, then go out onto the world map.
It looks like there are 22 music pointers in total, counting the 3 that I changed, that can each lead to a different song.

June 07, 2011, 11:57:28 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I found the pointer to the mugshots and what determines the colors for them, I was able to fix Cloud's mugshot, and it looks like I will be able to fix all mugshots. Since I found the pointers, I may be able to figure out how to add even more mugshots :)

June 07, 2011, 02:57:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The colors on all mugshots are 100% fixed. Tifa has brown hair too.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on June 07, 2011, 05:58:48 pm
Your music sounds good; keep them coming. Some of your mugshots have reverted to their old graphics and as well as some other things; why?
Speaking of mugshots, I made a mugshot of Prescilla (http://img848.imageshack.us/img848/7035/fghfghfgh.png).
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 07, 2011, 06:23:04 pm
Quote
Your music sounds good; keep them coming.
I didn't make it, Lindblum did. I wish I knew how to though.

Quote
Some of your mugshots have reverted to their old graphics and as well as some other things; why?
I didn't take the mugshots out, I just put them at the end of the mugshot data. They are good, but I just wanted to work on them some so the style and detail on all mugshots look similar.


Quote
Speaking of mugshots, I made a mugshot of Prescilla
Thanks, I'll put it in. :)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: syntax error on June 08, 2011, 02:57:18 pm
Ahead on our way is a song fitting to a walk through the nature.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 08, 2011, 03:47:44 pm
You mean like on the world map?

June 09, 2011, 10:19:42 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Last night I looked over all of the notes that were written for the music in this game. Today, I'm going to try and see if I can make some music.

June 09, 2011, 10:13:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I did it!, I made the game play Mary Had a Little Lamb!
...Not much else though.

June 10, 2011, 06:54:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I made my first song for this game! It's "Anxious Heart". Just go out onto the world map to hear it and let me know what everybody thinks of it.

Here's the patch: http://www.mediafire.com/?urhqd1w9xw864z9 (http://www.mediafire.com/?urhqd1w9xw864z9)

Also this game has new battle and intro music. I didn't make it, Tummai did.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on June 10, 2011, 08:57:45 pm
I'm making the music for the Slums right now (Rotting pizza). So you don't have to worry about making it.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 10, 2011, 09:45:44 pm
Cool, thanks for the help. :)
I'm going to start working on the boss music tomorrow.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on June 11, 2011, 01:20:44 pm
The Rotting Pizza music is finished; here is the link: http://www.mediafire.com/?c204ttg3xpb5j7f

I trimmed the song since it was long and by the fact the ending uses multiple notes at the same time that would be ruined by transferring it onto the NES.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 12, 2011, 10:44:53 am
Great job on the song :thumbsup:
Thanks again.
I added it in. Also, I found an error in the song I made and fixed it.

Here's the patch with save states so you can listen to them.
http://www.mediafire.com/?rb5898a8vdwjmpp (http://www.mediafire.com/?rb5898a8vdwjmpp)

Think they sound okay?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on June 12, 2011, 12:22:55 pm
The Rotting Pizza music sounds different than I thought it would sound...

Also since you added new music, the maps have been screwed up and most of my save states don't work
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 12, 2011, 03:28:19 pm
Quote
The Rotting Pizza music sounds different than I thought it would sound...
Yeah, I know. Still, it doesn't sound so bad. It's just too bad it can't sound exactly the same.

Quote
Also since you added new music, the maps have been screwed up and most of my save states don't work
Sorry, I forgot to mention that. Let me know if you want some new save states.

June 12, 2011, 06:33:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I finished working on square 1 and 2 of "Still more fighting" and...it sounds pretty bad (Maybe an octave too high?)
And on top of that, it is VERY long. This is just square 1 (Not counting the first 14 bytes of a song, and the opcode and operand bytes). I could fit about 2 whole songs in this amount of space.


03 4D C9 C9 C9 C9 48 4B 4C 4D 0E C9 01 4B 4C 4D 53
53 52 50 50 50 06 C9 C9 03 4B 4E 4F 50 0E C9 01 54
58 5A 5E 62 67 06 6C 6C 6C 02 6E 6E 6E 06 6C 6C 6C
02 6E 6E 6E 06 6F 6F 6F 02 71 71 71 06 6F 6F 6F 02 74
74 74 71 01 6C 68 6C 71 70 67 70 73 70 6C 74 74 6F 6C
6F 74 73 6F 73 76 73 6F 03 71 71 71 6F 6D 6D 6C 6C 6C
06 C9 03 C9 01 71 71 6C 68 6C 71 70 5B 70 73 70 6C 74
74 6F 6C 6F 74 73 6F 73 76 73 6F 03 71 71 71 6F 6D 6D
6C 6C 6C 09 C9 C9 03 C9 01 65 67 68 6A 68 66 68 6A 6C
6E 6C 6A 6C 6A 68 6A 68 67 65 64 67 6A 65 67 68 6A 68
67 68 6A 6C 6E 6C 6A 6C 68 65 63 67 6A 68 65 64 03 65
01 65 67 68 6A 68 67 68 6A 6C 6E 6C 6A 6C 6A 68 6A 68
67 68 67 65 64 67 6A 65 67 68 6A 68 67 68 6A 6C 6E 6C
6A 6C 68 65 63 67 6A 68 65 64 03 68 06 6F 03 6F 6F 0C
74 03 73 73 74 76 0C 78 03 6C 6C 6D 6F 0C 71 03 78 78
79 7B 0C 79 01 71 C9 71 6F 6F 6F 71 C9 71 73 73 73 71
C9 71 71 C9 71 73 C9 73 71 71 71 71 C9 6A 06 71 01 6F
6F 6F 0C 71 01 6C C9 6C 6A 6A 6A 6C C9 6C 6D 6C C9 6C
6C C9 6C 6D C9 6D 6C 6C 6C 6C C9 6A 06 6C 01 6A 6A 6A
0C 6C 01 71 C9 71 6F 6F 6F 71 C9 71 73 73 73 71 C9 71 71
C9 71 73 C9 73 71 71 71 71 C9 6A 06 71 01 6F 6F 6F 0C 71
01 6C C9 6C 6A 6A 6A 6C C9 6C 6D 6D 6D 6C C9 6C 6C C9 6C
6D C9 6D 6C 6C 6C 6C C9 6A 06 6C 01 6A 0C 6C 01 71 C9 71
6F 6F 6F 71 C9 71 73 73 73 71 C9 71 71 C9 71 73 C9 73 71 71
71 71 C9 6A 06 6A 01 6A 6A 6A 0C 6D 01 6C C9 6C 6A 6A 6A 6C
C9 6C 6D 6D 6D 6C C9 6C 6C C9 6C 6D C9 6D 6C 6C 6C 57 5C
60 63 68 6C 6E 6A 65 62 5E 59 57 5E 63 5B 6A 6F 70 6C 67 64
60 5B 06 6C C9 D0

Do you think maybe I should look for some battle music from one of the FF7 spin offs?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on June 12, 2011, 06:40:11 pm
I would refer to this YouTube video http://www.youtube.com/watch?v=B61f1qcybKo
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 on June 13, 2011, 03:27:14 am
Wow, you guys are really making this playable! Great work guys.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: BRPXQZME on June 13, 2011, 03:32:19 am
I never finished this, but if this helps... http://members.cox.net/brpxqzme/FF7-bat.ftm
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 13, 2011, 01:32:05 pm
Quote
I would refer to this YouTube video http://www.youtube.com/watch?v=B61f1qcybKo
Alright, thanks :)

Quote
Wow, you guys are really making this playable! Great work guys.
Thanks. :)

Quote
I never finished this, but if this helps... http://members.cox.net/brpxqzme/FF7-bat.ftm
I'll check it out, thanks. :)

"Valley of the Fallen Star" (Red XIII's theme) is done. Here's the patch with a save state. Go onto the world map to hear it.

http://www.mediafire.com/?6gucdz7l8p9zbhz (http://www.mediafire.com/?6gucdz7l8p9zbhz)

Everyone think it sounds alright?

June 13, 2011, 02:14:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I noticed a mistake on the triangle channel and raised it an octave. The triangle channel should be much more noticeable.

Here's the new patch.

http://www.mediafire.com/?78zc2x8c5zo4ime (http://www.mediafire.com/?78zc2x8c5zo4ime)

June 13, 2011, 04:30:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's FF7 Main Theme (World Map)

FF 00 0E 00 01 52 00 02 8F 00 03 C8 00 FF CC 1A C7 FF C4 2E CD 04 01 DB 07 00 1E 78 D8 00 DE 06 CD 03 01 D8 00 02 63 01 65 67 02 6E 08 6C 01 69 C9 02 68 01 69 C9 04 68 02 67 01 68 69 02 73 0A 6D 02 6A 01 6A C9 08 6A 02 63 01 64 67 02 6F 0C 6A D0 CC 1A C7 FF C4 09 CD 04 01 DB 07 00 1E 78 D8 00 DE 06 CD 03 01 D8 00 0C 5E 02 61 01 60 C9 02 61 01 60 C9 10 61 02 65 01 67 C9 02 65 01 67 C9 08 65 02 5B 5B 5C 5B 5E 01 5C 5B 06 59 D0 CC 1A C7 FF C4 09 CD 03 00 DB 07 00 1E 78 D8 00 DE 06 CD 03 01 D8 00 0C 57 02 55 01 51 C9 02 55 01 51 C9 10 55 02 52 01 4F C9 02 52 01 4F C9 08 52 02 52 50 55 52 0A 52 D0 CC 2E C7 FF C4 00 CD 03 00 DB 07 00 1E 78 D8 00 DE 06 CD 03 01 D8 00 40 C9 C9 D0

To save time of patching the game again, just copy and paste it at 0x01e170 over top of Red XIII's theme, then go out onto the world map to hear it.

June 14, 2011, 07:35:19 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I have an idea of where to put Vincent, how about putting in the corner of the Shinra Mansion a closed off area with some caskets. And one open casket with Vincent in it.

June 15, 2011, 10:44:23 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's some new Victory Fanfare music.

FF000E00016C0002CA00032E01FFCCAA
C7FFC46ECD0300DB07001E78D800DE06
CD0301D800016A6A6A036A6668016AC9
68096A03656365016303680168036701
68036701670365636201630C60036563
65016303680168036701680367016703
65636201630C6ACE993300D0CCAAC7FF
C46ECD0300DB07001E78D800DE06CD03
01D80001656565036563630165C96509
65036260620160036301630363016303
6301630362605E01600C5C0362606201
60036301630363016303630163036260
5E01600C61CE999100D0CCCAC7FFC46E
CD0300DB07001E78D800DE06CD0301D8
000163636303616363015EC95E095E025E
016A015E016A025E016A015E045C016802
5E016A0160016C025C0168015E016A025E
016A015E016A025E04590165025B0167
025C01680260CE99EF00D0CCBAC7FFC4
00CD0300DB07001E78D800DE06CD0301
D80040C9C9C9C9D0

It's about half the size of the original Victory Fanfare.

Just copy and paste it at 0x01c470 to hear it when you win a battle.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: KingMike on June 16, 2011, 12:19:03 pm
I am curious why NC didn't modify the last post himself, or use the Report to Moderator button? :P

And Lugia, you really should make a patch and upload it to a website. If you don't have your own, possibly consider one of those on the file submissions (http://www.romhacking.net/?&page=help&action=additionalhelp) page.
I don't think there's many who'd be willing to manually type such a long hex sequence into a hex editor (both due to length, and it's also error-prone). :)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 16, 2011, 12:37:24 pm
Quote
And Lugia, you really should make a patch and upload it to a website. If you don't have your own, possibly consider one of those on the file submissions page.
I don't think there's many who'd be willing to manually type such a long hex sequence into a hex editor (both due to length, and it's also error-prone). :)

Okay, no problem, I can upload a new patch. :)

Also, the town with Aerith's house is done.
(http://img233.imageshack.us/img233/8086/slums.png)

Here's the new patch

http://www.mediafire.com/?4odtma0rdrsrtja (http://www.mediafire.com/?4odtma0rdrsrtja)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Vanya on June 16, 2011, 01:17:28 pm
Very nice work!!
One of these days I'l end up turning this whole thing into a Game Maker game just for fun and to add more stuff to it.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Nightcrawler on June 16, 2011, 01:34:11 pm
I am curious why NC didn't modify the last post himself, or use the Report to Moderator button? :P

So am I.  :huh: I could have sworn I clicked 'modify', but apparently I clicked 'quote' and was sleeping with my eyes open and didn't notice what I was doing. Or... perhaps I was possessed by the devil!  >:D
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Nerd42 on June 16, 2011, 02:07:00 pm
Can somebody make a list of all the FF7 NES patches that one needs to apply to get the best, easiest, most Englishified, best looking FF7 NES game possible and where to download them? I haven't checked up on this in a while. Apparently I now have 11 pages of this thread and who knows how many others to dig through to find out what the heck's going on. Maybe I should start a Final Famiclone 7 blog or something

BTW I have never played this game up to the point where Aerith gets killed but I'm assuming it follows the original games right? Would it be possible to make a patch which brings her back to life as a playable character?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 16, 2011, 03:07:34 pm
Quote
Can somebody make a list of all the FF7 NES patches that one needs to apply to get the best, easiest, most Englishified, best looking FF7 NES game possible and where to download them? I haven't checked up on this in a while. Apparently I now have 11 pages of this thread and who knows how many others to dig through to find out what the heck's going on. Maybe I should start a Final Famiclone 7 blog or something

Just apply the latest patch to Lindblum's translated rom.
Here's the link: http://www.mediafire.com/?4odtma0rdrsrtja (http://www.mediafire.com/?4odtma0rdrsrtja)



Quote
BTW I have never played this game up to the point where Aerith gets killed but I'm assuming it follows the original games right?

It does to a point. There's never any mention of the fact that Cloud was one of the Shinra Soldiers who arrived at Nibelheim. There's also never any mention of what happened when they went to inspect the mako reactor. Also, the weapon creatures are removed.

The Chinese company did an amazing job making this game from scratch, it's just too bad they didn't put a little more effort in the story, graphics, and music.

Quote
Would it be possible to make a patch which brings her back to life as a playable character?

I would like to make something like that or at least have another Cait Sith come along. It would also be nice to add some more scenes in the game, but that's way way beyond what I'm able to do. Hopefully when all the graphics and music is done, someone will come along to fix the gameplay and story, and add more scenes and locations.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Nerd42 on June 16, 2011, 08:26:48 pm
what about the speed patch? And is the translation patch you're referring to called FF7NES-CH2EN-99%.ips or is it something else? Was there ever a 100% translation?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Garoth Moulinoski on June 16, 2011, 09:06:50 pm
I am curious why NC didn't modify the last post himself, or use the Report to Moderator button? :P

So am I.  :huh: I could have sworn I clicked 'modify', but apparently I clicked 'quote' and was sleeping with my eyes open and didn't notice what I was doing. Or... perhaps I was possessed by the devil!  >:D

Stuff like that happens to me often. :P I mean, not being possessed by devils or anything- Just the sleeping with my eyes open thing. I don't think I've gotten possessed... Or maybe I have? I really don't know.

Quote
Would it be possible to make a patch which brings her back to life as a playable character?

I would like to make something like that or at least have another Cait Sith come along. It would also be nice to add some more scenes in the game, but that's way way beyond what I'm able to do. Hopefully when all the graphics and music is done, someone will come along to fix the gameplay and story, and add more scenes and locations.

As a separate patch, aside from the main you're doing, this would be pretty cool... But I know I'd get a bit irked if I realized I could revive Aerith. Not that I'd care; she'd probably just end up being a bench warmer, like always... But yeah. :P But then again, just my two cents. :P (I really only wanted to comment on what NC said but that didn't feel too nice...)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Nerd42 on June 16, 2011, 09:19:48 pm
I don't think Aerith would be a bench warmer; she should be able to be turned into a powerful healer with strong defense
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 16, 2011, 10:22:09 pm
Quote
what about the speed patch? And is the translation patch you're referring to called FF7NES-CH2EN-99%.ips or is it something else? Was there ever a 100% translation?
I just patched the Final Fantasy VII - English - .nes

I think that's the 99% translated version.

June 16, 2011, 10:41:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
For me, after I beat the game, Aerith was pretty much a bench warmer on every other playthrough. Then again, so was Cait Sith.
Cait Sith is good on the NES version. I used him a lot on this version, then he died, and I was left with a low level Tifa and Barret.

The first time I really use Cait Sith, and he goes and dies.  Oh well...

I could try and figure out how to raise everyone's strength by a lot, it would be nice to have Cloud fight an enemy with a sword rather than a wiffle bat.   :laugh:

June 17, 2011, 02:54:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I started work on Wall Market.

(http://img27.imageshack.us/img27/1551/finalfantasyviienglishg.png)
Here's the Honey Bee Inn area.

June 19, 2011, 02:33:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Wall Market is Complete.

(http://img225.imageshack.us/img225/7392/wallmarket.png)

June 21, 2011, 06:04:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the area leading to Don's Mansion.

(http://img543.imageshack.us/img543/5004/smansion.png)

June 23, 2011, 03:42:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the don's mansion
(http://img7.imageshack.us/img7/5004/smansion.png)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on June 26, 2011, 08:54:12 pm
The boss music is finally done. Here's the new patch:

http://www.mediafire.com/?6uate0p57qsj1to (http://www.mediafire.com/?6uate0p57qsj1to)

It will play during the first fight in the game, and during every other boss fight.
Enjoy :)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on July 06, 2011, 03:53:37 pm
So far this game has a total of 18 songs from FF7. All trace of FF2 and FF3 songs have been removed. I made more pointers, and have room to fit maybe at least 15 more songs.

Shinra Attacks
Prelude
Underneath the rotting pizza
FF7 Main Theme (world map)
Ahead on our Way
Those chosen by the planet
FF7 Battle Theme
FF7 Boss Theme
FF7 Victory
valley of the fallen star
Mark of the traitor
FF7 Chocobo theme
Anxious Heart
Oppressed People
Tifa's theme
Gold Saucer
Don of the Slums
Judgment Day

I wanted to know if anyone happens to know how to change the music when fighting bosses. I already added boss music and it plays during boss fights.
But I want to add new music for the final few boss fights and the fights with Jenova.

I looked and looked and could not figure out how to do it.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: halkun on July 17, 2011, 12:17:43 am
Hey there -- This looks VERY interesting...

I was thinking of lending a hand. I have been taking apart FF7 for the last 10 years. I'm a mod over at another FF7 hacking website (http://forums.qhimm.com/). I can give you the entire ins and out of the whole FF7 system. I'm also quite fluent in 6502, so if you need code, I can do that too. I want to get started as fast as possable...

1) I'm not familiar with mapper 163. I have the code for it, but I need to know  what the initial bank configuration is and the address and sizes of the bank switches. (for example 4K or 8K). I can figure this out on my own if need be.

2) I'm assuming that the game uses 1M PRG and 1M CHR (wow!) We'll need to separate the banks and get rid of the iNES header to get a clean dump and start picking though the data proper.

3) I need addresses of where everything found is. I can then put it in my wiki (http://wiki.qhimm.com/Main_Page) and start digging

4) Any FF7 PC/PSX resource you need I have available. In the PSX version, the battle formations an in a file called "scene.bin" that I can decrypt and give you the complete battle formation/enemy loadout for the game.

5) There is no 5

6) Initial game stats and experience growth curves are a file called "Kernel.bin" that I can also decrypt for you as well.

7) I have reversed large chunks of FF1 myself, and have access to another complete source code rewrite. There is a large likelihood that FF7nes is it's own code, but i can guess that similar code and design philosophies is used in this game too. If I can unlock it, I can get you a better menu and hopefully a better battle module. (Multiple materia would be rad!)

Post here ASAP. My tools are at your disposal. :)

==EDIT==

After picking at the ROM,  The bank configuration is 2 PRG banks of 16K at a time,  top being at $8000-$BFFF and the bottom being at $C000-$FFFF. Each individually bankable. The reset vector points to $FFC0 which has a stub to reset/launch the game. On the bottom banks I've seen, they all have this stub, so it's easy to pick which ones bank high and low. I'm Assuming the CHR banks are banked directly into the PPU. I'll research more. I'll probably write a script tonight to split the banks so I can see what is what and label them directly.

==EDIT 2==
HOLY CATS! This system does not use any CHR rom at all  and has 128 banks of 16K PRG rom. This means that code and graphics can intermix, which makes mapping it a little tougher. Just an update...

==EDIT 3==
Ok, I split the original Chinese rom. I have found some interesting things. First, this a very poorly optimized program. There are hundreds of kilobytes that are sitting unused. If I didn't know any better, I would say this was probably compiled with a C compiler. Secondly, It appears that rom banks might be used as stand alone 16k files. It appears that each map is stand-alone after bank $20 or so. I see map tiles and mapmen repeat over and over again at bank boundaries.  This means that it will be pretty easy to make a map editor that can edit one map as a whole. It also means that the text and event data might also be self-contained. Maybe. I need more information on where things are located.

Also there is 64k (4 banks) of chinese character graphics that can be deleted and re-purposed for something else.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on July 17, 2011, 11:56:43 am
Quote
Hey there -- This looks VERY interesting...

I was thinking of lending a hand. I have been taking apart FF7 for the last 10 years. I'm a mod over at another FF7 hacking website. I can give you the entire ins and out of the whole FF7 system. I'm also quite fluent in 6502, so if you need code, I can do that too. I want to get started as fast as possable..

Any help would be great :), I'm still very new to this. This is the first game I've ever worked on.

Quote
I need addresses of where everything found is. I can then put it in my wiki and start digging

I've only worked on the music and graphics. I can give you the music locations and the pointers for them. I know how to find the location of the maps. I also know where the dialogue is located.

I still don't know too much about this ROM, unfortunately.

For the battle engine, I only found the hex numbers that calls on a certain battle animation. It's a shame there are only 3 battle animations for the characters.

I finished the music, there's a total of 29 songs in the game now. They are not all in place just yet, I'm going to start to playing through the game again to place the music in the appropriate places and make new save states along the way.

If you'd like I can send a new patch of the game.

Thanks for offering to help, I really appreciate it. :)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: halkun on July 17, 2011, 01:47:49 pm
Sure, can you post the offsets here and what they are?
I only have the raw Chinese rom. I have a 99% english patch I have not applied yet.
If you can generate an IPS of what you have so far against the original chinese ROM so I can see what has changed?

Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on July 17, 2011, 02:37:08 pm
Here's the latest patch.
http://www.mediafire.com/?wv7wwjc171qwuv8 (http://www.mediafire.com/?wv7wwjc171qwuv8)

It's a patch over the original chinese version.

It'll take me a little bit to write down the hex addresses. I know where they are, I just don't have them written down.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Vanya on July 17, 2011, 04:07:35 pm
Here are all the files I was given from the original translation project:

http://www.mediafire.com/?u3r4bhusauxw6 (http://www.mediafire.com/?u3r4bhusauxw6)

There *may* be something useful in there.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on July 17, 2011, 04:16:25 pm
I found the data that selects what sprite is used for each action in battle for all characters at 0x021493, 0x021494, and 0x021495.
It's a set of three numbers, the first is for the battle stance, second one is for attack magic and items, and the third one is for the death sprites.
00: battle stance sprite
18: attack sprite
30: death sprite

And here's a link for what I found for programming the colors for the maps

http://www.mediafire.com/?iz1gzgimogb945l
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: halkun on July 17, 2011, 04:33:03 pm
Wow, this is tough, they seem to compact the stat data.

The battle module is self contained (yay) and can use a rewrite. The menu system is also self-contained too. I'm having difficulty finding out where the game is pulling it's player/enemy stats from. They seem to be compressed.

Because of the Chinese text, there is a lot of wasted PPU memory. Actually, I'm really shocked that the graphics are as good as they are. The map only uses about10% if it for backgrounds. That should be closer to 50-70%

The text is 1BPP That's fun
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on July 17, 2011, 04:38:14 pm
I analyzed your patch and found  it to be really good but I found problem. When you climb the rope you to reach the Shinra building you are supposed to insert a battery but when I press A to insert it, it won't work and a weird sound plays.  :-\

One other thing, I see see you've changed the mugshots. I'm not saying they're good or bad but when it comes to manga I'm very OCD about it.

Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on July 17, 2011, 05:05:12 pm
Quote
I analyzed your patch and found  it to be really good but I found problem. When you climb the rope you to reach the Shinra building you are supposed to insert a battery but when I press A to insert it, it won't work and a weird sound plays.  :-\

I found that too. I looked all through the rom and used the code data logger to compare it to the original version of the game but could not find the problem.

I found that when the music gets really high pitched, I open up the menu and have about a 50% chance of the item working.

For now I will probably make a new path around that to get to the Shinra Building, until I find a solution.

Also, I noticed that on some areas, the menu doesn't work right. I don't know how to fix this either. I found it to be not that big of a deal though.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: halkun on July 17, 2011, 05:09:03 pm
Here is what I have as a general overview....
Code: [Select]
bank 00 - field
bank 01 - field
bank 02 - Title Page graphics
bank 03 -
bank 04 - event
bank 05 - event
bank 06 - dialog
bank 07 - dialog
bank 08 - Battle code
bank 09 - Battle code
bank 0a -
bank 0b -
bank 0c -
bank 0d -
bank 0e -
bank 0f -
bank 10 - Chinese characters
bank 11 - Chinese characters
bank 12 - Chinese characters
bank 13 - Chinese characters
bank 14 -
bank 15 -
bank 16 -
bank 17 -
bank 18 -
bank 19 -
bank 1a -
bank 1b - menu
bank 1c - menu
bank 1d -
bank 1e - Menu graphics
bank 1f - Water graphics at bottom
bank 20 and on --- Map graphics with unknown data (field data?)


to get a bank number you take the offset and divide it by $4000. For example, 0x021493 divided by 0x4000 is 8, which means that data is confirmed to be in the battle section.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: syntax error on July 17, 2011, 05:10:52 pm
The original ROM is a real mess.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: halkun on July 17, 2011, 05:19:04 pm
I'm noticing. Can someone post the offsets to the music?, also where is the map matrix data proper? Where does each map "stop" and "start"

Also where in earth are the character stats held? I need to max my stats so I can run through the game once. This game is massively stupid on difficulty.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on July 17, 2011, 05:22:59 pm
Quote
The original ROM is a real mess.
I know, I wonder how they ended up with so much unused space.

Quote
Here is what I have as a general overview....
Code: [Select]

bank 00 - field
bank 01 - field
bank 02 - Title Page graphics
bank 03 -
bank 04 - event
bank 05 - event
bank 06 - dialog
bank 07 - dialog
bank 08 - Battle code
bank 09 - Battle code
bank 0a -
bank 0b -
bank 0c -
bank 0d -
bank 0e -
bank 0f -
bank 10 - Chinese characters
bank 11 - Chinese characters
bank 12 - Chinese characters
bank 13 - Chinese characters
bank 14 -
bank 15 -
bank 16 -
bank 17 -
bank 18 -
bank 19 -
bank 1a -
bank 1b - menu
bank 1c - menu
bank 1d -
bank 1e - Menu graphics
bank 1f - Water graphics at bottom
bank 20 and on --- Map graphics with unknown data (field data?)



to get a bank number you take the offset and divide it by $4000. For example, 0x021493 divided by 0x4000 is 8, which means that data is confirmed to be in the battle section.
How do you divide 0x021493 by 0x4000? My calculator gave me 5.37325

July 17, 2011, 05:27:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote
Also where in earth are the character stats held? I need to max my stats so I can run through the game once. This game is massively stupid on difficulty.

I don't know, I tried finding it. There's supposed to be some game genie codes for this game. Here's the link:http://thegshi.org/?s=v2&sys=5&gid=8126 (http://thegshi.org/?s=v2&sys=5&gid=8126)

I'm not sure if they work though, the game genie menu in my emulator doesn't work.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on July 17, 2011, 05:34:41 pm
On a side note, right now I am making Rufus' Welcome Ceremony music.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: halkun on July 17, 2011, 06:08:38 pm
How do you divide 0x021493 by 0x4000? My calculator gave me 5.37325

Those are both hexadecimal numbers. You have to divide in hex, not decimal. There are 128 banks numbered 00 to 7F, however, it appears that the game is banking in two banks together when it does a state switch, so it just might be 64 banks of 32K. Still the same amount of data. However, my guess is it's still banking in the upper bank randomly for data access.

There is a bright side, with all this open space, it's pretty roomy to add things. I mean look at the title screen :)
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 on July 17, 2011, 06:37:57 pm
Think it would be possible for this game to be put onto a cartridge?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lilinda on July 17, 2011, 06:48:16 pm
Unless you mean the hacks done to it by the fan community, this was originally on a cart... It's a Chinese pirate.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: halkun on July 17, 2011, 07:48:31 pm
We will have to make our own cart. The stats, BTW are held in save ram. I found them and in the process of mapping them out.The level/experience curves are WAY off from the original. The stats such as strength and spirit and such as derived from the level. The level goes up to 255 (Maybe higher). The original FF7 goes up to 99

Normally in a final fantasy game, all variables are maintained by the Menu module. This looks to be no different. Once I map the savemap and get a good feel for the menu module, it can be rewritten. The stats are normally kept in a "Kernel" module, but it may be different here.

As soon as I map clouds experience curves, I'll see if I can't find the look-up table for his stats and then cap his level to 99

==EDIT==
I have discovered that there are no experience curves. The experience is a simple linear progression. I'm calculating the slopes now.

==EDIT 2==
Ok, here's the growth "curves" put together by yours truly...

Str = (2.9*level)+9
Vit = (2.54*level+9
Int = (3.22*level)+9
Spr = (3.22*level)+9
Agl = (2.5*level)+9
Exp = (50*level)+250

In the actual FF7, the experience curve is quadratic and the HP growth is mapped. Oh well, Battle needs to be rewritten anyway. I'm working on menu for now.

==Edit 3==
Savemap mapping. The saves start at $6000 in the nes. You can alter these bytes, get into the menu and see the changes.

(This is ram address inside the NES while it is running)
60C1 (byte)      Cloud Max HP lo
60C8   (byte)      Cloud Max HP hi
604A   (byte)      Cloud Cur HP lo
6051   (byte)      Cloud Cur HP hi
602C   (byte)      Cloud Countdown
602E   (3 bytes)      Gil
6074   (byte)      Cloud eqipped weapon
6043   (byte)      Cloud Level
607B   (byte)      Cloud Equiped Materia
6059(byte)                Cloud equipped headgear
605f (byte)                Cloud equpped armor
6066 (byte)                Cloud equpped bracer
606D (byte)                Cloud equpped accessory


Here's a quick run down equipped items of what I found.

Weapons (6074 - cloud)

00 - Nothing

Swords
01 - Buster
02 - Mythryl
03 - Hard
04 - Butterfly
05 - enhance
06 - Organic
07 - Crystal
08 - force
09 - Rune
0a - Murasam
0b - nailbat
0c - Yoshiyu
0d - Apocaly
0e - heaven
0f - Ragnrok
10 - ultima

Guns
11 - Gatling
12 - Assult
13 - Cannon
14 - Atomic

---

Magic (607b - cloud)

00 - Nothing
01 - Fire
--------------

Everything below 60D0 or thereabouts is the inventory. I don't have written down what slot is what but you add values to somewhere in that area and it put that number of that item in your inventory


There is much more, if you open the hex editor in fecux, you can change the memory directly, get out, get back in again and see what you changed, you can also equip/deeqip slots and see memory locations too.
I'm going to bed now...
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 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


Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo on July 19, 2011, 12:41:57 pm
Rufus's Welcoming Ceremony (http://download1479.mediafire.com/ae46dl7m6rhg/sbajj4ok76qqbnq/Rufus%27s+Welcoming+Ceremony.ftm)

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.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 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?
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo 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.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 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.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Chpexo 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).
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: Lugia2009 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.
Title: Re: Final Fantasy VII NES Enemy Graphics
Post by: vivify93 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.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on July 21, 2011, 02:17:14 pm
Mako Reactor Music (http://download1312.mediafire.com/j9jzh5o0bwig/5ajhm4rs1haabuj/mako+reactor.ftm)

BTW, if you want to make your boss song sound like a guitar look at my guitar sample (http://download551.mediafire.com/6lyl3mbt97tg/9f847m44dzogwni/Guitar+Sample.ftm)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 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:

(http://img39.imageshack.us/img39/3814/finalfantasyviienglishgx.png)
Sector 7 Weapon Shop

(http://img577.imageshack.us/img577/1551/finalfantasyviienglishg.png)
Sector 7 Armor Shop

(http://img155.imageshack.us/img155/1551/finalfantasyviienglishg.png)
Flashback where Cloud makes his promise
Title: Re: Final Fantasy VII NES Project
Post by: halkun 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.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error 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.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 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
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 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?
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo 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 (http://download1475.mediafire.com/jw3qqa9dclfg/l2wu9h0yr0wu4kl/bombing+mission.ftm) that plays at the beginning and for the scorpion boss.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 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.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo 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.
Title: Re: Final Fantasy VII NES Project
Post by: halkun 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.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 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.

(http://img32.imageshack.us/img32/4192/13617residentevilbiohaz.gif)

(http://img844.imageshack.us/img844/3692/residentevil.gif)

(http://img707.imageshack.us/img707/7822/83389megaman4nesscreens.png)
Title: Re: Final Fantasy VII NES Project
Post by: Lilinda 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.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 23, 2011, 01:11:03 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.
How many of the Final Fantasy titles have you played?

The point of this is to remake Final Fantasy VII in the style of Final Fantasy I-III. It's trying to combine the FF7 story with an art style closer to the roots of the series. That's what's interesting here. Fundamentally, it's an art project.
Title: Re: Final Fantasy VII NES Project
Post by: Lilinda on July 23, 2011, 01:24:20 pm
Almost all of them. Only skipping 11 12 13 14.
Title: Re: Final Fantasy VII NES Project
Post by: DarknessSavior on July 23, 2011, 02:18:27 pm
Almost all of them. Only skipping 11 12 13 14.
Also known as "you aren't missing much". Except maybe 12, if you can get into the fighting style.

~DS
Title: Re: Final Fantasy VII NES Project
Post by: BRPXQZME on July 23, 2011, 02:25:48 pm
Oh-ho, but FFXI is actually a pretty fulfilling MMO in some respects (at the end of the day, it is an MMO). Whether you like XII or XIII is up to the individual, and XIV is still not worth the undisclosed sum of money with which I have funded it beyond a disappointingly short exposure of eye candy.

Despite having played all these but XIII (as well as playing X-2) and even enjoying all of them (except XIV), I stubbornly maintain my “the series ended with X” point of view. The gameplay is just not the same anymore. Well, except XIII. What the crap is with all these excep[/pointlessdiscourse]
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 23, 2011, 05:10:36 pm
Quote
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.

People like the whole retro feel of old games, as do I. I grew up playing the old systems (I still do now). I still have my Atari, and I add to my collection of old systems whenever I can. Although I do like the new systems and am still amazed at the technology that is coming out now, older games really take you back to when you were young. If I had to choose between say Final Fantasy 3 for the DS or Final Fantasy 3 for the NES I wouldn't hesitate to choose the NES version. Same for Pokemon, Pokemon Silver is my favorite of the series and I would choose Silver over Soul Silver any-day. It's the whole Retro feel. I'm not the only one though. Look at the people who made Mega Man 7 NES style. Or Final Fantasy X NES version. I know that Final Fantasy X NES not an actual demake, just screen mockups, but people were for the idea and excited at the thought of it. And the many other demakes out there.


It's an interesting idea to take a modern game and make it for an old system. To give it that retro feel, but have the same enjoyment as the original.

It kinda even makes the game more enjoyable.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on July 23, 2011, 06:51:48 pm
You would have liked the grandtheftendo,too.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 24, 2011, 09:04:35 am
You would have liked the grandtheftendo,too.
grandtheftendo sold out to The Man, man. Now it's called "retro city rampage" (http://www.retrocityrampage.com/) and it mostly ditched the "retro"
Title: Re: Final Fantasy VII NES Project
Post by: Lilinda on July 24, 2011, 08:39:45 pm
grandtheftendo sold out to The Man, man. Now it's called "retro city rampage" (http://www.retrocityrampage.com/) and it mostly ditched the "retro"

Are you being sarcastic? The trailer for that game is as NES as it gets aside from apparently unlimited lives, not entirely terrible colors and no sprite flickering/slowdown.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on July 25, 2011, 06:41:48 pm
I got new mugshots. RedXIII(http://img202.imageshack.us/img202/4018/redxiii.png)Don Corneo(http://img691.imageshack.us/img691/4810/doncorneo.gif)
Title: Re: Final Fantasy VII NES Project
Post by: halkun on July 25, 2011, 09:22:01 pm
Good news everybody!

I now have my NES toolchain up, and in the process of reversing and recoding the original FF7NES rom. I've *just* began, so the only thing I've got is a working memory model and a scant bit of the initialization code, but it's compiling forward and backwards. I'm gonna try and pull some help from the team and star getting this in my wiki. The faster I can get the original code disassembled, the faster I can re-code the bits to make the engine better.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on July 26, 2011, 03:51:53 am
What mapper do you intend to use for this huge load of data?
Will this start on almost every emulator then?

July 26, 2011, 11:42:44 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Say Hello to N-Gears!
Title: Re: Final Fantasy VII NES Project
Post by: halkun on July 26, 2011, 12:07:09 pm
I'm using the same mapper. I have a linker coonfiguration that can generate a 2mb rom with mapper 163
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 29, 2011, 05:17:29 pm
Quote
I got new mugshots. RedXIII Don Corneo

Nice job on the mugshots Chpexo, I put them in. Thanks :)



The maps for sector 7 are done. Here they are:

(http://img837.imageshack.us/img837/1551/finalfantasyviienglishg.png)
Magic shop

(http://img27.imageshack.us/img27/643/finalfantasyviienglishgl.png)
Seventh Heaven

(http://img808.imageshack.us/img808/1551/finalfantasyviienglishg.png)
Seventh Heaven basement

(http://img231.imageshack.us/img231/1551/finalfantasyviienglishg.png)
House

August 02, 2011, 02:55:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the Mako Reactor

(http://img843.imageshack.us/img843/918/makoreactor.png)

August 05, 2011, 02:26:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The inside of the Mako Reactor is done:

(http://img221.imageshack.us/img221/392/insidemakoreactor.png)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 08, 2011, 04:45:48 pm
Here's the second area in the Mako Reactor:

(http://img717.imageshack.us/img717/5962/insidemakoreactor2.png)
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on August 09, 2011, 01:14:42 pm
Great job on the mako reactor. But one thing thats bugging me are the chests. On the top, I can partially see through them. You can either edit them, or if you want to get fancy, stick a white tile under the chests.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 10, 2011, 10:46:58 am
Quote
Great job on the mako reactor. But one thing thats bugging me are the chests. On the top, I can partially see through them. You can either edit them, or if you want to get fancy, stick a white tile under the chests.

I fixed the chest. Thanks for pointing it out, I didn't even notice that.
Title: Re: Final Fantasy VII NES Project
Post by: Vanya on August 10, 2011, 06:49:52 pm
These maps are coming along great, Lugia. Keep up the good work!

Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 11, 2011, 03:36:35 pm
Quote
These maps are coming along great, Lugia. Keep up the good work!
Thanks  :)

Here's the mako reactor before and after the explosion:

(http://img11.imageshack.us/img11/8086/insidemakoreactor3.png)
(http://img684.imageshack.us/img684/544/makoreactorafterexplosi.png)

August 12, 2011, 01:21:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the Subway Tunnel

(http://img204.imageshack.us/img204/1732/traintunnel.png)

This map is actually much longer (12 screens long)
For the rest of the map the second screen just repeats over and over.
Title: Re: Final Fantasy VII NES Project
Post by: Jonesy47 on August 12, 2011, 08:27:00 pm
These are really, really nice.

You know you're on the right track when these images are evoking nostalgia from the original game over images from an 8 bit port. Good Job!
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 13, 2011, 08:50:13 pm
Quote
These are really, really nice.

You know you're on the right track when these images are evoking nostalgia from the original game over images from an 8 bit port. Good Job!

Thanks :)



Here's the area leading to the second mako reactor:
(This area is pretty big, so I split it up into two pictures)

(http://img821.imageshack.us/img821/9868/arealeadingtomakoreacto.png)
First Half

(http://img17.imageshack.us/img17/9868/arealeadingtomakoreacto.png)
Second Half

If you'd like to look at the whole pic together, here's the link: http://img31.imageshack.us/img31/9868/arealeadingtomakoreacto.png (http://img31.imageshack.us/img31/9868/arealeadingtomakoreacto.png)
Title: Re: Final Fantasy VII NES Project
Post by: Vanya on August 16, 2011, 08:01:53 am
Sweet! I swear if the rebuild of the ROM doesn't pan out I'm gonna have to at least make these levels come to life in gamemaker.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 17, 2011, 08:54:06 pm
Here's the second Mako Reactor:

(http://img828.imageshack.us/img828/2357/insideof2ndmakoreactor.png)

August 19, 2011, 06:21:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I was fiddling around with the event system of the game and was able to learn some things. I'm still not 100% sure about everything, but here's what I got so far:

The first event starts at 0x012626

Each event seems to start with a set of bytes. How these bytes work is a mystery to me. They may tell where the event starts at.

08 XX XX XX controls which character should act.

The first byte tells the character to move

the second byte of this controls which character should act. 00 is for cloud, 01 for the second character, 02 for the third, and so on...

the third byte controls which way the character should face.

10: face to the right
20: face to the left
80: face up
40: face down

the fourth byte controls how many steps the character should take in the direction set.


09 xx xx xx seems to call on a character sprite to appear

The first byte calls the character sprite

the second byte controls which sprite to appear.

the third byte tells which way the character should face when they appear.

0B:Left
02:right
05:down
08:up

I don't know what the fourth byte does

xx xx xx


this a 3 byte set after the 09 xx xx xx set that sets where the sprite should appear.

The first byte tells where the sprite should appear vertically

I don't know what the second byte does

the third byte tells where the sprite should appear horizontally


0A xx FF

This set tells the sprite to disappear.

I don't know what the first byte does

the second byte tells which character should disappear

more than one byte can go between 0A and FF to have more than one character disappear at the same time.

I don't know what the second byte does

29 xx xx xx

This set of hex calls for dialogue.

the first byte calls the dialogue.

the second byte tells which dialogue bank to call

the third byte tells which dialogue to call

the fourth byte tells how many dialogue boxes to show

16 xx xx xx

The first byte tells two characters to move one step at the same time.

the second and third bytes tell which two characters will move.

the last byte tells which way the characters will move.

The first digit of the last byte controls the first character, and the second one controls the second character.

1: right

2: left

8: up

4: down


xx xx xx xx xx xx

during the wire climbing event, this set of bytes appears before the first 16 xx xx xx byte set and after the second 16 xx xx xx byte set.

the second, fourth, and sixth byte selects the character, 00 for cloud, 01 for the second character and so on...

the first, third, and fifth, sets the movement animation while the characters are moving...I think.

0F: no movement
0E: one movement animation
Title: Re: Final Fantasy VII NES Project
Post by: Jonesy47 on August 21, 2011, 02:22:41 pm
Keep up the good work, man!

When you get this finished (or at least release what you already have done which is awesome in itself!), I know EXACTLY what I'm doing.

You see, I have this friend who has beaten Final Fantasy VII upwards of 70-80 times. Literally, the guy started making notches in the back of the cd case.
He loved that game so much, he started beating it from beginning to ending, playing with "themes",ie, only using starter weapons, or only using red materia the entire game.

Honestly, the original chinese rom probably wouldnt peak his interest, but with the work you're doing, making the game so faithful to the psx counterpart, Im sure he would crap his pants if he got a peak of this.

It's ironic because, at the same time as the graphics and what not make the game looke older, it gives the game a brand new quality.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 21, 2011, 03:53:30 pm
Quote
Keep up the good work, man!

When you get this finished (or at least release what you already have done which is awesome in itself!), I know EXACTLY what I'm doing.

You see, I have this friend who has beaten Final Fantasy VII upwards of 70-80 times. Literally, the guy started making notches in the back of the cd case.
He loved that game so much, he started beating it from beginning to ending, playing with "themes",ie, only using starter weapons, or only using red materia the entire game.

Honestly, the original chinese rom probably wouldnt peak his interest, but with the work you're doing, making the game so faithful to the psx counterpart, Im sure he would crap his pants if he got a peak of this.

I don't blame him for playing the game so much, it's one of my favorites too.

I'm sure he would love this game, the engine may be a bit broken, and much of the story is missing. But it's still a very enjoyable game.

Thanks for the support :)

Here's a new patch: http://www.mediafire.com/?zv0fx3d0erw2gp2 (http://www.mediafire.com/?zv0fx3d0erw2gp2)
It's a patch over the translated version

Let me know if you want any savestates.

If anyone is interested I have also made a document detailing some of the event system. And I broke down some of the first events to try and see how they work.
http://www.mediafire.com/?0o0oz9krr0c2mey (http://www.mediafire.com/?0o0oz9krr0c2mey)
http://www.mediafire.com/?6dv2oq1a22i1qst (http://www.mediafire.com/?6dv2oq1a22i1qst)
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on August 22, 2011, 11:15:53 am
Honestly, the original chinese rom probably wouldnt peak his interest, but with the work you're doing, making the game so faithful to the psx counterpart, Im sure he would crap his pants if he got a peak of this.
The only problem with the Chinese rom is that it is only HALF of the game and materia and other extras were cut.
Title: Re: Final Fantasy VII NES Project
Post by: Jonesy47 on August 22, 2011, 02:14:34 pm
Sooooo...there's no ending and no materia?

I thought they fit almost everything into this game (at least, storyline wise), minus Vincent and Yuffie and some other things that arent exactly vital to the plot (ie, the weapons, etc.).

If that's the case, then what was the point of the sephiroth one-winged angel art somebody submitted a few pages back?
Just in case you ever finish the game?

If the original rom isnt the full game, how far does it go?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 22, 2011, 02:58:59 pm
Quote
Sooooo...there's no ending and no materia?

I thought they fit almost everything into this game (at least, storyline wise), minus Vincent and Yuffie and some other things that arent exactly vital to the plot (ie, the weapons, etc.).

If that's the case, then what was the point of the sephiroth one-winged angel art somebody submitted a few pages back?
Just in case you ever finish the game?

If the original rom isnt the full game, how far does it go?

There is an ending, what Chpexo meant by it being just half of the original game, is that areas were cut out. Like Wutai, the Huge Materia,  the Weapons (There is a mention of them at the end though), which also means that the downfall of Rufus and Shinra is also cut. The game still has an ending that wraps everything up at the end. Most of the storyline is still present.

There also is Materia, just not as much as in the original game.

Here's a wikipedia site with information about the game

http://en.wikipedia.org/wiki/Final_Fantasy_VII_%28Famicom%29 (http://en.wikipedia.org/wiki/Final_Fantasy_VII_%28Famicom%29)
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on August 23, 2011, 02:41:59 pm
That is why I would appreciate code improvements,additional music and a well commented disassembly :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: Jonesy47 on August 23, 2011, 03:45:19 pm
Ok, so I've played the patch from beginning to the point where everyones leaving the slums to blow up the second reactor.

PROS
The Music! Good Job! I mean, its slightly off from the original but definitely recognizable and slightly off, converting from psx to nes is amazing!
The Maps! At least up until the point im at, the game has a VERY strong ff7 feel, even more than I got from the screenshots.
Clouds and Barret's Avatars. They look almost identical to their psx counterparts.
Cloud and Barret's battle sprites/animations (tho I wish barrets blast  shot straight instead of slightly upwards)

CONS
For me (and i know its my emulator) the title screen is corrupted, some enemies appear corrupted until you try to use an item or magic, then the enemies look normal, and, at the clothing store, buy, sell and gil are corrupted also. I know its my emu because I tried a different version (but of the same emu, surprisingly) and the title screen shows up right.
I, at at least the point I am at in the game, cannot access the item screen, the equip screen, or the save screen. They all lead to the status screen. I dont mind not having access to the save screen, what with save states and what not, but not having the ability to equip items/weapons and armor is a big downfall.
Tifa and Marlene's Avatars. Not up to snuff with the rest. I can understand marlene since she has no model to go off of, but Tifa's should look GOOD.
I'm not the biggest fan of the battle dialogue (like "MISS" or the hp taken off) being red. It would look closer to source material if it was white with black border, or at least white.

Other than the cons, Keep up the good work, guys! This seems truly special. Id played the lindblum version a tad before, and already, the changes you have made make it 100% more enjoyable.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 23, 2011, 04:47:58 pm
Quote
The Music! Good Job! I mean, its slightly off from the original but definitely recognizable and slightly off, converting from psx to nes is amazing

Thanks :), the music wasn't easy, and to fit more songs on the rom I had to shorten most songs and leave out the noise channel. If the rom ever gets expanded, I'll have more freedom to make the songs longer and better.

Quote
The Maps! At least up until the point im at, the game has a VERY strong ff7 feel, even more than I got from the screenshots.

I still have a ways to go on the maps, many areas near the beginning of the game still need work like the building insides.

Quote
For me (and i know its my emulator) the title screen is corrupted, some enemies appear corrupted until you try to use an item or magic, then the enemies look normal, and, at the clothing store, buy, sell and gil are corrupted also. I know its my emu because I tried a different version (but of the same emu, surprisingly) and the title screen shows up right.

Yeah, I noticed some of the enemies appear corrupted too, I don't know how to fix it. And same for the shops. The title screen on mine is fine though.

Quote
I, at at least the point I am at in the game, cannot access the item screen, the equip screen, or the save screen. They all lead to the status screen. I dont mind not having access to the save screen, what with save states and what not, but not having the ability to equip items/weapons and armor is a big downfall

I don't know how to fix this either. But since the stores all sell the same things, and you rarely need to go into the menu, it's not really that much of a bother. I would like to fix it though. Try the menu in every area you go to, some areas do work. I think the areas that mostly have the problems are the areas with shops. I guess they are connected somehow.

Quote
Tifa and Marlene's Avatars. Not up to snuff with the rest. I can understand marlene since she has no model to go off of, but Tifa's should look GOOD.

When I'm done with the maps, I'm going to go over the character and NPC sprites that need work, I found a program that lets me look at the character models of the PC version of FF7. I already did some new sprites for some characters, I'm going to try to get it so that every NPC will look different (not just color-wise).


Oh, and the area where you climb the wire to get to the Shinra building is messed up. When you go to use the battery, the game may make a high pitched sound, or the music will mess up. What I do is go to the spot where you insert the battery, hold A, and when the music gets high pitched go into the menu and use the battery. It may take a few tries, but it should work. I don't know how to fix this either.

August 23, 2011, 09:54:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I found out how to change a character's sprite during events. It's 2A xx xx. the second byte chooses the character to change and the third byte changes who to change the character to. So I changed the scene where Cloud dresses up like a woman. And a few scenes following that. Now Aerith gets a new look too. I'm going to see if I can give Tifa a new look too.

August 28, 2011, 04:43:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I managed to finish the bottom floor of Aerith's house and I made a new sprite for Aerith's mom:

(http://img828.imageshack.us/img828/1551/finalfantasyviienglishg.png)
Title: Re: Final Fantasy VII NES Project
Post by: 8-bit Warrior on September 03, 2011, 09:35:27 pm
This is..pretty epic, actually. For me, the main interest is that some crazy nutjobs actually made a pirated version of this for NES, and now the community is going to make it an actual legit game. Though, I think true success will depend on the ROM rebuilding efforts....

Just wanted to voice my support/interest!
Title: Re: Final Fantasy VII NES Project
Post by: Spooniest on September 04, 2011, 03:44:19 am
I have a request.

If you feel like it and have the time someday, I'd like for Tifa and Aerith's respective battle sprites' eyes to look like this (and be recolored to their appropriate colors, assuming it's possible with the NES's pallette).

(http://dl.dropbox.com/u/33809435/perler_bead_rydia_by_seanacid-d3ee6lm.PNG)

If it's at all possible. Women have different looking eyes in the old Final Fantasy games.

Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on September 04, 2011, 06:09:28 pm
On a related subject, I just put out my Final Fantasy 7 hip hop mashup album. check it out! http://djnerd42.blogspot.com/2011/09/deltron-3742.html
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on September 07, 2011, 05:43:26 am
should we find a NES homebrew tutorial or sample code?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 07, 2011, 12:20:38 pm
Quote
I have a request.

If you feel like it and have the time someday, I'd like for Tifa and Aerith's respective battle sprites' eyes to look like this (and be recolored to their appropriate colors, assuming it's possible with the NES's pallette).

If it's at all possible. Women have different looking eyes in the old Final Fantasy games.

Okay, I changed Tifa's eyes to arc down to the right. Also I changed Tifa's shoes to red and Aerith's dress to peach.


Sorry for the late reply, my internet's been down.

Here's some more changes I made:

Tifa and Marlene have new sprites

I fixed the menu for the weapon shop.

All menus that display how much money you have I changed from G to Gil

I changed the event where you need the battery to climb the plate, It's not the way it originally was, but it is the best solution I could come up with.
Once I get done the map I'm working on, I'll upload a patch so you can see it.

And I finished the maps for Sector 6 and am partially done the map for the area leading to wall market:

(http://img684.imageshack.us/img684/1551/finalfantasyviienglishg.png)
Top floor of Aerith's house

(http://img204.imageshack.us/img204/1551/finalfantasyviienglishg.png)
Weapon shop

(http://img689.imageshack.us/img689/1551/finalfantasyviienglishg.png)
Magic shop

(http://img190.imageshack.us/img190/1551/finalfantasyviienglishg.png)
Armor shop

(http://img84.imageshack.us/img84/1551/finalfantasyviienglishg.png)
Inn

(http://img231.imageshack.us/img231/2825/arealeadingtowallmarket.png)
Here's what I have so far for the area leading to wall market


Title: Re: Final Fantasy VII NES Project
Post by: Jonesy47 on September 07, 2011, 10:27:38 pm
Keep it up! This gets me so pumped, each time I see a new set of maps!!! :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: SteveMartin on September 10, 2011, 06:07:37 am
I had no idea this project was going as far as adding new areas the original pirate missed, and new music? I'll be impressed if you guys actually get the whole game in there :o

Next thing you need to do is add cut scenes that act as stand ins for CGI cinemas  :D
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 10, 2011, 04:29:34 pm
Quote
Next thing you need to do is add cut scenes that act as stand ins for CGI cinemas  :D

I thought about that. On the parts where CGI cinemas would play I thought of having the character teleport to a blank screen. Have cloud's sprite blank so it only takes one tile to make it which could also be shared by the black tile that would make up the majority of the screen. Then use the graphics for the text box for the border of the picture that will stand in as the CGI. The image would only be able to fit a portion of the screen (Maybe a third). That way there would be at least 150 tiles left to make the image. And it shouldn't take up to much space (maybe 1-4 maps per cutscene). Unfortunately I don't know enough about how this game works to add a new map. And I don't know how to work the 05 opcode which teleports the character to a new map. Who knows though, I may learn enough about this rom to do that.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on September 10, 2011, 05:32:20 pm
Dont use up the ROM space with cut scenes,just add screens for the ending and mini game like stuff,
or would you like to write "MarioCloud you didn't save the princess but the world"?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 10, 2011, 05:42:02 pm
Quote
Dont use up the ROM space with cut scenes,just add screens for the ending and mini game like stuff,
or would you like to write "MarioCloud you didn't save the princess but the world"?

I don't mean like for all cut scenes, just important ones like Aerith's death and the ending.

September 10, 2011, 06:00:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I finished the map:

(http://img822.imageshack.us/img822/2825/arealeadingtowallmarket.png)

Here's the new patch with the save state for the wire climbing event:

http://www.mediafire.com/?8om6m8d8p74hn5m (http://www.mediafire.com/?8om6m8d8p74hn5m)

September 16, 2011, 10:31:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The rest of wall market is done:

(http://img40.imageshack.us/img40/1551/finalfantasyviienglishg.png)
Bar

(http://img221.imageshack.us/img221/1551/finalfantasyviienglishg.png)
Dress Shop

(http://img841.imageshack.us/img841/1551/finalfantasyviienglishg.png)
Weapon Shop

(http://img26.imageshack.us/img26/1551/finalfantasyviienglishg.png)
Inn and Item Shop
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 20, 2011, 05:17:16 pm
The rest of Don's mansion, the train graveyard, and the area right before wall market are done.

(http://img204.imageshack.us/img204/2825/arealeadingtowallmarket.png)

Area right before wall market

(http://img97.imageshack.us/img97/8202/traingraveyard.png)

Train Graveyard

(http://img819.imageshack.us/img819/1551/finalfantasyviienglishg.png)

room in don's mansion

(http://img7.imageshack.us/img7/1551/finalfantasyviienglishg.png)

don's mansion basement

(http://img199.imageshack.us/img199/1551/finalfantasyviienglishg.png)

Don's room
Title: Re: Final Fantasy VII NES Project
Post by: SargeSmash on September 22, 2011, 10:45:13 am
Oh, wow.  Didn't know this was going.  Very nice!
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 22, 2011, 09:15:30 pm
Thanks :)

Here's the area leading to Shinra HQ (The top part of the map just repeats over and over)

(http://img851.imageshack.us/img851/3363/plateclimbing.png)
Title: Re: Final Fantasy VII NES Project
Post by: Spooniest on September 23, 2011, 07:16:23 am
It's the Golden Shiny Wire of Hope!(c)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 26, 2011, 08:22:39 pm
Everything up to the shinra HQ is completed. New NPCs have been created based off their PS1 counterparts. My next goal is to complete everything up to the world map.

Here's the roof of the pillar before and after the explosion starts:

(http://img843.imageshack.us/img843/1551/finalfantasyviienglishg.png)

(http://img233.imageshack.us/img233/1551/finalfantasyviienglishg.png)


Here's the new patch: http://www.mediafire.com/?qual34l99dvrhi9 (http://www.mediafire.com/?qual34l99dvrhi9)
Title: Re: Final Fantasy VII NES Project
Post by: Spooniest on September 26, 2011, 08:56:55 pm
I think you win the award for "most anticipated hack" right now, unless I'm seriously out of the loop on something.
Title: Re: Final Fantasy VII NES Project
Post by: DarknessSavior on September 26, 2011, 09:55:03 pm
I'm actually looking forward to this too, provided you're also including stuff like gameplay tweaks. That original difficulty and whatnot is bastardly hard.

~DS
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 26, 2011, 10:27:50 pm
Quote
I think you win the award for "most anticipated hack" right now, unless I'm seriously out of the loop on something.

Thank you very much :)

Quote
I'm actually looking forward to this too, provided you're also including stuff like gameplay tweaks. That original difficulty and whatnot is bastardly hard.

~DS

So far the only game play tweaks that have been done over the original Chinese version Is that the Battles go much faster, the enemies are a bit easier (I think they do less damage), characters gain levels faster which helps since their health and MP are restored on each level up, and the way materia levels up has been changed. You no longer have to gain 10 levels before a new spell is learned. I almost learned all of the spells for the Bolt materia before I even got to the Shinra HQ. :thumbsup: now, at times, it seems almost too easy.
Title: Re: Final Fantasy VII NES Project
Post by: Gmegaman35 on October 02, 2011, 12:51:15 am
Pretty damn awesome looks better than the original!
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on October 02, 2011, 05:14:48 pm
I need to put more time in my life for RPGs :D
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 03, 2011, 07:23:49 pm
Here's the area outside of Shinra HQ


(http://i753.photobucket.com/albums/xx179/JCC2000/FinalFantasyVII-EnglishGraphicsHack--217.png)

October 07, 2011, 03:12:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the Shinra HQ Lobby:

(http://i753.photobucket.com/albums/xx179/JCC2000/FinalFantasyVII-EnglishGraphicsHack--220.png)

October 07, 2011, 07:07:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the floor above the lobby:

(http://i753.photobucket.com/albums/xx179/JCC2000/FinalFantasyVII-EnglishGraphicsHack--221.png)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 11, 2011, 05:34:51 pm
Here's the never-ending staircase:

(http://i753.photobucket.com/albums/xx179/JCC2000/FinalFantasyVII-EnglishGraphicsHack--226.png)
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on October 11, 2011, 09:41:17 pm
Wow that's awesome  :D
Title: Re: Final Fantasy VII NES Project
Post by: ded302 on October 12, 2011, 01:40:40 am
Keep this up.
Title: Re: Final Fantasy VII NES Project
Post by: Mauron on October 12, 2011, 01:45:24 am
Aw, a giant teddy bear!

(No offense intended towards the artist, but the limitation of NES graphics and the two instances of black merging make him look like a teddy bear.)

On a serious note, would it be possible to move him a little so the black colors don't merge like that?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 12, 2011, 11:12:05 am
Quote
On a serious note, would it be possible to move him a little so the black colors don't merge like that?

Sure, no problem.

October 13, 2011, 07:46:04 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, I moved the characters down a space for the events for that area. Thanks for pointing that out.  :)

When I was fixing that I found how to change where an event tile is located. And I also found out how to change the tiles that send you to a different area like when you exit and enter an area. Now I can completely change the layout of a map and where an event is located if I need to. ;D

October 14, 2011, 08:13:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Floor 61 of Shinra HQ is complete:

(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQFloor61.png)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 19, 2011, 11:34:04 pm
The 62nd Floor is done:

(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQFloor62.png)
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on October 20, 2011, 04:23:18 pm
Wasnt it that shinra had hoarded the only single tree in Midgar?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 20, 2011, 05:37:51 pm
Those Shinra, they're just plain evil. They plan to steal the only sources of oxygen in Midgar in an attempt to suffocate AVALANCHE.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on October 20, 2011, 08:24:56 pm
Personally I don't much care for the hypocritical, half-baked political aspects of the game. Cool monsters, big swords, steam punky atmosphere, that's final fantasy 7. :)
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on October 20, 2011, 09:35:02 pm
Wasnt it that shinra had hoarded the only single tree in Midgar?
Why, what are they gonna do with it?
Put it in a tree museum and charge people a dollar and a half to see them?
Title: Re: Final Fantasy VII NES Project
Post by: Spooniest on October 20, 2011, 10:20:58 pm
At least 10 dollars. This is Shinra, not a popsickle stand!
Title: Re: Final Fantasy VII NES Project
Post by: EarlJ on October 21, 2011, 01:00:26 am
Wasnt it that shinra had hoarded the only single tree in Midgar?
That'd be a pretty simplistic episode of Hoarders.

"How can you live like-- Oh. It's just the one tree. Still, you're living in filth, what with the dirt and... and... Screw it. It's actually kind of nice. Gives the place a real ambiance."
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on October 21, 2011, 02:13:56 pm
I meant some display of shinras lifestream draining symbolism that I want to see on the NES.
Like on Mt. Nibel you dont see any flora in or around Midgar beside Aerith's flowers
In Floor 61 there is the only large tree beyond public reach and the managers are proud of it.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 21, 2011, 04:50:42 pm
Quote
Like on Mt. Nibel you don't see any flora in or around Midgar beside Aerith's flowers

yeah, I'm going to make the world map from both versions match as best I can. I'm going to make the ground around midgar look dead like in the psx version.

Aerith's place is also the only place in Midgar where you see clean, fresh water.
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on October 22, 2011, 11:01:03 pm
At least 10 dollars. This is Shinra, not a popsickle stand!
I guess my reference (http://www.youtube.com/watch?v=qVD6_BGV8mM#t=0m35s) is more obscure than I thought. :)
Title: Re: Final Fantasy VII NES Project
Post by: What Defines A Monster? on October 24, 2011, 06:46:24 am
I guess my reference (http://www.youtube.com/watch?v=qVD6_BGV8mM#t=0m35s) is more obscure than I thought. :)

And here I was thinking I had found another Joni Mitchell fan.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 29, 2011, 01:39:18 pm
Floor 63 is done:

(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQFloor63.png)

Since this floor is not used for anything but to get to floor 64, this is the only part of the map that will be seen.
Title: Re: Final Fantasy VII NES Project
Post by: fairdenizen on November 03, 2011, 02:43:11 am
On a related subject, I just put out my Final Fantasy 7 hip hop mashup album. check it out! http://djnerd42.blogspot.com/2011/09/deltron-3742.html


I'm going to be honest. The only reason I tried this out was so I could take an educated stand on making fun of it, but damn it, I really like it. Props to the beats.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 03, 2011, 09:53:23 am
I'm going to be honest. The only reason I tried this out was so I could take an educated stand on making fun of it, but damn it, I really like it. Props to the beats.
LOL, yeah thank you. I think that has been alot of people's reaction. This is the kind of stuff you can only make when you absolutely don't care what other people think but are just going to make something awesome, whether they see it or not.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 06, 2011, 10:23:52 am
Floor 64 of Shinra HQ is complete:

(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQFloor64.png)

Since I couldn't put the stairs where I wanted to, I had to re-arrange the room a little.
Title: Re: Final Fantasy VII NES Project
Post by: dACE on November 09, 2011, 09:43:03 am
First off - great effort, I'm looking forward to the end-result.

Secondly - the main thing must still be to end up with a fully playable/functioning ROM-file.
I don't think people will appreciate the hard work with the graphics and music unless the game is fully functional.

BTW: I really enjoyed Chpexos remark "I wouldn't go around stealing peoples' work..." - that brought a big smile to my face.
I thought this was the whole idea in the first place...

/dACE
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 09, 2011, 10:56:41 am
First off - great effort, I'm looking forward to the end-result.

Secondly - the main thing must still be to end up with a fully playable/functioning ROM-file.
I don't think people will appreciate the hard work with the graphics and music unless the game is fully functional.

BTW: I really enjoyed Chpexos remark "I wouldn't go around stealing peoples' work..." - that brought a big smile to my face.
I thought this was the whole idea in the first place...

/dACE
+3. Agree. Agree. Agree.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on November 10, 2011, 02:59:24 pm
First off - great effort, I'm looking forward to the end-result.

Secondly - the main thing must still be to end up with a fully playable/functioning ROM-file.
I don't think people will appreciate the hard work with the graphics and music unless the game is fully functional.

BTW: I really enjoyed Chpexos remark "I wouldn't go around stealing peoples' work..." - that brought a big smile to my face.
I thought this was the whole idea in the first place...

/dACE
This brought a big smile to my face.  :D
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 11, 2011, 05:02:18 pm
Quote
First off - great effort, I'm looking forward to the end-result.

Thanks :)

Quote
the main thing must still be to end up with a fully playable/functioning ROM-file.
I don't think people will appreciate the hard work with the graphics and music unless the game is fully functional.

No worries there, I've played through the rom up to this point and so far everything works fine. Except for the menu in a few areas, but that's not really much of a problem.


Floor 65 is done:

(http://i753.photobucket.com/albums/xx179/JCC2000/floor65.png)
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on November 14, 2011, 03:44:55 pm
Hey, did you know there's a Final Fantasy IV on the NES by the same Chinese bootleggers? Here's a video (http://www.youtube.com/watch?v=SzhiOAKr67o) of it.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 15, 2011, 09:47:40 am
Hey, did you know there's a Final Fantasy IV on the NES by the same Chinese bootleggers? Here's a video (http://www.youtube.com/watch?v=SzhiOAKr67o) of it.
I actually was not aware of this. Wish I could find a rom of it but it looks to be pretty rare
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 15, 2011, 05:07:38 pm
Quote
Hey, did you know there's a Final Fantasy IV on the NES by the same Chinese bootleggers? Here's a video of it.

I know, I have the ROM. It's not too bad, I'm just shocked that they took the effort to remake the entire battle music. It's too bad that the battle music is only for the boss battles, and the cheap battle music from FF7 NES is still the regular battle music. I'm not sure just how much of the original game it covers, but the Rom is pretty small compared to Final Fantasy 7. The opening for it is pretty cool, just wish I knew what it says.

BTW, If you look at the rom in tile editor, for some reason the game has Barret's mugshot, but it's nowhere near all the other mugshots used in the game. I also found an extra mugshot of Barret in the Final Fantasy 7 rom that's not used and is also far from the other mugshots used in the game. Not sure what its purpose is.
Title: Re: Final Fantasy VII NES Project
Post by: Azkadellia on November 16, 2011, 01:08:48 am
Blame it on re-use of assets from previous games. It's really common to use stuff from previous games to make new games. Cuts down on making stuff from scratch.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 18, 2011, 06:40:16 pm
I just found a Famicom version of Final Fantasy V! Or at least that is what the title screen says. The game doesn't resemble Final Fantasy V in any way, but it looks pretty interesting.

Here's a video of it: http://www.youtube.com/watch?v=aSsnM_vzOYI (http://www.youtube.com/watch?v=aSsnM_vzOYI)

Anyone know what game this is actually a port of, graphics kinda look like Legend of Zelda.
Title: Re: Final Fantasy VII NES Project
Post by: betakiller on November 19, 2011, 09:39:45 am
I just found a Famicom version of Final Fantasy V!

Moreover, there is a Famicom version of Final Fantasy X. All I can say it is not bootleg game, but a non-profit fan remake made by Japanese romhackers. I searched over the Internet for the ROM, but all I could find is this (http://www.compmike19.com/ffxnes.rar). It is just a compilation of beta ROMs showing sprites of Tidus and others. The most completed version is just a remake of "Listen to my story" scene. Tidus gets up and the game stops. It is not even a game. For more information click here (http://www.compmike19.com/id461.htm).

(http://www.compmike19.com/efb1e040.png)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 19, 2011, 10:44:09 am
I know, I looked all over to hoping it was real. It would definitely be ,without a doubt, the best game for the NES if it was real.
These pics are my favorites:

(http://i753.photobucket.com/albums/xx179/JCC2000/Untitled.png)

Too bad the game is just mockup pictures and a partial ROM.
But the pics are a good source of graphics for anyone who actually wants to make that port.


Here's one of Final Fantasy XII that was mixed with the Final Fantasy X pics:

(http://i753.photobucket.com/albums/xx179/JCC2000/Untitled2.png)

November 19, 2011, 11:10:03 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Floor 66 is done:

(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQfloor66-1.png)
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on November 19, 2011, 01:04:54 pm
I've always liked floor 66... and the Shinra Building in general. You're doing an amazing job on it so far, Lugia2009. :)
Title: Re: Final Fantasy VII NES Project
Post by: DarknessSavior on November 19, 2011, 04:52:42 pm
That FFX stuff for NES is just a bunch of screen mockups. If you pay close attention to the details you'll see that, for instance, they use two different main menus. Or that the battle with Seymour has Tidus doing 99,999 damage, but he only has 300 HP.

A really well made fake, but fake nonetheless.

~DS
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 19, 2011, 08:37:16 pm
Quote
I've always liked floor 66... and the Shinra Building in general. You're doing an amazing job on it so far, Lugia2009. :)

Thanks :)

Quote
That FFX stuff for NES is just a bunch of screen mockups. If you pay close attention to the details you'll see that, for instance, they use two different main menus. Or that the battle with Seymour has Tidus doing 99,999 damage, but he only has 300 HP.

A really well made fake, but fake nonetheless.

~DS

But you may never know, maybe someday someone will actually bring FFX NES into reality.
There's definitely enough graphics available in the mockups for a good start on that kind of a project.
Title: Re: Final Fantasy VII NES Project
Post by: betakiller on November 20, 2011, 03:05:23 am
That FFX stuff for NES is just a bunch of screen mockups.

There are four beta ROMs though.


Or that the battle with Seymour has Tidus doing 99,999 damage, but he only has 300 HP.

Oh, are you talking about this picture?

(http://www.compmike19.com/f0534ec0.gif)

It is just being made in MS Paint, I'm sure. I would also say that it's a beautiful fake, but beta ROMs show us that the work at least began.


@Lugia2009

Impressive. Your Shinra Building has very strong Final Fantasy VII feel. Keep it up please. :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on November 20, 2011, 11:21:52 am
A tech demo from someone who tried coding for NES?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 21, 2011, 08:10:09 pm
Floor 67 is done:

(http://i753.photobucket.com/albums/xx179/JCC2000/Floor67Unfinished.png)
Title: Re: Final Fantasy VII NES Project
Post by: dACE on November 25, 2011, 02:55:18 am
A couple of suggestions:

- Could you perhaps add a original screen-shot of all screens you have touched up? - that way it will be like one of those BEFORE & AFTER commercials.
- Could you perhaps add a percentage OR "screen ?? of ??? done"? - to give your fans a notion of how the work is progressing towards finalization.

Just finished the translated version of the ROM myself and one thing I really think the remake needs - is a better ending.
At least the game should leave you with a nice ending picture and some suitable music - not just throw you back to the game menu.
After all - it takes some time to get there, where is the reward for doing so?

Keep the momentum going!
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on November 25, 2011, 11:32:33 am
dace
you have the problem that Lugia2009 doesnt have a good knowledge of 6502 ASM, so he cant do what he would like to see on this platform and ROM.
If the progress is much to slow for you just play FF III(NES).
As for the number of screenshots,count the unique picures in this thread and subtract it from 103.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 25, 2011, 12:52:09 pm
Quote
Could you perhaps add a percentage OR "screen ?? of ??? done"? - to give your fans a notion of how the work is progressing towards finalization.

I actually have been making lists like that for myself. Here's my current list:

NEXT TO WORK ON...

Goal is to have every area up to the world map done.

(DONE) 1. Complete Area outside of Shinra HQ

(DONE) 2. Complete Staircase in Shinra HQ

(DONE) 3. Complete Shinra HQ Lobby

(DONE) 4. Complete Shinra HQ Area right before 61st floor

(DONE) 5. Complete 61st Floor

(DONE) 6. Complete 62nd Floor

(DONE) 7. Complete 63rd Floor

(DONE) 8. Complete 64th Floor

(DONE) 9. Complete 65th Floor

(DONE) 10. Complete 66th Floor

(DONE) 11. Complete 67th Floor

12. Complete 68th Floor

13. Complete prison cell area (This shares the map layout of floor 66)

14. Complete 69th Floor

15. Complete 70th Floor

16. Complete Shinra Roof

17. Complete road leading out of Midgar

18. I think that there are 2 70th floors. If so complete the second one too

19. Make sprites for all NPCs (Don't forget about mayor Domino on floor 62 and sprites on floor 63)

20. Give scarlet/palmer and Reeve a new sprite along with the president's death sprite, and fix Hojo.

21. Play through the game up till the world map to make sure everything works properly.

11\21 Completed


Once these things are done I'm going to post another patch.

Quote
Could you perhaps add a original screen-shot of all screens you have touched up? - that way it will be like one of those BEFORE & AFTER commercials.

I could do that.



November 25, 2011, 05:06:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Floor 68 is done, here's a before and after:

(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQFloor68Before.png)

(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQFloor68after.png)
Title: Re: Final Fantasy VII NES Project
Post by: Lindblum on November 27, 2011, 04:03:02 am
Since I've been unemployed for a while I was curious to see how the FF7NES improvement threads have been doing.  I am pleasantly surprised and impressed to see how much progress has been made, especially by Lugia2009.  I played through his newest patch and wrote a list of thoughts and issues. 

* Someone tried to overwrite Tifa:"Turn all the gears." to Tifa:"Hit all the buttons", but ended up corrupting her line (and Barret's next line) as "TurHit all the buttonsDamn man,get a hold of yourself!". 
* Waiter:"The boss is out,please come back in a few days!" is corrupted to "The boss is out,please come back in a few Hit the Button__", which seems to be corrupting the "Got Potion." in one of the first treasures at the first mako reactor to "e Button__". 
* If you talk to Elmyra as you sneak out of her house she says "Aeris is an unfortunate child.", which was an improvised translation.  I'm not sure what her actual line should be here, but the [40][4E] code for her image isn't scripted to appear. 
* When "A chocobo came!" we can remove the [40][31] for Cloud's image.  It just seems weird for him to say it. 
* Editing text and maintaining format is tricky, but that's partly my fault for the way I worked around the game's text engine. 
* The Main Theme (Overworld) is just the intro part on loop (played way too drawn out). If you're going to loop any part of the song I suggest jumping to its main melody. 
* The Chocobo Theme only loops a small part of the song (a la FF2j).  I can live with it, but I'd prefer a fuller version. 
* Speaking of chocobo music, my patch already had code to change the music when you mount/dismount, but since no Chocobo song was implemented at the time I used the victory fanfare as a placeholder.  In the ROM change 0x75C8 from 08 to 0B to fix this. 
* Nibelheim doesn't seem to have its well in the flashback. 
* I'm not sure what you did at the Golden shiny wire of hope, but I got past without the Battery.  I guess you removed that sidequest. 
* Event code seems to not kick in when I climb up to Shinra HQ, but you pretty much warned that on page 17. 
* For anyone who was brave enough to dig through my old archive of files related to this ROM, I had already converted some songs, and in another thread (http://www.romhacking.net/forum/index.php/topic,7739.75.html) shared work with Tummai about song encoding.  I don't know whether those have been used or compared to the versions presently implemented.  I can check into that. 
* I'm trying to trace that wretched menu screen corruption (works fine in overworld).  Let me know if you already know something about it. 
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 27, 2011, 12:48:16 pm
@Lindblum

First, let me say thanks for making the translation of the game  :thumbsup: , I don't think I would have taken on this project if the game wasn't translated.

Quote
* Someone tried to overwrite Tifa:"Turn all the gears." to Tifa:"Hit all the buttons", but ended up corrupting her line (and Barret's next line) as "TurHit all the buttonsDamn man,get a hold of yourself!".
* Waiter:"The boss is out,please come back in a few days!" is corrupted to "The boss is out,please come back in a few Hit the Button__", which seems to be corrupting the "Got Potion." in one of the first treasures at the first mako reactor to "e Button__". 

That was me, after I changed the map, it no longer made sense when Tifa said to turn all the gears. I played through those parts to see if I could fix it and it works fine on my version. You may have patched the wrong version of the game. That was my fault, I forgot to tell which version of the game the patch was for.

Quote
* If you talk to Elmyra as you sneak out of her house she says "Aeris is an unfortunate child.", which was an improvised translation.  I'm not sure what her actual line should be here, but the [40][4E] code for her image isn't scripted to appear.
* When "A chocobo came!" we can remove the [40][31] for Cloud's image.  It just seems weird for him to say it. 

No problem, I can change those.

Quote
The Main Theme (Overworld) is just the intro part on loop (played way too drawn out). If you're going to loop any part of the song I suggest jumping to its main melody.
* The Chocobo Theme only loops a small part of the song (a la FF2j).  I can live with it, but I'd prefer a fuller version. 

I could make some changes to the overworld music, but I don't think I can make the chocobo theme into the full version, there's hardly any more space for songs. There is a lot of space right above where the songs are but, for some reason, the game won't load music from there.

Quote
* I'm not sure what you did at the Golden shiny wire of hope, but I got past without the Battery.  I guess you removed that sidequest.
* Event code seems to not kick in when I climb up to Shinra HQ, but you pretty much warned that on page 17. 

Yeah, I had to change that because for some reason when you go to use the battery, the music becomes high pitched and the battery can't be used. After the girl says "You need a battery to climb, check the shops for one" Go to the store and get the battery. Then when you climb up the wire, Cloud will say a few lines, then the space will automatically clear, the event in front of shinra HQ should trigger then.

I have learned a lot about this game's event system, but not enough to fix this problem yet. I still don't know what caused the problem with the sound on that spot, but it may be because of the menu problem.

Quote
For anyone who was brave enough to dig through my old archive of files related to this ROM, I had already converted some songs, and in another thread shared work with Tummai about song encoding.  I don't know whether those have been used or compared to the versions presently implemented.  I can check into that. 

Yeah, I found the songs on the old thread and used them. They were "Those Chosen by the Planet" "Ahead on our way" and "Chocobo Theme". And I used Tummai's "Battle Theme". Thanks for making them, I like how "Ahead on our way" turned out.  :thumbsup:

Quote
I'm trying to trace that wretched menu screen corruption (works fine in overworld).  Let me know if you already know something about it. 

I wish I knew what caused it too, it does work in some areas, but not in others. I'm not sure why only some areas are affected. I kinda think it may be caused by the patch Tummai made to allow for musical branching and looping, I never noticed the problems with the menu until after I used that patch, but then again I never really needed to use the menu much, so I'm not 100% sure.

Quote
Nibelheim doesn't seem to have its well in the flashback. 

It's there, it's at the bottom right.
(http://img155.imageshack.us/img155/1551/finalfantasyviienglishg.png)

Quote
In the ROM change 0x75C8 from 08 to 0B to fix this.

Thanks for telling me, I saw you mention the mounting and dismounting music on the old thread but I couldn't find which part of the ROM had to be changed to allow for that.

November 28, 2011, 07:29:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Floor 69 is done, here's the before and after:

(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQFloor69BEFORE.png)
(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQFloor69.png)
Title: Re: Final Fantasy VII NES Project
Post by: Lindblum on November 29, 2011, 04:17:39 am
Thank you for addressing every note.  Without a formalized repository system It's getting tricky to keep track of every patch and version. 

I have new intel on the menu bug...
The index of the cursor's position in the main menu screen is at $6F1D.  00=Status, 01=item, 02=Magic, 03=Equip, 04=Party, 05=Save.  When you move the cursor up or down it modularly increments or decrements the index (Increment function starts at $A692, 0x726A2 in the ROM).  If you press A it computes the function address to load the next menu (This starts at $A69E, 0x726AE in the ROM). 
The cause of all the trouble is that $6F1D gets rewritten to 00 at times when it should not.  Even in the overworld where the problem seems to be absent, if you wait long enough $6F1D will eventually automatically reset to 00.  I think certain circumstances in the music will trigger it.
The cursor index corruption happens in a function that starts at $FF20, 0x1FF30 in the ROM, specifically the "STA $6F1A,X" when the X register == 3 (not that that's the only address that should be avoided).  I have found this function does not exist in the original ROM, but is created by Tummai's sound engine patch.  Tummai probably used this part of the memory without realizing that it had a purpose, and we never noticed it probably because no song that was encoded at the time was triggering it.  That should give us a start to figure out how to fix it.  So far I don't see any problem with using the RAM from $6FE0-$6FFF for our own purposes.  Maybe all we need to do is modify the calls at 0x1FF32 and 0x1FF3F to reference $6FE0 instead of $6F1A, and use $6FE4-$6FFF as our free RAM for other things.  So far this fix is working for me. 

Quote
I could make some changes to the overworld music, but I don't think I can make the chocobo theme into the full version, there's hardly any more space for songs. There is a lot of space right above where the songs are but, for some reason, the game won't load music from there.
Songs are encoded from 0x1B8DD onward, with your own inserted in the formerly blank space around 0x1D8C0. 
In case you're referring to the blank space from 0x16B30 to 0x17C10 you can't load that because that is outside of the 32kB page.  Just in case you don't know, the $8000-$FFFF space in memory is loaded from the ROM by saving the page number to $5000 (e.g. LDA #$02, STA $5000 loads page 02, i.e. 0x10010-0x1800F).  In the case of music (0x1B8DD and up) this is typically page 03 (0x18010-0x2000F).  It is theoretically possible to store songs on other pages if you modify the code to decide the page number based on the song number.  You can use breakpoints to detect load events. 

Tummai once said:
Quote
It may be possible to introduce a new opcode to place in the channel headers (or even just the first channel header) that can indicate a bank and an address, and then we can write some code for that opcode that will:
1)dynamically write some copy code to RAM (so that it can be executed after we've bankswitched away from the sound engine bank)
2)switch banks to the bank specified in the opcode
3)go to the address specified in the opcode and copy the song data to RAM
4)switch back to the sound engine and reroute pointers to the song data in RAM.

If we can pull something like this off, then we can scatter songs all across the ROM in any open space we find.
This will require:
1) enough RAM to hold the data for one song at a time.
2) enough RAM to hold the song-copying code (which should be quite short). 
3) enough ROM space in the sound engine bank to hold the new opcode code (shouldn't be a problem)

If we don't have the RAM, we'll have to find another solution.  But we might have it!  Is the RAM in $7000-7999* used by the game at all?
* I think he meant $7FFF, and it does seem to be accessed from time to time, but I'm not sure what for.
Title: Re: Final Fantasy VII NES Project
Post by: Ryusui on November 29, 2011, 04:56:58 am
Thank you for addressing every note.  Without a formailized repository system It's getting tricky to keep track of every patch and version.

Try Assembla. We used that for Nanashi no Game.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 30, 2011, 11:55:37 am
Quote
I have new intel on the menu bug...
The index of the cursor's position in the main menu screen is at $6F1D.  00=Status, 01=item, 02=Magic, 03=Equip, 04=Party, 05=Save.  When you move the cursor up or down it modularly increments or decrements the index (Increment function starts at $A692, 0x726A2 in the ROM).  If you press A it computes the function address to load the next menu (This starts at $A69E, 0x726AE in the ROM). 
The cause of all the trouble is that $6F1D gets rewritten to 00 at times when it should not.  Even in the overworld where the problem seems to be absent, if you wait long enough $6F1D will eventually automatically reset to 00.  I think certain circumstances in the music will trigger it.
The cursor index corruption happens in a function that starts at $FF20, 0x1FF30 in the ROM, specifically the "STA $6F1A,X" when the X register == 3 (not that that's the only address that should be avoided).  I have found this function does not exist in the original ROM, but is created by Tummai's sound engine patch.  Tummai probably used this part of the memory without realizing that it had a purpose, and we never noticed it probably because no song that was encoded at the time was triggering it.  That should give us a start to figure out how to fix it.  So far I don't see any problem with using the RAM from $6FE0-$6FFF for our own purposes.  Maybe all we need to do is modify the calls at 0x1FF32 and 0x1FF3F to reference $6FE0 instead of $6F1A, and use $6FE4-$6FFF as our free RAM for other things.  So far this fix is working for me. 


Thanks for finding the problem  :thumbsup:, If you can fix it, then the golden shiny wire of hope should start working too. The menu bug is probobly the cause of that problem.

Quote
Maybe all we need to do is modify the calls at 0x1FF32 and 0x1FF3F to reference $6FE0 instead of $6F1A, and use $6FE4-$6FFF as our free RAM for other things.  So far this fix is working for me.

Sounds good to me, I trust your solution. :)
Title: Re: Final Fantasy VII NES Project
Post by: Lindblum on November 30, 2011, 03:56:28 pm
Quote
Maybe all we need to do is modify the calls at 0x1FF32 and 0x1FF3F to reference $6FE0 instead of $6F1A, and use $6FE4-$6FFF as our free RAM for other things.  So far this fix is working for me.
To boil it down, write [E0][6F] to 0x1FF33 and 0x1FF40, and see what it does for you.  There's a chance that your savestates could load with minor audio glitches before the functions adapt to the new address. 

* If your patch is based on my 99% release there are a number of bugs left over from the graphics/assembly hack I put in to allow buying/selling weapons in the armor stores.  So far I have made a fix for buying, but selling is still dangerous. 
* I don't know if all our versions match, but in the store menu the sword icon and the word Gil have incorrect tiles. 
* The patch also contained a speed hack that lets you run doublespeed if you hold B, but it doesn't work if the screen is scrolling.  I hope I'll have time for this. 
* Occasionally if you encounter a number of enemies with long names the tiles for their names overflow onto the enemy graphics tiles in the PPU, and scrambles their appearance.  This can be prevented by not having a blank tile after every letter tile (to reduce PPU usage), but I got tired of trying to fix it years ago, even though it seemed it would be easy. 
* I plan to make weapon enhancements stronger, and enhancement eligibility more frequent. 
* I believe a few more people should be considered a spot on the title screen (ZhongTian and LittleChiba didn't actually work on the hack, I just thanked them for their FF7 transcripts which were vital to the translation).  Personally, I miss the old text gradient style.
(http://i.imgur.com/k2zWP.png) (http://i.imgur.com/3pf97.png)
Title: Re: Final Fantasy VII NES Project
Post by: SargeSmash on November 30, 2011, 04:55:15 pm
Man, I gotta admit, those before-and-after pics look great.  Keep up the great work, guys!
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 30, 2011, 07:57:35 pm
Couple things: please fix the selling bug! And your title screen is a good idea but it looks a little too forest green, when FF7 is more fadey modern light Emerald City green.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 01, 2011, 05:38:03 pm
Quote
To boil it down, write [E0][6F] to 0x1FF33 and 0x1FF40, and see what it does for you.  There's a chance that your savestates could load with minor audio glitches before the functions adapt to the new address. 

Thanks, I'll try that.

Quote
Occasionally if you encounter a number of enemies with long names the tiles for their names overflow onto the enemy graphics tiles in the PPU, and scrambles their appearance.  This can be prevented by not having a blank tile after every letter tile (to reduce PPU usage), but I got tired of trying to fix it years ago, even though it seemed it would be easy. 

I was wondering what caused that.

Quote
If your patch is based on my 99% release there are a number of bugs left over from the graphics/assembly hack I put in to allow buying/selling weapons in the armor stores.  So far I have made a fix for buying, but selling is still dangerous. 

Yeah, I tried that patch, but the game kept freezing on the first town area. It'll be cool to be able to buy weapons.

Quote
I plan to make weapon enhancements stronger, and enhancement eligibility more frequent. 

It'll be good for the weapons to gain more than 1 point every time they level up, right now spending time leveling up the weapons just isn't worth it. It would also be nice for materia to gain more than 1 point.

Also, would you be able to strengthen the character's attack stats, or increase how much the character's strength increases each time they level up?

Quote
I believe a few more people should be considered a spot on the title screen (ZhongTian and LittleChiba didn't actually work on the hack, I just thanked them for their FF7 transcripts which were vital to the translation).  Personally, I miss the old text gradient style.

I'd been meaning to ask about that, would it be possible to add credits at the end of the game?

Quote
And your title screen is a good idea but it looks a little too forest green, when FF7 is more fadey modern light Emerald City green.

That shouldn't be a problem.

Quote
At least the game should leave you with a nice ending picture and some suitable music - not just throw you back to the game menu.

I had an idea about that, after I changed one of the areas, there were some left over maps. I may be able to use those extra maps to make an ending screen if the map has enough graphic tiles.

(http://img822.imageshack.us/img822/2825/arealeadingtowallmarket.png)

on this map there were other teleport spots that led you to other maps that would end up sending you back to this map. I may be able to use them for some ending pictures. Plus I can change the music that plays for those maps.

The prison area is done:

(http://i753.photobucket.com/albums/xx179/JCC2000/Floor67Prisoncellslayout.png)

The top left is blacked out because there weren't enough tiles to make the capsule that Red Xiii was in. So I just took the extra gates and used them to block that area off.

Plus I completely rewrote the event for this part. Now Red Xiii actually goes over to the dead soldier before saying "No human could've done this"
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on December 01, 2011, 05:39:23 pm
Couple things: please fix the selling bug! And your title screen is a good idea but it looks a little too forest green, when FF7 is more fadey modern light Emerald City green.
The shop bug was a result of me running out of room for the title screen. I realized that the title screen and the shop graphics overlapped in the PPU and the shop graphics had free graphic space. So I used the free space in the shop graphics. I soon realized the shops were messed up, so I "fixed" it, though I didn't notice it since it only affected a few shops.

To fix it is easy. The graphics are arranged just like the maps; each graphic tile is place one after another.
Title: Re: Final Fantasy VII NES Project
Post by: Mauron on December 01, 2011, 05:42:04 pm
The improvement  really shows with the before and after pictures. Well done.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 01, 2011, 05:58:14 pm
Quote
And your title screen is a good idea but it looks a little too forest green, when FF7 is more fadey modern light Emerald City green.

How's this?

(http://i753.photobucket.com/albums/xx179/JCC2000/FinalFantasyVII-EnglishGraphicsHack--349.png)
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on December 01, 2011, 06:26:09 pm
How's this?

(http://i753.photobucket.com/albums/xx179/JCC2000/FinalFantasyVII-EnglishGraphicsHack--349.png)
I did make a few mistakes though. The "F" the middle bracket is partly black and partly white. And above the same F the are two dark green pixels, they should be white.

The color scheme looks better now.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 01, 2011, 07:06:08 pm
Quote
To boil it down, write [E0][6F] to 0x1FF33 and 0x1FF40, and see what it does for you.  There's a chance that your savestates could load with minor audio glitches before the functions adapt to the new address. 

It worked! Thank you so much! ;D

I've had no problems with the menu so far, so I think the problem's completely fixed.

And the wire event was caused by the menu bug. So I changed that event back to the way it was. Now the battery can be used without any problems, I tried it several times.

Quote
I did make a few mistakes though. The "F" the middle bracket is partly black and partly white. And above the same F the are two dark green pixels, they should be white.

Okay, I'll fix those.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on December 02, 2011, 11:08:24 am
That is looking better, but if you could intersperse some of the pixels between the middle part and the dark part on the end of the tail that would look more fadey rather than having the dark part on the end of the tail start at this straight, sharp line. I think that would look better. But the change in color already makes it look alot better. :) Just suggestion. Oh also, the "Final Fantasy" letters might look better with a sharp white border rather than a green border maybe. Love all the great stuff you guys are making and looking forward to playing on the next patch whenever it comes out. I kinda haven't been playing this lately because I was always expecting the next huge patch to come out and totally ruin my save
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 02, 2011, 05:36:04 pm
Quote
That is looking better, but if you could intersperse some of the pixels between the middle part and the dark part on the end of the tail that would look more fadey rather than having the dark part on the end of the tail start at this straight, sharp line. I think that would look better. But the change in color already makes it look alot better. :) Just suggestion. Oh also, the "Final Fantasy" letters might look better with a sharp white border rather than a green border maybe.

How's this?

(http://i753.photobucket.com/albums/xx179/JCC2000/FinalFantasyVII-EnglishGraphicsHack--352.png)

Quote
Love all the great stuff you guys are making and looking forward to playing on the next patch whenever it comes out. I kinda haven't been playing this lately because I was always expecting the next huge patch to come out and totally ruin my save

Thanks  :). I should be releasing another patch shortly. All I have left to do is make a new sprite for Mayor Domino, Finish Floor 70, the roof, and the road leading out of midgar. And the events for those areas need to be reworked. Then I just have to play through those areas to make sure everything works. I already played through everything up to the 69th floor and fixed a couple of problems I found.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on December 02, 2011, 06:09:12 pm
Awesome. Go with it.  :D

(later edit) course, I'd ditch the copyright sign and the "SQUARE" in hopes that the lawyers might be more likely to leave you alone if you don't suggest any official connection, but whatever
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 02, 2011, 06:41:51 pm
Quote
course, I'd ditch the copyright sign and the "SQUARE" in hopes that the lawyers might be more likely to leave you alone if you don't suggest any official connection, but whatever

Good idea, I didn't think of that.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on December 02, 2011, 06:52:27 pm
Awesome. Go with it.  :D

(later edit) course, I'd ditch the copyright sign and the "SQUARE" in hopes that the lawyers might be more likely to leave you alone if you don't suggest any official connection, but whatever
In hopes that the lawyers might be more likely to leave you alone? We're ROM hackers! :D

But it is better to be safe than sorry.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on December 02, 2011, 07:33:53 pm
*insert political rant here*

Yeah. You get the point.
Title: Re: Final Fantasy VII NES Project
Post by: Lindblum on December 03, 2011, 02:33:31 pm
I think I've finished work on weapon buying/selling, but I don't know how we coordinate all our alterations. 
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 03, 2011, 02:43:39 pm
Quote
I think I've finished work on weapon buying/selling, but I don't know how we coordinate all our alterations. 

Want me to send you the link for a new patch, then you could make the changes and then send me the link for that patch. Any changes I make to the maps or events can just be copied and pasted.

Or you could copy and paste the changes you made onto a document post that up and just tell me where to copy and paste those changes at on the Rom.
Title: Re: Final Fantasy VII NES Project
Post by: Lindblum on December 03, 2011, 04:25:14 pm
Non-graphical menu modifications (Pre-requisite: any patch built on my 99% patch (which contains tummai's final sound patch changes))
Code: [Select]
Pointer TummaiFix, 0x1FF33, [E0][6F]
Pointer TummaiFix, 0x1FF40, [E0][6F]
Pointer NewPricePtrArray, 0x2802C, [60][F4]
FunctionCall WeaponStats, 0x714FC, [20][10][E3]
FunctionCall GoLeftCol, 0x71EC1, [20][F0][E2][EA][EA]
FunctionCall GoRightCol, 0x71ED2, [20][00][E3][EA][EA]
Pointer NewInvtPtrArray, 0x720B7, [A0][E3]
Pointer NewInvtPtrArray, 0x720BD, [A0][E3]
Pointer NewInvtPtrArray, 0x72106, [A0][E3]
Pointer NewInvtPtrArray, 0x7210C, [A0][E3]
FunctionCall SubtractInvt, 0x72115, [20][40][E4][EA]
Pointer NewInvtPtrArray, 0x72154, [A0][E3]
Pointer NewInvtPtrArray, 0x7215A, [A0][E3]
FunctionCall InvtLimit2, 0x72161, [20][10][E4][EA]
FunctionCall InvtLimit, 0x72227, [20][F0][E3][EA][EA][EA][EA][EA]
Pointer NewInvtPtrArray, 0x72275, [A0][E3]
Pointer NewInvtPtrArray, 0x7227B, [A0][E3]
FunctionCall SetInvt, 0x72282, [20][B0][E3][EA][EA][EA][EA][EA]
Pointer NewInvtPtrArray, 0x72307, [A0][E3]
Pointer NewInvtPtrArray, 0x7230D, [A0][E3]
Pointer NewStoreSelectArray, 0x72317, [30][E4]
Pointer NewStoreSelectArray, 0x7231D, [30][E4]
Pointer NewInvtPtrArray, 0x723D5, [A0][E3]
Pointer NewInvtPtrArray, 0x723DB, [A0][E3]
FunctionCall LoadWeaponLevel, 0x723E0, [20][D0][E3]
FunctionCall WeaponUserName, 0x724C7, [20][80][E3][EA][EA][EA]
ChocoboSongReference, 0x75C8, [0B]
Function GoLeftCol, 0x76300, [D0][03][A9][04][60][38][E9][01][60]
Function GoRightCol, 0x76310, [C9][04][D0][03][A9][00][60][18][69][01][60]
Function WeaponStats, 0x76320, [AD][CA][6F][C9][04][D0][63][C0][01][D0][28][A9][00][85][03][AD][24][6F][85][02]
[18][26][02][26][03][26][02][26][03][A5][02][18][69][AB][85][02][A5][03][69][D2]
[85][03][A9][05][8D][41][01][20][40][01][60][C0][06][D0][30][AD][24][6F][C9][11]
[90][26][C9][21][90][1F][C9][31][90][18][C9][3C][90][11][C9][4A][90][0A][C9][57]
[90][03][A9][06][60][A9][05][60][A9][04][60][A9][03][60][A9][02][60][A9][01][60]
[A9][00][60][A9][00][60][20][40][01][60]
Function WeaponUserName, 0x76390, [AD][CA][6F][C9][04][D0][07][AD][2B][6F][18][69][49][60][AD][2B][6F][18][69][09][60]
Array NewInvtPtrArray, 0x763B0, [DF][60][16][61][96][61][FF][61][3B][62]
Function LoadWeaponLevel, 0x763E0, [A8][AD][CA][6F][C9][04][D0][08][B1][02][F0][03][A9][01][60][60][B1][02][60]
Function InvtLimit, 0x76400, [AD][CA][6F][C9][04][D0][09][B1][02][18][6D][19][6F][C9][01][60][B1][02][18][6D]
[19][6F][C9][63][60]
Function InvtLimit2, 0x76420, [AD][CA][6F][C9][04][D0][05][B1][02][C9][01][60][B1][02][C9][63][60]
Array NewStoreSelectArray, 0x76440, [01][38][01][81][01][6A][01][3B][01][65]
Function SubtractInv, 0x76450, [AD][CA][6F][C9][04][D0][18][A2][00][BD][74][60][4D][24][6F][29][7F][D0][03][9D]
[74][60][E8][8A][C9][07][90][ED][A9][00][60][B1][02][38][ED][19][6F][60]
Array NewPricePtrArray, 0x2F470, [FF][F2][36][F3][B6][F3][1F][F4][70][F4]
Array NewWeaponPriceArray, 0x2F480, [0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C][96][A0]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C][96][A0]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C][96][A0]
[0A][14][1E][28][32][3C][46][50][5A][64][6E]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C]

Should we have a patch to the Chinese ROM that we all pass around, and every time someone wants to commit a set of changes to it he uploads it with a new version number?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 03, 2011, 04:40:40 pm
Quote
Should we have a patch to the Chinese ROM that we all pass around, and every time someone wants to commit a set of changes to it he uploads it with a new version number?

Sounds good to me, after I finish the level I'm working on, I'll upload a new patch. I finished making the graphics for floor 70, now I just need to make the changes to the map and alter the events for that map.

December 03, 2011, 08:58:25 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I tried the changes for the weapon shop, but I noticed some problems.

The game freezes if you try to sell any weapons
And if you buy anything, it doesn't appear in the inventory
Title: Re: Final Fantasy VII NES Project
Post by: Lindblum on December 03, 2011, 11:07:07 pm
Quote
I tried the changes for the weapon shop, but I noticed some problems.
You can make an IPS from your modified ROM and send it to me so I can compare it to my own and figure out if either of us made a mistake. 
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 04, 2011, 10:33:15 am
Quote
You can make an IPS from your modified ROM and send it to me so I can compare it to my own and figure out if either of us made a mistake. 

Okay, here's the link.

http://www.mediafire.com/?0sy72fu4ii7suok (http://www.mediafire.com/?0sy72fu4ii7suok)

I made 2 IPS patches. I found a document in your archive that showed the changes made to the shops, so I made those changes to my ROM, then I made the changes you posted up. When that didn't work, I then took the original Chinese ROM and applied the 99% patch and then made the changes that you posted, but the same thing happened. I included a save-state to test it.

Also, I tried the alterations again and this time, selling the weapons worked fine. I guess I messed up somewhere before, but that part's working now. Buying weapons still doesn't work.
Title: Re: Final Fantasy VII NES Project
Post by: Lindblum on December 04, 2011, 01:04:40 pm
I'm not completely sure you applied 4 of the changes.  Just double check these. 
Code: [Select]
FunctionCall SubtractInvt, 0x72115, [20][40][E4][EA]
Pointer NewInvtPtrArray, 0x72154, [A0][E3]
Pointer NewInvtPtrArray, 0x7215A, [A0][E3]
FunctionCall InvtLimit, 0x72227, [20][F0][E3][EA][EA][EA][EA][EA]

The part that's definitely my fault is where I typed a byte in Function SubtractInv wrong (0x7646B should be ED, not 13), which caused a branch opcode to jump the wrong direction, and into bad memory.  I'll correct it here and in my other post.
Code: [Select]
Function SubtractInv, 0x76450, [AD][CA][6F][C9][04][D0][18][A2][00][BD][74][60][4D][24][6F][29][7F][D0][03][9D]
[74][60][E8][8A][C9][07][90][ED][A9][00][60][B1][02][38][ED][19][6F][60]
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 04, 2011, 03:29:39 pm
Quote
I'm not completely sure you applied 4 of the changes.  Just double check these.
Code: [Select]

FunctionCall SubtractInvt, 0x72115, [20][40][E4][EA]
Pointer NewInvtPtrArray, 0x72154, [A0][E3]
Pointer NewInvtPtrArray, 0x7215A, [A0][E3]
FunctionCall InvtLimit, 0x72227, [20][F0][E3][EA][EA][EA][EA][EA]

You're right, I did miss those.

I found out why when I bought something it didn't appear in the inventory, at 0x072282 you put 20 B0 E3 EA EA EA EA EA, when it should be 20 B0 E3 EA EA EA 91 02. I went through each one and reverted them back to the way they were in the 99% patch and when I came to this one, I found it to be the problem.

The shop works perfectly now. Thank you :)

December 04, 2011, 09:41:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Floor 70 is done. Here is the before and after:

(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQFloor70Before-1.png)(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQFloor70After.png)
Title: Re: Final Fantasy VII NES Project
Post by: Lindblum on December 05, 2011, 12:44:34 am
Quote
at 0x072282 you put 20 B0 E3 EA EA EA EA EA, when it should be 20 B0 E3 EA EA EA 91 02
The STA is handled from within my function, so the 91 02 shouldn't have to exist outside of it. 

Great work on the maps and event modifications.  I feel almost sorry about how much work is still ahead of you though. 
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 05, 2011, 06:32:40 am
Quote
Great work on the maps and event modifications.  I feel almost sorry about how much work is still ahead of you though. 

Thanks :). I don't mind doing this, I'm having fun working on this game. I always wanted to do something like this.
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on December 05, 2011, 09:26:41 am
Who's the woman behind the pillar? Tifa?
Title: Re: Final Fantasy VII NES Project
Post by: Lindblum on December 05, 2011, 10:39:50 am
I think it's Scarlet/Palmer (they're one character in this game).

Even though the original game had a purposeless glowing yellow panel on the floor, it just gives the room an awkward asymmetry here.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 05, 2011, 11:33:49 am
Quote
Who's the woman behind the pillar? Tifa?

It is Scarlet/Palmer. In the original game, when Cloud and the others found President Shinra's body, Palmer was hiding behind one of the pillars.

I wonder though, why Sephiroth left his sword behind.

Quote
Even though the original game had a purposeless glowing yellow panel on the floor, it just gives the room an awkward asymmetry here.

Think I should remove it?

December 07, 2011, 05:13:48 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Shinra HQ Roof is done, here's the before and after:

(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQRoofBefore.png)

(http://i753.photobucket.com/albums/xx179/JCC2000/ShinraHQRoofAfter.png)

December 07, 2011, 08:59:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Everything from the beginning of the game up to the world map is done!

Here's the newest patch. It's a patch over the original Chinese version.
http://www.mediafire.com/?atao5ahj37tqfw5 (http://www.mediafire.com/?atao5ahj37tqfw5)

Enjoy  :)
Title: Re: Final Fantasy VII NES Project
Post by: Lindblum on December 08, 2011, 10:08:38 pm
I tried the new patch, and the Shinra HQ changes look good, but found new bugs in the weapon store.  Please read the following before applying changes.

In WeaponUserName after the ADC opcode [69] I had typed the wrong number [01] (Which resulted in "Shenzhen Nanjing" being printed near the weapon stats), so I changed it to [49] to point to the characters' abbreviated names in a string array (as my translation had it), but this crashed the game.  I went to 0x3030A to see that instead of the abbreviated names being stored there (After "Equipped" in the string array) there were bytes I didn't expect or understand.  Have the pointer arrays been manipulated?  With that being said, if the abbreviated names can't be restored to the array, you can change my [49] to [02] to use their full names, which will work, but be partially overwritten by weapon stats in the store menus.
Also, all weapons had the wrong prices.  I opened the patched ROM to the NewWeaponPriceArray and saw a completely different array than what was supposed to be stored there ([00][11][22][33][44]...).  I have no explanation for this. 

Code: [Select]
Function WeaponUserName, 0x76390, [AD][CA][6F][C9][04][D0][07][AD][2B][6F][18][69][49][60][AD][2B][6F][18][69][09][60]
Array NewWeaponPriceArray, 0x2F480, [0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C][96][A0]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C][96][A0]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C][96][A0]
[0A][14][1E][28][32][3C][46][50][5A][64][6E]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C]
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 09, 2011, 07:40:06 am
Quote
In WeaponUserName after the ADC opcode [69] I had typed the wrong number [01] (Which resulted in "Shenzhen Nanjing" being printed near the weapon stats), so I changed it to [49] to point to the characters' abbreviated names in a string array (as my translation had it), but this crashed the game.  I went to 0x3030A to see that instead of the abbreviated names being stored there (After "Equipped" in the string array) there were bytes I didn't expect or understand.  Have the pointer arrays been manipulated?  With that being said, if the abbreviated names can't be restored to the array, you can change my [49] to [02] to use their full names, which will work, but be partially overwritten by weapon stats in the store menus.

I didn't mess with the pointer arrays, but I'll see if it can be fixed.

Quote
Also, all weapons had the wrong prices.  I opened the patched ROM to the NewWeaponPriceArray and saw a completely different array than what was supposed to be stored there ([00][11][22][33][44]...).  I have no explanation for this. 

Sorry about that, that was me. I thought earning money to buy the best equipment would make battles more rewarding. I can change it back.


Also, I wanted to change the dialogue in the Kalm inn where Cloud tells his story about him and Sephiroth. Think this sounds alright?

Aeris: Let's head to the Inn.

Barret: So Cloud, let's hear your story....You know, about you and
Sephiroth.

Cloud:....I used to want to be like Sephiroth, so I joined SOLDIER.
After working with Sephiroth on several missions, we became friends.

Barret: You call that a friend?

Cloud: Yeah, well....He's older than me, and he hardly ever talked about
himself.

Cloud: We trusted each other. Until one day....

Cloud: I went with Sephiroth on a mission to Nibelheim to investigate
a malfunctioning reactor. Tifa was our guide to lead us to the reactor.

Cloud: Inside the reactor we discovered creatures created by Shinra. Normal
members of SOLDIER are exposed to mako, but these people were exposed to very
high amounts of Mako. Sephiroth was unlike normal members of SOLDIER....

Cloud: After realizing he may have been created the same way as those monsters,
Sephiroth went into the Shinra mansion and learned about the Cetra,
and The Jenova project. A project to create a human with the powers of the
Cetra by using Jenova's cells. He went mad and set the town on fire, my family,
and friends were killed.

Tifa: My father....

Cloud: Tifa went after him. Inside the reactor I found Tifa injured. I went
after Sephiroth.

Cloud: Sephiroth found his mother, Jenova. He believed she was destined to
rule the world....and that's the end of my story.

Aeris: What happened to Sephiroth?

Cloud: In terms of skill, I couldn't have killed him.

Tifa: Official records state Sephiroth is dead.

Aeris: Shinra, Inc owns the newspaper, so you can't rely on them.

Cloud: I want to know what happened then. I challenged Sephiroth
and lived. Why didn't he kill me?

Aeris: What about Jenova?

Cloud: Shinra shipped it to Midgar.

Aeris: It was missing from the Shinra building.

Tifa: Sephiroth?

Barret: Damn! Don't none of this make sense! I'm going.

Red XIII: ....what a fascinating story.


I looked, and it should all fit.
Title: Re: Final Fantasy VII NES Project
Post by: betakiller on December 09, 2011, 08:16:23 am

Also, I wanted to change the dialogue in the Kalm inn where Cloud tells his story about him and Sephiroth.

The new dialogue is cool, but are you going someday create a flashback? And when you'll edit the world map, are you going to add new islands (for example, the one with Wutai).
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on December 09, 2011, 12:05:43 pm
Haven't had a chance to try the new patch yet but please please please for future reference, until you get to what you consider is for sure going to be the final patch which you are not doing any bug fixes for, please please please put the date in the filename of the patch. Otherwise we could end up with an indefinite number of "Latest Patches"
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 09, 2011, 12:52:34 pm
Quote
Haven't had a chance to try the new patch yet but please please please for future reference, until you get to what you consider is for sure going to be the final patch which you are not doing any bug fixes for, please please please put the date in the filename of the patch. Otherwise we could end up with an indefinite number of "Latest Patches"

Good idea, I'll do that.

Quote
The new dialogue is cool, but are you going someday create a flashback? And when you'll edit the world map, are you going to add new islands (for example, the one with Wutai).

I'm not sure if I can, I would need more space in the event banks. I have leftover bytes from other events, hopefully I'll be able to figure out how to change the pointers for them so I can use the leftovers.
As for the map, I'm going to try and make it match the psx version as best as I can.

December 09, 2011, 04:27:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote
In WeaponUserName after the ADC opcode [69] I had typed the wrong number [01] (Which resulted in "Shenzhen Nanjing" being printed near the weapon stats), so I changed it to [49] to point to the characters' abbreviated names in a string array (as my translation had it), but this crashed the game.  I went to 0x3030A to see that instead of the abbreviated names being stored there (After "Equipped" in the string array) there were bytes I didn't expect or understand.  Have the pointer arrays been manipulated? 

I realized why it did this, when I first started working on the game I tried using the 99% patch, but the game kept freezing when I arrived at Tifa's bar. So I ended up not using the patch. But that was probably my fault. When I started working on the game I didn't really know what I was doing, I may have applied a few patches which caused the game to crash.

I copied and pasted that segment over on the new version and it's fixed now.
I changed the download link to the fixed version, sorry about that.
Title: Re: Final Fantasy VII NES Project
Post by: betakiller on December 10, 2011, 11:01:36 am
I found some little bugs, but I'll report about them a bit later. Also, could you make cursor for choises in dialogues more visible? Make it red, because pink is very hard to see on white background.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 10, 2011, 12:41:54 pm
Quote
I found some little bugs, but I'll report about them a bit later.

Alright, let me know of any bugs and I'll do my best to fix them.


Quote
Also, could you make cursor for choises in dialogues more visible? Make it red, because pink is very hard to see on white background.

Okay, I changed it. I couldn't make it red, but it's yellow. And I gave it a black shadow, so it's much more visible now. I also changed the arrow that appears at the bottom right of dialogue boxes too.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on December 10, 2011, 01:16:30 pm
The fact that anything even like this is getting done at all is so awesome!!  :D
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 12, 2011, 07:24:57 pm
Kalm is done, here's a before and after:

(http://i753.photobucket.com/albums/xx179/JCC2000/KalmAfterandBefore.png)

December 12, 2011, 08:08:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I found out where weapon stats are located. And also how to increase how much power magic and weapons gain when they're upgraded.  So I'll be able to make weapons more effective, and also make leveling up weapons and magic more rewarding.
Title: Re: Final Fantasy VII NES Project
Post by: Spooniest on December 12, 2011, 11:56:15 pm
I found out where weapon stats are located.

Cloud's damage range at the start of the game is between 38 and 40 HP worth of damage. That's what I'll be looking for, personally. :D
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on December 13, 2011, 02:32:39 pm
Nice BoF II Style Kalm
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on December 13, 2011, 07:59:24 pm
it looks like underwater?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 16, 2011, 12:00:31 pm
Here's the changes I made to the game's characters, materia, and weapons.

For the growth curves, I've increased the attack and magic power for all characters, I also lowered their physical and magic defense a little. And I increased the max HP for all characters quite a bit.

I also made weapons and magic stronger (Magic is still more powerful). With physical attacks, characters will usually do around 15-30 damage compared to 1-10 they used to do. But it also depends on the enemy, some enemies are very resistant to physical attacks and others are very weak to them.

Weapons gain 5 points when leveled up, and Magic gains 10 when leveled up. Since battles are much easier, I increased the amount of EXP needed to level up. So you may need to rely on potions a little more than before, at least until Aerith joins the party.

And I also found out how to increase the amount of Gil gained from a fight. So for example if you win a fight and get 208 EXP, you will get 69 Gil instead of only 20 Gil.

Next I plan to increase the amount of stats gained from equipping armor, and the items that increase any stat by one point.

I would like to find where Enemy and Boss stats are located, I looked all over but can't find them. Would anyone like to try and look, or would know how I could go about finding them?

December 17, 2011, 06:49:16 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I found the place for Enemy and Boss stats.
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on December 18, 2011, 09:19:20 am
Not sure if I've posted here already or not but I've been watching the progress of this hack for a while now.

Keep it up, you've been doing great this far. This should be pretty epic when it's done.
Title: Re: Final Fantasy VII NES Project
Post by: YEEYAM18 on December 18, 2011, 08:50:30 pm
WHAT IS BEING DONE HERE IS VERY AWESOME.  TO THINK THAT SOMETHING LIKE THIS IS HAPPENING IS AMAZING.  I CANT WAIT TO PLAY THIS ONCE ITS FINISHED.  IVE BEEN FOLLOWING THIS FOR QUITE SOME TIME.  UNTIL THEN FINAL FANTASY 3 NES
Title: Re: Final Fantasy VII NES Project
Post by: Burzy on December 18, 2011, 08:52:59 pm
looks amazing
Title: Re: Final Fantasy VII NES Project
Post by: altoiddealer on December 19, 2011, 12:20:08 pm
You are doing some amazing work sir! Keep it up  :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 19, 2011, 07:33:34 pm
Thank you for all the support. :)
Title: Re: Final Fantasy VII NES Project
Post by: thesubcon3 on December 20, 2011, 08:43:13 am
Awesome work! Is there any chance that this game will work on the PowerPak?
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on December 20, 2011, 12:28:45 pm
Mapper 163 is a huge 2MB rom divided into 32KB blocks.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 20, 2011, 01:53:58 pm
Quote
Awesome work! Is there any chance that this game will work on the PowerPak?

I wish, but the PowerPak can't handle a game larger than 512KB.

December 26, 2011, 09:10:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Happy Holidays everyone! :)

I made some new changes to the game.

Right now I'm in the process of increasing the game's difficulty a little, I want the game to not be too easy, but not too difficult either. I also removed some of the inventory for the Armor shop. There was just too much. Each piece of armor was just slightly better than the last and cost just a little more. So now the gaps in price are larger and so is the stats they increase by. The other armor and weapons can still be obtained through battles. Also Cure spells have been increased in power. And Cure spells now gain 25 points in power when leveled up. Enemies are more powerful now, don't expect to run into enemies that only deal 1-10 points of damage. I had to make them more powerful since the characters health and strength have been increased quite a bit.
Items have been changed too. Item prices have increased a little, except for Phoenix downs, which are now 750 Gil instead of 1000. And the strength of some of the items have increased a little. Potions for example now heal 200 HP instead of 100.

And I also found out how to change the color of the numbers that appear during battles.
Damage done to a character and an enemy is now white instead of red.
The word "Miss" now shows up yellow instead of red.
And the amount of HP healed for both enemies and characters is green instead of white.

I'm playing through the game from beginning to end, making adjustments as I go along. Once I get done that, I'll release a new patch for everyone else to try and see what they think of the game's new difficulty level.
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on December 28, 2011, 10:53:40 pm
You guys have done a great job on all of this so far, would it be okay to ask if you guys could upload a nsf of the soundtrack/upload the songs? I love hearing FF7's OST in 8-bit, thank you. Sorry if I'm a bother.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on December 29, 2011, 10:45:57 am
That'd be a good idea, but we don't want to see "soundtrack albums" for the game coming out until we're sure we've got all the songs that'll be in the final version.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 29, 2011, 01:17:57 pm
Quote
You guys have done a great job on all of this so far, would it be okay to ask if you guys could upload a nsf of the soundtrack/upload the songs? I love hearing FF7's OST in 8-bit, thank you. Sorry if I'm a bother.

It's no bother, but Nerd42's right, some of the songs may be changed a little or completely throughout the project. But I can upload a soundtrack when the final version is released.


I ran into a problem with the game's enemies, I noticed when I got out onto the world map at a certain point the enemies grow tremendously in strength. It's somewhere between Kalm and the Chocobo Farm, the enemies went from doing around 30-50 damage to doing around 150-300 damage.
But the good news is that after some looking I found out what controls how much power an enemy gains as the game progresses. Now I'll have better control over the strength of the enemies, and can make sure they never become too strong.

Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on December 29, 2011, 09:55:26 pm
You might also want to fix the Golden Saucer warps; they're messed up.

Also, a music piece from the Final Fantasy IV NES bootleg is from Chrono Trigger.
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on December 30, 2011, 12:18:42 pm
I have found this not long ago. It might prove to be usefull to you.^^^^

http://www.youtube.com/watch?v=4joB3KUmEVM&feature=g-all-lik&context=G23c436fFAAAAAAAAOAA

http://www.youtube.com/watch?v=6j2dJdLwI9Q&feature=related
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on December 30, 2011, 09:41:36 pm
niiiiiiice. add it
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 31, 2011, 01:45:34 pm
Quote
I have found this not long ago. It might prove to be usefull to you.^^^^

http://www.youtube.com/watch?v=4joB3KUmEVM&feature=g-all-lik&context=G23c436fFAAAAAAAAOAA

http://www.youtube.com/watch?v=6j2dJdLwI9Q&feature=related

It would be great to add these but a couple of things would have to be done first. The sound engine would have to be changed to allow songs to be loaded from other banks.

And the boss fights call on a specific song, that would have to be changed so each boss calls a song rather than all boss fights using the same song.

I could make these early and just have them sit on the side until those changes are made.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on December 31, 2011, 02:18:58 pm
Here's the Jenova song on famitracker (http://download1403.mediafire.com/7s914xse9uig/cdbbz7idgt2rl9t/jenova.ftm)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 31, 2011, 02:36:13 pm
Quote
Insert Quote
Here's the Jenova song on famitracker

I like it, sounds good.  :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on December 31, 2011, 02:53:20 pm
I like it, sounds good.  :thumbsup:
To be honest I didn't make it... let's pretend I did :D.

Do you have costa del Sol? I can produce a piece. I brushed up on my famitrackin' skills and produced this unfinished piece (http://download1337.mediafire.com/fcky05308swg/uydzgbuqoucnlqf/black+neart+beat-mega+man+zero+4.ftm) from megaman.

Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 31, 2011, 08:06:56 pm
Quote
Do you have costa del Sol? I can produce a piece. I brushed up on my famitrackin' skills and produced this unfinished piece from megaman.

Okay, anything you would like to send would be good.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on January 01, 2012, 12:13:08 pm
Costa del Sol Famitracker (http://download942.mediafire.com/jksu1uyayuog/c2j1z1eu03htkjm/Costa+del+Sol.ftm)

Fun fact: In Spanish, Costa del Sol literally means Coast of the Sun.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 01, 2012, 05:15:32 pm
Quote
Costa del Sol Famitracker

Thanks, it sounds pretty good. :)


I made Jenova, I also made Hurry! and Infiltrating Shinra Tower. If anyone would like to listen, here's the link:

http://hotfile.com/dl/139415148/6c073be/FF7_Music.rar.html (http://hotfile.com/dl/139415148/6c073be/FF7_Music.rar.html)

They're in the game being recorded off of the emulator.
Title: Re: Final Fantasy VII NES Project
Post by: coatlesscarl on January 03, 2012, 09:27:24 am
I have a few questions about the music. Will you be supporting expansion chips like MMC5 or VRC6, or just the 5 channel 2a03? Also, will you be trying to keep the music extremely NES legitimate and attempt to fit the entire OST onto a single .nsf?
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on January 03, 2012, 12:53:05 pm
It looks like he wont include all songs and just use the NES builtin chip
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 03, 2012, 07:07:45 pm
Quote
Will you be supporting expansion chips like MMC5 or VRC6, or just the 5 channel 2a03?

Just using this game's sound engine, I don't know how to make songs for any other games.

Quote
Also, will you be trying to keep the music extremely NES legitimate and attempt to fit the entire OST onto a single .nsf?

Yeah, I would like to try and recreate all the songs at full length once I'm done working on this game. I want to see if I can make some songs from Final Fantasy 8, 9, and 10 too.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on January 03, 2012, 07:28:29 pm
What songs are done and what songs need to be done?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 03, 2012, 09:53:02 pm
Songs that are done and in the game:

Shinra Attacks
Prelude
Underneath the Rotting Pizza
Ahead on Our Way
Those Chosen by the Planet
FF7 Battle Theme
FF7 Boss Theme
FF7 Victory
Valley of the Fallen Star
Mark of the Traitor
FF7 Chocobo Theme
Anxious Heart
Oppressed People
Tifa's Theme
Gold Saucer
Don of the Slums
Lurking in the Darkness
Parochial Town
Aerith's Theme
You Can Hear the Cry of the Planet
Shinra Company
Reunion
Buried in the Snow
Off the Edge of Despair
Great Warrior
It's Difficult to Stand on Both Feet, Isn't It

Songs that need to be done:

Costa Del Sol
Judgment Day
FF7 Main Theme

Songs that are done but aren't being used at this time:

Jenova
Hurry!
Infiltrating Shinra Tower

I took out Trail of Blood and Judgment day, they were both too long and didn't sound that great. Plus Judgment day took up a lot of space. So I need a shortened version with only the main part of the melody. I'll probably replace Trail of Blood with Lurking in the Darkness if there's no more room for it.

I did a new version of the Chocobo Theme: http://hotfile.com/dl/139808122/78f6975/Cinco_De_Chocobo.wav.html
If I have time, I'm going to make Costa Del Sol tomorrow.
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on January 03, 2012, 11:26:53 pm
So how far along would you say the patch is, Lugia2009?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 05, 2012, 11:38:29 am
Quote
So how far along would you say the patch is, Lugia2009?

Here's my current to do list:

1. Increase power of enemies around: Rocket Town
                                                    Area Between Nibelheim & Rocket Town
                                                    Nibelheim
                                                    Ocean
                                                    Temple of Ancients
                                                    All other areas where necessary

2. Increase power of bosses: Palmer (STR, INT, SPR)
                                               And remaining bosses where necessary

3. Make it so Cait Sith doesn't disappear after Temple of Ancients

4. Decrease Cid's starting Lv. to 45

5. Finish armor shop item stats for: Bracelets and Capes

6. Rearrange songs and insert Cinco de Chocobo, Costa Del Sol, and Judgment Day (If possible)

7. Fix the colors on Cid and Cait Sith's death sprites

8. Change the music for Rocket Town to: Parochial Town

9. Finish Songs: Costa del Sol, Main Theme, and Judgment Day(If Possible)

10. Finish playing through game and making changes where necessary.



After this list is done, all that is left is to:

1. Finish rest of maps
2. Fix events and teleport tiles for the rest of the maps
3. Make new enemy sprites, colors, groups, weaknesses, and strengths.
4. Make new boss sprites and colors.
5. Make new world map
6. Fix enemy strengths on new world map.
7. Fix events on world map
8. Fix drop-off points for Tiny Bronco
9. Make changes to some of the dialogue
10. Test the game once more
11. Fix any problems that are found.

Then the game should be completed.


Here's what I have for the character's level progression for the entire game:

Beginning of game to world map: Lv. 7-19
World map: Lv.20
From Chocobo Farm to Junon Ship: Lv.25
From Costa Del Sol-North Coral: Lv. 30
Gold Saucer, Coral Desert, and around Gongaga: Lv. 35
From Cosmo Canyon (In and around) to Nibelheim: Lv.40
From Rocket Town to Ocean: Lv.45

(These areas I don't have completed yet, but here's what I'm thinking.)

Near Temple of Ancients: Lv. 50
In Temple of Ancients: Lv. 55
Bone Village: Lv. 60
City of Ancients: Lv. 65
Icicle Inn: Lv. 70
Gaea's Cliff: Lv. 80

Gaining levels in this game isn't too tedious, but expect to get a lot of use out of the Cure materia. So far the game's difficulty is pretty fair. The game isn't too hard, but not too easy either.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 05, 2012, 06:57:50 pm
Wow ... that sounds like ... another year. Are we thinking in terms of years here?

This is of course based on the assumption that you have a life.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 05, 2012, 07:48:17 pm
Quote
Wow ... that sounds like ... another year. Are we thinking in terms of years here?

This is of course based on the assumption that you have a life.

I go to college, no job though, so I have some free time.

I think it should be done within this year or the early part of next year.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 06, 2012, 11:10:48 am
OK well keep going and if you ever decide to quit, plz upload the stuff in whatever state it's in when you're done. :)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 06, 2012, 08:34:51 pm
Quote
OK well keep going and if you ever decide to quit, plz upload the stuff in whatever state it's in when you're done. :)

I'm sure I'll be able to see this project through to the end, but if something comes up I'll upload it and the notes I have.



Costa Del Sol and the main theme is done: http://hotfile.com/dl/140359955/8060dec/FF7.rar.html
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on January 06, 2012, 10:32:04 pm
I found a glitch. When Rufus is the new president and you switch to Aeris, you go up the staircase to where Rufus and Cloud are fighting. You enter as Cloud with no one else there.
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on January 07, 2012, 08:17:21 am
Just using this game's sound engine, I don't know how to make songs for any other game
I would seriously ask Optomon, the hacker of CV3, if I were you.
He worked with the VRC6 sound chip of Konami and remade several modern CV soundtracks for his hack.
With his help, you could recreate the famitracks of Coatlesscarl one-to-one into the game with the VRC6 sound chip.

If we are going to create NES games, we should do it right.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 07, 2012, 12:56:28 pm
Quote
I found a glitch. When Rufus is the new president and you switch to Aeris, you go up the staircase to where Rufus and Cloud are fighting. You enter as Cloud with no one else there.

Okay, I fixed it, now it's impossible to go back to where Cloud and Rufus fight.
Thanks for letting me know, let me know if you find any others.

Quote
I would seriously ask Optomon, the hacker of CV3, if I were you.
He worked with the VRC6 sound chip of Konami and remade several modern CV soundtracks for his hack.
With his help, you could recreate the famitracks of Coatlesscarl one-to-one into the game with the VRC6 sound chip.

If we are going to create NES games, we should do it right.


But wouldn't the game's sound engine have to be modified to allow for the sound expansion chip?



Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on January 07, 2012, 02:59:54 pm
Here's some minor one's:

When Cloud is dressed as a girl and enters the room on the right in Don's mansion, he is now dresses as a man. Be careful when modifying this event since you can reenter the area later and the area is used for an event.

When you play as Aeris in the Shinra building and go down the stair, you are Cloud.
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on January 07, 2012, 05:51:16 pm
But wouldn't the game's sound engine have to be modified to allow for the sound expansion chip?
Perhaps we would need to modify it, but I think positive about it. If the game can become better and more enjoyable through it, it will be worth the effort. Not to forget the praise you will get for the music.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 07, 2012, 09:27:28 pm
Quote
Perhaps we would need to modify it, but I think positive about it. If the game can become better and more enjoyable through it, it will be worth the effort. Not to forget the praise you will get for the music.

Sounds good, but someone else would have to modify it, I have no idea how the sound engine works, I just know how to make music for it.


Quote
Here's some minor one's:

When Cloud is dressed as a girl and enters the room on the right in Don's mansion, he is now dresses as a man. Be careful when modifying this event since you can reenter the area later and the area is used for an event.

When you play as Aeris in the Shinra building and go down the stair, you are Cloud.

I tried, but I couldn't fix them without disturbing the other events in the game.



January 09, 2012, 09:39:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I believe I'm done working on the enemy strengths for the world map, but I ran into a slight problem.
For some reason the makers of this game decided to split the map in half and overlapped it, so for example, the enemies around Midgar and the Temple of the Ancients share the same strength.
So, fair warning, you'll most likely notice a boost in power in enemies in some areas where they should be relatively weak, and a drop in power in some areas where enemies should be pretty strong. Unfortunately this can't be avoided, unless the game is modified.

January 14, 2012, 01:18:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm done working on the game's difficulty, the game is beatable at around Lv. 75. The game's music is finished too.

Here's the latest patch: http://hotfile.com/dl/141800952/b020ed1/Final_Fantasy_VII_-_1-14-12.ips.html

It's a patch over the original Chinese version.

Enjoy :)
Title: Re: Final Fantasy VII NES Project
Post by: Wasteland on January 17, 2012, 10:48:58 pm
Could someone please upload the rom already patched with the latest update and translation?
I tried using IPS patcher the game doesnt work though.
Thanks.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 18, 2012, 10:41:54 am
Could someone please upload the rom already patched with the latest update and translation?
I tried using IPS patcher the game doesnt work though.
Thanks.
The answer is "No and you're an idiot." Also, it's against the site rules.
Title: Re: Final Fantasy VII NES Project
Post by: Wasteland on January 18, 2012, 11:58:03 pm
lol. funnily enough.. I was expecting insults from one of you.
It's always the virgin basement dwellers that have to try to put someone down online.
Don't stay out in the sun too long, lady killer.

Cool website you have there. Hope there's no vulnerabilities.
keep it real " DJ nerd42" LOL.
Title: Re: Final Fantasy VII NES Project
Post by: justin3009 on January 19, 2012, 12:21:17 am
You do realize throwing an insult with any use of the word 'virgin' pretty much just destroys your credibility for anything?

Though the whole "you're an idiot" bit may have been a bit much but what he said is true.  It's against site rules to post ANY form of ROM.  It's really not that hard to IPS patch.  If you're having issues, you can at least ask for help and state what's going on.
Title: Re: Final Fantasy VII NES Project
Post by: Wasteland on January 19, 2012, 12:34:01 am
You do realize throwing an insult with any use of the word 'virgin' pretty much just destroys your credibility for anything?

Though the whole "you're an idiot" bit may have been a bit much but what he said is true.  It's against site rules to post ANY form of ROM.  It's really not that hard to IPS patch.  If you're having issues, you can at least ask for help and state what's going on.

lol. I have no credibility. This is the internet after all...
However I am a female and his hostile attitude reeks of a no-play getting loser.
I also did not think chinese rip offs were out of bounds to ask for. (Inb4 read the rules Yadda Yadda)

But anyways,
 I had actually figured out the problem. Nesticle didn't want to run the rom, other emulators were fine with it though.
Apologies to all the hostile ones  for me  not devoting my life to knowing everything there is about your little hobby.

Laters. :-*

Title: Re: Final Fantasy VII NES Project
Post by: dACE on January 19, 2012, 04:55:47 am
Such drama!  :)

Have to agree with Wasteland though - what's the harm in releasing already patched roms?
Is it a clever way of sidetrack the 'law' by making the downloader assemble the parts into something 'illegal' himself?

Also - I love the virgin reference. I’m not entirely sure, since this is a concept that is quite new to me, BUT Wasteland is most likely a TROLL.

...unless she’s pretty – then perhaps... I could plow the Wasteland and lose my virginity?  ;)
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on January 19, 2012, 10:58:33 am
Stop this. :police:
If anyone has a problem with someone violating the rules, click the "Report to Moderator" link.
Thank you.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 19, 2012, 04:42:07 pm
OK maybe I should clarify a few things.

1. Patching the rom in this case is so ridiculously easy that a retarded monkey could do it. Get Lunar IPS (http://fusoya.eludevisibility.org/lips/).
2. Finding the unpatched rom to apply the patch to on Google is less easy, but a seven year old girl could do it.
3. Asking for roms on most forums that aren't specifically dedicated to distributing roms is always and everywhere not allowed and people should read the site rules before they post on any new forum.
4. I support redistributing patched roms along with unpatched on other web sites, so that you don't even have to do the job that a retarded monkey could do for the sake of convenience. Just not on here.
5. What I said is not necessarily my personal answer. It is THE answer that everyone here in fact gives, whether they explicitly include the "You're an idiot" part or just leave it implicit.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on January 19, 2012, 05:18:58 pm
Nerd42 that is enough. It is not a crime to discover nesticle is limited to certain games.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 19, 2012, 07:13:56 pm
Nerd42 that is enough. It is not a crime to discover nesticle is limited to certain games.
Oh, was that the trouble? Oh man, that sucks. Sorry, I assumed this was a typical case of "I don't want to bother learning how to apply a patch." Apparently it wasn't. Sorry everybody.
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on January 20, 2012, 06:47:11 pm
Lugia2009 I opened a new thread in the Programming subforum for you and others. I hope for you that you get the knowledge you might need later on for this project.
Also as it looks like, it seems that Optomon isn't aware of it.
I will message him later on Board2. 
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 20, 2012, 06:53:46 pm
Quote
Lugia2009 I opened a new thread in the Programming subforum for you and others. I hope for you that you get the knowledge you might need later on for this project.
Also as it looks like, it seems that Optomon isn't aware of it.
I will message him later on Board2. 

Thank you :)
Title: Re: Final Fantasy VII NES Project
Post by: EarlJ on January 20, 2012, 11:26:51 pm
It is not a crime to discover nesticle is limited to certain games.
I'm always surprised to hear that people still use Nesticle. Although for programmers and translators, I guess it's nice to know that the things you do can have such a lasting legacy.

/off topic
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on January 21, 2012, 12:44:46 am
Nah. FCEUX has replaced Nesticle in every way.
The only time I have used it in the last few years is the translation of FF3 that doesn't work on better emulators (because it expands the ROM beyond the actual MMC3's limit, and only that and one version of... VirtuaNES, I think, lets it get away with it).
Title: Re: Final Fantasy VII NES Project
Post by: Burzy on January 21, 2012, 10:12:38 am
Asking to follow the rules is a simple request, for sure.  However, for  the ever-passive-aggressive Nerd42to reply rudely or condescendingly to a person new to RHDN, and to assume that they will sit there and read alllllll the stickied topics etc just to satisfy the anal-retentive moodswings of some of our tenured members, is pure douchebaggery. 


Coming out with "you're an idiot" right away?  I would let a hammer make love to your face if you ever spoke to me like that.  I suppose the magic of the internet is that a person can be a complete waste of life, and still have no lesser of a life-span, tucked away in the recesses of his/her parent's basement...
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on January 21, 2012, 11:37:39 am
I made a mugshot for Cid. I have been scaling the original image to the NES mugshot sizes.
(http://img638.imageshack.us/img638/4018/fgsdfgsdfg.png)
The blue looks rather harsh.

EDIT: Here's Tifa's mugshot (http://img201.imageshack.us/img201/4766/tifa.png)
Title: Re: Final Fantasy VII NES Project
Post by: Celice on January 21, 2012, 06:06:55 pm
I don't think scaling is going to be helpful here... however, have you ever tried redrawing the mug by yourself? It's actually pretty interesting... you can try and draw your own miniature version of it, and often times, it doesn't come out too bad. At least, I've been incredibly lucky redrawing things at different dimensions in YY-CHR ^^
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on January 21, 2012, 06:25:42 pm
I don't think scaling is going to be helpful here... however, have you ever tried redrawing the mug by yourself? It's actually pretty interesting... you can try and draw your own miniature version of it, and often times, it doesn't come out too bad. At least, I've been incredibly lucky redrawing things at different dimensions in YY-CHR ^^
I did try it sometimes. My method is scaling the image on photoshop and on a new layer trace the image and make the shades almost exactly like the image.

I do not use YY-CHR a lot, I'll try it out.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 21, 2012, 08:15:03 pm
Thanks for making the mugshots, I think they came out good.:thumbsup:
I changed the blue on Cid to brown.
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on January 22, 2012, 05:59:00 pm
I am still waiting for Optomon's Response, but I just came to know that we need to modify the mapper inside in the ROM.
It shouldn't be to difficult, if we have the tools at hand for that task, which is knowledge.
Even though I never programmed in my life, I have a theory how we could make an inferior mapper to an more superior one, which matches the newer mapper, by using the data which is in them.
This data will be put into databanks in forms of script, which are modified in the way, that it matches with the old one. This extension gives the older mapper more options and enables things which were impossible without it.

That is the plan. If Optomon can give us the needed data of the better mapper, which is responsible for the music, we might have a chance.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 22, 2012, 08:38:40 pm
Quote
I am still waiting for Optomon's Response, but I just came to know that we need to modify the mapper inside in the ROM.
It shouldn't be to difficult, if we have the tools at hand for that task, which is knowledge.
Even though I never programmed in my life, I have a theory how we could make an inferior mapper to an more superior one, which matches the newer mapper, by using the data which is in them.
This data will be put into databanks in forms of script, which are modified in the way, that it matches with the old one. This extension gives the older mapper more options and enables things which were impossible without it.

That is the plan. If Optomon can give us the needed data of the better mapper, which is responsible for the music, we might have a chance.

That's would be great. Then, along with the better music, the event banks can be expanded, and the game's data could be a bit more organized. And, hopefully, this game's battle system could get a much needed rewrite.
Title: Re: Final Fantasy VII NES Project
Post by: Karatorian on January 22, 2012, 09:01:56 pm
Before getting too excited about changing the mapper, remember that this game is huge and uses a pirate mapper that supports games much larger than most other mappers.
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on January 23, 2012, 12:57:56 am
Before getting too excited about changing the mapper, remember that this game is huge and uses a pirate mapper that supports games much larger than most other mappers.
But as it appears so, the pirate one is inferior to the VRC6 mapper (Found out that it is a mapper and not an chip for music only), otherwise we would have two more sound channels at disposal.
As Zi Ghisam (I hope I spelled it correct) told me, if we were to create an new mapper in the game, it might become unplayable by the emulators out there, because they lack the data itself to support it.

One another way is to basically rebuilt the game around an mere VRC6 mapper, which makes the game a homebrew, instead of a modified ROM.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 23, 2012, 10:04:23 am
Quote
if we were to create an new mapper in the game, it might become unplayable by the emulators out there, because they lack the data itself to support it.

So if a new mapper is made, it would have to be made by someone with the knowledge to make changes to an emulator to allow support for it.


Quote
One another way is to basically rebuilt the game around an mere VRC6 mapper, which makes the game a homebrew, instead of a modified ROM.

Would that mapper be able to support a game of this size? From what I understand, mapper 163 is the only mapper that would allow a game to go up to 2MB or larger.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 23, 2012, 11:04:15 am
Change the mapper to an even more unusual mapper!?

Dude, at some point, it's not an NES game anymore and that, it seems to me, would be getting close to that point.

If I can't play it on my PSP, (or in the future on my phone) I'm not sure I'd ever actually play it and I think that probably goes for alot of people. Not because it's not cool and all but just because old-style RPGs for them are things they do on small portable devices while they're waiting around, on a bus or in a long line or whatever. If you make it too weird, that will limit the number of devices that will get emulators to support the game even further and make it basically unplayable except on a special modified emulator and that would reduce the user base significantly I expect. So please bear these factors in mind
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on January 23, 2012, 11:17:08 am
Hm... Since you asked I goggled and I found some interresting sites which documented the VRC6. I couldn't make out what exactly is the limit for Roms with that mapper. I believe one description told about a size of 256KB, but I do not think that is the maximum size. Castlevania 3 had 512KB with the VRC6 and I think that we could go above 1MB easily. Even Megaman Odyssey and Rockman 4 MI could reach 1MB with the MMC5.
Still, what interrests us is the data responsible for the two additional sound channels.

What to do is to make contact with the guys who made the emulators, like the FCEUX. They could answer all our questions and even help us to make the 163 mapper better overall. All what we really need is knowledge about those things. I will ask Kujakiller first for more information, since he is my partner.

-----

@Nerd42
You forget that the mapper always evolved. You could even consider the mapper which came after the first one, that all other games with different mapper were no longer NES games in essence. The chips, which contains the mapper, in the cartriges were responsible that the game worked on the NES. Depending on the hardware in the NES era, we gained more memory for the games from the beginning to the end. 

After years the SNES came, because the hardware evolved. With the SNES we were no longer restricted to 24 colours, but up to 256 colours with more detailed sprites.

I am going offtopic, but you must know that with 2MB and maybe even 1MB we might have gone above what was once thought to be impossible for the NES. However memory is not the problem for the NES, but things like SNES graphics are right impossible.

Point is that the reason we work on NES games and not on N64 and above is, because we love the NES with its limitations. Nostalgia is also a reason. As long it keeps the NES flair with said limitations it is a NES game.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 23, 2012, 11:42:43 am
If we can get emulators to support bigger mappers then I'm all for it. But it would really suck to buy an android phone and find out that this game will no longer work, or that it won't work on PSP nesterJ anymore or whatever
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on January 23, 2012, 12:07:31 pm
Since I am temporally now on the PC and not on the Wii. I can post links to said pages I have seen.
http://wiki.nesdev.com/w/index.php/VRC6
http://wiki.nesdev.com/w/index.php/VRC6_audio (this one is important)

There are so many things I do not understand, but there are emulators around Nerd42 which support many mappers.

The Nintendulator supports many mappers, but not the Chinese mapper 163.
http://www.qmtpro.com/~nes/nintendulator/

About FCEUX there was no list of mapper, which are supported. Perhaps you have more luck.
http://fceux.com/web/fceux-2.0.2.htm?{54E785A1-1E42-4B8F-B3E2-94BAA91750B9}.htm

I think it is time to let people speak which have more knowhow about it, as I am reaching my limit. Mapper aren't my strength and programming languages neither.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 23, 2012, 01:31:31 pm
@Nerd42

Aren't a lot of NES emulators are just ports of FCEUX. Couldn't you just to modify one, and then apply those changes to the ports?
I'm sure someone would do it, I mean, mapper 163 was created by a pirate company that made crappy nes ports of newer games and someone still modified FCEUX to allow support so people could play these games. I would think that someone would come along and modify the mapper support for a decent de-make.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 23, 2012, 05:00:38 pm
Well I hope so
Title: Re: Final Fantasy VII NES Project
Post by: Easy on January 25, 2012, 04:17:03 pm
 :'( I'm late. Download patch link was dead. :'(
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 25, 2012, 11:01:28 pm
Here's a new link: http://www.mediafire.com/?b4y5uifg66b3evv (http://www.mediafire.com/?b4y5uifg66b3evv)
Title: Re: Final Fantasy VII NES Project
Post by: Easy on January 26, 2012, 05:06:02 pm
Here's a new link: http://www.mediafire.com/?b4y5uifg66b3evv (http://www.mediafire.com/?b4y5uifg66b3evv)

Thank you very much. :D
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 26, 2012, 06:00:07 pm
No problem
Title: Re: Final Fantasy VII NES Project
Post by: Easy on January 29, 2012, 03:47:51 am
Does anyone can hack these to normal mapper? I wanna play very cool hack on real cart.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on January 29, 2012, 04:19:49 am
Not possible.Do you want to have only a quarter of the ROM on your flash cart?
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on January 29, 2012, 08:34:43 am
Not possible.Do you want to have only a quarter of the ROM on your flash cart?
That reminds me suddenly of the original. You needed all three CDs to play the game through. :D
However we could create now NES cartridges, which could contain all NES games in the world multiple times.
With the right software and hardware everything is possible.^^
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on January 29, 2012, 01:40:25 pm
With the CDs, it was just because the FMVs were too big to fit them all on one CD.
Supposedly the actual game data is repeated on all 3 discs, with the remainder used to store FMVs.
(which would explain why the PSN version is only about 1.2GB, or the size of 2 CDs)

I actually remember asking that very question some time ago (I had a dream about a special edition of Milon's Secret Castle, where you had to buy more carts to unlock more of the castle :D ). ... whether hot-swapping carts was possible (without risking crashing or even breaking the console)
Would require disabling all interrupts (does turning off the screen stop the PPU from reading cart VRAM/CHR-ROM?) and running RAM-resident code to check when the cart is swapped (essentially stopping the game from accessing the cart port).
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 29, 2012, 04:01:31 pm
The best version of Final Fantasy VII is Final Fantasy VII Ultima Edition. It's ill. Legal.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on January 29, 2012, 04:34:10 pm
No The best version is the Retranslation Project because all that missed  FF VII will understand it at first playthrough.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 29, 2012, 04:44:00 pm
What's the difference between the regular version and the Ultima Version? I looked, people said it is the regular version plus some extras, but no one went into any detail about these extras.

January 29, 2012, 05:24:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a progress update. I'm working on the world map right now. 46/256 screens completed.


(http://i753.photobucket.com/albums/xx179/JCC2000/WorldMap1-4.png)(http://i753.photobucket.com/albums/xx179/JCC2000/WorldMap2-4.png)
(http://i753.photobucket.com/albums/xx179/JCC2000/WorldMap3-4.png)(http://i753.photobucket.com/albums/xx179/JCC2000/WorldMap4-4.png)
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 29, 2012, 05:28:31 pm
What's the difference between the regular version and the Ultima Version? I looked, people said it is the regular version plus some extras, but no one went into any detail about these extras.
It's compressed down to 1 GB, doesn't require any discs, has improved sound, runs on modern systems and has some extra bonus crap which doesn't matter much. The nice thing is that it doesn't need you to switch discs, EVER because it doesn't use discs AT ALL.


January 29, 2012, 05:24:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a progress update. I'm working on the world map right now. 46/256 screens completed.


(http://i753.photobucket.com/albums/xx179/JCC2000/WorldMap1-4.png)(http://i753.photobucket.com/albums/xx179/JCC2000/WorldMap2-4.png)
(http://i753.photobucket.com/albums/xx179/JCC2000/WorldMap3-4.png)(http://i753.photobucket.com/albums/xx179/JCC2000/WorldMap4-4.png)
coolness :)
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on January 30, 2012, 03:34:25 am
I haven't played the pirate nes version and don't even want to think about what the worldmap was like in it :D
This one looks amazing though - very good 2D version of the worldmap in FF7.
Title: Re: Final Fantasy VII NES Project
Post by: Metal Knuckles on January 31, 2012, 04:37:05 pm
Making the bridges (in Wutai, I mean) is going to require a bit of fudging. You could probably design the collision paths to follow them just fine, but it's going to be awkward having to alternate between pressing up and left/right to traverse the bridge path.
Title: Re: Final Fantasy VII NES Project
Post by: Eisenwill on February 01, 2012, 11:21:34 am
My question is, if you are editing Wutai into the game, is there going to be anything over there to actually explore (other than perhaps random battles)? IIRC, Wutai was completely excluded from the original ROM.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 01, 2012, 12:05:25 pm
I decided to use the extra teleport spots left over from some of the areas on the world map and the leftover maps to make a spot for wutai and mideel.

But for the map itself, I think I'll use the graphics for the maps to make partially completed towns and the words "Under Construction" at the top. Then on the sides of the words, maybe a moogle and a chocobo with hardhats on.

May as well make the entire world map. But I'll have to change around the design to include the bridges for Wutai so they go straight.
Title: Re: Final Fantasy VII NES Project
Post by: keithisgood on February 01, 2012, 04:36:14 pm
First, just wanted to say great work with this! I just finished a playthrough of the latest patch; I am thoroughly impressed by what everyone here has done to the original rom.

Just a quick bug note to pass along; on the 67th(?) floor of the Shinra Building (the one with jenova's body and the experiment tube), after being freed from the prison, I couldn't walk up through the lab. If I came from the 68th(?) floor, i could walk down through the room, but couldn't go back up.

I finished the game with Cloud Lv75, Tifa Lv50 and Barrett Lv62 and found it quite challenging through Gaea's Cliff.

Wonderful work!

Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 01, 2012, 05:10:27 pm
Quote
Wonderful work!

Thank you :)

Quote
Just a quick bug note to pass along; on the 67th(?) floor of the Shinra Building (the one with jenova's body and the experiment tube), after being freed from the prison, I couldn't walk up through the lab. If I came from the 68th(?) floor, i could walk down through the room, but couldn't go back up.

Do you mean when you're in the prison room, with the yellow bars blocking off the area with Jenova's body and the experiment tube.

That's not a bug, for whatever reason, the makers decided to make 2 prison cell floors. The regular floor you pass through, and the one you're sent to during one of the scenes. The second one didn't have the same amount of graphic tiles as the regular one, so there wasn't enough graphic tiles to make the capsule Red XIII was in, so my solution was to have that area sealed off instead of creating the area with the capsule mysteriously gone.
Title: Re: Final Fantasy VII NES Project
Post by: keithisgood on February 02, 2012, 11:37:44 am
That's the one I mean. Thanks for the clarification.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 03, 2012, 03:01:07 pm
112/256 Screens Done

(http://img15.imageshack.us/img15/8498/worldmap14.png)(http://img819.imageshack.us/img819/7664/worldmap24.png)
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on February 03, 2012, 03:54:34 pm
Cool.

Mega Ran and Lost Perception came out with a remix album of their final fantasy 7 project: http://megaranmusic.com/album/black-materia-the-remixes
Title: Re: Final Fantasy VII NES Project
Post by: Vanya on February 04, 2012, 07:23:46 am
112/256 Screens Done

(PICS)



Those map demakes are freakin' awesome! Well done!
Title: Re: Final Fantasy VII NES Project
Post by: Tsukiyomaru0 on February 05, 2012, 12:09:28 pm

Those map demakes are freakin' awesome! Well done!
Bro, awesome is not even HALF of how good it is...
Title: Re: Final Fantasy VII NES Project
Post by: Vanya on February 06, 2012, 01:22:06 am
LOL. Fantabulously sexy then?
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on February 07, 2012, 03:46:11 pm
In a joking matter I love how Cloud's walking/floating on water, in all seriousness this looks amazing.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 07, 2012, 07:02:24 pm
Thank You  :)
Title: Re: Final Fantasy VII NES Project
Post by: segertar on February 15, 2012, 05:22:48 pm
Long time lurker, first time poster.

First, let me start off by saying that I am in love with this project. Fantastic work!

I downloaded and patched (1-14-12) the game. I was playing through the beginning and noticed a bug.

I use fceux.. I don't know if that is the issue or not.

Here is a picture:

(http://i4.photobucket.com/albums/y139/segertar/FinalFantasyVII11412-0.png)


EDIT: Here are a few more... And a couple overpowered weapons. Both dropped very earlier in the game. Not trying to be a jerk, just trying to help. :)

(http://i4.photobucket.com/albums/y139/segertar/FinalFantasyVII11412-5.png)

(http://i4.photobucket.com/albums/y139/segertar/FinalFantasyVII11412-2.png)

(http://i4.photobucket.com/albums/y139/segertar/FinalFantasyVII11412-3.png)

(http://i4.photobucket.com/albums/y139/segertar/FinalFantasyVII11412-1.png)

(http://i4.photobucket.com/albums/y139/segertar/FinalFantasyVII11412-4.png)
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on February 15, 2012, 09:24:41 pm
Long time lurker, first time poster.

First, let me start off by saying that I am in love with this project. Fantastic work!

I downloaded and patched (1-14-12) the game. I was playing through the beginning and noticed a bug.

I use fceux.. I don't know if that is the issue or not.

Here is a picture:

(http://i4.photobucket.com/albums/y139/segertar/FinalFantasyVII11412-0.png)
Oh god when I saw this I died laughing, I kind of think this should stay.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 16, 2012, 09:11:56 am
Quote
I downloaded and patched (1-14-12) the game. I was playing through the beginning and noticed a bug.

I use fceux.. I don't know if that is the issue or not.

Here is a picture:

Yeah, that's a bug, but I don't know how to fix it. It's just a minor thing though. If I can remember, the problem has to do with the wording of the names in the ppu viewer overwriting the graphic tiles...or something like that. But it's not really that big of an issue, you just have to go into the magic or item menu and then back to the battle screen.

Quote
EDIT: Here are a few more... And a couple overpowered weapons. Both dropped very earlier in the game. Not trying to be a jerk, just trying to help.

That's okay, I appreciate the help.  :) The armor is dropped randomly, I found what controls how armor is dropped after battle, but I don't know how it works. And weapons are dropped in order for each character, so if you have the character's 1st and 3rd weapon, then you will get the 2nd weapon from a battle. I don't know why the armor doesn't go in order though. I tried fixing it, but couldn't figure it out.

Progress update: 144/256 screens done.

(http://img838.imageshack.us/img838/7269/90164651.png)(http://img62.imageshack.us/img62/8831/57695956.png)
(http://img32.imageshack.us/img32/2107/45421425.png)(http://img201.imageshack.us/img201/6171/95390314.png)



February 16, 2012, 03:46:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I made a pretty cool find.

(http://img815.imageshack.us/img815/7893/nj046pocketmonstersyell.png)(http://img59.imageshack.us/img59/7893/nj046pocketmonstersyell.png)(http://img804.imageshack.us/img804/7893/nj046pocketmonstersyell.png)
(http://img210.imageshack.us/img210/7893/nj046pocketmonstersyell.png)(http://img855.imageshack.us/img855/7893/nj046pocketmonstersyell.png)(http://img689.imageshack.us/img689/7893/nj046pocketmonstersyell.png)

It's Lei Dian Huang: Bi Ka Qiu Chuan Shuo

This is an amazingly accurate famicom port of Pokemon Yellow. It's made by the Shenzhen Nanjing, the makers of the Final Fantasy VII and IV famicom ports. It also uses mapper 163. But unlike other games made by this company, this one is of very high quality. In some ways it's even better than the game boy version. But worse in some other ways. But everything like TMs, Move-sets, and Type match-ups are all accurate. The pokemon evolve when they should and learn the moves they should learn. The game also keeps track of the pokemon you've caught and seen in the pokedex, and the pokeball appears next to the name of a wild pokemon to show you've already caught it. You can also still cancel a pokemon evolution by pressing B during the evolution scene. And if all your pokemon faint, you are sent back to the last pokemon center you visited. And from what I've played, it's just as enjoyable as the original. The only real problem with the game is the music.

Ways it is better than the original:

It's tougher (Not unfairly tough, but at least provides a little more challenge than regular pokemon games)
The graphics are superior. Pokemon even have an animation when you encounter them, like in pokemon crystal.
HMs can be selected from the menu and don't have to be taught to the pokemon, leaving room for other attacks.
TMs and Items can be obtained from fighting wild pokemon and trainers.
And items no longer need to be stored in the computer, now there is a backpack that has pockets for items, TMs, key-items, and pokeballs.

Ways it is worse:

The music
The lack of a bicycle.
Lack of pokemon cries when fighting.
Some battle animations are missing.

Just thought I should mention it if anyone would like a good translation project. It uses the same sound engine as FF7 NES, so I'm going to try and improve the music.

I'm pretty amazed at the amount of effort they put into this game.
If you like Pokemon, I highly recommend this game :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on February 16, 2012, 09:38:42 pm
Holy Shit I had this Rom at some point, I found it enjoyable.
Title: Re: Final Fantasy VII NES Project
Post by: DarknessSavior on February 16, 2012, 10:27:00 pm
You watch JewWario's videos a lot, don't you? He just did a YCPT on that. :P

~DS
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 17, 2012, 08:07:34 pm
I was curious one day and looked up the other pirate games Shenzhen Nanjing made.
Title: Re: Final Fantasy VII NES Project
Post by: segertar on February 18, 2012, 12:33:34 am

Are the stats on the randomly dropped armor pieces also random?

+255 on any stat seems excessively high.
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on February 18, 2012, 09:05:56 am
IIRC there is a Bootleg Games Wiki, oh and there is a really bad looking Pokemon Ruby Famicom Clone, I suposidly got a Treeko but when I fought the Zigzagoon I had a Salamance. I was pretty confused.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 18, 2012, 04:07:26 pm
Quote
Are the stats on the randomly dropped armor pieces also random?

+255 on any stat seems excessively high.

No, but I wouldn't worry too much. Hopefully I will be able to learn more about how to control how armor is dropped by enemies.

Quote
IIRC there is a Bootleg Games Wiki, oh and there is a really bad looking Pokemon Ruby Famicom Clone, I suposidly got a Treeko but when I fought the Zigzagoon I had a Salamance. I was pretty confused.

That's where I got the list of games made by Shenzhen, It's too bad that the other pokemon pirates don't have the same quality as yellow.
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on February 18, 2012, 06:24:28 pm
(http://i4.photobucket.com/albums/y139/segertar/FinalFantasyVII11412-4.png)
The Tifa mugshot could be better. Her face looks strange comparred with the original mugshot of FF7. The Cloud Mugshot looks way more identical with the original.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 18, 2012, 08:03:11 pm
Chpexo gave me a new mugshot to use for Tifa.

(http://img715.imageshack.us/img715/3296/finalfantasyviiworldmap.png)
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on February 19, 2012, 11:25:46 am
Much better.
By the way, how far are you with the music? Any success to use the VRC6 data for your game?
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on February 20, 2012, 02:58:20 pm
How about implementing the Active Time Battle system?
you just need a counter variable for everyone on the battlefield and increment it regularly
 how much you add depends on his speed ,if the counter overflows,its turn time.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on February 20, 2012, 06:51:34 pm
How about implementing the Active Time Battle system?
you just need a counter variable for everyone on the battlefield and increment it regularly
 how much you add depends on his speed ,if the counter overflows,its turn time.
I believe a Chrono Trigger Chinese bootleg on the NES used this kind of battle system. You could borrow some of the code.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 20, 2012, 08:47:40 pm
Quote
Much better.
By the way, how far are you with the music? Any success to use the VRC6 data for your game?

For what the sound engine is now, the music is done. From what I saw on the thread you opened, the mapper would have to be hacked, unfortunately I wouldn't know where to begin to make the necessary changes.

Quote
   
How about implementing the Active Time Battle system?
    you just need a counter variable for everyone on the battlefield and increment it regularly
     how much you add depends on his speed ,if the counter overflows,its turn time.

I believe a Chrono Trigger Chinese bootleg on the NES used this kind of battle system. You could borrow some of the code.

I have the Chrono Trigger bootleg, I could check it out and see what I can do.
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on February 21, 2012, 10:43:06 am
I wouldn't mine an ATB, makes it sound cooler I'd play it ether way.
Title: Re: Final Fantasy VII NES Project
Post by: Chalkie on February 21, 2012, 02:43:53 pm
Really do love this. I'm just hoping that the enemy call-outs will be dealt with. Hate the unbalanced feel to the battles ¬_¬

Anyways I found a couple of glitches that you may/may not be aware of.

One is in Sector 7, when you talk to the person on the top left side of the map, then walk towards the top left house the message box of Barret saying
'C'mon Newcomer, follow me!' pops up.
Another thing is - not sure if its my emulator [NesterJ PSP] - but Palmer's Char and Portrait are both of Scarlet.

Other than that - keep up the good work guys :)
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on February 21, 2012, 03:46:32 pm
I'm not the only one who has FF7F on their PSP  :D sadly my cords broken so I can't play the new version on it, I remedy that by have NesDS for my Acekard.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 22, 2012, 06:10:12 pm
Quote
I'm not the only one who has FF7F on their PSP  :D sadly my cords broken so I can't play the new version on it, I remedy that by have NesDS for my Acekard.

I like playing it on the Wii, it's cool seeing it on a large screen and playing it using a controller.

Quote
One is in Sector 7, when you talk to the person on the top left side of the map, then walk towards the top left house the message box of Barret saying
'C'mon Newcomer, follow me!' pops up.

Fixed

Quote
Another thing is - not sure if its my emulator [NesterJ PSP] - but Palmer's Char and Portrait are both of Scarlet.

This one isn't a glitch. For some reason, the makers of this game decided to make Palmer and Scarlet into one character.


Thanks for letting me know, let me know if you find any more.


Quote
How about implementing the Active Time Battle system?
you just need a counter variable for everyone on the battlefield and increment it regularly
 how much you add depends on his speed ,if the counter overflows,its turn time.

Chrono Trigger does use the ATB system, I looked, but I'm not sure about how to add the ATB system to Final Fantasy 7.

Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on February 22, 2012, 07:48:50 pm
@Lugia2009
For the ATB you would need to study the coding of the battle system of FF4.
Thanks to the fact that many hacked this game, it shouldn't be so difficult to obtain the code. The only difficult problem might be for you how to change one battle system into the other.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 22, 2012, 08:25:59 pm
I believe I have an idea of where the code is for the battle system, but the trouble is that I don't understand how it works or how I could change it.
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on February 22, 2012, 10:15:11 pm
In this case, why don't you go and ask the more experienced hackers and programmers for advice?

Go to www.esper.net. From there click the "Chat now" on the right upside corner.
Write your nickname and then put in the channel window "#rom-hacking", without the quotations.
Once logged in, you should be in the space, where the elite resides.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on February 28, 2012, 11:34:49 am
Quote
In this case, why don't you go and ask the more experienced hackers and programmers for advice?

Go to www.esper.net. From there click the "Chat now" on the right upside corner.
Write your nickname and then put in the channel window "#rom-hacking", without the quotations.
Once logged in, you should be in the space, where the elite resides.

Thanks, but it looks like I won't be able to do this, my internet's shut off. So the only time I can go online now is for a few minutes when I'm on break during class. :'(
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on February 29, 2012, 04:12:13 pm
Well that sucks, but this does give me some time to beat the current patch(And probably record a playthrough of it afterwords) and I just started playing FFIII(Nes).
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on March 10, 2012, 03:05:57 pm
So how's the hack progressing ?

No updates been in two weeks.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on March 11, 2012, 12:46:20 pm
Been busy in my house redecorating and painting the rooms. I got 22 new screens done since my last post, I'm going to post an updated picture when I get the next 10 done. Right now I have 166/256 screens done.

March 13, 2012, 12:05:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
176/256 screens done:

(http://img528.imageshack.us/img528/7269/90164651.png)(http://img443.imageshack.us/img443/4584/57695956im.png)
(http://img638.imageshack.us/img638/3636/map34.png)(http://img36.imageshack.us/img36/1117/map44.png)
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on March 13, 2012, 08:58:45 pm
Looks Kickass, keep up the good work.
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on March 14, 2012, 02:48:56 am
Is it possible with the current coding to make it so that Round Island isn't displayed in the world map although it would still be there?
Not like I cared that much but just saying because it isn't part of the world map in FF7.

Been busy in my house redecorating and painting the rooms.

I see, that explains.
Do your job and continue hacking while having time for it  :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on March 14, 2012, 11:37:49 am
Quote
Is it possible with the current coding to make it so that Round Island isn't displayed in the world map although it would still be there?
Not like I cared that much but just saying because it isn't part of the world map in FF7.

You mean like place empty ocean on the picture of the world map, but in the game there is actually an island?


Quote
I see, that explains.
Do your job and continue hacking while having time for it 

You got it! :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: Vanya on March 14, 2012, 03:28:20 pm
You're not including the shallows?
Either way it's coming out fantastic! Cheers, mate!
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on March 14, 2012, 03:39:10 pm
Round Island is not used because the materia found there doesn't exist.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on March 15, 2012, 12:02:18 pm
Quote
You're not including the shallows?

I thought about it and I would like to, but that would require 2 sets of auto-tiles for the ocean, and unfortunately there's not enough graphic tiles to include them. Also because of the color limitations it would be impossible.

Quote
Either way it's coming out fantastic! Cheers, mate!

Thanks  :)


Quote
Round Island is not used because the materia found there doesn't exist.

Yeah, all of the extra caves are just for show. But may as well include them so the world map will match the PSX version as closely as possible.
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on March 17, 2012, 10:22:39 am
You mean like place empty ocean on the picture of the world map, but in the game there is actually an island?
That's what I meant to say  8)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on March 26, 2012, 12:14:07 pm
I ran into a small problem a little while ago that I forgot to mention.
When you are on the world map, it's possible to skip Cosmo Canyon and continue to Nibelheim and then to Rocket Town. But if you do this, the tiny bronco scenes won't trigger. Even if you go back and complete Cosmo Canyon, the Tiny Bronco events won't trigger. I'm not sure if anyone else has noticed this.

So to avoid this, I split Cosmo Canyon into two and placed a small mountain between them, so it's impossible to complete the game without going through there. And I placed a bridge over the river near Nibelheim.

The graphics for the world map should be done this week. I have around 40 screens left to do, and most of them are just empty ocean. Then all that's left is to fix the enemy difficulty, teleport tiles, and collision tiles for the world map.

After that's all done, I'll release a new patch.

March 26, 2012, 05:54:13 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
216/256 Screens done!  Just 40 left to go :)

(http://img528.imageshack.us/img528/7269/90164651.png)(http://img443.imageshack.us/img443/4584/57695956im.png)
(http://img855.imageshack.us/img855/4513/wmap34.png)(http://img35.imageshack.us/img35/2903/wmap44.png)

March 29, 2012, 06:24:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The world map is finally done!

(http://img826.imageshack.us/img826/9334/worldmapcompleted12.png)
(http://img51.imageshack.us/img51/9537/worldmapcompleted22.png)
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on March 29, 2012, 11:56:33 pm
That looks amazing, I'm kind of glad the Bootleggers did a shitty job because I can see this amazing work.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on March 30, 2012, 03:59:21 pm
I must say, nicely done. It looks great.
Title: Re: Final Fantasy VII NES Project
Post by: RedComet on March 31, 2012, 10:53:06 am
I am in awe of your skills.  :o
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on April 01, 2012, 01:14:07 pm
You could have released a beta "FF7 NES" for April 1st.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 13, 2012, 09:01:37 am
The new world map is finally finished! All teleport tiles work and I'm 99% sure I fixed all events linked to the world map. The chocobo, Tiny Bronco, and Ship all have new sprites too. Let me know if you find any problems and I will try and fix them.


Here's the link for the new patch, it's a patch over the original chinese version:
http://dl.dropbox.com/u/23698591/Final%20Fantasy%20VII%20NES%2004-13-2012.ips (http://dl.dropbox.com/u/23698591/Final%20Fantasy%20VII%20NES%2004-13-2012.ips)

Enjoy  :)

Title: Re: Final Fantasy VII NES Project
Post by: gledson999 on April 13, 2012, 11:09:02 am
sorry ...I'm new here how i put this patch? what game? put the game to download to I apply the IPS patch
Title: Re: Final Fantasy VII NES Project
Post by: hossbags2 on April 13, 2012, 11:59:47 am
Cant post the roms here. Do a search for "Final Fantasy VII (NJ063) (Ch)". You then need to dowload an IPS patcher from this site under Utlities section and simply patch the rom with that.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 13, 2012, 03:31:03 pm
The bar in Kalm is finished.

(http://img217.imageshack.us/img217/4981/finalfantasyviines04132.png)
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on April 13, 2012, 05:02:10 pm
For the map I found a collision error, outside of the Mythril Mine, hugging the mountain, go left then up , the grass appears to be solid.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on April 13, 2012, 05:50:35 pm
for the patcher, i suggest Lunar IPS. it has worked for me in the past
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 17, 2012, 06:29:27 pm
Quote
For the map I found a collision error, outside of the Mythril Mine, hugging the mountain, go left then up , the grass appears to be solid.

Fixed.
To fix it, go to 0x1fd061 in the hex editor and change 00 to 01.


Thanks for letting me know.
Let me know if you find any others.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on April 17, 2012, 06:51:13 pm
Fixed.
To fix it, go to 0x1fd061 in the hex editor and change 00 to 01.


Thanks for letting me know.
Let me know if you find any others.
There's more than just one collision error actually near the entrance and other entrance of Mythril Mine.

The red indicates solid area.
(http://img844.imageshack.us/img844/3082/fsdfsadfasdf.png)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 18, 2012, 08:37:22 pm
Quote
There's more than just one collision error actually near the entrance and other entrance of Mythril Mine.

The red indicates solid area.

Thanks again :)
To fix these, go to 0x1fd176 in the hex editor and change 00 to 11 and change 0x1fcf6c from 01 to 11.


The magic shop in Kalm is done

(http://img838.imageshack.us/img838/4981/finalfantasyviines04132.png)
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on April 19, 2012, 01:22:22 am
Looking good but may I ask how far you've gotten with this hack ?
Have you been editing the game here and there or going straightforward from the beginning (and gotten up to Kalm now) ?
There are some screenshots of other places too (at least in first page) so I just thought of asking.

P.S
I think you redo the "main" post so that it would show what you've done with this hack, link for the newest patch file etc.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on April 19, 2012, 10:03:29 am
I haven't actually booted this up to really play it in over a year, but from what I've been seeing on this thread, this is a complete overhaul of the whole game from start to finish which at this point is probably little or nothing like the original famicom cart :)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 19, 2012, 04:40:43 pm
Quote
Looking good but may I ask how far you've gotten with this hack ?
Have you been editing the game here and there or going straightforward from the beginning (and gotten up to Kalm now) ?
There are some screenshots of other places too (at least in first page) so I just thought of asking.

I don't mind.
I've been working my way from the beginning of the game to the end. Except for when I jumped ahead and finished Nibelheim (just not the NPCs).

Quote
I think you redo the "main" post so that it would show what you've done with this hack, link for the newest patch file etc.

That's a good idea.
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on April 19, 2012, 06:43:29 pm
So im also playing thru the game. im up to the point where i just finished cosmo canyon and beat the boss in gongaga. I have absolutely no idea what todo now. and up to this point ive only noticed 1 glitch sometimes the text goes crazy and puts up like 20 empty text boxes before it continues the conversation again. its not really an issue cuz it corrects its self. but awesome work so far. if anyone could assist me on where togo i understand thats off topic but i dont have that many places to ask hahahaha! Thank you!

Edit- SO i finally found out in cosmo canyon the left side of the exit and the right side of the exit teleport you 2 places. you should really split it up so other dummies like me dont search around leveling for 10 hours hahahahaha. Also i had cid as a character i could equip too and use before i ever actually had him as a character i just got to the rocket  and hes been in my party since before i posted this post. also in the pause menu none of  my characters names show up.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on April 19, 2012, 09:54:16 pm
It would not offend me if you edited the first area of the game, I only edited it as a demonstration.
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on April 19, 2012, 10:15:21 pm
I also find it wayyyyyy to easy to level/get gill.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 19, 2012, 10:23:06 pm
Quote
Edit- SO i finally found out in cosmo canyon the left side of the exit and the right side of the exit teleport you 2 places. you should really split it up so other dummies like me dont search around leveling for 10 hours hahahahaha.

 :laugh: Sorry, I forgot to mention that.

To everyone, here's a picture showing where the teleport tiles for Cosmo Canyon lead to.
(http://img855.imageshack.us/img855/4981/finalfantasyviines04132.png)

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Also i had cid as a character i could equip too and use before i ever actually had him as a character i just got to the rocket  and hes been in my party since before i posted this post.

When did you first notice Cid become a party member?

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also in the pause menu none of  my characters names show up.

I never had that happen to me, what version of the game did you patch?


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It would not offend me if you edited the first area of the game, I only edited it as a demonstration.

Alright, I could change it around a bit.


The weapon shop in Kalm is done.
(http://img826.imageshack.us/img826/4981/finalfantasyviines04132.png)
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on April 19, 2012, 11:26:52 pm
When did you first notice Cid become a party member?

I never had that happen to me, what version of the game did you patch?
Well i read on page 32
Cant post the roms here. Do a search for "Final Fantasy VII (NJ063) (Ch)". You then need to dowload an IPS patcher from this site under Utlities section and simply patch the rom with that.
so i did a google search for "Final Fantasy VII (NJ063) (Ch)" and the only trustable link i could find with ease was a link to a demonoid torrent. I have an account there so i used it.
 it was called "Final Fantasy VII (NJ063) (Ch) [T+Eng97%_Xaronyr_EnCardier].zip"
 and the rom was labeled "Final Fantasy VII (NJ063) (Ch) [T+Eng97%_Xaronyr_EnCardier].nes"
 i patched that with the latest IPS you gave and used "Lunar IPS" Ill take some screen shots to show you what i mean with the characters names not showing up.
Also I noticed Cid in my party Sometime inbetween completing corel prison and beating those guys in the room RedXIII's Dad is in I dont change party members often so i didnt notice right away.
(http://img43.imageshack.us/img43/1614/testerok.png)
If you think its because i dont have the same game version as you. Please PM me.
Title: Re: Final Fantasy VII NES Project
Post by: DarknessSavior on April 20, 2012, 12:15:49 am
You spelled it out yourself. The ROM in the torrent was already patched (that's the "[T+Eng97%_Xaronyr_EnCardier]" part of the filename. You need to find a clean ROM to apply the patch to.

~DS
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on April 20, 2012, 01:27:53 am
You spelled it out yourself. The ROM in the torrent was already patched (that's the "[T+Eng97%_Xaronyr_EnCardier]" part of the filename. You need to find a clean ROM to apply the patch to.

~DS

Yea i kinda figured. Thanks tho If anyone wants to PM me and shoot me in the right direction thatd be cool. Thanks :D

-Edit Found one. Not sure if i should post the link or not cuz technically this rom isnt an officialy licensed game anyways if anyone  wants it PM me. but its shitty i gotta start over..........

@Lugia2009 Whens the Next Patch update?
@Anyone Is it possible to make the save states from my other game work on this one?

Edit 2 - F It im just gonna start all over.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 20, 2012, 09:10:57 am
To find a unpatched version of the game google: "Anyone know where to get the final fantasy 7 NES rom download?"


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@Anyone Is it possible to make the save states from my other game work on this one?

You just have to make sure that the file name is exactly the same as before.


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@Lugia2009 Whens the Next Patch update?

It probably won't be for a while, maybe when I get the next twenty maps fixed.
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on April 20, 2012, 02:33:43 pm
@Everyone who helped!
Much love and thanks lugia!

@anyone Also playing the game thru
SO ive just finished the Ancient Temple and had cloud give the Black Materia to Sephiroth, now im back at gongaga. I know where im sposed to go, the northern most continent, only one issue now that i dont have the buggy or the Ship im really confused on how to progress. thanks.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on April 20, 2012, 03:44:40 pm
You need the crashed airplane to travel to the various ports like in FF I-III.
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on April 20, 2012, 07:33:45 pm
Yea i dont have access to it i think it was just my savestate from the other rom that messed it up. so im just gonna play thru it again so i can be of some actual use. Thank you tho
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 20, 2012, 11:12:12 pm
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SO ive just finished the Ancient Temple and had cloud give the Black Materia to Sephiroth, now im back at gongaga. I know where im sposed to go, the northern most continent, only one issue now that i dont have the buggy or the Ship im really confused on how to progress. thanks.

Thank you soooo much for finding this! :) I would've missed it otherwise. I found out why the game was doing this. I missed one of the events linked to the world map. When the gongaga event is triggered, the game also sends the tiny bronco to a different part of the world map. But I found out how to change this and now the tiny bronco appears right outside of gongaga.

Let me know if you find any other problems.

To fix this, go to 0x01563c and type 5BCD.

Or here's a link to the fixed patch: http://dl.dropbox.com/u/23698591/Final%20Fantasy%20VII%20NES%2004-13-2012.ips (http://dl.dropbox.com/u/23698591/Final%20Fantasy%20VII%20NES%2004-13-2012.ips)

It's a patch over the original chinese version.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on April 21, 2012, 12:12:50 am
*whistles*
New save states for Fceux. (http://199.91.152.143/xo9ueokvzhyg/wi46nalg7x1x601/FF7+NES+New+Save+States.rar)

Title: Re: Final Fantasy VII NES Project
Post by: detox420 on April 21, 2012, 05:14:03 pm
Thank you soooo much for finding this! :) I would've missed it otherwise. I found out why the game was doing this. I missed one of the events linked to the world map. When the gongaga event is triggered, the game also sends the tiny bronco to a different part of the world map. But I found out how to change this and now the tiny bronco appears right outside of gongaga.

Let me know if you find any other problems.

To fix this, go to 0x01563c and type 5BCD.

Or here's a link to the fixed patch: http://dl.dropbox.com/u/23698591/Final%20Fantasy%20VII%20NES%2004-13-2012.ips (http://dl.dropbox.com/u/23698591/Final%20Fantasy%20VII%20NES%2004-13-2012.ips)

It's a patch over the original chinese version.

no no no, Thank you for fixing it! I cannot wait to beat the game again!

*whistles*
New save states for Fceux. (http://199.91.152.143/xo9ueokvzhyg/wi46nalg7x1x601/FF7+NES+New+Save+States.rar)



Your a goddamn life savor i only had one save state i had just been writing over! Thank you to all who help i cannot wait to see this completed. Amazing job guys!
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 22, 2012, 07:58:27 pm
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no no no, Thank you for fixing it! I cannot wait to beat the game again!

Happy to help :)



The rest of Kalm is done:

(http://img812.imageshack.us/img812/4981/finalfantasyviines04132.png)
Armor shop

(http://img140.imageshack.us/img140/9692/finalfantasyviines04212.png)
Inn

(http://img407.imageshack.us/img407/9692/finalfantasyviines04212.png)
House
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on April 23, 2012, 01:07:11 am
Great job! I'm playing a bit of the newest patch right now because I want to suggest some menu improvements, and one thing I notice right now is that the battle and main menus are inconsistent...

The battle menu uses an FFVII-style hand and thin borders...
(http://i62.photobucket.com/albums/h109/51793Moeman/ff7neslolz5.png)

...While the main menu uses thicker borders and the traditional NES FF hand. Is there a way to fix this?
(http://i62.photobucket.com/albums/h109/51793Moeman/ff7neslolz6.png)

Okay, on to the suggested improvements. The very first thing thing you're going to notice overall is that the menus use a darker shade of gray for the borders - is it possible to do this? Because it'd probably look a lot better.

The second change is a slight order of consistency for the dialogue boxes. As you know, they're white with black text and varying borders originally, while all other menus use blue with white text and gray borders. I know the borders' variation is out of your control due to NES palette limitations, but would it be possible to make the blue background and white text combination or no?
(http://i62.photobucket.com/albums/h109/51793Moeman/ff7neslolz1.png)

EDIT: If the above can't be done, you could just do away with the gray / varying color entirely.
(http://i62.photobucket.com/albums/h109/51793Moeman/suggest0938903.png)

The next is the big one for me: the main menu. I think the character portraits should be displayed there somehow. I've made a mock up of it, but I don't know if it's doable... Also, something should be done about that big blank space by the gil display; a location indicator maybe?
(http://i62.photobucket.com/albums/h109/51793Moeman/ff7neslolz2.png)

After that comes the status and equipment menus. Can you somehow remove the border around the character portraits and center them more like I have here? I personally think it looks a lot more aesthetically pleasing.
(http://i62.photobucket.com/albums/h109/51793Moeman/ff7neslolz3.png) (http://i62.photobucket.com/albums/h109/51793Moeman/ff7neslolz4.png)

Another thing with the equipment menu is that you'll notice I gave color to the originally all-white icons (even the miniature ones!) If it's possible to make them look a little more like that, I'd be willing to make versions of all icons that look like this.

I have no other comments as the rest of the patch is superb! :thumbsup: Great job, everyone!
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 23, 2012, 11:49:03 am
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The battle menu uses an FFVII-style hand and thin borders...
...While the main menu uses thicker borders and the traditional NES FF hand. Is there a way to fix this?

That shouldn't be a problem

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Okay, on to the suggested improvements. The very first thing thing you're going to notice overall is that the menus use a darker shade of gray for the borders - is it possible to do this? Because it'd probably look a lot better.

Yeah, I can make the gray darker for menu boxes.

Quote
The second change is a slight order of consistency for the dialogue boxes. As you know, they're white with black text and varying borders originally, while all other menus use blue with white text and gray borders. I know the borders' variation is out of your control due to NES palette limitations, but would it be possible to make the blue background and white text combination or no?

I would love to, but unfortunately the dialogue boxes can't be fixed. The map colors are also used for the dialogue box. Also the color for character mugshots share the character sprite colors. So I'm not able to change the backround of the dialogue box to anything but white, or else all white parts on the character's mugshots will also change color.
Plus, since the dialogue boxes share the map's colors, that's why the border color changes to different colors sometimes.


Quote
The next is the big one for me: the main menu. I think the character portraits should be displayed there somehow. I've made a mock up of it, but I don't know if it's doable

That may be doable, maybe in the same way the character mugshots are called to appear during the dialogue. I just need to insert a @ and a 2 digit number in front of each character's name. I'm not 100% sure if it would work, but it might.


Quote
Also, something should be done about that big blank space by the gil display; a location indicator maybe?

That shouldn't be a problem.


Quote
After that comes the status and equipment menus. Can you somehow remove the border around the character portraits and center them more like I have here? I personally think it looks a lot more aesthetically pleasing.

Removing the border should be easy, I'll see what I can do about moving the mugshot.


Quote
Another thing with the equipment menu is that you'll notice I gave color to the originally all-white icons (even the miniature ones!) If it's possible to make them look a little more like that, I'd be willing to make versions of all icons that look like this.

That shouldn't be a problem. Thank you for making them, they look good. :thumbsup:


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I have no other comments as the rest of the patch is superb!  Great job, everyone!

Thanks  :)

Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on April 23, 2012, 05:48:10 pm
Lugia2009, thank you for being so kind! I always get unsure and feel like I'm treading on someone else's territory when I make a large amount of suggestions, or even one "big" suggestion. I'll get to work on the icons right away, thank you! :)

EDIT: Never mind what was originally here, it works just fine. :p

Oh, and I had one more thing I didn't suggest in my haste - would it be possible to put the weapon icons before the names? Like how I had it in my example...

The game, as of now, will show

Buster[sword icon]

And most fan translations (And FFII US) would use...

[sword icon]Buster

I know text may be out of the scope of the project, but it'd be possible to change it, right?

EDIT: I finished the new icons.
(http://i62.photobucket.com/albums/h109/51793Moeman/FFVIINESicons39459.png)

Top row (Miniature equipment icons) - Not gonna lie, the majority of these were taken from FFIV. The scarf was given a little color and a shadow. The gun is from Chrono Trigger. The fist is the gauntlet icon from the Japanese, unaltered version of FFIII and flipped a bit. The megaphone was given a gray band and a shadow. The materia... I still have no idea what to do with it. Right now it's a slightly blown up version of FFIV's Eidolon icon.

Middle row (Large equipment icons) - These are just the ones from the mockup above. Changed their outlines to black, filled 'em in with white and gray, etc.

Bottom row (Elemental icons) - I did the same as the above, except I didn't make these beforehand.
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on April 24, 2012, 02:54:29 am
I wanted to play this game on the go. So I installed an emulator for the nes on my Droid phone. Every other game works great except this one. I had issues on the computer as well but eventually I found and emu that worked. But couldnt find one that worked for my Droid. Is there any that anyone knows of? Or anyone who can help
Title: Re: Final Fantasy VII NES Project
Post by: shadowmanwkp on April 24, 2012, 03:42:53 am
I wanted to play this game on the go. So I installed an emulator for the nes on my Droid phone. Every other game works great except this one. I had issues on the computer as well but eventually I found and emu that worked. But couldnt find one that worked for my Droid. Is there any that anyone knows of? Or anyone who can help

Support for these games is always kind of fickle. Because they're pirated games, programmers do not feel obliged to support that specific mapper. I'd suggest looking up what mapper this game uses and then see if you can find an android emu that supports that particular mapper. That would be your best shot.

Note: Mappers aren't the only thing that can cause the emulator to refuse playing a game, but it is seems to be the most common one.

Edit: The mapper for FFVII nes seems to be 163, if you look for a droid emulator that support this specific mapper, you'd have a lot more luck with running the game.
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on April 24, 2012, 03:45:10 am
Thank you for the input I will look into it and research. I'll post my results.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 25, 2012, 11:34:14 am
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Lugia2009, thank you for being so kind! I always get unsure and feel like I'm treading on someone else's territory when I make a large amount of suggestions, or even one "big" suggestion.

You're welcome. Anytime you have any suggestions, let me know. And thank you for making the new icons.

Quote
Oh, and I had one more thing I didn't suggest in my haste - would it be possible to put the weapon icons before the names? Like how I had it in my example...

That shouldn't be a problem.

I did run into a problem with the mugshots in the menus. I couldn't figure out how to get the mugshots to appear on the main menu.
I also found out that all of the mugshots are linked together. So if I change the one for the status screen, then the magic and equip menu mugshots are affected too. So I did move the mugshots over a little bit, I just couldn't center it since it interferes with the magic menu too much.

I also changed the color of the menu to a darker gray. I also changed the menu's blue color into a more vibrant blue. When I'm done with the menu, I'll post up before and after pics.
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on April 25, 2012, 01:24:33 pm
Hi there. Great work so far, it's fantastic. I was wondering though if it's possible to make a reproduction of this game so I could play it on the real thing or is it basically impossible without making the board from scratch? Also, how far done is this as a rough %?

Sorry if these are annoying questions that have already been answered.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 25, 2012, 11:22:13 pm
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Hi there. Great work so far, it's fantastic. I was wondering though if it's possible to make a reproduction of this game so I could play it on the real thing or is it basically impossible without making the board from scratch?

You could either make a board from scratch, or you probably could find a cartridge with a mapper 163 chip to use as a donor cart. Any Shenzhen Nanjing game would do.


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Also, how far done is this as a rough %?

I'd say about 75%


Quote
Sorry if these are annoying questions that have already been answered.

It's no bother


@vivify93

I finished the menus, how's this?

(http://img525.imageshack.us/img525/9692/finalfantasyviines04212.png)

I couldn't add any color to some of the icons since they are a part of the dialogue system. I found out that those graphics can only be one color.
Title: Re: Final Fantasy VII NES Project
Post by: DarknessSavior on April 26, 2012, 12:32:35 am
Why did you change the color of the non-white text and the hand? I think that looked better before, tbh.

~DS
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on April 26, 2012, 07:47:20 am
I finished the menus, how's this?
They. Look. Amaziiiiiiiing~! :D

I couldn't add any color to some of the icons since they are a part of the dialogue system. I found out that those graphics can only be one color.
Aww... How depressing. :( Still, what you could do was really nice! ;D

Why did you change the color of the non-white text and the hand? I think that looked better before, tbh.
I think if he hadn't, the colorized versions of the larger icons would become green where they're supposed to be gray.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 26, 2012, 11:44:16 am
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They. Look. Amaziiiiiiiing~!

Thanks  :)

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Why did you change the color of the non-white text and the hand? I think that looked better before, tbh.

I got a little tired of the green, but I can change it back, it's no bother.
Title: Re: Final Fantasy VII NES Project
Post by: randomguy8695 on April 26, 2012, 09:13:43 pm
Hey everyone, random guy here to tell you guys about the next game-breaking bug in the current patch! :D

As you progress through the story, you make it here (Gaea's Cliff) and the cutscene walks you through this entrance
(http://img11.imageshack.us/img11/103/gaeascliff.png)

And then plummets you to survive for yourself in the vast ocean of Final Fantasy 7..
(http://img444.imageshack.us/img444/4024/waterm.png)

..and Cloud can't swim D:
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on April 27, 2012, 12:55:03 am
Hey everyone, random guy here to tell you guys about the next game-breaking bug in the current patch! :D

As you progress through the story, you make it here (Gaea's Cliff) and the cutscene walks you through this entrance
(http://img11.imageshack.us/img11/103/gaeascliff.png)

And then plummets you to survive for yourself in the vast ocean of Final Fantasy 7..
(http://img444.imageshack.us/img444/4024/waterm.png)

..and Cloud can't swim D:

.  I died crying laughing after reading this.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 27, 2012, 03:43:55 pm
Quote
Hey everyone, random guy here to tell you guys about the next game-breaking bug in the current patch! :D

Thanks for finding that, to fix it, go to 0x009e15 in the hex editor and change 14 04 to 16 36.
I also posted up a fixed patch on the 1st page.

April 28, 2012, 11:14:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The Chocobo Farm is done:

(http://img861.imageshack.us/img861/9897/finalfantasyviines04252.png)
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on April 29, 2012, 08:56:08 am
Chocobo farm looks fantastic!
Title: Re: Final Fantasy VII NES Project
Post by: Tomato on April 29, 2012, 09:28:58 am
Holy wow that looks amazing!
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on April 29, 2012, 10:54:00 am
Truly awesome indeed (Chocobo farm that is) !

I rarely play games (or hacks either) but this is something that I really want to try out.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on April 29, 2012, 01:17:04 pm
Looks fantastic. The hack looks better and better as time progresses.
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on April 29, 2012, 02:13:35 pm
Does anyone know where you can get shenzhen nanjing games from? I'd love to make a reproduction of this when it's done.
Title: Re: Final Fantasy VII NES Project
Post by: keithisgood on April 29, 2012, 03:22:03 pm
I think it needs to be reiterated what amazing work you're doing, Lugia.
Title: Re: Final Fantasy VII NES Project
Post by: Eisenwill on April 29, 2012, 10:11:22 pm
I've decided to wait until this patch is finalized before making a playthrough, but I am really excited with everything done so far. Great work.
Title: Re: Final Fantasy VII NES Project
Post by: Chris_W on April 30, 2012, 12:55:29 pm
Hey there:

First of all, congrats for such a great work, it's incredible  :woot!:

I have 2 questions:

- Is it possible to play this in any of the iphone's emu's?

Talking 'bout other stuff: I'd love to translate this game to my mother language [spanish]. How could I do it?

Regards from Spain  :crazy:

April 30, 2012, 02:06:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
- Is it possible to play this in any of the iphone's emu's?

Ok, found out by myself: NES.emu runs it smooth :D
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on April 30, 2012, 04:34:04 pm
Thank you for all the compliments  :)

Quote
Insert Quote
Does anyone know where you can get shenzhen nanjing games from? I'd love to make a reproduction of this when it's done.

You may find one or two on ebay, they're very rare but do occasionally come up on ebay.

Here's a site that lists all of Shenzhen's known games.
http://bootleggames.wikia.com/wiki/Shenzhen_Nanjing (http://bootleggames.wikia.com/wiki/Shenzhen_Nanjing)

If you do make a reproduction, would you mind posting up how you did it? I would love to add this game to my collection too.


Quote
Talking 'bout other stuff: I'd love to translate this game to my mother language [spanish]. How could I do it?

The dialogue system is fairly easy to work with, the most challenging thing is to make sure the dialogue fits in the dialogue boxes.

Here's a picture of what some of the dialogue looks like in the hex editor. (To get a better view, right click and select "View Image")
(http://img831.imageshack.us/img831/1206/dialogue.png)

Here's the commands:

\ (5c in hex) = causes a break in the text and makes it go to the next line.
@x = inserts a character portrait. @1 for Cloud, @2 for Barret, ect...
. = this is just a period. but in hex it's 2e, not 00. I made that mistake a few times.
0A = this byte finishes off the segment of dialogue, if you don't have this, then the dialogue will just keep going until it reaches one.

Here's how the pointers work.
Barret's line "Barret: C'mon newcomer. Follow me."
This line begins at 0x038217 in the hex editor. The pointer for this is 07 82.

Now take a look at the last 4 numbers in the location for the line. its 82 17
In order to get the pointer, flip 17 and 82, then subtract 10 from the 17 to get 07. You will end up with 07 82.

And to make sure the dialogue fits in the box, just make plenty of save states and play through the part of the dialogue you are editing to make sure it fits correctly.

Let me know if you need any help.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on May 01, 2012, 06:30:55 am
You did not write any editor for that ROM?
Title: Re: Final Fantasy VII NES Project
Post by: Chris_W on May 01, 2012, 08:34:36 am
Thanks for the help, Lugia. I have a few questions:

This one may be silly, but I can't find the "0x038217" line  :-[, Doesn't it start at 038210 / 40 32?

Also, where are the "New Game" & "Continue?" words?



And the last one: what will happen when you release a new patch, will I be able to copy all my work to the new one?  :huh:


Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 01, 2012, 08:44:35 pm
Quote
You did not write any editor for that ROM?

I don't know how to. Plus I really only know how to edit certain parts, I can't really say with 100% certainty how it all works.


Quote
This one may be silly, but I can't find the "0x038217" line  :-[, Doesn't it start at 038210 / 40 32?

It's not silly, the numbers at the left of the hex editor show the location of the first byte in that entire line. At the top of the hex editor, it shows the actual location of a specific byte.

(http://img11.imageshack.us/img11/5248/dialogue2.png)


Quote
Also, where are the "New Game" & "Continue?" words?

That's part of the graphics for the title screen. If you'd like, I could make the changes. Just let me know what the translations of them are.


Quote
And the last one: what will happen when you release a new patch, will I be able to copy all my work to the new one?  :huh:

Yeah, you can. :) But as a heads up, some of the dialogue for the later parts of the game are going to be changed so the NES version of the game's story makes a little more sense.
Title: Re: Final Fantasy VII NES Project
Post by: Darakutenshi on May 03, 2012, 03:18:47 pm
Hey, I just wanted to say how great I think you guys are doing. The first time I saw this game I decided to not bother playing it because it was so messed up. But, what you guys are doing to it makes it worth playing. Thank you! Can't wait to see completed and put on an NES Repro cart.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 04, 2012, 10:34:19 pm
Quote
Insert Quote
Hey, I just wanted to say how great I think you guys are doing. The first time I saw this game I decided to not bother playing it because it was so messed up. But, what you guys are doing to it makes it worth playing. Thank you! Can't wait to see completed and put on an NES Repro cart.

Thanks  :)


One of the Chocobo Farm's buildings is done, here's a before and after.

(http://img192.imageshack.us/img192/1246/finalfantasyviilatestve.png)(http://img717.imageshack.us/img717/9897/finalfantasyviines04252.png)
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on May 05, 2012, 10:39:53 am
Thanks  :)


One of the Chocobo Farm's buildings is done, here's a before and after.

(http://img192.imageshack.us/img192/1246/finalfantasyviilatestve.png)(http://img717.imageshack.us/img717/9897/finalfantasyviines04252.png)

You have made this remake so much better with your modifications! What was once a crappy stand in for the Chocobo farm house is now an incredible replica! Can't wait to actually play this, don't want to start till it's completed.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 05, 2012, 10:18:14 pm
Thanks  :)

The choco farm building is finished. I also fixed the dialogue for when you buy the chocobo lure.

(http://img832.imageshack.us/img832/1246/finalfantasyviilatestve.png)(http://img18.imageshack.us/img18/9897/finalfantasyviines04252.png)
Title: Re: Final Fantasy VII NES Project
Post by: Blue Gollumer on May 06, 2012, 02:01:14 pm
Hey, I'm new here, but I just wanted to chime in and say what an awesome job you're doing and what an interesting project this is.  I just played through the game up until the Chocobo Farm and it was really interesting. 

Also, I'm an academic so I must note that there is interesting theoretical stuff going on here.  Projects like this one subvert the common narrative of technology which we always assume must improve technically to improve conceptually.  I've referred your project to a friend who studies video games and he might be using it in an upcoming paper.

One question, which I hope hasn't been asked elsewhere (I scanned the thread and didn't see it) but when I get an updated patch do I have to start the game all over?  Or will my save work?

Thanks!
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on May 06, 2012, 03:59:35 pm
One question, which I hope hasn't been asked elsewhere (I scanned the thread and didn't see it) but when I get an updated patch do I have to start the game all over?  Or will my save work?
I take your new to the whole emulator thing. Although im not sure what EMU your using im sure it has "Save States" Look into it my friend. google magic! As long as the File name stays the same your in the clear
(or post what emulator you use and im sure we can give you some detailed instructions :D
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on May 07, 2012, 04:59:50 am
FF7NES uses Mapper #163 that was not around when NES games were produced, thats why the ROM is unusual in size.
A mapper is a on-cart IC that connects Adress lines in block like on CP/M computers so that games could use bigger ROMS than the CPU can access,some of them contain scanline counters and better audio chips.
The save states from Lugia2009 are for only for FCEUX because it saves the state of all chips.
Important!: If you save IN the game, you can transfer the .srm file to every emulator that can run mapper 163.
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on May 07, 2012, 06:24:26 pm
The save states from Lugia2009 are for only for FCEUX because it saves the state of all chips.
Important!: If you save IN the game, you can transfer the .srm file to every emulator that can run mapper 163.

Do you know of a list of Emu's that support Mapper 163 i could only find the one. Although im sure they're are many.
And for anyone who wanted to know "nesdroid" will play ff7 on your phone, as well as "Nes.emu"
I prefer Nes.Emu because of functionality and it runs the game smoother on my phones.
they are both ports of FCEUX.


im about to start looking into Reproducing carts i noticed people are selling Snes carts for like 100$, im referring to Zelda Parallel worlds. and that is just crazy talk. Finding the cart to use mapper 163 isnt gonna be easy but im sure theyre are other ways than just finding a Shenzhen Nanjing Technology Co cart. if anyone else hops on this ive found a few sites i could link and id love to see someone elses comments or thoughts. thanks
Title: Re: Final Fantasy VII NES Project
Post by: Ambient_Malice on May 08, 2012, 07:27:17 am
Firstly, let me say you're doing a nice job. I got this running on a NES emulator for the Playstation Portable, and it seems to run well.

Secondly, the music makes my ears bleed. The arrangements are lovely imitations of Final Fantasy tracks, but ARGGHHH! THE CHIRPING NOTES!!! THE PAIN!!! MIGRANES!!! I think nes chiptunes are a wee bit overrated. @_@

Non-stop random encounters aside, you've done a good job polishing up the combat and environments. I played an original rom alongside yours, and the difference was staggering.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 08, 2012, 10:16:29 am
Quote
I've referred your project to a friend who studies video games and he might be using it in an upcoming paper.

Wow, thank you.  :)

Quote
One question, which I hope hasn't been asked elsewhere (I scanned the thread and didn't see it) but when I get an updated patch do I have to start the game all over?  Or will my save work?

It should work. When I want to keep using my save states, I have to make sure the name matches the name of the Rom. But that's with the psp emulator. I don't know if it's the same for all emulators. With FCEUX, any save state will work as long as it's from the same game.

Quote
Do you know of a list of Emu's that support Mapper 163

I know the wii version of FCEUX runs mapper 163. So does Nester P.

Quote
im about to start looking into Reproducing carts i noticed people are selling Snes carts for like 100$, im referring to Zelda Parallel worlds. and that is just crazy talk. Finding the cart to use mapper 163 isnt gonna be easy but im sure theyre are other ways than just finding a Shenzhen Nanjing Technology Co cart. if anyone else hops on this ive found a few sites i could link and id love to see someone elses comments or thoughts. thanks

I think it has to be a mapper 163 cart, but I'm not sure. But if it helps any, I found some pics of the FF7 Advent Children pcb:

(http://img651.imageshack.us/img651/5015/img3323z.jpg)
(http://img163.imageshack.us/img163/4428/img3324f.jpg)
(http://img197.imageshack.us/img197/4227/img3326zu.jpg)
(http://img593.imageshack.us/img593/6600/img3328.jpg)

And here's some info about it:

Quote
LC3664BML-10 is 64K of RAM
CY6264-70SC is 8K of RAM
and 29LV160BTC-90 appears to be a 16M-BIT flash rom (16 megabits =2 megabytes)

so it would be the CHR-RAM, SRAM, and then PRG ROM

It would appear you only have one ROM to replace and the one built in may be reprogrammable.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on May 08, 2012, 10:20:41 am
looks like a firmware chip used in routers and other things you can flash Linux onto.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on May 10, 2012, 05:25:20 pm
One Winged Angel Song (http://www.mediafire.com/?0mqtbu2g8ymd8p0)

EDIT:

Can you change the font to this?
(http://img710.imageshack.us/img710/900/ghjfghj.png)

There's no moon in the title screen. A picture how it should be.
(http://img201.imageshack.us/img201/3020/titleuz.png)

HP is misplaced once it is refreshed when you hit an enemy. The tiles are stored like the tiles on maps.
(http://img26.imageshack.us/img26/7637/86642221.png)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 13, 2012, 11:14:32 pm
Quote
One Winged Angel Song

Not bad, some of the notes' timing and sound are a little off, but overall, pretty good. :thumbsup:


Quote
Can you change the font to this?

Sure thing.


Quote
There's no moon in the title screen. A picture how it should be.


HP is misplaced once it is refreshed when you hit an enemy. The tiles are stored like the tiles on maps.

They shouldn't be too hard to fix.


Mythril Mine is done

(http://img402.imageshack.us/img402/5921/mythrilmine3.png)
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on May 17, 2012, 07:02:47 am
Awesome. Will you be correcting the enemies in this hack so that the enemies are the same or at least similar to what are there in the PS1 version?
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on May 17, 2012, 08:20:20 am
Can you change the font to this?
(http://img710.imageshack.us/img710/900/ghjfghj.png)
Umm... Chpexo, did you use the entire 8x8 length available? That... won't look very nice in the dialogue. Letters will run together, not to mention it's awkwardly spaced.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 17, 2012, 11:44:19 am
Quote
Can you change the font to this?
(http://img710.imageshack.us/img710/900/ghjfghj.png)

There's no moon in the title screen. A picture how it should be.
(http://img201.imageshack.us/img201/3020/titleuz.png)

HP is misplaced once it is refreshed when you hit an enemy. The tiles are stored like the tiles on maps.
(http://img26.imageshack.us/img26/7637/86642221.png)

Done, done, and done.
I also made it so "Name" doesn't disappear also on the battle menu.


Quote
Umm... Chpexo, did you use the entire 8x8 length available? That... won't look very nice in the dialogue. Letters will run together, not to mention it's awkwardly spaced.

I modified the letters and numbers a little to fix that.


Quote
Awesome. Will you be correcting the enemies in this hack so that the enemies are the same or at least similar to what are there in the PS1 version?

Yep, once I'm done with all the maps, dialogue, and events, I'm going to change all of the enemy graphics.
Title: Re: Final Fantasy VII NES Project
Post by: burn_654 on May 17, 2012, 12:54:42 pm
Man, I would love to have a reproduction of this when Lugia's excellent updates are finished
(but as with any project like this...nothing is 'final' ;))

From searching for the flash chip, it appears to be present in Ambit 200 modems and can be flashed with a homemade 'blackcat' jtag cable for them. I wonder if you could take one of these modems and use it to write our rom data to it...unless there's a simpler way?
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on May 17, 2012, 05:44:47 pm
Yep, once I'm done with all the maps, dialogue, and events, I'm going to change all of the enemy graphics.

That's fanastic to hear, I hate the enemies they the original has.

Man, I would love to have a reproduction of this when Lugia's excellent updates are finished
(but as with any project like this...nothing is 'final' ;))

From searching for the flash chip, it appears to be present in Ambit 200 modems and can be flashed with a homemade 'blackcat' jtag cable for them. I wonder if you could take one of these modems and use it to write our rom data to it...unless there's a simpler way?

If I were to do this I'd probably just buy a MX29LV160 chip and flash it with the adapter I use to make SNES Reproductions. The biggest problem for me is finding an original copy of the pirate cart that isn't incredibly overpriced for what it is :(.
Title: Re: Final Fantasy VII NES Project
Post by: chazbc24 on May 19, 2012, 01:58:01 pm
i'd be willing to donate my copy of ff7 for testing, if it means i can get it back with hack when its completed.
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on May 19, 2012, 03:45:47 pm
I'd be willing to give it ago when the hack is completed if you like. Postage may cost quite a bit if you live in the US though. May be better to find someone in the US who's willing to give it ago.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 20, 2012, 10:11:40 pm
Quote
The biggest problem for me is finding an original copy of the pirate cart that isn't incredibly overpriced for what it is :(.

Were you able to find any copies at all?



Junon is done, here's the before and after:

(http://img35.imageshack.us/img35/5426/junonmapbefore.png)

(http://img217.imageshack.us/img217/3020/junonmap.png)
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on May 21, 2012, 12:13:33 pm
That's pretty amazing. O_o
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on May 21, 2012, 01:39:50 pm
WOW ... what a difference! That looks INCREDIBLE!  :D
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on May 21, 2012, 09:36:55 pm
Were you able to find any copies at all?



Junon is done, here's the before and after:

(http://img35.imageshack.us/img35/5426/junonmapbefore.png)

(http://img217.imageshack.us/img217/3020/junonmap.png)

Not yet, somone said his sold for $75 I think it was with the crappy box it came with which is too much for me.


Awesome work with Junon. Really looking forward to this.
Title: Re: Final Fantasy VII NES Project
Post by: Sirasu on May 22, 2012, 10:35:02 am
HELLO.
I'm a Japanese fan of FF7.

This is a great project it is!
I look forward to completion.

In fact,The project Transplanting FF7 to NES advance in Japan
 little by little.(I think you know well)

I participate that project as making Graphics.
I'm interested in the project here,Particularly world map.
I want to reference in my graphic.

see you.

こんにちは。
私は日本のFF7ファンです。

初めて見ましたが、なんとも凄いプロジェクトですね!
かなり制作が進んでいるようで、完成が楽しみです。

実は、日本でもFF7をファミコンに移植する計画が
少しずつ進行しています(知ってると思うけど)。

私もその計画に(主にグラフィック制作で)参加しています。
こちらのグラフィックに非常に興味があります。(特にマップ部分)
ぜひとも、参考にさせて頂きたいです。

よろしくおねがいします。
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 22, 2012, 12:34:35 pm
Quote
That's pretty amazing. O_o

WOW ... what a difference! That looks INCREDIBLE! 

Awesome work with Junon. Really looking forward to this.

Thanks :)


Quote
In fact,The project Transplanting FF7 to NES advance in Japan
 little by little.(I think you know well)

I participate that project as making Graphics.
I'm interested in the project here,Particularly world map.
I want to reference in my graphic.

see you.

I'm sorry, I didn't really understand the last part of what you put. Do you mean the FF7FCWin project?
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on May 22, 2012, 12:39:23 pm
I can't remember who pointed it out, but GamePro (http://web.archive.org/web/20110607152018/http://www.gamepro.com/article/features/213137/13-great-fan-made-game-tributes-page-2/) overrated the original, with no mention of this improvement effort. :P
(and I'm not really seeing how GamePro can compare bootleg FF7 to the Human Genome Project. Speaking of just the original bootleg, was some Chinese pirate company shilling another (of many) unfaithful RPG ports really comparable to scientists trying to unravel the mysteries of DNA? :o
I wonder what they'd say about the company other games, such as Chrono Trigger (now with Pokemon!) or Final Fantasy V (which happened in a part of Koholint where the Dragon Quest NPCs live)? :P )
Title: Re: Final Fantasy VII NES Project
Post by: DarknessSavior on May 22, 2012, 12:56:13 pm
If I'm reading the Japanese right, Sirasu just wants to use your world map as a reference for his own graphics for their project. He's asking for permission.

間違いありませんか?

~DS
Title: Re: Final Fantasy VII NES Project
Post by: Sirasu on May 22, 2012, 12:56:43 pm
Quote
I'm sorry, I didn't really understand the last part of what you put. Do you mean the FF7FCWin project?

Sorry,Just you are correct.

We used to develope FF7 in NES programing long long ago...

ああ、ごめん。今はそうなんだった。
昔はアセンブリで開発してたんだけどね。。。

May 22, 2012, 01:26:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
If I'm reading the Japanese right, Sirasu just wants to use your world map as a reference for his own graphics for their project. He's asking for permission.

間違いありませんか?

~DS

Thanks to responce.

Well...you are right almost.
The graphics of World map & Town maps made by this forum is very cool.
So,If you don't mind,I want to use a part of objects(such as Cabinets,a desk etc.)in our forum.
We won't use your maps whole and intact.

返信ありがとうございます

えーと、、、おおかたそんな感じ?
このフォーラムのワールドマップとタウンマップ、すごくイケテルと思います。
もし差し支えないなら、(家具とかの)設置物の一部を日本のフォーラムでも使わせてもらえると嬉しい。
マップをそのままコピーすることはないと思います。
Title: Re: Final Fantasy VII NES Project
Post by: chazbc24 on May 22, 2012, 02:38:21 pm
this is how wars start.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on May 22, 2012, 02:44:21 pm
How are you gentlemen?

All your base are freakin' belong to us.
Title: Re: Final Fantasy VII NES Project
Post by: Sirasu on May 22, 2012, 02:46:07 pm
How are you gentlemen?

All your base are freakin' belong to us.

うるせー英語苦手なんじゃwww
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on May 22, 2012, 02:49:32 pm
うるせー英語苦手なんじゃwww

(Google Translate): The same set ... can not good English
I am not saying whether the maps are available. It is not my decision.

Don't worry about your inexperience in speaking English. Please do not be offended. It just sounds humorous how Japanese gets badly translated in English. >:D

This forum loves Japanese people, culture and video games! I always watch Naruto with subtitles every week.  ;D

I am very interested to hear news about FF7 NES in Japan. Is a Japanese translation of our English version required?





This post went through several revisions with Google Translate to make sure the intended meaning is as unambiguous as possible ... the results are still slightly humorous. "Please. Does not get angry. It sounds humorous Japanese to be translated into English or just badly."
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on May 22, 2012, 03:00:26 pm
That is fine. No offense intended. It just sounds humorous how Japanese gets badly translated in English. >:D

I am very interested to find out about what is happening with FF7 NES in Japan. Will our English version need to be re-translated back into Japanese?

That's why you don't translate Japanese, word per word, but you rather translate the meaning that was being conveyed instead. Google Translate won't do the latter for you.

シラスさん、RHDNにようこそ。(^o^)/
Title: Re: Final Fantasy VII NES Project
Post by: Cloud9FF7 on May 22, 2012, 03:02:58 pm
As a little project I made a very basic level editor based on the information Lugia has posted. I'll try to get it to stop constantly messing shit up and see if I can release it.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on May 22, 2012, 03:15:33 pm
That's why you don't translate Japanese, word per word, but you rather translate the meaning that was being conveyed instead. Google Translate won't do the latter for you.

シラスさん、RHDNにようこそ。(^o^)/
Rather depends on your goal. If your goal is to turn mediocre dialogue into hilarious "All your base" style dialogue, Google Translate seems to be working pretty good for me today :D
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on May 22, 2012, 03:36:16 pm
Rather depends on your goal. If your goal is to turn mediocre dialogue into hilarious "All your base" style dialogue, Google Translate seems to be working pretty good for me today :D

Ah, yes, well... yes. But why would you do that!!  :P :laugh:
Title: Re: Final Fantasy VII NES Project
Post by: Sirasu on May 22, 2012, 03:49:38 pm
Quote
I do not say whether the map is available. It is not my decision.
OK.
了解。

Quote
Please do not worry about your lack of experience in English-speaking.
I write English sentence with Google Translate.
please overlook my bad English...I'm not angry!
I love Japanese people except who wrote”All your base are belong to us”. 

僕もグーグル翻訳を使って文章考えてます、
ミスは大目に見てほしい。。。怒ってませんよ!
”All your base are belong to us”を書いた人以外は好きですよ。日本。

Quote
Do you need Japanese translation of the English version of us?
At the moment we don't need it.
This writing is my personal thing, not of the forum in Japan.
If FF7FC completed in RHDN,I want to play Japanese version.

今の所は必要ないかと。
今回の書き込みは僕個人のもので、日本のフォーラムの意見ではありません。
もしRHDNでこの計画が完成したら、日本語でプレイしたいですけどね。

Quote
シラスさん、RHDNにようこそ。(^o^)/
  | ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄|
  |  こんにちは   |
  |_________|
    .∧∧   ||
    ( ゚д゚)||
    /  づΦ
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 22, 2012, 03:56:58 pm
@Sirasu

Sure, any graphics you like, you are welcome to use. You can also use the world map layout if you like.
Title: Re: Final Fantasy VII NES Project
Post by: Sirasu on May 22, 2012, 04:02:52 pm
Sure, any graphics you like, you are welcome to use. You can also use the world map layout if you like.
OK.Thank you.

I just noticed several Graphics I made was used here.
Thank you to use!!

返信ありがとうございます。
ではありがたく使わせてもらいます。

僕が作った素材がここのフォーラムで使われてるのに
今、気がついた。
使ってくれてありがとうゴザイマス。
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 22, 2012, 05:31:21 pm
Quote
I just noticed several Graphics I made was used here.
Thank you to use!!

Ok, thank you.

May 23, 2012, 11:53:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote
As a little project I made a very basic level editor based on the information Lugia has posted. I'll try to get it to stop constantly messing shit up and see if I can release it.

If you want, I can give you all the info I know about editing levels, If it'll help.
Title: Re: Final Fantasy VII NES Project
Post by: Cloud9FF7 on May 23, 2012, 07:59:08 pm
Eh, I'd rather just get done what I have so far. I'm pretty sure this will speed up the process of map editing a bit for you, though.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 23, 2012, 08:47:57 pm
Quote
Eh, I'd rather just get done what I have so far. I'm pretty sure this will speed up the process of map editing a bit for you, though.

Okay, thanks. I appreciate it  :)

May 25, 2012, 06:31:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
One of Junon's buildings is done, here's a before and after.

(http://img694.imageshack.us/img694/231/finalfantasyviichineseu.png)

(http://img201.imageshack.us/img201/4645/finalfantasyviines05142.png)

Also, all events linked to Junon have been fixed and some dialogue has been added in.
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on May 26, 2012, 06:49:33 am
It's interesting to see how well the events in the original game happen to be implemented (in case those beds really were for the resting scene what you've posted your own picture of).

Anyway, looks good as always!
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on May 28, 2012, 07:34:41 pm
Quote
Anyway, looks good as always!

Thanks


The rest of Junon's buildings are done, here's the before and afters:

(http://img812.imageshack.us/img812/231/finalfantasyviichineseu.png)(http://img27.imageshack.us/img27/4645/finalfantasyviines05142.png)

(http://img406.imageshack.us/img406/231/finalfantasyviichineseu.png)(http://img29.imageshack.us/img29/4645/finalfantasyviines05142.png)
Title: Re: Final Fantasy VII NES Project
Post by: Tsukiyomaru0 on May 31, 2012, 01:25:24 am
Thanks


The rest of Junon's buildings are done, here's the before and afters:

(http://img812.imageshack.us/img812/231/finalfantasyviichineseu.png)(http://img27.imageshack.us/img27/4645/finalfantasyviines05142.png)

(http://img406.imageshack.us/img406/231/finalfantasyviichineseu.png)(http://img29.imageshack.us/img29/4645/finalfantasyviines05142.png)
Wait, is that REALLY 8-bits O_O The color combination makes it look almost as if it was beyond that!
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on June 03, 2012, 11:11:07 pm
Thanks  :)




Junon Beach is done, here's the before and after:

(http://img269.imageshack.us/img269/5716/junonbeachbefore.png)

(http://img844.imageshack.us/img844/9738/junonbeachafter.png)
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on June 04, 2012, 12:59:57 am
Surprisingly, I like both of them :D
But then again, the one made by the creators doesn't really match with what it should look like.
Title: Re: Final Fantasy VII NES Project
Post by: Validus on June 04, 2012, 08:43:13 am
THIS IS LOOKING INCREDIBLE
Title: Re: Final Fantasy VII NES Project
Post by: hossbags2 on June 04, 2012, 09:23:03 am
Can you have any updated patch availble again soon. I would like to try out what you currently have completed!
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on June 04, 2012, 07:54:35 pm
Quote
THIS IS LOOKING INCREDIBLE

Thanks  :)


Quote
Can you have any updated patch availble again soon. I would like to try out what you currently have completed!

I posted a new patch on the first page.

Enjoy  :)
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on June 05, 2012, 01:44:53 pm
Thanks  :)

I posted a new patch on the first page.

Enjoy  :)
Wow, it's amazing how much better that suddenly makes me feel about my day, even though i probably won't have time to play it right now. I guess it's just with all the tyrannical crackdowns on creative freedom by Big Brother going on lately, it's nice when someone makes damn sure their work will not be lost because they have a whole community at least keeping backups for them, if nothing else :D

No Agent Smiths will be able to stop the distribution of this patch (in some form at least) on the Internet. We won't let them. :p

Keep up the amazing super awesome incredible work, man.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on June 05, 2012, 07:22:04 pm
Goodnight Until Tomorrow Famitracker (http://www.mediafire.com/?33idmyz0m7ytrde)
Title: Re: Final Fantasy VII NES Project
Post by: Legend on June 06, 2012, 02:22:07 am
This looks really awesome. I'm trying my best to wait until it's finished before trying it out.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on June 06, 2012, 10:04:38 pm
This looks really awesome. I'm trying my best to wait until it's finished before trying it out.
You could be in for a long wait. "Finished" is a very subjective and relative term when it comes to this kind of project. The game was, in one sense, "Finished" when the English translation was complete and the game was playable from beginning to end. In another sense, it will be "Finished" when the current awesome person who's working on it stops working on it and releases his last patch. (hopefully a long time from now) In another sense, it will never be "Finished"

I'm still waiting for Minecraft to be "Finished."

(official modding API I can rely on)
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on June 06, 2012, 11:07:44 pm
You could be in for a long wait. "Finished" is a very subjective and relative term when it comes to this kind of project. The game was, in one sense, "Finished" when the English translation was complete and the game was playable from beginning to end. In another sense, it will be "Finished" when the current awesome person who's working on it stops working on it and releases his last patch. (hopefully a long time from now) In another sense, it will never be "Finished"

I'm still waiting for Minecraft to be "Finished."

(official modding API I can rely on)

Well... I'm pretty sure once they get the whole game in from the beginning to the end in there, they'll be finished anyway (that is, given they don't give up/lose interest/can't work on it because they need to make a living)... Just saying. ::)

That said, this has been an awesome effort.  :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on June 07, 2012, 06:57:42 pm
What does "the whole game" mean?

Cause I'm pretty sure the NES doesn't have the hardware capabilities for the whole game taken literally. What is actually being done here is an approximation of the game's storyline, and as an approximation it will never be literally "the whole game" but only a more or less better approximation. Or you could call it an adaptation or a remix or whatever.
Title: Re: Final Fantasy VII NES Project
Post by: DarknessSavior on June 07, 2012, 08:44:59 pm
What does "the whole game" mean?

Cause I'm pretty sure the NES doesn't have the hardware capabilities for the whole game taken literally. What is actually being done here is an approximation of the game's storyline, and as an approximation it will never be literally "the whole game" but only a more or less better approximation. Or you could call it an adaptation or a remix or whatever.
What Moulinoski means is that once Lugia is done going through the Famicom game and replacing all of it's graphics.

~DS
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on June 09, 2012, 06:15:08 pm
Quote
You could be in for a long wait.

Currently, I still have about 80 maps left to work on. Along with the events, dialogue, and enemy graphics. But I don't think the project should take too much longer. I may be done in the early to mid part of next year.


Junon is done, here's the before and after:

(http://img707.imageshack.us/img707/5598/junonbefore.png)

(http://img600.imageshack.us/img600/1160/junonafter.png)
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on June 10, 2012, 06:20:41 am
Looks great! Almost like the map was really pictured from the side-view.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on June 13, 2012, 09:20:32 pm
Quote
Insert Quote
Looks great! Almost like the map was really pictured from the side-view.

Thanks  :)



Junon Locker room is done:

(http://img100.imageshack.us/img100/231/finalfantasyviichineseu.png)

(http://img402.imageshack.us/img402/9189/finalfantasyviines06042.png)
Title: Re: Final Fantasy VII NES Project
Post by: Sirasu on June 16, 2012, 09:56:10 am
Amazing,Especially lockers & walls!

すごく良い。特にロッカーと壁が!
Title: Re: Final Fantasy VII NES Project
Post by: Gideon Zhi on June 16, 2012, 10:01:19 am
This really is looking quite spectacular. My only concern is that you might run out of space in the chr and/or prg (for graphics and expanded map data sizes, respectively); have you considered that possibility? And what sort of contingency plans do you have if that happens? I really don't want to be a downer, but I find that space is at an absolute premium when I'm hacking NES games :)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on June 16, 2012, 11:20:06 am
Quote
Amazing,Especially lockers & walls!

Thanks  :)


Quote
My only concern is that you might run out of space in the chr and/or prg (for graphics and expanded map data sizes, respectively); have you considered that possibility? And what sort of contingency plans do you have if that happens? I really don't want to be a downer, but I find that space is at an absolute premium when I'm hacking NES games :)

There's no worries there, the programmers programmed each map to have it's own map graphics and character sprites. Which is great, except that leads to many repeated character sprites throughout the rom, and some repeated map graphics.

Here's what Junon and the Chocobo Farm look like in the tile editor:

(http://img406.imageshack.us/img406/8602/junontileeditor.png)

(http://img208.imageshack.us/img208/8867/chocofarmtileeditor.png)

So any space I use for the map graphics is just the space that was originally set for that map. Of course I might dig into the character sprite section if there are some repeated or unnecessary sprites to give the maps a little more detail.

Here for example you can see that for some reason the programmers felt it was necessary for some characters to have a sprite of the character facing left, and another one of the character facing right. When you only need a sprite of the character facing right. So I use that extra space for some more map graphics.

(http://img856.imageshack.us/img856/6914/charactersprite.png)



June 16, 2012, 02:41:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Junon Inn/Item Shop is done:

(http://img826.imageshack.us/img826/231/finalfantasyviichineseu.png)

(http://img716.imageshack.us/img716/9189/finalfantasyviines06042.png)
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on June 16, 2012, 05:40:04 pm
There's no worries there, the programmers programmed each map to have it's own map graphics and character sprites.

That's so wasteful... O_o I can't imagine why they're feel the need to do that, but at least it helps you.
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on June 16, 2012, 10:06:24 pm
Well, these are pirate coders we're talking about (who knows their skill level) and they're using a pretty low-capability mapper.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on June 18, 2012, 06:06:59 pm
Well, these are pirate coders we're talking about (who knows their skill level) and they're using a pretty low-capability mapper.
I get the feeling they had much more ambitious plans for the cart (something more like what's being done here) but got interrupted and just released what they had - bugs, crappy placeholder graphics and all. That's how these projects go sometimes. Sometimes, you have no chance to survive make your time.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on June 19, 2012, 05:13:16 pm
I get the feeling they had much more ambitious plans for the cart (something more like what's being done here) but got interrupted and just released what they had - bugs, crappy placeholder graphics and all. That's how these projects go sometimes. Sometimes, you have no chance to survive make your time.
Naw, a lot of Nanjing carts are like this. Just look at Pocket Monster Red NES, though they put more effort than usual into Final Fantasy VII.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on June 19, 2012, 09:04:53 pm
I guess they put so much more effort into FF7 because they knew what kind of money a game like this would bring in. I would imagine that they made a decent amount of money off of this game what with the release of the movie shortly before. But they also most likely rushed the game a bit so they can release the game at a date that they would gain the most profit from it, which is why most of the graphics are taken from FF1, 2, and 3.


The weapon shop and magic shop are done:

(http://img502.imageshack.us/img502/231/finalfantasyviichineseu.png)
(http://img710.imageshack.us/img710/9189/finalfantasyviines06042.png)

(http://img140.imageshack.us/img140/231/finalfantasyviichineseu.png)
(http://img100.imageshack.us/img100/9189/finalfantasyviines06042.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on June 20, 2012, 12:17:26 am
You guys should work on the enemies in the game. I would start with the midgar enemies. Ugly monsters in a factory. No one wants to see that in the beginning of the game.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on June 20, 2012, 08:41:59 am
I guess they put so much more effort into FF7 because they knew what kind of money a game like this would bring in. I would imagine that they made a decent amount of money off of this game what with the release of the movie shortly before. But they also most likely rushed the game a bit so they can release the game at a date that they would gain the most profit from it, which is why most of the graphics are taken from FF1, 2, and 3.

This makes me now wonder what some of the pirates would do after you finish with this... Or already may be doing for that matter, since you've released a few patches already, right? I mean... "IT LOOKS MORE LIKE FINAL FANTASY VII NOW" and it gets something like FINAL FANTASY VII NES PLUS or something.

I don't know... :/ Hopefully that thought doesn't dampen your enthusiasm for this project.
Title: Re: Final Fantasy VII NES Project
Post by: SargeSmash on June 20, 2012, 11:37:32 am
I just know I'm really looking forward to this.  I'm not a huge fan of FFVII, but the work here is looking spectacular.
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on June 20, 2012, 05:53:02 pm
You guys should work on the enemies in the game. I would start with the midgar enemies. Ugly monsters in a factory. No one wants to see that in the beginning of the game.

Think he's doing things like enemies after completing all of the maps.


One thing that he won't really have to worry about is the fact your typical repro maker won't be able profit off of this as it'll likely require the original which demands quite a high price these days making it hard to profit from. Those who can make their own PCBs and chips with the correct mapper however may be able to unfortunately.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on June 21, 2012, 02:05:25 am
Well, at least the project has midgar and the farm done. Is junon done?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on June 21, 2012, 07:17:41 pm
Quote
Hopefully that thought doesn't dampen your enthusiasm for this project.

It doesn't, If a pirate is actually able to put this game onto a cartridge and sell it, I'll probably be one of the people ready to buy one. It'll save me the trouble of learning how to do it myself. I just hope the person won't want a ridiculous amount for one. I'd say $100 would be my maximum for one.


Quote
Is junon done?

The only thing left for Junon is the boat area.


Quote
Think he's doing things like enemies after completing all of the maps.

Yeah, I am. I also thought about doing an enemy or two between maps. It'll probably save some time.



Junon armor shop is done:

(http://img542.imageshack.us/img542/1779/finalfantasyviichinese1.png)

(http://img28.imageshack.us/img28/9189/finalfantasyviines06042.png)
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on June 21, 2012, 08:53:22 pm
I thought it was said somewhere (perhaps even earlier in this thread) that the Nanjing pirate carts actually just use a pretty standard flash ROM chip. So it probably wouldn't be too hard to replace the ROM on an existing cart. And the mapper is fairly simple so if... certain sites that claim to be manufacturing NES repros from fresh (non-donor) PCBs can do it... I don't think it would be too hard to make.

Not that I'm encouraging it to happen, but just saying it doesn't seem too unlikely someone is going to do it anyways.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on June 22, 2012, 09:36:27 am
I found a NES flash cartridge that may be able to play Final Fantasy VII. It's not the PowerPak.

http://www.retrocollect.com/News/new-nintendo-nes-famicom-flash-cartridge-in-the-works.html (http://www.retrocollect.com/News/new-nintendo-nes-famicom-flash-cartridge-in-the-works.html)

According to this, it can allow up to 2MB of PRG which is just what this game has. And it also allows custom mappers.

It's not released yet, but hopefully it will be soon.
Title: Re: Final Fantasy VII NES Project
Post by: Nightcrawler on June 22, 2012, 01:55:40 pm
That is awesome. I did not know about that cart. I did some looking. Some of the WIP videos are pretty impressive. It doesn't seem the guy has a webpage though. There is a topic on nesdev about this. I guess any major developments will be put there. It seems like it's pretty far along and a number of advantages over the Powerpak. I will keep an eye on this project. :)
Title: Re: Final Fantasy VII NES Project
Post by: segertar on June 25, 2012, 02:18:18 am
Everything is looking fantastic!

Keep up the great work!
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on June 28, 2012, 12:17:47 am
Could you guys possibly make side-quests in the game. Most of the side-quests are in disc 1 in the original and the FFVII pirate only goes to the materia tree and then ends with the so-called "Final Battle". You would have to edit the Shinra Mansion where Vincent is and if you can find a way to make Wutai on the map. Don't worry about finding Yuffie in the forest. Thats just too much to ask.

So would you possibly do it? Its hard to say if its possible or not because of the low memory you have. Why do you think theres 3 disc in the psx version? Well, its because of their memory space. I have some experience in C/C++ but not enough to make a psx game.
I also have some experience in 16-bit assembly for 32-bit windows OSes
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on June 28, 2012, 04:52:42 am
This thread is about a graphics hack of a NES game!
A bit off topic:
PS1 games were developed on a computer using a PS1 card in mostly C/C++,but you have to adapt code to use little RAM.
PS2 games were developed on a TOOL, a Linux PC looking like a big PS2 and containing PS2 chips.
For both consoles you can generare binaries using a MIPS gcc compiler.
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on June 28, 2012, 06:47:55 am
This thread is about a graphics hack of a NES game!

I kind of think it's more than that by this point, unless you consider music, and a new battle system(If someone replies to the want ad if I remember right) a "graphic hack"

Oh and everything looks amazing.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on June 29, 2012, 08:47:04 am
Quote
Could you guys possibly make side-quests in the game. Most of the side-quests are in disc 1 in the original and the FFVII pirate only goes to the materia tree and then ends with the so-called "Final Battle". You would have to edit the Shinra Mansion where Vincent is and if you can find a way to make Wutai on the map. Don't worry about finding Yuffie in the forest. Thats just too much to ask.

Unfortunately, that's far beyond my ability. I do know how to edit the game's events for the most part, but I couldn't figure out what tells the game that an event occurs on which map. And I couldn't figure out how to change the pointers to the events. So making new events would be impossible for me. If someone can figure out how to do that and add new space in the event banks, I would be happy to make the events. Also, another map would have to be created for the Shinra Mansion Basement.

Plus, more space would be needed for the dialogue. I'm sure that another bank can be created in the space the Chinese characters currently occupy. But I don't know how to make it.

And to add Vincent, more space would have to be made for his battle sprite, stats, and weapons (Unless Barret's weapons can be used for Vincent to save some time and space.) Space would also need to be made for his mugshot, which shouldn't be too hard. And to add him in to some of the game's events, which shouldn't be too hard either.

And for finding Yuffie, rather than meeting her in a random battle, I could just place a teleport tile on the world map in the forest and add the scene where she joins the party. But just like Vincent, additions need to be made in order to add her into the game.

Wutai is on the map, and it does lead to somewhere, but that place is not a fully functioning town.

I'm sure it's all possible, but much of it is beyond my ability.


Quote
I kind of think it's more than that by this point, unless you consider music, and a new battle system(If someone replies to the want ad if I remember right) a "graphic hack"

I would call it an overhaul. I mean, the game has been translated and changes were made to the gameplay, graphics, levels, and sound. Basically, everything about the game has been changed in some way.



Junon Harbor is done:

(http://img411.imageshack.us/img411/5517/junonharbor2.png)  (http://img641.imageshack.us/img641/5224/junonharbor.png)

This map is actually longer, but I cut some of it out since it's just more of the harbor with some more boxes.

Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on June 30, 2012, 12:16:25 am
Where can I learn this NES programming format? I don't even know what a bank is. I know what a register is at least. I'm interested in learning.
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on June 30, 2012, 12:57:50 am
I vowed to never play Final Fantasy 7 again after my last playthrough, but for this I am willing to make an exception.
I always wanted to see how FF7 would play out in a 8 or 16 bit format, and this pretty much shows the former.
The graphics hack is looking great and really helps the gameplay out in the hack (for as much has been done/as far as you can play).

Seriously, keep up the incredible work Lugia, we're all behind you on this.
One question though: can the game be progressed past the Temple of the Ancients with the current patch? I can enter it and I run up to some altar, but there is no teleport to go inside/no event that takes place.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on June 30, 2012, 04:44:33 am
There is a helpful NESdevwiki and you can code using the C compiler cc65 if you cant learn 6502 asm.

June 30, 2012, 05:57:20 am - (Auto Merged - Double Posts are not allowed before 7 days.)
SageOwl: you need the Keystone there.
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on June 30, 2012, 12:38:13 pm
There is a helpful NESdevwiki and you can code using the C compiler cc65 if you cant learn 6502 asm.

June 30, 2012, 05:57:20 am - (Auto Merged - Double Posts are not allowed before 7 days.)
SageOwl: you need the Keystone there.
Lol yeah I forgot about that. I've now played it up to the materia tree... and is that the end of the game? No getting captured by Shinra, mideel, weapons, etc? A little disappointing if so, but expected with a NES game.
I also didn't get Cait Sith back after the Temple which was odd.
Title: Re: Final Fantasy VII NES Project
Post by: jmurjeff on July 04, 2012, 07:33:33 pm
I cannot wait till this is finished. I remember trying the translated version a while ago and the music turned me off. I felt like I was not playing a Final Fantasy game.
Title: Re: Final Fantasy VII NES Project
Post by: DackR on July 04, 2012, 11:20:53 pm
Thought I'd chime in here. You've taken a game so terrible that all the expletives in the world are not enough to describe my frustration upon playing the original version-- to something I could see myself playing and actually enjoying. Now, that means something. At least to me. Keep it up. I look forward to playing this when you've finished.  :beer: Cheers.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 05, 2012, 03:16:42 pm
Thank you for all of the support. :)

Quote
I also didn't get Cait Sith back after the Temple which was odd.

For some reason the programmers decided to cut Cait Sith out of the game after the Temple of the Ancients, but I'm going to fix that.


The upper and lower decks of the ship is done:

(http://img441.imageshack.us/img441/5499/shipbefore.png)
(http://img694.imageshack.us/img694/3779/shipafter.png)

(http://img217.imageshack.us/img217/1547/shipupperdeckbefore.png)
(http://img833.imageshack.us/img833/718/shipupperdeckafter.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on July 05, 2012, 05:18:35 pm
Could I learn from here? I want to hack this NES game too. I have some experience in hex-editing and programming just to let you know if you didn't already. What are banks?
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 05, 2012, 06:53:35 pm
Could I learn from here? I want to hack this NES game too. I have some experience in hex-editing and programming just to let you know if you didn't already. What are banks?
Hmm good question. I think banks are areas in memory, correct ??
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on July 05, 2012, 11:55:53 pm
Thank you for all of the support. :)

For some reason the programmers decided to cut Cait Sith out of the game after the Temple of the Ancients, but I'm going to fix that.


The upper and lower decks of the ship is done:

(http://img441.imageshack.us/img441/5499/shipbefore.png)
(http://img694.imageshack.us/img694/3779/shipafter.png)

(http://img217.imageshack.us/img217/1547/shipupperdeckbefore.png)
(http://img833.imageshack.us/img833/718/shipupperdeckafter.png)
So the game does end right after your reach the "materia tree"? If so, any possibility of having the whole game implemented?
This project seems like it would be more appropriate for RPG maker given the limitations of NES games.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 06, 2012, 09:48:59 am
Quote
So the game does end right after your reach the "materia tree"? If so, any possibility of having the whole game implemented?

The game does end right after the materia tree. I'm sure it is possible to include the rest of the game, but I don't have the experience to do that. The event banks would have to be expanded and new events would have to be created, and more space would have to be made for the dialogue, maps, and teleport tiles. I'd say if the game was expanded from 2mb to 3 or 4mb, then that should be more than enough space for the rest of the game to be included.


Quote
This project seems like it would be more appropriate for RPG maker given the limitations of NES games.

I did think about that, but I like the idea of something that can be played on actual NES hardware. The NES does have some limitations, but it also has a lot of possibilities.
Title: Re: Final Fantasy VII NES Project
Post by: Korichu on July 07, 2012, 12:07:34 am
This project seems like it would be more appropriate for RPG maker given the limitations of NES games.
I like it staying an NES game anyway, it would just lose what makes it well it. If it was an RPGMaker game it'd be like other Final Fantasy 7 RPGMaker projects. Further more I'd rather play this on the go, you can't really do that with RPGMaker.
Title: Re: Final Fantasy VII NES Project
Post by: EarlJ on July 07, 2012, 12:18:57 am
The NES does have some limitations, but it also has a lot of possibilities.
That's a great way to look at things.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 07, 2012, 12:30:42 am
What's this Materia Tree stuff? From what I remember of FF7 on the PC, (long time ago) the game ended after the final big battle with One Winged Sephiroth the Bad Mutant Evil Angel Dude. Are you tellin me this game doesn't have a big boss battle with Sephiroth at the end?
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on July 07, 2012, 12:38:18 am
That's a great way to look at things.
I agree. I'm just disappointed that the second half of the 2nd disc and the entirety of the third disc weren't included in the game. Most of those RPG maker games are pretty... well half assed due to maker's limitations as well, so I guess the trade off is justified.
Would love to see the game expanded in this upgrade, but hell, beggars can't be choosers.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 07, 2012, 12:43:54 am
Wow, I didn't realize so much of it was missing.

Can't you just hack it to at least stick the final battle on the end somehow?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 07, 2012, 07:35:34 am
The game does have the final boss battles. You still fight Bizarro Sephiroth, Safer Sephiroth, and Sephiroth. And the game does have events and dialogue from the 2nd and 3rd discs of the game to bring the story to a close.
Parts of the game were just cut out.

Also the Materia Tree is the name given to the place where the Weapons are and where Cloud hands over the Black Materia to the real Sephiroth.

July 07, 2012, 07:41:29 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, the game doesn't end at the Materia Tree, right after that Cloud and the others enter the Life Stream which is where the final scenes and battles of the game take place.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 07, 2012, 09:26:33 am
I agree. I'm just disappointed that the second half of the 2nd disc and the entirety of the third disc weren't included in the game. Most of those RPG maker games are pretty... well half assed due to maker's limitations as well, so I guess the trade off is justified.
Would love to see the game expanded in this upgrade, but hell, beggars can't be choosers.

I'm pretty sure you could still make a decent FF7 clone in RPG Maker, if you use it imaginatively. It'll just be hard, but then again, when you're remaking a big game like FF7, which had a giant staff, I can't think anyone would think it would easy...
Title: Re: Final Fantasy VII NES Project
Post by: SargeSmash on July 07, 2012, 06:57:58 pm
Really, I can envision an 8-bit version of Chrono Trigger as well.  It's just a question of how much you'd have to sacrifice to get it there.  It'd be a hard task, but ultimately doable.  (Unless someone else here with more technical chops on the NES can inform me of something that CT does in gameplay / battle that would not be possible to duplicate, aside from the obvious graphical and sound limitations.)
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on July 07, 2012, 07:46:40 pm
A really bad  CT ROM where you fight against Pocket Monsters(!) was tested by a blogger.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 07, 2012, 09:06:42 pm
Nes Chrono Trigger was Chrono Trigger in name only. Not like this. Not enough there to even use as a starting point in my opinion.
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on July 07, 2012, 09:47:47 pm
A really bad  CT ROM where you fight against Pocket Monsters(!) was tested by a blogger.
It was D, and he's probably more qualified to review it than most of us since he can read Chinese and English (as well as Japanese). :)
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on July 08, 2012, 11:21:46 am
Nes Chrono Trigger was Chrono Trigger in name only. Not like this. Not enough there to even use as a starting point in my opinion.
You could fit the entirety of Chrono Trigger's main storyline into a NES rom however.
A Chinese NES version of it does sound terrible, worse then some of the RPG maker versions. Also, inb4 cease and desist from Square.
Title: Re: Final Fantasy VII NES Project
Post by: SargeSmash on July 08, 2012, 08:27:29 pm
You could fit the entirety of Chrono Trigger's main storyline into a NES rom however.
A Chinese NES version of it does sound terrible, worse then some of the RPG maker versions. Also, inb4 cease and desist from Square.
That's mostly my point.  It obviously wouldn't look that good, probably the best one could expect is Final Fantasy on NES, but I think one could implement both the ATB system and the positional aspects of the battle system.  Outside of that, it'd look more like a typical NES RPG, but that might not be so terrible.

I definitely wouldn't look at these Chinese carts as a representation of what is doable, who knows what they're doing in there.  And likely not efficiently, to boot.
Title: Re: Final Fantasy VII NES Project
Post by: marioxb on July 11, 2012, 03:26:04 pm
Is there any way to see a side by side comparison of everything you changed/ will change? I've never played any version of this (not even PS1) yet, but judging by youtube video's someone else merely translated from Chinese to English and you overhauled the graphics and maps? Is that about right? I'm looking for something along the lines of how some people have split screen Star Wars comparisons of various versions.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 11, 2012, 05:56:37 pm
Still no remake but they are re-releasing Final Fantasy VII for the PC, now with cloud save (LOL, double meaning, saving your Cloud in the cloud) and crappy Steam-like achievements! http://finalfantasyviipc.com/

I hope this doesn't lead to another round of their Scientology-worshiping (http://en.wikipedia.org/wiki/Scientology_and_the_Internet) Barbra Streisand loving (http://en.wikipedia.org/wiki/Streisand_effect) shark (http://en.wikipedia.org/wiki/Chrono_Trigger:_Crimson_Echoes#Reaction) lawyers (http://www.opcoder.com/projects/chrono/) in the North American Squeenix legal department attacking the internets anytime any of their trademarked terms comes up in searches again, cause that would be bad news for this project here.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on July 12, 2012, 01:45:40 pm
We should probably encourage people to buy the original Final Fantasy VII before playing this one just to be safe but...

Unless we get a good president then it is bad news, though I do not see any promising candidates.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 12, 2012, 02:33:24 pm
Unless we get a good president then it is bad news
We might get a relatively less bad president but a good president is not happening this time around. But I wasn't trying to bring up the elections
Title: Re: Final Fantasy VII NES Project
Post by: Vanya on July 12, 2012, 09:12:53 pm
Square will have no grounds for cease & desist against this project being as it is a ROM hack of a Chinese knock-off. Since I doubt they'd be able to sue you for modifying code that they don't own it should be fine. And using their characters & story should be protected by fan-work laws. That is presuming you don't try to sell it.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 12, 2012, 10:02:48 pm
Quote
Is there any way to see a side by side comparison of everything you changed/ will change? I've never played any version of this (not even PS1) yet, but judging by youtube video's someone else merely translated from Chinese to English and you overhauled the graphics and maps? Is that about right?

There's more changes to the game than just the graphics, maps, and translation. The music, character/enemy stats, and some other gameplay changes were also made to this game.

Quote
I'm looking for something along the lines of how some people have split screen Star Wars comparisons of various versions.

Many of the map pics I posted have before and after pictures of the same maps.


Quote
Still no remake but they are re-releasing Final Fantasy VII for the PC, now with cloud save (LOL, double meaning, saving your Cloud in the cloud) and crappy Steam-like achievements! http://finalfantasyviipc.com/

I wonder how much this game would cost, they should at least make some improvements and additions to the game rather than just re-releasing the same game over and over.
The first Final Fantasy came out multiple times for multiple systems and at least saw some improvements and additions.

Quote
Square will have no grounds for cease & desist against this project being as it is a ROM hack of a Chinese knock-off. Since I doubt they'd be able to sue you for modifying code that they don't own it should be fine. And using their characters & story should be protected by fan-work laws. That is presuming you don't try to sell it.

That's good to hear, and don't worry, I've no interest in profiting off of this project. Just doing something I've always wanted to do is rewarding enough.


Costa Del Sol is done:


(http://img69.imageshack.us/img69/9421/costadelsolbefore.png)

(http://img843.imageshack.us/img843/3726/costadelsolafter.png)
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on July 13, 2012, 09:44:39 am
M A G N I F I C E N T  :thumbsup:

Amazing work as always!
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on July 13, 2012, 10:39:00 am
You know dumb people will waste 50-60 dollars on that piece of trash just like how people wasted 50-60 dollars on that 3D release of Ocarina of Time. With enough advertising they could rake in a butt load of cash around the world.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 13, 2012, 11:08:10 am
Quote
M A G N I F I C E N T   :thumbsup:

Amazing work as always!

Thank you  :)

Quote
You know dumb people will waste 50-60 dollars on that piece of trash just like how people wasted 50-60 dollars on that 3D release of Ocarina of Time. With enough advertising they could rake in a butt load of cash around the world.

I actually want to get the 3D Ocarina of Time when I get a 3DS, at least the graphics were improved along with the 3D addition. I'm just hoping the price will drop down to around $20.
I would buy something like that if it was giving a fresh feeling to the classic game. If it was just a re-release of the original game with nothing new then I would just play my N64 version instead rather than waste the money.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 13, 2012, 11:34:17 am
Thank you  :)

I actually want to get the 3D Ocarina of Time when I get a 3DS, at least the graphics were improved along with the 3D addition. I'm just hoping the price will drop down to around $20.
I would buy something like that if it was giving a fresh feeling to the classic game. If it was just a re-release of the original game with nothing new then I would just play my N64 version instead rather than waste the money.

Well, it's almost the same game but...

*Some character models look nicer
*It has 3D(!!!), so you can see the depth in the game. It genuinely feels like you're traversing vast fields.
*It's two games in one... If you count Master Quest being a separate game. Even then, Master Quest is mirrored and enemies deal more damage (supposedly).
*Water Temple has some pretty lights that tell you where the water controls' rooms can be. It doesn't make it any harder.

This Mirrored Master Quest and the 3D were my favorite parts... y'know... If you wanted to know... :P
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 13, 2012, 11:55:00 am
Quote
Well, it's almost the same game but...

*Some character models look nicer
*It has 3D(!!!), so you can see the depth in the game. It genuinely feels like you're traversing vast fields.
*It's two games in one... If you count Master Quest being a separate game. Even then, Master Quest is mirrored and enemies deal more damage (supposedly).
*Water Temple has some pretty lights that tell you where the water controls' rooms can be. It doesn't make it any harder.

This Mirrored Master Quest and the 3D were my favorite parts... y'know... If you wanted to know...

So this is something I would definitely buy.
Title: Re: Final Fantasy VII NES Project
Post by: SargeSmash on July 13, 2012, 03:54:43 pm
You know dumb people will waste 50-60 dollars on that piece of trash just like how people wasted 50-60 dollars on that 3D release of Ocarina of Time. With enough advertising they could rake in a butt load of cash around the world.
$50-$60?  Do you live in Canada or something?

It should also be noted that the game looks significantly better than the N64 incarnation.  It's like night and day.  I don't remember enjoying the original iteration quite that much, but I enjoyed the heck out of the remake.  The fluidity makes a huge difference, not to mention having a decent analog stick / pad.

Really, it wasn't just a quick cash-grab.  A cash-grab, probably, but there was actually quite a bit of effort put into the port.  If only Square Enix put the same effort into the FFVII port.  What they're doing with that is the very definition of lazy.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 14, 2012, 01:37:25 am
LOL it wasn't N64, it was PS1.

is there an 8bit version of the Costa Del Sol music in this thing? needs one :)
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on July 14, 2012, 01:45:23 am
LOL it wasn't N64, it was PS1.

I'm fairly certain there was not a PS1 version of Ocarina of Time. :D
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 14, 2012, 10:01:32 am
I'm fairly certain there was not a PS1 version of Ocarina of Time. :D
Whoops, I read that post out of context and thought we were still talking about FF7. Didn't realize how ridiculously far off topic we were getting.  :angel:
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 15, 2012, 05:21:53 pm
Quote
s there an 8bit version of the Costa Del Sol music in this thing? needs one :)

Yes, I made the music for Costa Del Sol. But I did have to shorten it though.


Costa Del Sol Magic Shop is done:

(http://img267.imageshack.us/img267/8521/finalfantasyviichinese2.png)

(http://img821.imageshack.us/img821/3860/finalfantasyviines07072.png)


Yuffie even has her own line she says apart from what normal magic shop owners say.
Thanks for making the mugshot Chpexo. :)

(http://img221.imageshack.us/img221/3860/finalfantasyviines07072.png)
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on July 15, 2012, 05:56:29 pm
That font doesn't look very good. At all.
Title: Re: Final Fantasy VII NES Project
Post by: Hiei- on July 15, 2012, 06:27:59 pm
(http://i753.photobucket.com/albums/xx179/JCC2000/Tifasbar.jpg)

That one was better in my opinion (easier to read).
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on July 15, 2012, 06:32:31 pm
I'm attempting to make a variant of the one Chpexo used. I'll show you how it turns out and if it's worth using.

EDIT:
[snip]

I still think the "classic NES FF" font was better. Mine is more aesthetically pleasing but still hard to read.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 15, 2012, 11:05:08 pm
There's a set number of characters right? Should be easy to make a patch of the patch for people who like different fonts shouldn't it?

July 15, 2012, 11:05:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
using their characters & story should be protected by fan-work laws
What country has fan-work laws!?

Japan has a dōjinshi fan comics industry without laws protecting it simply on the grounds that Japan doesn't need more lawyers.
Title: Re: Final Fantasy VII NES Project
Post by: Vanya on July 16, 2012, 10:56:04 am
The US includes certain protections for "fan-works" within it's copyright laws. There is at least one court case that set precedent for a fan remake of an old computer game being protected so long as the fan-work did not include the copyright holder's code and was not sold for profit. Eventually the copyright holders worked with the creator of the fan game and put it out as an official remake.
Title: Re: Final Fantasy VII NES Project
Post by: BRPXQZME on July 16, 2012, 11:08:56 am
That sounds so unlike everything I’ve ever read about the legal status of fan works I’m going to have to ask for further reference.
Title: Re: Final Fantasy VII NES Project
Post by: Vanya on July 16, 2012, 11:12:10 am
I'll look for it when I get off work.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 16, 2012, 12:21:06 pm
Yeah that's umm, not the United States.
Title: Re: Final Fantasy VII NES Project
Post by: Tsukiyomaru0 on July 16, 2012, 03:00:26 pm
I wonder something... How would Square-Enix react to this project?
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 16, 2012, 04:24:25 pm
Supposedly, somewhere in the copyright law (if I were still in my Ethics for Computer Science I'd have the link somewhere), there is something that says that if you use copyright protected material, it's okay if

*you use only small pieces of it, and your work can be considered fully independent of it and is used as homage/parody
*the same as above, but as long as it's for education

And the line gets fuzzy when your work can give you profit. Most likely, if you make money off of it, you would have to pay some royalty or ask for some permission, because now you're making money off of it.

You WILL be in legal trouble if:

*You used pieces of another work and your work is almost indistinguishable from the original
*Your work can compete against the original (so, say the original piece was a comedy and you make a comedy based off it, if you end up covering the same grounds as the original, or outright copy it to the point where it's stealing, you are in legal trouble).

This hack, would probably fall under the latter, since it's an attempt to create a version of Final Fantasy VII for the NES, with characters, themes, and quotes from the original. Then again, the rom that it itself is based off is already grounds for legal dispute.

I'd link you, but you could just look for homage/parody copyright law (I'm at work, see... procrastinating!). Anyhow, I had to write about this for the above mentioned class.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 16, 2012, 08:20:24 pm
Quote
This hack, would probably fall under the latter, since it's an attempt to create a version of Final Fantasy VII for the NES, with characters, themes, and quotes from the original. Then again, the rom that it itself is based off is already grounds for legal dispute.

But this isn't the only project to recreate FF7. There are many RPG maker projects not to mention the FF7FC project and the projects that are direct modifications of the PC version. I've never heard about Square Enix shutting down any of them.

Personally, I don't believe that Square Enix really cares about projects like these as long as they don't out do a product Square Enix has made. Like if this project was aimed at remaking FF7 with PS2 quality graphics or better, then I would believe that it would have already been shut down. I think that is why Chrono Resurrection was shut down. Plus that project would have threatened the profits the company made off of the DS remake of Chrono Trigger.

This project in no way threatens the company's profits.

I think they would just view this as another fan project.


Costa Del Sol Weapon Shop is done:

(http://img32.imageshack.us/img32/231/finalfantasyviichineseu.png)

(http://img256.imageshack.us/img256/3860/finalfantasyviines07072.png)
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on July 17, 2012, 10:05:27 am
Albeit they did c&d Crimson Echoes and that was just a fan made game; although given the principles for that action this would have to be an original sequel to the original for them to have grounds. Fortunately they gave them the middle finger with Flames of Eternity.
Square can just concentrate on another FFXIV disappointment rather than giving genuine work a hard time.

Any idea when the next progressive patch will come out? Wouldn't mind seeing some of these newer changes in real-time gameplay.
Title: Re: Final Fantasy VII NES Project
Post by: DarknessSavior on July 17, 2012, 10:20:57 am
I would just make sure this doesn't get a ton of publicity around the time that the new FFVII PC version comes out. Or you may get a C&D. I feel like that's what happened to Crimson Echoes. It was really popular and coming out around the time CT DS was. So they took it out.

~DS
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 17, 2012, 11:17:19 am
But this isn't the only project to recreate FF7. There are many RPG maker projects not to mention the FF7FC project and the projects that are direct modifications of the PC version. I've never heard about Square Enix shutting down any of them.

Personally, I don't believe that Square Enix really cares about projects like these as long as they don't out do a product Square Enix has made. Like if this project was aimed at remaking FF7 with PS2 quality graphics or better, then I would believe that it would have already been shut down. I think that is why Chrono Resurrection was shut down. Plus that project would have threatened the profits the company made off of the DS remake of Chrono Trigger.

This project in no way threatens the company's profits.

I think they would just view this as another fan project.

They could still take it down if they wanted to. Whether they choose to or not depends on them. If there have been other projects to recreate Final Fantasy VII and they haven't been shut down, it might be safe. I know that most people would rather play the shinier, PC one, but their legal department could still think differently. Hopefully, they don't go after you.

Edit: I hope I'm not coming off as a fear-monger... :(
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on July 17, 2012, 08:03:50 pm
They could still take it down if they wanted to. Whether they choose to or not depends on them. If there have been other projects to recreate Final Fantasy VII and they haven't been shut down, it might be safe. I know that most people would rather play the shinier, PC one, but their legal department could still think differently. Hopefully, they don't go after you.

Edit: I hope I'm not coming off as a fear-monger... :(
If this rom included the parts missing from the game that I addressed earlier then I'd prefer it over the original Playstation version, let alone some half-assed "HD" enhancement.
Title: Re: Final Fantasy VII NES Project
Post by: Spooniest on July 17, 2012, 08:16:42 pm
I really don't think they would go after such a simple project. From the way they make their games lately, it seems like they've forgotten that 8-bit games even existed.

SQUARE-ENIX: "NES games? Who plays (YECCHH) NES games?" (nose pointed up in the air)
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 17, 2012, 10:10:03 pm
I really don't think they would go after such a simple project. From the way they make their games lately, it seems like they've forgotten that 8-bit games even existed.

SQUARE-ENIX: "NES games? Who plays (YECCHH) NES games?" (nose pointed up in the air)

Final Fantasy on Wii's Virtual Console might like a word with you... (http://www.finalfantasyunion.com/news/final-fantasy-i-now-on-wii-virtual-console--631.html) Granted, it's just one out a few games they could put up... Oh, there's the Dragon Quest Wii Collection, which has the first three games in both NES and SNES versions on a disc.

If this rom included the parts missing from the game that I addressed earlier then I'd prefer it over the original Playstation version, let alone some half-assed "HD" enhancement.

Well, if it did, it could be in even greater danger, specially when you, yourself, say you'd skip the original work in favor of the homage/parody.

BTW, here you go. (http://www.copyright.gov/fls/fl102.html) I owed y'all a link, so here it is. And here (http://www.copyright.gov/title17/92chap1.html#107). Honestly, it's all in legal mumbo jumbo. I know it's this site, though, if you can find the exact pinpoint location of the wording.

You could literally get away with it, though, if you claim that this is an educational project, with intent of understanding the inner workings of a piece of code, using the black box* method (meaning, you are not giving the clean code, or any code at all and have to infer its functionality).

*Given that you do have limited access to code, it'd probably be more like Gray Box or something; but then again, this code isn't even Square-Soft's, it's the Chinese pirates' (most likely black box written) code

I think I find this more interesting than I should... ._.
Title: Re: Final Fantasy VII NES Project
Post by: Hiei- on July 18, 2012, 05:50:59 am
Albeit they did c&d Crimson Echoes and that was just a fan made game; although given the principles for that action this would have to be an original sequel to the original for them to have grounds. Fortunately they gave them the middle finger with Flames of Eternity.
Square can just concentrate on another FFXIV disappointment rather than giving genuine work a hard time.

Any idea when the next progressive patch will come out? Wouldn't mind seeing some of these newer changes in real-time gameplay.

But Square-Enix was planning a DS remake of Chrono Trigger. The "FF7" PC version which is planned is not a remake at all, it's just a new release with cloud support.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 18, 2012, 08:32:08 am
But Square-Enix was planning a DS remake of Chrono Trigger. The "FF7" PC version which is planned is not a remake at all, it's just a new release with cloud support.

It's still a release and it's still their property... I mean, is what you're saying "Because Chrono Trigger DS was a remake, they C&D'd Crimson Echoes; but Final Fantasy VII Steam is a re-release, so they won't be going out hunting people"? They can. As long as they hold the rights to their property, they can. Not saying this particular project might be C&D'd (I'm not really sure where it stands, but I, personally, don't think it can stand a chance, but hey, I'm not a big law brain), and it would most likely give them bad PR (like when they shut down Crimson Echoes), but they do have to protect their properties. :/
Title: Re: Final Fantasy VII NES Project
Post by: Eisenwill on July 18, 2012, 07:17:37 pm
I think the biggest problem with Crimson Echoes is that it had way too much promotion, both from outside sources and from the group of hackers working on it. I think this hack will be fairly safe unless it suddenly gets a ton of press, which won't likely happen until it is much closer to completion, if at all. And if its already done when the press on it hits a fever pitch, there's nothing Squenix can do at that point-the hack would be free across the realms of the internets, impossible to stop (unless some stupid law like SOPA gets passed...)

But enough about that. Unless such a situation materializes, we have nothing to worry about.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 18, 2012, 07:56:48 pm
Quote
But enough about that. Unless such a situation materializes, we have nothing to worry about.

Yes, it's best not to worry too much.


Quote
I'm attempting to make a variant of the one Chpexo used. I'll show you how it turns out and if it's worth using.

Okay, let me know how it turns out.


The Inn and Armor shop are done:

(http://img27.imageshack.us/img27/3592/finalfantasyviichinese3.png)

(http://img29.imageshack.us/img29/3860/finalfantasyviines07072.png)


(http://img687.imageshack.us/img687/3592/finalfantasyviichinese3.png)

(http://img580.imageshack.us/img580/3860/finalfantasyviines07072.png)

Title: Re: Final Fantasy VII NES Project
Post by: Mirby on July 19, 2012, 02:55:53 am
It's still a release and it's still their property... I mean, is what you're saying "Because Chrono Trigger DS was a remake, they C&D'd Crimson Echoes; but Final Fantasy VII Steam is a re-release, so they won't be going out hunting people"? They can. As long as they hold the rights to their property, they can. Not saying this particular project might be C&D'd (I'm not really sure where it stands, but I, personally, don't think it can stand a chance, but hey, I'm not a big law brain), and it would most likely give them bad PR (like when they shut down Crimson Echoes), but they do have to protect their properties. :/
I don't think they care. Also hi Garoth long time no see.

Also I was playing some of this on a recent train ride. The music could use a little work, honestly, but everything else is very well done. Nice work translatin' and the other stuff you've done too, Lugia2009.
Title: Re: Final Fantasy VII NES Project
Post by: Hiei- on July 19, 2012, 07:10:37 am
It's still a release and it's still their property... I mean, is what you're saying "Because Chrono Trigger DS was a remake, they C&D'd Crimson Echoes; but Final Fantasy VII Steam is a re-release, so they won't be going out hunting people"? They can. As long as they hold the rights to their property, they can. Not saying this particular project might be C&D'd (I'm not really sure where it stands, but I, personally, don't think it can stand a chance, but hey, I'm not a big law brain), and it would most likely give them bad PR (like when they shut down Crimson Echoes), but they do have to protect their properties. :/

I didn't say they can't, but they probably don't even know about this project, and once it's released, it'll be too late to c&D it :) [we saw it with UltraHLE, one site closed, ten new sites distributed it, etc...)
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 19, 2012, 09:18:38 am
Also hi Garoth long time no see.

*That awkward moment where someone appears to know you but you have NO clue who they are...* Um, hi?
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on July 19, 2012, 02:40:17 pm
I use Lunar IPS to patch the roms if you didn't already know. If you know any bugs in that program, tell me. Because I was playing this game on my ps2 and there was some pretty bad bugs in the game. Like at the train, I would do something wrong, then the game would give me some head ache with nonstop stairs on somewhere I'm not even supposed to go.. Then the game wouldn't let me go back to my real destination. Would it be because of Lunar IPS?
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 19, 2012, 04:36:58 pm
I use Lunar IPS to patch the roms if you didn't already know. If you know any bugs in that program, tell me. Because I was playing this game on my ps2 and there was some pretty bad bugs in the game. Like at the train, I would do something wrong, then the game would give me some head ache with nonstop stairs on somewhere I'm not even supposed to go.. Then the game wouldn't let me go back to my real destination. Would it be because of Lunar IPS?

More than likely, it was because your rom may not have been clean to begin with. Try patching it again with another version of the rom.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on July 20, 2012, 12:11:16 am
What does "they have to protect their property" even mean anyway?

No patents are at stake here.

Making copyright claims on the original Final Fantasy VII is not affected by separate fan projects.

The only issue might be trademark, not copyright or patent. Trademarks can become generic if not enforced, but fan projects are rarely threatened over trademark, normally it's copyright and they have no legal obligation to bother threatening a non-commercial fan project on that. They do it cause they're bastards and/or tyrants and that's the only reason.
Title: Re: Final Fantasy VII NES Project
Post by: Spooniest on July 20, 2012, 01:11:06 am
The Shin-Ra Electric Power Company would make a great name for a band.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 20, 2012, 08:28:08 am
What does "they have to protect their property" even mean anyway?

No patents are at stake here.

Making copyright claims on the original Final Fantasy VII is not affected by separate fan projects.

The only issue might be trademark, not copyright or patent. Trademarks can become generic if not enforced, but fan projects are rarely threatened over trademark, normally it's copyright and they have no legal obligation to bother threatening a non-commercial fan project on that. They do it cause they're bastards and/or tyrants and that's the only reason.

There's some BS excuses they can make, but it can boil down to "People won't buy our product because they're playing fan remakes/versions" (which is more whiney than protective). And like I mentioned before, shutting fan projects based their properties = bad PR, so being too strict can cause people to say things like what you said.

I'm not defending Square-Enix or anything, I'm just interpreting the Fair Use and Copyright laws. :S I am interested in this particular project (you can see that I posts littered through its pages, all in support)
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on July 20, 2012, 09:24:03 am
Random news:
Coatlesscarl made another Final Fantasy 7 soundtrack with Famitracker. It would still so nice to have VRC6 options for this game to hear his 8-bit covers there.
Final Fantasy VII - 8-bit Opening - Bombing Mission (http://www.youtube.com/watch?v=7qvz1Ba0ouE&fmt=18)
Title: Re: Final Fantasy VII NES Project
Post by: Mirby on July 20, 2012, 03:35:58 pm
*That awkward moment where someone appears to know you but you have NO clue who they are...* Um, hi?
ZFGC, think you made Super Smash Karts or somethin' :P

Anyways I'm closely following progress on this; look forward to more updates :3
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 20, 2012, 03:41:27 pm
ZFGC, think you made Super Smash Karts or somethin' :P

Anyways I'm closely following progress on this; look forward to more updates :3

Why, yes! I did use to go to ZFGC quite often and I did do Super Smash Karts. I have to apologize that I don't really recognize you, but then again, my memory's not that great, specially nowadays. Sorry about that!
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 20, 2012, 07:45:00 pm
Quote
Also I was playing some of this on a recent train ride. The music could use a little work, honestly, but everything else is very well done. Nice work translatin' and the other stuff you've done too, Lugia2009.

Thank you  :), but it was Lindblum that did the translation from the Chinese version.


Quote
Random news:
Coatlesscarl made another Final Fantasy 7 soundtrack with Famitracker. It would still so nice to have VRC6 options for this game to hear his 8-bit covers there.
Final Fantasy VII - 8-bit Opening - Bombing Mission

Coatlesscarl definitely knows how to work wonders using Famitracker. It would be nice to have VRC6, but the music is much better now then it was before. So, can't complain too much.




Mt. Coral is finished:

(http://img402.imageshack.us/img402/1149/mtcoralbefore.png)

(http://img23.imageshack.us/img23/255/mtcoralafter.png)

Mt. Coral was not present in the original version of this game. This map I used is one of the unused maps from an earlier part of the game.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 20, 2012, 07:54:50 pm
Sheesh, that's pretty awesome! Good job! And it's nice to see that all the legal babbling hasn't deterred you from continuing!
Title: Re: Final Fantasy VII NES Project
Post by: Mirby on July 20, 2012, 08:32:08 pm
Why, yes! I did use to go to ZFGC quite often and I did do Super Smash Karts. I have to apologize that I don't really recognize you, but then again, my memory's not that great, specially nowadays. Sorry about that!

No worries, I had a slightly different name back then. :P

Thank you  :), but it was Lindblum that did the translation from the Chinese version.


Coatlesscarl definitely knows how to work wonders using Famitracker. It would be nice to have VRC6, but the music is much better now then it was before. So, can't complain too much.




Mt. Coral is finished:

(http://img402.imageshack.us/img402/1149/mtcoralbefore.png)

(http://img23.imageshack.us/img23/255/mtcoralafter.png)

Mt. Coral was not present in the original version of this game. This map I used is one of the unused maps from an earlier part of the game.

Well it's still fun to play. And Mt. Corel looks lovely! ^.^
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 22, 2012, 06:58:57 pm
Quote
Well it's still fun to play. And Mt. Corel looks lovely! ^.^

Thanks :)



North Coral is done:

(http://img266.imageshack.us/img266/6358/northcoralbefore.png)

(http://img341.imageshack.us/img341/2027/northcoralafter.png)
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on July 23, 2012, 01:03:47 am
Looking good! And here is another example map the game makers didn't literally f*** up (although it still looks nothing like the way yours does).

Was Gold Saucer in the original game by the way? And how is it going to be in your hack?
I read somewhere that you couldn't get Cait Sith this chinese "remake", I may remember wrong though.

Also, will there be a train quest in the end of the game where you either crash with the train or succeed in stopping it?
Title: Re: Final Fantasy VII NES Project
Post by: Eisenwill on July 24, 2012, 08:42:53 pm
Looking good! And here is another example map the game makers didn't literally f*** up (although it still looks nothing like the way yours does).

Was Gold Saucer in the original game by the way? And how is it going to be in your hack?
I read somewhere that you couldn't get Cait Sith this chinese "remake", I may remember wrong though.

Also, will there be a train quest in the end of the game where you either crash with the train or succeed in stopping it?
Gold Saucer is in the game, but there aren't any minigames, just plot-related events. I don't know what Lugia might add or change, however.
Cait Sith is in the game as well, though it sounds like he doesn't come back after the Temple of the Ancients (unless the hack changes this).

Also, as the game cuts out most of the third disc, there would be no place for a train quest. The whole huge materia plot apparently doesn't happen in this game, it just jumps from Sephiroth summoning Meteor to Cloud and Tifa resolving Cloud's identity issues, then places the party right before the final battle with Sephiroth. I, like several others, would love to see the missing content return somehow, but right now no one working on the hack has its event coding figured out well enough to expand the game and add those events.

Mind you, I still haven't done a full playthrough yet, (I'm waiting for this excellent hack to be completed  :thumbsup: ) so others might know more details than I do.
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on July 25, 2012, 10:21:08 am
Gold Saucer is in the game, but there aren't any minigames, just plot-related events. I don't know what Lugia might add or change, however.
Cait Sith is in the game as well, though it sounds like he doesn't come back after the Temple of the Ancients (unless the hack changes this).

Also, as the game cuts out most of the third disc, there would be no place for a train quest. The whole huge materia plot apparently doesn't happen in this game, it just jumps from Sephiroth summoning Meteor to Cloud and Tifa resolving Cloud's identity issues, then places the party right before the final battle with Sephiroth. I, like several others, would love to see the missing content return somehow, but right now no one working on the hack has its event coding figured out well enough to expand the game and add those events.
Thanks for clarifying that up :)

No idea how event coding might work in this rom because I've absolutely no knowledge with other games than GB/C and GBA ones (maybe a little bit of SNES but that's all). Surely you would suppose the text to be loaded either through an assembly routine of some sort or through a script but it doesn't sound like they would have created a working scripting system for a pirate game but who knows. But yeah, I can't say how good my definition about finding the event coding is as I haven't bothered searching how nes works.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 27, 2012, 08:24:44 am
I'm thinking of taking a break from doing maps this weekend and take another shot at trying to figure out more of the event system. Right now I believe that I have most of the event commands figured out. I just need to learn how the pointers work and how the game knows which event takes place on which map.

I have so much left over space from some of the events I worked on and I can't do anything with it.

I took apart the coding at the begining of each of the maps and could not find anything related to the game's event system. So the events are called from somewhere else in the rom.

I just need to figure out where.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 27, 2012, 08:52:50 am
Hmm, if you say there's that much space left, what would plan on using it for? If I may ask...
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 27, 2012, 09:31:16 am
Quote
Hmm, if you say there's that much space left, what would plan on using it for? If I may ask...

Mostly I would like to add some of what the creators of the Pirate cut out. Such as the new Cait Sith joining at the Temple of the Ancients. And more explanation of what happened in Cloud's past during the last scenes of the game. And enhance some other scenes.

Once I figure out the event system, I would like to create a new dialogue section so I can add some events that the game cut out. I believe that I can use the space that was set aside for the Chinese characters for a new dialogue section.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on July 27, 2012, 10:04:08 am
Heh, I figured that's what you would say. Good luck!  :thumbsup: :beer:
Title: Re: Final Fantasy VII NES Project
Post by: Mauron on July 27, 2012, 04:10:05 pm
Can you post some of your notes on decoded events? I wouldn't mind taking a look at this.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on July 27, 2012, 11:29:10 pm
I am so making an LP of this game when the hack is complete.
Title: Re: Final Fantasy VII NES Project
Post by: StorMyu on July 28, 2012, 10:05:26 am
Youtube account plz !  :woot!:
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on July 28, 2012, 02:47:43 pm
http://youtube.com/user/fastrun14
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 28, 2012, 11:12:48 pm
Quote
Can you post some of your notes on decoded events? I wouldn't mind taking a look at this.

Here's what I have so far on the event system:

http://dl.dropbox.com/u/23698591/Event%20Pointers.txt (http://dl.dropbox.com/u/23698591/Event%20Pointers.txt)

http://dl.dropbox.com/u/23698591/Event%20system.txt (http://dl.dropbox.com/u/23698591/Event%20system.txt)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on July 29, 2012, 12:33:39 am
Just a warning guys, don't use JIPS to patch your rom. It will jack up your rom. And remember that this is the original chinese version, not the English patch. Don't download any English patch other then this.
Title: Re: Final Fantasy VII NES Project
Post by: EarlJ on July 29, 2012, 04:32:39 am
Quote
13 xx xx xx
This calls for a boss fight
The second byte calls for a specific boss
I don't know what the other two bytes are for.
Background and music to use, maybe? Or screen transition and sound effect to play as fight is triggered, if those differ between boss fights and normal random encounters.

Quote
After this byte set is xx xx xx xx xx
This tells the character to automatically move to a set spot on the map.
I don't know what the first byte does, but I've seen it set to both 06 and 09.
Could be setting sprite animation speed / movement acceleration, if there are instances where the characters 'run' or move around faster than normal.

Quote
18 xx xx xx xx xx xx xx
the first byte calls to shake the screen
I don't know what the rest of the bytes do...
Duration of effect, magnitude of effect, type of effect (if there are different varieties of screen shake [eg circular clockwise, circular counterclockwise, vertical only...])?
Or it could be using different values for X and Y coordinates... that is, shake it from +12 to -12 pixels vertically, and +16 to -16 horizontally and you give those values directly.

There might also be an 'off' command for the screen shake...

Some commands might be a fixed length, so the game will always expect them to be 4 or 8 or whatever bytes long. Others like 0A, which can be a variable length, might be what makes the FF necessary to let the game know 'okay, that's all we're doing with this command'.


Just some random guesswork.
A while ago I was figuring out event commands for another game, and what I did was take a screenshot of a hex block of the event data, and color coded chunks as I figured out what they did so I could isolate the unknowns. You let the event play out, you look at the image of the hex, and you walk yourself through what must be going on. Stuff isn't so scary and opaque when you can break it down.

You might also want to order the commands by their hex, just to keep clear where missing commands might be.
I'm guessing 1D or 1E might force a character into/out of your active party if this game works like I think and you're limited to a party of three.
There might also be commands to set/check/clear flags, unless that's handled some other way...
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on July 29, 2012, 12:29:02 pm
Quote
Some commands might be a fixed length, so the game will always expect them to be 4 or 8 or whatever bytes long. Others like 0A, which can be a variable length, might be what makes the FF necessary to let the game know 'okay, that's all we're doing with this command'.

You're right, that's what it's used for.


Quote
Could be setting sprite animation speed / movement acceleration, if there are instances where the characters 'run' or move around faster than normal.

From what I see, the characters only move at one set speed. The character you control can run but only when the map is not scrolling.


For the event commands, here's what I know so far.

Event Commands:

01 Activates event when a certain tile is stepped on.

02 At the beginning of some events

03 At the beginning of some events

04 Calls a single dialogue box at a time

05 Teleport to a different map

06 At the beginning of some events

07 ??? May not be used

08 Tells a character to move or face a direction

09 Tells a character to appear

0a Tells a character or characters to disappear

0b Pauses an event

0c Pans the screen

0d ??? May have something to do with events triggered by talking to a NPC or object

0e Enables character animation

0f Disables character animation

10 ??? May not be used

11 Fades screen to black

12 Fades screen back in from black

13 Calls for a boss fight

14 Moves character and allows the camera to follow that character

15 ??? May not be used

16 Tells two characters to move at the same time

17 ??? May not be used

18 Shakes the screen

19 ??? May not be used

1a Brings up two-choice decision box

1b adds key item to inventory

1c Adds a character to the party

1d ??? May not be used

1e ??? May not be used

1f Removes a character from the party

20 ??? May not be used

21 Adds money to you

22 ??? May not be used

23 ??? May not be used

24 Subtracts money from you

25 ??? May not be used

26 ??? May not be used

27 ??? May not be used

28 ??? May not be used

29 Calls for dialogue

2a Swaps two characters sprites

2b ??? May not be used

2c ??? May not be used

2d ??? May not be used

2e ??? May not be used

2f ??? May not be used

30 Fades screen to black and does something else along with that.

31 Fades screen back in from black and determines the appearance of your character when it does.





The 18 unknown ones may not be used or just don't exist. But I have not come across any of them yet. And I haven't come across any commands past "31".




02 xx, 03 xx, and 06 xx

I don't know what purpose the first byte serves.

I don't know what the second byte is. But I think it may determine the order in which events happen in the game. There are 02 xx, 03 xx, and 06 xx byte sets throughout the event banks in the rom. And the second byte in each set seems to be one digit higher than the second byte of the byte set that preceded it.

Example: At 0x003301 is 03 74
    At 0x0032ff is 20 73
     and At 0x00330a is 06 74

03 74 and 06 74 are both part of the same event, but 02 73 is part of an event that came right before the event with the 03 74 byte set.

I guess since many events in the game take place on the same maps, this determines which events play out first.



So far, I've come across 31 event commands. What I don't know yet is:

1. What command adds an item to the inventory when you open a chest.

2. A conditional event branch for when something is triggered by having the correct key item.

Example: Continuing past the Sleeping forest when you have the Lunar Harp.



When looking at something I don't understand, what I do is create a savestate, turn on the Code Data Logger, and play out the event.

Then I look at all of the data the Code Data Logger highlights and find the part I don't understand.

I then change one or two bytes and replay the event to see what has changed if anything at all.

This is how I've figured out all of the event commands I know.


Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on July 29, 2012, 08:39:55 pm
idk why but when I reach the train station after blowing up the reactor, I get in a battle dead. I don't get hit or anything, I just die. So then I loaded my save state, then every time I take a step, I get in a battle just dead.

BTW, are you using a hex editor to hack the game? A hex editor edits bytes in the file so I guess thats what you're using but not sure.
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on July 30, 2012, 02:27:00 am
So far, I've come across 31 event commands. What I don't know yet is:

1. What command adds an item to the inventory when you open a chest.

2. A conditional event branch for when something is triggered by having the correct key item.

Example: Continuing past the Sleeping forest when you have the Lunar Harp.
If I was to explore how these things work, I'd probably try the following at first:

Issue No. 1
-Search for the displayed text "[RAM1] received [RAM2]/Lunar Harp". I don't know how it's written in there but you should find it.
-Find text code that calls it (29 [pointer] ?) so you'd see where the script is located
-Check what kind of code follows that script (it's pretty much possible that the command you're looking for is actually one of the group that you found "not possibly used").

Issue No. 2
There is probably a script/asm routine that's being executed whenever a map is loaded. For most of the maps, it doesn't have to lead into loading any special data but for ones such as the entrance to Sleeping Forest, a certain code is called to change the exit of the map, one way or another, depending on your situation in the game.
Title: Re: Final Fantasy VII NES Project
Post by: EarlJ on July 30, 2012, 04:38:52 am
Again, just guessing, but...

Given their proximity to each other, I'd think that 02 xx, 03 xx, and 06 xx... and 01 could all be varieties of event trigger. So 01 is on tile, while another might indicate automatic upon loading the map, another might be on tile if quest item is in inventory, another on tile but item has to be equipped or used not just in possession... or something along those lines.

Like you have lists for the character IDs for their join/leave commands, it might be worth cross-checking 'you don't know' bytes to a list of item IDs (and/or quest item IDs, if those are considered a separate grouping), if you've got one. Also a list of map IDs, because 05 might not be the only way those transitions can be done (in the game I worked with, there were three or four different commands that could be used to transition in different ways).

Quote
Then I look at all of the data the Code Data Logger highlights and find the part I don't understand.
I then change one or two bytes and replay the event to see what has changed if anything at all.
This is how I've figured out all of the event commands I know.
Sometimes you can just swap out a command you know for one you don't, and with luck it'll use the same number of bytes as the one you replaced... if so, the effect in the event should be obvious. Even if it doesn't work, the way it breaks the event can give you an idea of what the command might be doing, or how many bytes long it *should* be. I had some fun trial-and-erroring things out like that, especially when I was first starting to figure the event system out.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 03, 2012, 10:20:42 pm
Quote
idk why but when I reach the train station after blowing up the reactor, I get in a battle dead. I don't get hit or anything, I just die. So then I loaded my save state, then every time I take a step, I get in a battle just dead.

It may be the ROM you used, my game has no problems.


Quote
Sometimes you can just swap out a command you know for one you don't, and with luck it'll use the same number of bytes as the one you replaced... if so, the effect in the event should be obvious. Even if it doesn't work, the way it breaks the event can give you an idea of what the command might be doing, or how many bytes long it *should* be. I had some fun trial-and-erroring things out like that, especially when I was first starting to figure the event system out.

I checked if the event system had any other commands and here's what I found out.

"23" called a 2 choice box with a broken mugshot.

23 xx xx

The first byte called the choice box

The second byte selected the dialogue bank

The third byte selected the dialogue.

When 2nd choice was selected, the main character's sprite disappeared.

The event does not continue no matter what selection you make.


"28" called a broken dialogue box that quickly disappears after appearing.


"2B" Completely froze the game.


All other bytes just broke the event and allowed the character to move freely.





Barret's flashback room is done:

(http://img833.imageshack.us/img833/5163/finalfantasyviichinese4.png)

(http://img823.imageshack.us/img823/3860/finalfantasyviines07072.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 04, 2012, 02:10:04 pm
Unfortunately, it was my emulator. The rom is fine. I tested it on my pc instead of my ps2 and it appears that my ps2 nes emulator is a really bad emulator. They say people have trouble with emulation on the ps2. Yeah, the ps2 can only emulate to SNES and the SNES emulator sucks.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 05, 2012, 03:02:33 pm
The Gold Saucer Railway area is done:

(http://img228.imageshack.us/img228/5163/finalfantasyviichinese4.png)

(http://img404.imageshack.us/img404/3860/finalfantasyviines07072.png)
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on August 05, 2012, 04:40:43 pm
wait ... which one's before and which is after?
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 05, 2012, 05:37:13 pm
wait ... which one's before and which is after?

The top one is before the bottom one is after.
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on August 05, 2012, 07:01:45 pm
You should receive an award for outstanding use of a fat chocobo.

Outstanding work so far.  Best of luck to you!
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 09, 2012, 06:33:58 pm
Hey guys, check this out: http://www.youtube.com/watch?v=3LplytE0UaY

That should be you're goal project. That game really matches the first.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on August 10, 2012, 08:39:56 am
Maybe you shouldn't say "this is what your project's goal should be". Seriously, this project has limitations that a built-off-the-ground demake wouldn't have. It's already amazing the kind of work that's been put to this hack but you shouldn't compare it to something that has no limitations.

Although, nice find I guess.
Title: Re: Final Fantasy VII NES Project
Post by: BRPXQZME on August 10, 2012, 08:54:12 am
It’s not really even a find, though... check the early pages of the thread :P
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on August 10, 2012, 09:32:55 am
Oh really? I haven't looked at the previous pages in a long time, so I would never had remembered if it had been posted here before.

*shrug*

Still think s/he shouldn't be comparing projects
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on August 10, 2012, 03:12:39 pm
12 pages of the thread disappeared :huh:
Title: Re: Final Fantasy VII NES Project
Post by: STARWIN on August 10, 2012, 03:18:03 pm
Yes, but no posts disappeared.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 10, 2012, 07:53:49 pm
Its because theres more post in one page. Nothing was deleted.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 10, 2012, 08:11:09 pm
Quote
You should receive an award for outstanding use of a fat chocobo.

Outstanding work so far.  Best of luck to you!

Thank you  :)

Quote
That should be you're goal project. That game really matches the first.

Here's another interesting demake I found. It was made using a modified version of RPG Maker 2003.

http://www.youtube.com/watch?v=ufyarPPHrLU (http://www.youtube.com/watch?v=ufyarPPHrLU)

It would be nice if my version could have some of the things that these ones have, but I'm pretty limited by what I can do, both by the NES' limitation and by my own.
But even so, Garoth Moulinoski is right, those projects have no limitations and this one has many but is still very impressive nonetheless.



Oh, and I found out what the 0D byte does. This command starts an event by speaking to an object or NPC. 0D is the only thing needed, no other bytes.
You just put it at the beginning of an event.
I just don't know how the game knows which NPC or object must be spoken to.
Title: Re: Final Fantasy VII NES Project
Post by: EarlJ on August 11, 2012, 01:55:21 am
If those targets are always stationary, it might be mixed in with other kinds of map data... like which tiles are unwalkable and that sort of thing. Although if you've moved the trigger people/objects around and the event still works... *shrug*
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 11, 2012, 03:11:55 pm
The Gold Saucer Main area is finished:

(http://img198.imageshack.us/img198/8023/goldsaucerbefore.png)
(http://img706.imageshack.us/img706/7354/goldsaucer.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 12, 2012, 02:28:25 pm
Yay, its as colorful as it should be! That old one didn't have any fashion to it.
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on August 12, 2012, 02:42:56 pm
I appreciate how your de-make isn't just a 8bit graphical UI for the original FFVII.  It has its own style, character, and gameplay (well, relative to FFVII, since it is a hack).
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 12, 2012, 07:34:08 pm
Thinking back to Final Fantasy III, Goldors mansions was used as the gold saucer in the FFVII pirated NES version. If you played that game, you would notice that not many things were changed. I mean like the layout of goldors mansion. Like the rooms are separated in 4 sections just like ff3. And that top room in the middle wasn't changed either. And the railway was as boring as watching the paint dry.

Thank you Lugia for fixing that!
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on August 13, 2012, 02:15:25 pm
Thinking back to Final Fantasy III, Goldors mansions was used as the gold saucer in the FFVII pirated NES version. If you played that game, you would notice that not many things were changed. I mean like the layout of goldors mansion. Like the rooms are separated in 4 sections just like ff3. And that top room in the middle wasn't changed either. And the railway was as boring as watching the paint dry.

Thank you Lugia for fixing that!
You know, you're absolutely right with that; strangely enough I didn't notice that when I played through the chinese rom with the last patch with having played through FF3 again about a few weeks before that.
The Gold Saucer looks great as well as everything else in the previous updates. The other demake looks damn good too with how smoothly everything moves with it, albeit it being more of a 16 bit version which is fine by me.

Also why is it called a "de"make and not remake?
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on August 13, 2012, 02:38:44 pm
Also why is it called a "de"make and not remake?

Normally, the idea of a remake is to make the original work better. Well, it's not entirely true, but that's, at least, what people come to expect.

Therefore, a demake refers to a project that is trying to bring the original work to a lower level of technology. Or something.

... :/ *grumble grumble*
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on August 13, 2012, 03:03:12 pm
Yes, some enjoy the challenge of seeing how much of a popular game's gameplay could have been done on a less advanced console than the original version.
Since undoubtedly some content is going to be lost, it's called a "demake".
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on August 14, 2012, 01:28:02 am
Cannot see why I did not make that connection... :o.
In some cases it could be an improvement.
Title: Re: Final Fantasy VII NES Project
Post by: kasparas014 on August 14, 2012, 05:30:52 am
Hello , i really enjoy your graphic and sound hack , and corrected system as i see ! this is making the game very enjoyable and fun , almost a masterpiece , but i have noticed a bug , or code error .... after Aeris is kidnapped and the party goes to rescue her ,, all other buildings from the inside have old type character sprites and the shops look like not hacked version's , can you fix this ?

August 14, 2012, 05:36:25 am - (Auto Merged - Double Posts are not allowed before 7 days.)
sorry for posting second time in a row , but i see you have made a lot of updates (in those images in previous pages..) will the new patch be available soon ?
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on August 14, 2012, 08:38:36 am
kasparas014, take a look at this thread. It's the forum rules (http://www.romhacking.net/forum/index.php/topic,370.msg4549.html#msg4549).

Specially the text about updates.

Although, there have been many updates to the hack, so maybe your bug report has been looked at? A bug report is fine, but asking for the next update is normally frowned upon and has caused problems in the past.

Just letting you know.
Title: Re: Final Fantasy VII NES Project
Post by: kasparas014 on August 14, 2012, 09:07:37 am
i am sorry , but i got so exited about the updates.. :(
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 14, 2012, 09:35:41 am
Quote
i am sorry , but i got so exited about the updates.. :(

Don't worry about it, I'll post the next update when the rest of the Gold Saucer's maps are done.

I just need to make the Chocobo square, Ghost square, Battle square, Speed square, and Event square.

The graphics for the Battle square are already made, now I just need to put it all together and edit the events and dialogue for that map.


Quote
but i have noticed a bug , or code error .... after Aeris is kidnapped and the party goes to rescue her ,, all other buildings from the inside have old type character sprites and the shops look like not hacked version's , can you fix this ?

Where at specifically? It may just be an area that I didn't get to yet.
Title: Re: Final Fantasy VII NES Project
Post by: kasparas014 on August 14, 2012, 10:16:13 am
it's before the gold saucer , it began in Junon (the harbor city right after the mythril cave and that huge snake and chocobos.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 14, 2012, 02:53:56 pm
If I remember correctly, the current patch only covers the game up until Junon.
Title: Re: Final Fantasy VII NES Project
Post by: kasparas014 on August 14, 2012, 03:58:25 pm
i guess so.. still nice job , i wanted to make a hack of mine , but when i opened the ROM.... i understood nothing in the tilesets (i use tile layer pro lol) , you are really talented to make such good hack

p.s. i changed the game's text in one part , when aeris asked if tifa was his girlfriend , i changed it to "nooooo wayyy"
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 14, 2012, 05:25:56 pm
Quote
i guess so.. still nice job , i wanted to make a hack of mine , but when i opened the ROM.... i understood nothing in the tilesets (i use tile layer pro lol) , you are really talented to make such good hack

Thanks :)

For Tile Layer Pro, when you opened it up, did the graphics look something like this?

(http://img201.imageshack.us/img201/2885/tilelayerpro.png)

If it did, than just use the "-" and "+" buttons to fix that so it will look like this:

(http://img191.imageshack.us/img191/6493/tilelayerpro2.png)

That was the problem I had when I first started working on the graphics.


For the parts that look like a jumbled mess like this:

(http://img580.imageshack.us/img580/2286/69169035.png)

You would need a hex editor to change any of it.
Title: Re: Final Fantasy VII NES Project
Post by: kasparas014 on August 15, 2012, 04:54:54 am
oh thanks :)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 15, 2012, 06:27:48 pm
The battle arena is finished:

(http://img834.imageshack.us/img834/5163/finalfantasyviichinese4.png)

(http://img576.imageshack.us/img576/3860/finalfantasyviines07072.png)
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on August 15, 2012, 07:45:05 pm
Wow!  Swanky!
Title: Re: Final Fantasy VII NES Project
Post by: kasparas014 on August 16, 2012, 03:01:35 am
ooohh boy this one's really good
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on August 16, 2012, 08:37:57 am
http://images4.wikia.nocookie.net/__cb57889/finalfantasy/images/f/fa/Battle_square.png
Thats the view of the field file, the upper part isnt seen in game.
Do you have free a free 32k ROM Bank and a bit of RAM space for contributing racing minigames?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 16, 2012, 06:42:23 pm
Quote
Do you have free a free 32k ROM Bank and a bit of RAM space for contributing racing minigames?

There's quite a bit of unused space in the ROM, so I'm sure it would be possible.


Based on my knowledge of the event system, I actually could create a mini game for the battle arena. There's just no conditional branch for when you are forced to fight an enemy that decides what happens if you lose or win.

So I would have to make the receptionist say something like "These are real monsters you'll be fighting, so we can't guarantee your safety. It's best that you save your game first before entering."

I just need to find some space for it.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on August 16, 2012, 10:04:05 pm
wha? an NES RPG with minigames??

we're in heaven lol  :angel:
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 17, 2012, 11:50:16 am
It wouldn't be too hard...I think.

For the event, it would be:

0D:    Talk to receptionist

29 XX XX 01:    Receptionist explains the battle arena

1A XX XX:    You decide whether you will enter or not (You decide to enter)

11:    The screen fades to black

09 00 08 00 40 00 40:    Cloud is repositioned in the battle arena

12:    The screen fades back in

09 07 05 00 40 00 10:    Monster appears

08 07 40 02:    Monster moves towards Cloud

12 12:    Screen flashes a few times

13 XX XX XX:    Battle starts (and you win the battle)

12:    Screen fades back in

***********************************

09 07 05 00 40 00 10:    Monster appears

08 07 40 02:    Monster moves towards Cloud

12 12:    Screen flashes a few times

13 XX XX XX:    Battle starts (and you win the battle)

12:    Screen fades back in

(Repeat this section 8 more times)
************************************
(After winning all 10 battles)

11:    Screen fades to black

09 00 08 xx xx xx xx:    Cloud is repositioned back in front of the receptionist

12:    Screen fades back in

29 xx xx xx:    Receptionist congragulates Cloud

2D xx xx xx:    You receive money as a reward

FF:    End

The hardest part would be finding the space for all of this. Some NPCs and shops may have to be sacrificed to fit it all.
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on August 17, 2012, 01:10:48 pm
You could shorten it to five battles. I mean, it's not like you're getting limit break items or ultimate weapons as a reward; it's just gil.
Title: Re: Final Fantasy VII NES Project
Post by: kasparas014 on August 17, 2012, 02:18:37 pm
yea good idea vivify93
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on August 17, 2012, 03:37:06 pm
The hardest part would be finding the space for all of this. Some NPCs and shops may have to be sacrificed to fit it all.
Possible solutions:
-expand the ROM.
-delete some content.
-improve some code to be more effective.
-Or, if you skilled enough, write compress routine for some graphics to save space.
BTW: I didn't bothered to read every post in this topic(yep, I'm lazy).
But, is your help request (http://www.romhacking.net/helpads/396) still a live issue?
I'm not native English speaker, so sorry for any mistakes.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 17, 2012, 03:37:48 pm
Quote
You could shorten it to five battles. I mean, it's not like you're getting limit break items or ultimate weapons as a reward; it's just gil.

But even still, there's no space open in the area for events that are initiated by talking to a NPC or object. I am going to try and see if I can fit it in, but can't make any promises.

Quote
Possible solutions:
-expand the ROM.
-delete some content.
-improve some code to be more effective.
-Or, if you skilled enough, write compress routine for some graphics to save space.

The problem is that I don't have a great amount of programming knowledge. But I can see if I can delete some of the content to make space for it.


Quote
BTW: I didn't bothered to read every post in this topic(yep, I'm lazy).
But, is your help request still a live issue?

Yes, it is.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on August 17, 2012, 05:42:59 pm
@lugia2009:
nesdev.com is really helpful
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 19, 2012, 05:37:44 pm
Quote
@lugia2009:
nesdev.com is really helpful

Okay, I'll try asking on there for some help.



The chocobo square is done:

(http://img88.imageshack.us/img88/6527/finalfantasyviichinese5.png)

(http://img707.imageshack.us/img707/3860/finalfantasyviines07072.png)
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on August 19, 2012, 07:44:40 pm
Hi, sorry for posting so late.
I was asking if you request is still live issue because I want to take it on.
I'm having big problem's can't find original Chinese ROM, so I can't use your patch and see what empty places in ROM you have used.
All I could find is Lindblum's English patched ROM.
But back to the topic: I can successfully add new sprites to the battle. So I can make animations mentioned in request page (http://www.romhacking.net/helpads/396)
Unfortunately, there's not enough space in NES's Memory to have all sprites.
Game uploads all character battle sprites at once, even if you have only one hero in battle, game uploads also other characters sprites to memory.
Taking that into consideration, I'll have to write a function that uploads sprites and takes into consideration which hero is in the players party. Just to make sure: You can't have more than 3 characters in battle, right? (I'm talking about hero's party).
You see, I actually never played FF7. Do not kill me. I'll looked into it a little(google, YT etc.) and it looks like 3 is maximum number in original, is it the same for NES port?
About other things mentioned in the request-I can work on those after I finish this one.(Also, I'll want you to explain how you want certain things to work).
Also, How actually do you want to script be handed to you? I think that IPS patch may be bad idea.
Title: Re: Final Fantasy VII NES Project
Post by: kasparas014 on August 20, 2012, 03:44:52 am
hello , Dizzy9 . I thought I'd be any help , you can find the rom here link removed it's chinese as you asked


Mod note: Linking to ROMs is not allowed.  :police:
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 20, 2012, 08:45:24 am
Quote
I can successfully add new sprites to the battle. So I can make animations mentioned in request page
Unfortunately, there's not enough space in NES's Memory to have all sprites.
Game uploads all character battle sprites at once, even if you have only one hero in battle, game uploads also other characters sprites to memory.
Taking that into consideration, I'll have to write a function that uploads sprites and takes into consideration which hero is in the players party. Just to make sure: You can't have more than 3 characters in battle, right? (I'm talking about hero's party).

That's great news! Thank you for accepting the request. :)

For the active party, only 3 are allowed just like the original. But, unlike the original version, Cloud doesn't have to be in the active party, he can be switched out just like any other character.


Quote
I'm having big problem's can't find original Chinese ROM, so I can't use your patch and see what empty places in ROM you have used.
All I could find is Lindblum's English patched ROM.

It's true that I can't give the direct link, but I can point you in the right direction.

Google: "Final Fantasy VII (C) ROM" to find it.


Quote
About other things mentioned in the request-I can work on those after I finish this one.(Also, I'll want you to explain how you want certain things to work).

Okay, no problem.


Quote
Also, How actually do you want to script be handed to you? I think that IPS patch may be bad idea.

What do you think would be best? I don't know of any other method other than IPS.
Title: Re: Final Fantasy VII NES Project
Post by: Chalkie on August 20, 2012, 12:59:26 pm
The hardest part would be finding the space for all of this. Some NPCs and shops may have to be sacrificed to fit it all.
Is there no way to create loop so that the monster walking forward and starting a battle just repeats, each time adding 1 to a counter, and when it reaches 10, the loop breaks. Would that save some space, if its possible through hex editing that is?
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on August 20, 2012, 04:43:14 pm
hello , Dizzy9 . I thought I'd be any help , you can find the rom here link removed it's chinese as you asked
Mod note: Linking to ROMs is not allowed.  :police:
Thanks, I appreciate the try. ;)

Quote
unlike the original version, Cloud doesn't have to be in the active party, he can be switched out just like any other character.
Want me to change that?  ;)

Quote
Google: "Final Fantasy VII (C) ROM" to find it.
Thanks, I got it now.

Quote
I don't know of any other method other than IPS.[\quote]
We can try IPS.

Quote
Is there no way to create loop so that the monster walking forward and starting a battle just repeats, each time adding 1 to a counter, and when it reaches 10, the loop breaks. Would that save some space, if its possible through hex editing that is?
What he posted is not ASM language for sure. It seems to be opcodes interpreted by game to make actions. If there's no opcodes coded then he can't make a battle loop.
Lugia, why not just change pointer to somewhere in ROM where is enough empty space? There seems to be plenty of empty space at $FF30 in every bank.(?)

Heh, Lugia, I have to congratulate to great work. The graphics look much, much, MUCH better with your patch applied. And those soldiers at game's beginning is a master piece, not just as comparison to old one, but as NES art itself.
Very well done!

But, back to bussines. Lugia, it may sound a bit bad(or stupid, whatever) but, can you give me all notes about RAM used by game. No, can you give all you have about the game? I mean, the notes.I'm really curious about $7000-7FFF. Is it empty during whole game? If it is, then it's jackpot. ;D This would speed up my part of work.
I already started writing animation functionally and I'll need these new sprites soon. A magic, damage, item and victory animations, was it? I want to use empty space at start of bank 03(it's $C00 bytes!) but I'm not sure if it really is unused(too baeutiful to be real..) Think you can help out somehow?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 20, 2012, 06:51:35 pm
Quote
Want me to change that?  ;)

No, that's okay. I like how the game gives you that option.


Quote
But, back to bussines. Lugia, it may sound a bit bad(or stupid, whatever) but, can you give me all notes about RAM used by game. No, can you give all you have about the game? I mean, the notes.I'm really curious about $7000-7FFF. Is it empty during whole game? If it is, then it's jackpot. ;D This would speed up my part of work.
I want to use empty space at start of bank 03(it's $C00 bytes!) but I'm not sure if it really is unused(too baeutiful to be real..) Think you can help out somehow?

That's great news.

From what I understand, from the untouched version of the game, even though the game is 2mb in size, I think only about 1.5mb of that space is actually used. The people who programmed this game weren't the best programmers and were very sloppy.

So that space is very likely unused.

Unfortunately, I don't know anything about the RAM. I've only edited the ROM space. But Lindblum I believe has information about the RAM in his notes.
So here's a link to the datacrystal, Lindblum's notes, and my notes.

The Data Crystal has quite a bit of info about what the spaces in the ROM are used for. (But the part about the music has changed with my version of the game.)

http://datacrystal.romhacking.net/wiki/Final_Fantasy_VII:ROM_map (http://datacrystal.romhacking.net/wiki/Final_Fantasy_VII:ROM_map)
https://www.dropbox.com/sh/emoulhpyc2pkxl6/bY7L6xnF5J/Lugia2009 (https://www.dropbox.com/sh/emoulhpyc2pkxl6/bY7L6xnF5J/Lugia2009)
https://www.dropbox.com/sh/emoulhpyc2pkxl6/5TZuX-cxRI/Lindblum (https://www.dropbox.com/sh/emoulhpyc2pkxl6/5TZuX-cxRI/Lindblum)


Quote
What he posted is not ASM language for sure. It seems to be opcodes interpreted by game to make actions. If there's no opcodes coded then he can't make a battle loop.
Lugia, why not just change pointer to somewhere in ROM where is enough empty space? There seems to be plenty of empty space at $FF30 in every bank.(?)

I didn't think about that, okay, I'll try that. Thanks :)


Quote
Heh, Lugia, I have to congratulate to great work. The graphics look much, much, MUCH better with your patch applied. And those soldiers at game's beginning is a master piece, not just as comparison to old one, but as NES art itself.
Very well done!

Thank you  :) The soldiers were done by Chpexo.


Quote
I already started writing animation functionally and I'll need these new sprites soon. A magic, damage, item and victory animations, was it?

Okay, I'll get started on them right away.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 20, 2012, 11:26:53 pm
Um, on that datacrystal site you linked to us, I looked up the soldiers HP and it said it was 100 in decimal in the hex editor. 100 in hex is 64. Is that correct? I also used the patched rom. What I mean is is the soldiers HP really 100?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 21, 2012, 10:10:54 am
Quote
Um, on that datacrystal site you linked to us, I looked up the soldiers HP and it said it was 100 in decimal in the hex editor. 100 in hex is 64. Is that correct? I also used the patched rom. What I mean is is the soldiers HP really 100?

The enemies in the game never really have permanent stats. I believe the game gives them base stats and then when you encounter them, depending on where you are in the game, the stats are altered. Which is why when you first encounter the soldiers, they appear to have less than 40 HP, but later on, their HP is higher. So what I put may actually be the growth curve of the enemies. I'm not 100% sure how it works though...



@Dizzy9

Did you see how when it comes time to select a command for the characters during battle, and then perform that action, the characters just slide forward and slide back.
I was wondering if you could add a walking animation so the characters take a step forward and then take a step back rather than slide.

For the victory animation, I wanted to know if you could put a loop so the characters go back and forth from their battle stance to their victory stance during the victory music. Like they do on the other NES final fantasy games.

For the damage animation, did you see how when the character takes physical damage, the sprite shakes back and forth?
Could you make the damage animation do that when the character takes any kind of damage?

And for the rest of the animations, I would like them to just be displayed once as they are currently in the game.


And thank you again for agreeing to do this :thumbsup:

August 21, 2012, 01:07:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's Cloud's Sprites

(http://img23.imageshack.us/img23/4697/cloudwalkingsprite.png)
Walking

(http://img88.imageshack.us/img88/7276/cloudvictorysprite.png)
Victory

(http://img18.imageshack.us/img18/9990/clouditemsprite.png)
Item

(http://img689.imageshack.us/img689/6879/clouddamagesprite.png)
Damage

(http://img690.imageshack.us/img690/5634/cloudmagicsprite.png)
Magic

August 21, 2012, 02:33:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The speed square is done:

(http://img26.imageshack.us/img26/6527/finalfantasyviichinese5.png)

(http://img801.imageshack.us/img801/3860/finalfantasyviines07072.png)
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on August 21, 2012, 03:00:13 pm
The soldiers were done by Chpexo.
Nope it's from Vanya's abandoned Final Fantasy VII NES project. Though I did modify it a little

I can't find where the original image is though.
(http://img521.imageshack.us/img521/1488/enemiesj.png)
Title: Re: Final Fantasy VII NES Project
Post by: Vanya on August 21, 2012, 04:01:22 pm
I didn't make them, though. I don't remember who did.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 21, 2012, 04:21:34 pm
Quote
Nope it's from Vanya's abandoned Final Fantasy VII NES project. Though I did modify it a little.
Oops, sorry about that. I actually remember this pic now from the FF7 NES Upgrade Project.
Well, whoever made it did a good job.

August 22, 2012, 03:32:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's Red XIII's sprites:

(http://img20.imageshack.us/img20/3732/redxiiidamagesprite.png)
Damage

(http://img801.imageshack.us/img801/2351/redxiiiitemsprite.png)
Item

(http://img267.imageshack.us/img267/1599/redxiiimagicsprite.png)
Magic

(http://img545.imageshack.us/img545/3163/redxiiivictorysprite.png)
Victory

(http://img442.imageshack.us/img442/3735/redxiiiwalkingsprite.png)
Walking

August 22, 2012, 07:14:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's Barret's Sprites:

(http://img39.imageshack.us/img39/2590/barretwalkingsprite.png)
Walking

(http://img217.imageshack.us/img217/2311/barretvictorysprite.png)
Victory

(http://img521.imageshack.us/img521/6499/barretmagicsprite.png)
Magic

(http://img600.imageshack.us/img600/2839/barretitemsprite.png)
Item

(http://img842.imageshack.us/img842/6527/barretdamagesprite.png)
Damage

August 23, 2012, 10:56:01 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's Cid's Sprites:
(http://img849.imageshack.us/img849/512/cidwalkingsprite.png)
walking

(http://img338.imageshack.us/img338/8743/cidvictorysprite.png)
Victory

(http://img10.imageshack.us/img10/129/cidmagicsprite.png)
magic

(http://img705.imageshack.us/img705/9770/ciditemsprite.png)
Item

(http://img256.imageshack.us/img256/7782/ciddamagesprite.png)
damage
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 23, 2012, 05:22:31 pm
I have a question. What does the midgar zolom look like in this version of the game? I watched a playthrough of the game and he didn't fight the zolom. I bet the zolom is like overly powerful since theres no strategy in the game.. Like in the original game, you have some elemental weaknesses/absorbs but in this version of the game, you don't even have to try to win a battle. You just have someone die, then revive them with that weird phoenix down which revives you to max. Why did they do that? Just have a critical hp variable and have a phoenix down revive you to your max critical hp. Then as your HP goes up, just add to the critical hp value. I also really doubt that the programmers made the zolom with the ultimate beta enemyskill. I think they just made his attack power insanely high so that it one shots you no matter what level you're at.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 23, 2012, 09:56:44 pm
The Midgar Zolom looks like an undead snake. Actually I did start a fight with the zolom and found out that he is specially programmed to be unbeatable. Even with his stats set to all 0's and my party's stats raised to their max, I spent a good 5 minutes dealing out nothing but 9999 damage and still did not beat him.

The game does actually have elemental and physical weaknesses and resistance that can be set for the enemies. So there is a little bit of strategy.

I don't know why they programmed the Phoenix downs the way they did.

Plus, when a character levels up, their HP and MP are completely replenished.
I did try to remove that, but couldn't figure out how.
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on August 24, 2012, 01:00:23 am
The Midgar Zolom looks like an undead snake. Actually I did start a fight with the zolom and found out that he is specially programmed to be unbeatable. Even with his stats set to all 0's and my party's stats raised to their max, I spent a good 5 minutes dealing out nothing but 9999 damage and still did not beat him.

Could it be like the unbeatable bosses in FF3 (they get their HP fully recovered every turn, and it's higher than the amount possible to do in one turn)?
The only other solution is that they simply made the boss not actually take any damage from anything.
Like Giygas in EarthBound.
Spoiler:
Though it turns out due to a bug, poison can also destroy him. But the game wasn't expecting him to be destroyed by actual damage, so it creates seriously glitches when the battle ends normally instead of through the scripted events.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 24, 2012, 08:57:15 am
Here's some funny video: http://www.youtube.com/watch?v=5No-pKSXJMY

Its ff iv NES ending. You should hear the guys speech at the end. That game needs some help.

WARNING, it does have strong language in it. If its against the rules, I didn't know better.
Title: Re: Final Fantasy VII NES Project
Post by: Chalkie on August 24, 2012, 12:52:56 pm
Talking about stats and things, not sure if its been mentioned before, but when I equipped an armour to a character which increased HP, the HP stayed increased after removing it. Anyone else had this happen?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 24, 2012, 03:06:57 pm
Quote
Talking about stats and things, not sure if its been mentioned before, but when I equipped an armour to a character which increased HP, the HP stayed increased after removing it. Anyone else had this happen?

I believe that is caused by using an older savestate or save on a newer patched version of the game. Level up your character and try it again to see if it still happens.

You must be using a savestate that was made before the character's stats were altered. Then when you equipped and unequipped the armor, the HP remained the same because the game was trying to bring the HP up to the level that it should be.



Here's Tifa's Sprites:

(http://img809.imageshack.us/img809/4919/tifaitemsprite.png)
Item

(http://img88.imageshack.us/img88/8807/tifawalkingsprite.png)
Walking

(http://img18.imageshack.us/img18/2999/tifavictorysprite.png)
Victory

(http://img580.imageshack.us/img580/1694/tifamagicsprite.png)
Magic

(http://img32.imageshack.us/img32/4062/tifadamagesprite.png)
Damage
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on August 24, 2012, 04:18:08 pm
This ROM was, basically, a pirate built on the original FF3?  Does that mean all the same glitches and exploits from FF3 rolled over?

Couldn't an unbeatable boss have the 'immune to all instodeath', 'immune to all status effects', and a 'reduce all damage to zero' effect combo?  If it is based on FF3, then the first Bahamut on the road to the summit is completely invulnerable and his life resets back to -1 every turn.  The final boss was also conditionally unbeatable, so that would be an angle to approach too.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on August 24, 2012, 04:21:04 pm
That game needs some help.
I made a title screen patch some time ago. (http://www.bwass.org/bucket/Final Fantasy IV NES Chinese Title Screen.ips)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 24, 2012, 04:55:46 pm
Quote
This ROM was, basically, a pirate built on the original FF3?  Does that mean all the same glitches and exploits from FF3 rolled over?

This game was actually made from scratch, the only thing that was carried over from FF3 was graphics. And some of the music was poorly reproduced using this company's sound engine.



Aerith's Sprites are done:

(http://img268.imageshack.us/img268/2016/aeriswalkingsprite.png)
Walking

(http://img109.imageshack.us/img109/9286/aerisvictorysprite.png)
Victory

(http://img831.imageshack.us/img831/5428/aerismagicsprite.png)
Magic

(http://img819.imageshack.us/img819/8761/aerisitemsprite.png)
Item

(http://img255.imageshack.us/img255/9360/aerisdamagesprite.png)
Damage
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 24, 2012, 07:12:32 pm
I made a title screen patch some time ago. (http://www.bwass.org/bucket/Final Fantasy IV NES Chinese Title Screen.ips)

Could you possibly find out how much HP that final boss had? That speech was hilarious!
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on August 24, 2012, 07:31:10 pm
This ROM was, basically, a pirate built on the original FF3?  Does that mean all the same glitches and exploits from FF3 rolled over?

Couldn't an unbeatable boss have the 'immune to all instodeath', 'immune to all status effects', and a 'reduce all damage to zero' effect combo?  If it is based on FF3, then the first Bahamut on the road to the summit is completely invulnerable and his life resets back to -1 every turn.  The final boss was also conditionally unbeatable, so that would be an angle to approach too.

I destroyed the Nept Dragon by using a Game Genie code to force the high byte of his max HP to 0. While I did get some EXP/Gil/CP from it, the events just went on as if I had lost. So I'd guess they made the boss technically impossible to defeat without cheating, and set a "don't game over on loss" flag? (now that I think about it, were you allowed to lose the fight, or were you expected to run?)
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on August 24, 2012, 07:46:38 pm
I destroyed the Nept Dragon by using a Game Genie code to force the high byte of his max HP to 0. While I did get some EXP/Gil/CP from it, the events just went on as if I had lost. So I'd guess they made the boss technically impossible to defeat without cheating, and set a "don't game over on loss" flag? (now that I think about it, were you allowed to lose the fight, or were you expected to run?)
If you die to Nept Dragon, in the NES version I believe you die. The boss is a plot block until you beat the ocean dungeon.

Edit:
What happened to Aeris' white skirt?
(http://img268.imageshack.us/img268/2016/aeriswalkingsprite.png)
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on August 24, 2012, 11:56:22 pm
You had to run.  At least they didn't block run out like with that crazy sea serpent thing.  Sure, it's technically killable, but that doesn't mean you can actually kill it.
Title: Re: Final Fantasy VII NES Project
Post by: Dr. Mario on August 25, 2012, 11:38:50 am
Nope it's from Vanya's abandoned Final Fantasy VII NES project. Though I did modify it a little

I can't find where the original image is though.
(http://img521.imageshack.us/img521/1488/enemiesj.png)
I didn't make them, though. I don't remember who did.
I totally made those. I'm actually surprised that no one has made anything better since.
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on August 25, 2012, 12:35:00 pm
What happened to Aeris' white skirt?
Initially it looked like a palette issue to me, and that Aerith couldn't have a white skirt or else she'd have to sacrifice the peach color, but looking at Lugia2009's palettes...

Peach, yellow, and blue.
Peach, white, and red.
Orange, green, and brown.
Peach, red, and brown.

It looks like it wouldn't conflict with anything... The brown of her hair is in the top two parts of her sprite in pretty much all of these, and there isn't any brown showing on the last row.

Maybe it was changed because peach is closer to pink, and her ribbon and skirt are supposed to match?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 25, 2012, 02:15:11 pm
For Bahamut, you have to run. There was nothing else you could do. And for Nept. Dragon, there's nothing you can do. If you encounter him, you may as well just reset the NES/Emulator or load up the most recent savestate.

That's how the Midgar Zolom is in this game, if you encounter him, you can't run and you can't win. So just reset it from your most recent save.


Quote
What happened to Aeris' white skirt?

I changed it because it matches more with the PS1 version of her.

(http://img268.imageshack.us/img268/2016/aeriswalkingsprite.png)(http://upload.wikimedia.org/wikipedia/en/2/25/Aerith_Gainsborough_from_Final_Fantasy.jpg)

I was also thinking of changing her boots and bracelets from red to brown later on.


Quote
I totally made those. I'm actually surprised that no one has made anything better since.

It's because there wasn't any need to, you did a great job on them. :thumbsup:




Cait Sith's sprites are done:

(http://img685.imageshack.us/img685/5252/caitsithwalkingsprite.png)
Walking

(http://img856.imageshack.us/img856/7140/caitsithvictorysprite.png)
Victory

(http://img838.imageshack.us/img838/397/caitsithmagicsprite.png)
Magic

(http://img39.imageshack.us/img39/6449/caitsithitemsprite.png)
Item

(http://img17.imageshack.us/img17/5324/caitsithdamagesprite.png)
Damage
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 25, 2012, 07:33:40 pm
I have a question about the rom map of this game.

For example: 0x02c2b4 is where the Airbusters hp is I guess. So I take the first byte and its 70 and in decimal thats 112 and that cant be right. Then I combine both 70 and 09(09 is the second byte) and I get some high number like 28681 and I know thats not correct..

Is it some error in the rom map doc?

Also, do you notice how scarlet is palmer in the game? I know you guys didn't get that one messed up. Its just that company being retarded again. I would say the FFVII pirate probably had the story really down pat. That's probably the most interesting thing these pirated games.
Title: Re: Final Fantasy VII NES Project
Post by: Mauron on August 26, 2012, 02:11:01 am
Does 2,416 sound right? The NES is little-endian, so larger values are stored with the byte order reversed from our interpretation.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 26, 2012, 06:56:40 pm
Quote
Does 2,416 sound right? The NES is little-endian, so larger values are stored with the byte order reversed from our interpretation.

2,416 sounds about right.




I've spent this day trying to create the Colosseum battle event and here is what I found out:

For the events in the first event bank, there is a set of pointers. These pointers are what tells the game which events occur on which map. They go in order, with the building insides at the end. Even though there isn't an event on every map, there is a pointer for every map. I'll call them Pointer Set A

Now at the end of that event bank, there are a set of pointers that point to the actual event in the event bank.  I'll call them Pointer Set B

Pointer Set A, points to Pointer Set B, which then points to the actual event. That's how the game knows which events occur on which map.

And for maps that don't have an event, Pointer Set A points them to somewhere at the beginning of the bank. And many of them leads to the number 60. and others lead to a group of bytes that look something like this "A9 XX 20 7D 9F". "XX seems to be the only byte that changes. Why, I don't know.

Then when I tried to set the pointer for the battle square to lead to an empty space in the ROM, the ROM interpreted that as code, not data.

So I tried changing it so that it would lead to one of the pointers in Pointer Set B, but it still interpreted that as code and not data.



So it won't work, something is telling those pointers to behave differently than the other pointers in Pointer Set A. And I just can't figure it out.
So for now, the Battle Square mini game will not be doable.

So, I'm going to go back to working on the rest of the maps for the Gold Saucer.

Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on August 26, 2012, 07:16:15 pm
Sounds good.  Better to have done what you were intending to first and then worry about frills and their technical issues.

Really liking the wonkiness of the Gold Saucer maps.  All the maps have been excellent, but it's an especially fun theme.
Title: Re: Final Fantasy VII NES Project
Post by: verifiaman on August 26, 2012, 08:35:09 pm
May i use your maps, please? I'm not trying to make a game or anything, and your 8bit stuff is really detailed. i cant honestly find many 8bit games, hack or otherwise that uses that much detail. if you say no, can you reccomend me a game so i can try to rip it?
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on August 26, 2012, 09:08:42 pm

And for maps that don't have an event, Pointer Set A points them to somewhere at the beginning of the bank. And many of them leads to the number 60. and others lead to a group of bytes that look something like this "A9 XX 20 7D 9F". "XX seems to be the only byte that changes. Why, I don't know.


Those look like ASM instructions.
A9 nn is LDA #$nn (load A with the value in the instruction)
20 7D 9F is JSR $9F7D (jump to subroutine at 9F7D, call the routine and then return after a RTS instruction)
60 is RTS (return from subroutine. End the current subroutine)
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on August 27, 2012, 03:32:12 pm
Did you see how when it comes time to select a command for the characters during battle, and then perform that action, the characters just slide forward and slide back.
I was wondering if you could add a walking animation so the characters take a step forward and then take a step back rather than slide.
Will do.

Quote
For the victory animation, I wanted to know if you could put a loop so the characters go back and forth from their battle stance to their victory stance during the victory music. Like they do on the other NES final fantasy games.
I can't even thing about leaving it as it is now.

Quote
For the damage animation, did you see how when the character takes physical damage, the sprite shakes back and forth?
Could you make the damage animation do that when the character takes any kind of damage?
Comes as last on my "To do" list. Might require more coding.

I don't know why they programmed the Phoenix downs the way they did.
It's different in original game? Want me to take a look?

Quote
Plus, when a character levels up, their HP and MP are completely replenished.
I did try to remove that, but couldn't figure out how.
Requires ASM knowledge.  Just say how you want it to be changed.

Does 2,416 sound right? The NES is little-endian, so larger values are stored with the byte order reversed from our interpretation.
We are talking about Enemies HP. little-endian apply only with addresses. It's up to programmer to make it any format sees as best.

Those look like ASM instructions.
A9 nn is LDA #$nn (load A with the value in the instruction)
20 7D 9F is JSR $9F7D (jump to subroutine at 9F7D, call the routine and then return after a RTS instruction
60 is RTS (return from subroutine. End the current subroutine)
Indeed. It's code. So event pointers points to the code instead of set of opecodes?
Anyway, It's easy to write Colosseum battle minigame once you disassemble other codes for some info.
We know that $9F7D have some code that uses current value loaded into A register. But what it does? Who knows :)
So since you don't know about ASM much, I'll be writing that battle thing.

About Animation work.
1 out of 4 steps is completed.
I repointered pointers to the empty space in ROM. I also imported all sprites for all characters into ROM. Next step is to plan out NES's PPU space. Almost all space in PPU is used so I'll have to plan it out carefully. Damage animations are taking most space and are most troublesome. I'm sorry for being so slow, but I have to work a part job to make money for my studies. 11 hours 6 days in week. Don't worry, though. I'll get it done. Not gonna give up  ;)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 27, 2012, 03:34:28 pm
Quote
May i use your maps, please? I'm not trying to make a game or anything, and your 8bit stuff is really detailed. i cant honestly find many 8bit games, hack or otherwise that uses that much detail. if you say no, can you reccomend me a game so i can try to rip it?

You can if you like. May I ask what it's for?



@KingMike, I was wondering if you could tell me what this might be. This is the string of code that comes right before Pointer Set A.

A5 89 C9 80 B0 0F 0A A8 B9 11 9C 85 02 B9 12 9C
85 03 6C 02 00 E9 80 0A A8 B9 11 9D 85 02 B9 12
9D 85 03 6C 02 00
Title: Re: Final Fantasy VII NES Project
Post by: verifiaman on August 27, 2012, 03:36:10 pm
You can if you like. May I ask what it's for?



@KingMike, I was wondering if you could tell me what this might be. This is the string of code that comes right before Pointer Set A.

A5 89 C9 80 B0 0F 0A A8 B9 11 9C 85 02 B9 12 9C
85 03 6C 02 00 E9 80 0A A8 B9 11 9D 85 02 B9 12
9D 85 03 6C 02 00

I like to make maps out of 8bit things. like this http://m345julian.deviantart.com/gallery/#/d4r3fga
Title: Re: Final Fantasy VII NES Project
Post by: Mauron on August 27, 2012, 03:43:37 pm
We are talking about Enemies HP. little-endian apply only with addresses. It's up to programmer to make it any format sees as best.

Ah, right. It makes sense when you stop thinking of things in SNES logic.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 27, 2012, 03:44:28 pm
Quote
It's different in original game? Want me to take a look?

Sure, in the original game, when a character is revived using a Phoenix Down, they are revived with a small portion of their HP. But in this game, their HP is completely replenished.


Quote
Requires ASM knowledge.  Just say how you want it to be changed.

In the original game, the HP and MP wasn't replenished when your character leveled up.

I guess the pirate programmers added this to make the game a little easier.
But since the game's difficulty has been tremendously reduced, there's no need for it anymore.


Quote
About Animation work.
1 out of 4 steps is completed.
I repointered pointers to the empty space in ROM. I also imported all sprites for all characters into ROM. Next step is to plan out NES's PPU space. Almost all space in PPU is used so I'll have to plan it out carefully. Damage animations are taking most space and are most troublesome. I'm sorry for being so slow, but I have to work a part job to make money for my studies. 11 hours 6 days in week. Don't worry, though. I'll get it done. Not gonna give up  ;)


Take as much time as you need, there's no need to rush.

I really appreciate your help.  :thumbsup: Thanks again.



Quote
I like to make maps out of 8bit things. like this http://m345julian.deviantart.com/gallery/#/d4r3fga

Okay, you can use it.
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on August 27, 2012, 07:10:12 pm
A5 89 C9 80 B0 0F 0A A8 B9 11 9C 85 02 B9 12 9C
85 03 6C 02 00 E9 80 0A A8 B9 11 9D 85 02 B9 12
9D 85 03 6C 02 00
That will be...
Quote
lda $85   ;Load value that is currently in $85 in RAM
cmp #$80 ;compare that value to 80(hex)
bcs $B617 ;If value (from $85) is higher or equal then jump to $B617(I labeled it "Continue")

ASL   ;Move bits to the left
TAY   ;Transfer A to Y

lda $9C11 ;Load Lower pointer byte
sta $02     ;Save it in Zero page section of RAM
lda $9C12 ;Load Higher Byte of pointer
sta $03    ;Save it in Zero page section of RAM

jmp ($02) ;Jump indirectly using pointer that we pulled off

Continue:
So, here you have it. it looks like $85 have the number of action. This script reads it, and do some things to jump into the right code.
if action opcode is higher than #$80 then it skips taking any action.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 28, 2012, 10:03:50 am
Do you think running from all battles in the game would get you somewhere? Someone was making an LP of this game and said that the boss fights were easier then the battles.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 28, 2012, 11:28:29 am
Quote
Insert Quote
Do you think running from all battles in the game would get you somewhere? Someone was making an LP of this game and said that the boss fights were easier then the battles.

I doubt it. Plus as the game progresses, it gets much harder to run from battles, unless you have infinite money to buy Smoke items. But even then, the enemy's agility will be too high for your characters to even act before being defeated. Plus, some of the boss fights can be pretty brutal if your not at the proper level.

That video might have been made before all of the enemy and character stats have been adjusted.



Quote
    A5 89 C9 80 B0 0F 0A A8 B9 11 9C 85 02 B9 12 9C
    85 03 6C 02 00 E9 80 0A A8 B9 11 9D 85 02 B9 12
    9D 85 03 6C 02 00

That will be...
Quote

    lda $85   ;Load value that is currently in $85 in RAM
    cmp #$80 ;compare that value to 80(hex)
    bcs $B617 ;If value (from $85) is higher or equal then jump to $B617(I labeled it "Continue")

    ASL   ;Move bits to the left
    TAY   ;Transfer A to Y

    lda $9C11 ;Load Lower pointer byte
    sta $02     ;Save it in Zero page section of RAM
    lda $9C12 ;Load Higher Byte of pointer
    sta $03    ;Save it in Zero page section of RAM

    jmp ($02) ;Jump indirectly using pointer that we pulled off

    Continue:

So, here you have it. it looks like $85 have the number of action. This script reads it, and do some things to jump into the right code.
if action opcode is higher than #$80 then it skips taking any action.

Hmm...Ok, after I release the next patch, I'll see what I can do about adding the battle arena event.





The event square is done:

(http://img853.imageshack.us/img853/6527/finalfantasyviichinese5.png)

(http://img145.imageshack.us/img145/3860/finalfantasyviines07072.png)
Title: Re: Final Fantasy VII NES Project
Post by: betakiller on August 29, 2012, 02:07:57 pm
Maybe you will change Water spells to Ice spells? I think Blizzard spells are more common to the Final Fantasy series than Water spells. And change Leviathan to Shiva. All you need is to change names and animations of spells. How about that?
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on August 29, 2012, 03:13:31 pm
http://finalfantasy.wikia.com/wiki/Water_(Element)
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on August 29, 2012, 03:53:13 pm
Uhm, the wiki page is empty.  (Although, that may make the point.)
Title: Re: Final Fantasy VII NES Project
Post by: mz on August 29, 2012, 04:07:38 pm
http://finalfantasy.wikia.com/wiki/Water_(Element) (http://finalfantasy.wikia.com/wiki/Water_(Element))
Title: Re: Final Fantasy VII NES Project
Post by: Vanya on August 29, 2012, 04:55:08 pm
I have to agree about changing the water spells to blizzard. Not because they don't fit Final Fantasy, but rather because they weren't in FF7.
Title: Re: Final Fantasy VII NES Project
Post by: Mauron on August 29, 2012, 05:01:31 pm
There was a small amount of water in Final Fantasy VII, but not as much as ice. Ice/2/3/Shiva was more common than one attack item/one enemy skill/Leviathan.

If water AND ice were possible, I'd support that, but a choice between the two would have to go to Ice in my book.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 29, 2012, 05:21:10 pm
The ONLY water elemental spells in ff7 was aqualung and leviathan. Thats it.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 30, 2012, 08:16:02 am
I think it should also be mentioned that in Final Fantasy VII, there's even less Holy magic than there is Water magic. The only Holy magic there is is Alexander. Enemies don't even use Holy elemental magic or attacks.

Also in Final Fantasy VII, Dark magic simply does not exist.

So what I could do is keep Water magic and add Ice magic by swapping out Dark magic for Ice magic.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 30, 2012, 01:57:49 pm
Speaking of water, could you remove the enemy encounters on the water? Having enemies on the water wasn't in the first game. Except for emerald weapon. Well, that weapon was in the water but w/e. You would have to learn what tells the game where to place the encounters. And frankly, I think its just about everywhere in the game.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 30, 2012, 04:51:48 pm
Quote
Insert Quote
Speaking of water, could you remove the enemy encounters on the water?

Unfortunately, I can't at this time. The way the game's enemy encounters on the world map is programmed, it would be impossible to remove enemy encounters on the ocean areas. It is a bit annoying, I know.

Rather than having every screen of the world map have it's own enemy difficulty, the programmers cut the world map in half and overlapped it. So, for example, the enemy difficulty settings for the Gold Saucer area is also the same for the Gaia's cliff area. There is space that seems to be unused that would be just enough to cover the entire world map. The game just doesn't use it all and I can't figure out how to change it.

 So for now it just can't be done. Maybe later on it will be possible, but not right now.
Title: Re: Final Fantasy VII NES Project
Post by: Bregalad on August 30, 2012, 05:44:16 pm
At least in FF1 the encounters aren't removed "if you're in water" they are removed if you are using a ship or airship. No need to reserve memory for the whole world map to prevent encounters to happen in water.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 31, 2012, 09:36:06 am
The Haunted inn is finished:

(http://img193.imageshack.us/img193/1247/finalfantasyviichinese0.png)

(http://img855.imageshack.us/img855/3860/finalfantasyviines07072.png)

and a new patch has been posted on the front page. Enjoy :)
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on August 31, 2012, 01:09:49 pm
(http://img855.imageshack.us/img855/3860/finalfantasyviines07072.png)
When I go behind the ghosts, it looks weird. Can you make the background red, it should fix the problem.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on August 31, 2012, 05:52:15 pm
Quote
When I go behind the ghosts, it looks weird. Can you make the background red, it should fix the problem.

Fixed, and I changed the Patch file on the front page.

I couldn't make the background red, so I moved the ghosts down a tile.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on August 31, 2012, 06:49:40 pm
Doesn't look like a lot of people made an LP of this game. I only found one person who actually completed the game. He was a bit impatient with the hack but he at least made it to a point where kalm was the last town hacked. Also, he showed the world map. Too bad this game is terribly programmed. Couldn't they just make x and y ranges on the maps where there was no enemies? Like in water? Actually, come to think of it, that would be a pain in the ass to cover all that water with no battles. This game looks overly rushed.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 02, 2012, 10:22:27 am
Good News! The battle arena is up and running!

(http://img19.imageshack.us/img19/839/finalfantasyviines08312.png)  (http://img802.imageshack.us/img802/839/finalfantasyviines08312.png)

(http://img145.imageshack.us/img145/839/finalfantasyviines08312.png)

You will be challenged by a series of 10 battles. The fights will consist of boss battles fought throughout the game, and some of the fights will force you to change your party members.


And I updated the patch with the new battle arena. Have fun! :)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 02, 2012, 01:45:42 pm
Good News! The battle arena is up and running!

(http://img19.imageshack.us/img19/839/finalfantasyviines08312.png)  (http://img802.imageshack.us/img802/839/finalfantasyviines08312.png)

(http://img145.imageshack.us/img145/839/finalfantasyviines08312.png)

You will be challenged by a series of 10 battles. The fights will consist of boss battles fought throughout the game, and some of the fights will force you to change your party members.


And I updated the patch with the new battle arena. Have fun! :)

So you will be fighting 10 bosses? How many bosses are in the game? on the other note, great job! Something different other then some graphics/gameplay improvement! I can't wait until this hack is done! You still got a lot to go before this hack is done! Just to let you know, most of the maps after this are interesting because they resemble the first game a little bit. Like in cosmo canyen, they used a desert like the old one. But still the maps were not that great. Then like the forgotten city looks pretty cool but its still pretty bad. Then the gaia cliff looks like some crater since thats the end of the game apparently. I think you're almost done with the maps. Just know that you're more then half way done with the maps.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 02, 2012, 05:28:51 pm
Quote
great job! Something different other then some graphics/gameplay improvement! I can't wait until this hack is done!

Thank you  :)

Quote
How many bosses are in the game?

I believe there are a total of 41 boss fights in the game.


Quote
Just know that you're more then half way done with the maps.

Right now I think I have around 57 maps left to go.
Title: Re: Final Fantasy VII NES Project
Post by: Eisenwill on September 02, 2012, 05:50:13 pm
Let me be one of the first to say that I think this may well go down as one of the best hacks of all time, especially if the recent discussion on adding events bears fruit. But even if it proves impossible to add the events of the third disc to the game, simply making the locations look right and rebalancing the stats will take this bootleg from an interesting novelty to a game that will be worthy of the name and story of that which it so shamelessly ripped off.

Keep at it, I'm excited to see the finished product  :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on September 03, 2012, 04:18:14 pm
Just a small update:
Planned out PPU usage and cut off any tiles that are unnecessary.There should not be any conflicts.
BTW:Whole bank no.8 have this garbage:
(http://img502.imageshack.us/img502/1069/garbage.png)
Is this used at any point in game? Having a whole bank of empty\unused space would be awesome :laugh:
Title: Re: Final Fantasy VII NES Project
Post by: LostTemplar on September 03, 2012, 04:27:02 pm
Looks like Chinese characters to me. For an English version you could probably cut most if not all of them.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on September 04, 2012, 08:10:11 am
A whole bank could contain several minigames but they also need discardable or unused space in RAM.
C like macros in an assembler could do it because writing some reference code in C is easy, but I used to prefer Z80 for assembly.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 04, 2012, 08:29:44 am
Quote
Let me be one of the first to say that I think this may well go down as one of the best hacks of all time, especially if the recent discussion on adding events bears fruit. But even if it proves impossible to add the events of the third disc to the game, simply making the locations look right and rebalancing the stats will take this bootleg from an interesting novelty to a game that will be worthy of the name and story of that which it so shamelessly ripped off.

Keep at it, I'm excited to see the finished product  :thumbsup:

Thanks  :)


Quote
BTW:Whole bank no.8 have this garbage:

Is this used at any point in game? Having a whole bank of empty\unused space would be awesome :laugh:

None of that's used for anything. That's the leftover characters from the untranslated version.




September 04, 2012, 08:42:09 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I just remembered, a small portion of that is used.

(http://img593.imageshack.us/img593/3042/97164949.png)

The magic symbols are used in the menus, and some of the symbols used for the armor types, and the others are the Fight, Magic, Item, and Run commands used in the battle menu.

But they could probably just be moved somewhere else.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on September 04, 2012, 02:59:03 pm
Hiii Lugia did you test the game if it looks right and the font readable on a CRT TV?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 04, 2012, 08:10:43 pm
Quote
Hiii Lugia did you test the game if it looks right and the font readable on a CRT TV?

I didn't test it. At the time, I didn't have a CRT TV to test it on.

I did just recently get one, but also I sold my Nintendo WII. I did have a cable to connect my psp to a tv using av cables, but I can't find it anywhere.

So, now I have no way of testing it anymore. But I don't think people would have trouble reading the font on that kind of TV.


Coral Prison is finished:

(http://img825.imageshack.us/img825/4742/coralprisonbefore.png)

(http://img685.imageshack.us/img685/940/coralprison.png)
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on September 05, 2012, 02:34:12 am
Looks really good once again! I don't remember that kind of tall building being in the original game but it wasn't enterable right?
Also, shouldn't you get to the town from north instead of west/east like currently you do?
Title: Re: Final Fantasy VII NES Project
Post by: verifiaman on September 05, 2012, 02:16:32 pm
first off thanks again for letting me use the tilesets. second how many areas out of a specific total are left? third, are there ANY woodsy areas in the original? fourth: do you have a template or something you use to make these?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 05, 2012, 04:44:19 pm
Quote
I don't remember that kind of tall building being in the original game but it wasn't enterable right?

It wasn't enterable, but it was there.
(http://www.glitterberri.com/content/ff_series/ffvii/prerenders/JAIL2a.png)

Quote
Also, shouldn't you get to the town from north instead of west/east like currently you do?

I forgot you get to Dyne's place by entering the desert from the north. It's been a while since I played this game.
I can move the teleport tiles.


Quote
first off thanks again for letting me use the tilesets.

No problem.


Quote
second how many areas out of a specific total are left?

I believe there are a total of 168 maps.
So right now 112/168 maps are completed


Quote
hird, are there ANY woodsy areas in the original?

Off the top of my head, I can only think of the Ancient Forest and the Sleeping Forest.

(http://www.glitterberri.com/content/ff_series/ffvii/prerenders/ANFRST_1a.png)

(http://www.glitterberri.com/content/ff_series/ffvii/prerenders/SLFRST_2a.png)


Quote
fourth: do you have a template or something you use to make these?

Yep, I downloaded all of the pre-renders of the game.

They can be found here:http://www.glitterberri.com/final-fantasy-vii/map-analysis/map-analysis-part-1/ (http://www.glitterberri.com/final-fantasy-vii/map-analysis/map-analysis-part-1/)
Title: Re: Final Fantasy VII NES Project
Post by: Bregalad on September 05, 2012, 05:39:26 pm
@Lugia2009 : Honestly, I must say you impress me very much ! You turned this total piece of crap into something that is somewhat decent, when anyone else would have thought this impossible ! You are really amazing, your graphics are really great !

It's a shame that the sound is still bad, but I guess that isn't the highest priority at the moment. Since this game's sound engine seems to only allow 50% squarewaves without enveloppes and with an annoying vibrato on them (hem... hem.... Zelda II hem hem...) a completely different sound engine should probably be used. The best would be to use Namco's or Konami's mapper with sound chips, but it's probably not possible.
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on September 06, 2012, 11:02:05 am
It's a shame that the sound is still bad, but I guess that isn't the highest priority at the moment. Since this game's sound engine seems to only allow 50% squarewaves without enveloppes and with an annoying vibrato on them (hem... hem.... Zelda II hem hem...) a completely different sound engine should probably be used.
Right...I was successful in replacing game sound engine in some games (Fantastic Adventures Of Dizzy (http://en.wikipedia.org/wiki/Fantastic_Dizzy), Super Robin Hood (http://en.wikipedia.org/wiki/Super_Robin_Hood) and Go! Dizzy Go! (http://en.wikipedia.org/wiki/The_Excellent_Dizzy_Collection#Go.21_Dizzy_Go.21) for example). I used the Famitracker (http://famitracker.com/) Engine. Yes, the mentioned games are Codemaster games only, but I think I might be able to do that. But if someone can do it, I won't complain :)
Using Famitracker engine have it's major adventage: It's easier to compose music with it.
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The best would be to use Namco's or Konami's mapper with sound chips, but it's probably not possible.
Would be nice, but not really possible. VRC6 (http://wiki.nesdev.com/w/index.php/VRC6) and MMC5  (http://wiki.nesdev.com/w/index.php/MMC5)uses CHR ROM only(FF7 uses CHR RAM).
VRC7 (http://wiki.nesdev.com/w/index.php/VRC7),Namco 106 (http://wiki.nesdev.com/w/index.php/Namco_106) and Sunsoft FME-7 (http://wiki.nesdev.com/w/index.php/Sunsoft_FME-7) can't swap $E000-$FFFF(FF7 swap whole 32kb of PRG ROM).
FDS (http://wiki.nesdev.com/w/index.php/FDS) have 8kb of BIOS in $E000-$FFFF.
Not to mention that none of above mappers can have enough amount of PRG ROM.Some space is unused, there is a lot of it in fact, but it would require a lot of hacking to wipe it out and make smaller ROM.
So our best option is just a new engine that supports a lot more effects and skilled musican.
Title: Re: Final Fantasy VII NES Project
Post by: Bregalad on September 06, 2012, 12:08:35 pm
You are right, and also VRC6 can't swap PRG ROMs at $e000-$ffff either.
I have no knownledge how the mapper FF7-pirate uses works, but if it swaps entiere 32k banks, it would be very possible to hack the game to use CHR ROM instead of CHR-RAM, and make it use MMC5.
It's also possible and rather simple to store something else than tiles in CHR-ROM and read them back.

Also the MMC5 is the official mapper which supports the largest banks officially : 1MB PRG-ROM and 1MB CHR-ROM.

Of course all of this would be a lot of hacks, but in the end the 2 extra sound channels and the possible graphics enhancements could be amazing.

As a bonus, if the game doesn't exceed 512k PRG and 512k CHR it could run on the PowerPak, which would be great.

The only reason which retains myself from really contributing is the fact Square Enix could send a ceasing order letter anytime, making all the work trashed. I'm just afraid to take the risk.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 06, 2012, 12:10:34 pm
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@Lugia2009 : Honestly, I must say you impress me very much ! You turned this total piece of crap into something that is somewhat decent, when anyone else would have thought this impossible ! You are really amazing, your graphics are really great !

Thanks  :)


Quote
It's a shame that the sound is still bad, but I guess that isn't the highest priority at the moment. Since this game's sound engine seems to only allow 50% squarewaves without enveloppes and with an annoying vibrato on them (hem... hem.... Zelda II hem hem...) a completely different sound engine should probably be used. The best would be to use Namco's or Konami's mapper with sound chips, but it's probably not possible.

It is a shame that the company didn't develop a better engine for their games.
My main priority was jamming in as much music in this game as possible, which wasn't easy for a game that was only meant to have 7 songs in it. And the soundtrack for FF7 was pretty large. But in the end I was able to fit in over 30 songs.

And with the sound engine I was given, my objective was to make music that was shortened and still recognizable, but not remarkable.

So, it is what it is, and I'm pretty satisfied with the end result.


Quote
So our best option is just a new engine that supports a lot more effects and skilled musican.

That would be great, if I have a better sound engine to work with and more space for the songs, then I'm sure I can compose something that better resembles the original version of the game.

September 06, 2012, 02:25:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
One of Corel Prison's buildings is done:

(http://img26.imageshack.us/img26/5462/finalfantasyviichinese7.png)

(http://img819.imageshack.us/img819/839/finalfantasyviines08312.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 06, 2012, 06:43:51 pm
Could you guys figure out how to add more enemies to replace those totally out place enemies? Those enemies really threw me off.
Title: Re: Final Fantasy VII NES Project
Post by: Eisenwill on September 06, 2012, 08:32:46 pm
Could you guys figure out how to add more enemies to replace those totally out place enemies? Those enemies really threw me off.
From what I understand, changing the enemies (to ones more fitting) is next on the list after the maps are finished. Give it time.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 07, 2012, 10:15:12 pm
Once I get to around 50 maps left, I'm gonna start working on replacing the enemy sprites in between doing the maps.


Mr. Coates' Trailer is done:

(http://img42.imageshack.us/img42/8521/finalfantasyviichinese2.png)

(http://img706.imageshack.us/img706/839/finalfantasyviines08312.png)
Title: Re: Final Fantasy VII NES Project
Post by: Celice on September 08, 2012, 12:18:45 am

One of Corel Prison's buildings is done:

(http://img26.imageshack.us/img26/5462/finalfantasyviichinese7.png)

(http://img819.imageshack.us/img819/839/finalfantasyviines08312.png)
This is just my opinion, but the bottom screen isn't a good way to portray a ruined room... it looks more like you've scribbled over some tiles, or that a bank got slightly corrupted. I half-thought the palette was inverted :o If I didn't have an idea of the original PlayStation's room, I couldn't even make out that there were couches in that room :(

There's gotta be a better way to portray the ruined-look... maybe add in a couple broken beams/wall pieces, with debris around them and some scattered about the place?
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 08, 2012, 09:13:05 pm
Once I get to around 50 maps left, I'm gonna start working on replacing the enemy sprites in between doing the maps.

Thanks Lugia! Like thanks for making that plan!
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 09, 2012, 08:44:28 pm
@Milksy91

I did change the location of the teleport tiles for Coral Prison, but I found out that the event with Barret and Dyne triggers even though the scene in the destroyed house hasn't happened. And I can't figure out how to change that, so the teleport tiles had to be put back.


Quote
This is just my opinion, but the bottom screen isn't a good way to portray a ruined room... it looks more like you've scribbled over some tiles, or that a bank got slightly corrupted. I half-thought the palette was inverted :o If I didn't have an idea of the original PlayStation's room, I couldn't even make out that there were couches in that room :(

There's gotta be a better way to portray the ruined-look... maybe add in a couple broken beams/wall pieces, with debris around them and some scattered about the place?

I think I can change the graphics pointer to point somewhere where I can have some more graphic tiles to work with.



The last section of Coral Prison is finished:

(http://img29.imageshack.us/img29/9056/coraldesertbefore.png)   (http://img803.imageshack.us/img803/5875/coraldesert.png)

I found out what tells a map how many screens it will consist of and how they are laid out.

The 8 bytes that I thought was the map identifier, It turns out that the first 2 bytes determines the screens of the map. The first byte is for horizontal, and the second one is for vertical. I still don't know what the other 6 bytes are for though. They may still be the map identifier.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 09, 2012, 09:10:15 pm
Whats up with the bricks on the upper right corner? I don't remember that..
Title: Re: Final Fantasy VII NES Project
Post by: dACE on September 10, 2012, 03:16:54 am
Whats up with the bricks on the upper right corner? I don't remember that..

Please follow the link Lugia presented before and see for yourself:
http://www.glitterberri.com/final-fantasy-vii/map-analysis/map-analysis-part-2/

/dACE
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 10, 2012, 04:18:03 pm
I see it now. I guess I didn't catch that in the original.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 10, 2012, 08:32:17 pm
@Celice

I couldn't change the graphics pointer, so I changed around what was there. How's this?

(http://img525.imageshack.us/img525/839/finalfantasyviines08312.png)
Title: Re: Final Fantasy VII NES Project
Post by: Celice on September 11, 2012, 03:32:06 pm
That's a bit better :) It still feels like the palettes are kinda inverted on the rug and couch--maybe the couch should lose the checkered design? The contrast might be what's bugging me out. The rug just looks like a mess of tiles to me too.

The shading on the tables also seems a bit weird... I think again it's the contrast of colors that makes it seem kinda "out of place." That's all just my opinion, though! I love the work that's being put into this project nonetheless :)
Title: Re: Final Fantasy VII NES Project
Post by: Bregalad on September 11, 2012, 03:56:09 pm
I agree with Celice - it would need quite a fix on the contrast. Here it looks like garbage like you get when there is a bad connection between the cartridge and the NES console, which happened to me frequently.
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on September 11, 2012, 04:40:27 pm
Honestly, I didn't think that was a rug at first.  Wasn't especially sure what it was, and would be very wary walking over it.  Looked more like damaged wood or fire or anything other than a rug.

Since you're using two tiles for the rug, why not have one 'good' rug one and one with a tear in it?Even though a ruined rug doesn't really look like that, it's more important that you express the idea of a rug and damage
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 11, 2012, 06:32:16 pm
I do agree about the rug, but unfortunately, the programmers weren't very generous when it came to giving graphics tiles to this map. So when it came to the rug, I only had 2 graphic tiles left to use. So it was either make a rug that looks like this, or remove the rug altogether.

For the table, I can just make it look the same way as in the unburnt version of the room.
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on September 12, 2012, 08:59:48 am
You know, of all the things in there the only that looks really funky is the rug.  It might make more sense when you're playing, since there's the unburnt version and then later the burnt.


Title: Re: Final Fantasy VII NES Project
Post by: Celice on September 12, 2012, 02:00:04 pm
Do you mean that the rug has only two tiles altogether, or two for a burned and two for a non-burned? I can try and sketch something out maybe :)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 12, 2012, 02:30:53 pm
Quote
Do you mean that the rug has only two tiles altogether, or two for a burned and two for a non-burned?

2 altogether
Title: Re: Final Fantasy VII NES Project
Post by: betakiller on September 14, 2012, 08:27:24 am
Lugia, could you let me upload a screenshot of your version of the game on Wikipedia Commons? The screenshot will be available under the Creative Commons CC0 1.0 Universal Public Domain Dedication, like here (http://commons.wikimedia.org/wiki/File:Chrono_Trigger_Crimson_Echoes_art.jpg). I will use it in Wikipedia's article (http://en.wikipedia.org/wiki/Final_Fantasy_VII_(Famicom)) about Famicom version of FF7. BTW, your project is not mentioned in this article, I'll make this happen, since I have a reliable source (http://www.retrocollect.com/News/pirate-final-fantasy-vii-nintendo-nes-port-getting-revamped.html).

Your project will be more well-known.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on September 14, 2012, 09:55:28 am
Your project will be more well-known.

Is that something that is actually preferable right now? Maybe it's best if it doesn't get too much exposure until it's finished and the final version has been left to the wilds of the internet? Just sayin' because of how C&D happy Square-Enix is...
Title: Re: Final Fantasy VII NES Project
Post by: betakiller on September 14, 2012, 09:59:03 am
Quote
Is that something that is actually preferable right now? Maybe it's best if it doesn't get too much exposure until it's finished and the final version has been left to the wilds of the internet? Just sayin' because of how C&D happy Square-Enix is...

Yep, it's better to wait. I didn't say "right now".
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 14, 2012, 01:57:49 pm
Quote
Lugia, could you let me upload a screenshot of your version of the game on Wikipedia Commons? The screenshot will be available under the Creative Commons CC0 1.0 Universal Public Domain Dedication, like here. I will use it in Wikipedia's article about Famicom version of FF7. BTW, your project is not mentioned in this article, I'll make this happen, since I have a reliable source.

Your project will be more well-known.

Yeah, once this project's done you can upload it.
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on September 14, 2012, 07:17:24 pm
Hiiii ;D
Tomorrow is last day of my part job. I gathered some money and can afford(sort of) cointinue my stidues. I also have passed final test with nice score.
So, in other words, I'll have more time in next week.
I have some animations finished. I have trouble with walking and damage animations.I should get it done in next week(but no promises).
While thinking how to fix them, I wrote two other patches you wanted.
One is for preventing a characters from auto heal when level up.
Second is a fix for Phoenix down item. I wrote some code, and now phoenix down revives you with 25% HP.(It can be changed, if you like).
I'll send you both files via private messange.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 14, 2012, 09:24:13 pm
That's excellent news. Thank you so much! :)

And Congratulations on the final :thumbsup:

September 15, 2012, 01:57:19 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
@Dizzy9

I found a problem with both patches I wanted to know if you could fix.


For the LV UP heal patch

The character's HP isn't restored when leveling up, but the character's HP stat doesn't increase when they level up.

So the only thing that needs to be changed is to allow the characters HP stat to increase when they level up while keeping the HP from being restored.


And for the Phoenix Down patch

Phoenix downs restore HP by 25% when used in battle, but restore HP by 100% when used in the menu.

For some reason the items are programmed twice in the game. At around 0x020000 for when they're used in battle, and around 0x070000 for when they're used in the menu.
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on September 16, 2012, 05:49:43 pm
Uh, I'm sorry. :(
I'll reupload fixed patches for you.(Check your rivate messages)
Quote
For some reason the items are programmed twice in the game.
Not only that-they programmed phoenix down in diferent ways.
Programming it twice is logical for a game with 32kb PRG swapping.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 16, 2012, 08:15:45 pm
Quote
Uh, I'm sorry. :(
I'll reupload fixed patches for you.(Check your rivate messages)

Don't worry about it. Thank you again for working on this game :)


Quote
Not only that-they programmed phoenix down in diferent ways.
Programming it twice is logical for a game with 32kb PRG swapping.

Okay, that makes sense.

September 17, 2012, 08:25:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
@Dizzy9

Okay, I made added the changes from both patches. They work perfectly! Great work :thumbsup:

September 18, 2012, 10:05:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Gongaga is finished:

(http://imageshack.us/a/img35/5093/gongagabefore.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 19, 2012, 04:04:24 pm
Wasn't gongaga already edited?

Look at this video: http://www.youtube.com/watch?v=CtnR7tMDPJw

Not all of it just the first 2 minutes. Jump to like 2:20. Also, notice how jacked up the water looks.

Also, notice in this game scarlet and palmer are one. Making it just Palmer.. They just couldn't fit another character in it..
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on September 19, 2012, 04:21:07 pm
No, it looks like it's using the original map but with glitched up graphics.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 19, 2012, 05:03:07 pm
It was edited a while ago, but at the time, I didn't know how to completely alter the maps, I only knew how to edit the graphics in the tile editor. But not the placement of any of the graphics.
So for my comparison picture, I used the completely unedited map rather than my slightly edited map and compared it to the completely redone map.
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on September 19, 2012, 06:04:04 pm
could you make the houses more round looking?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 19, 2012, 06:27:33 pm
Unfortunately, no due to color limitations.
Title: Re: Final Fantasy VII NES Project
Post by: betakiller on September 21, 2012, 05:25:35 am
BTW, I think you should change earlier maps to make them more accurate to original game's ones. For example, the entrance in the mako reactor during the bombing mission. You can do it a bit later, after you make other maps. You coluldn't change them because you wasn't skilled enough, but now you are.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 21, 2012, 10:35:53 am
BTW, I think you should change earlier maps to make them more accurate to original game's ones. For example, the entrance in the mako reactor during the bombing mission. You can do it a bit later, after you make other maps. You coluldn't change them because you wasn't skilled enough, but now you are.

I would have to agree. It didn't look too bad not as bad as the undedited version. But the maps resemble to the first game pretty well. However, I was kinda creeped out by the first reno encounter. You didn't get in some fight with reno in the original.. You had to fight him later.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 21, 2012, 11:15:13 am
Quote
BTW, I think you should change earlier maps to make them more accurate to original game's ones. For example, the entrance in the mako reactor during the bombing mission. You can do it a bit later, after you make other maps. You coluldn't change them because you wasn't skilled enough, but now you are.

I will, the opening area I'm saving for last. But I will go back and redo some graphics. A couple of NPCs need some new sprites. Plus I'm going to go through the events and fix any that need to be enhanced so nothing looks awkward. (Like President Shinra appearing out of nowhere on the bridge in the mako reactor.) And I'll see if I can add in some of the dialogue that's missing from the game.


Quote
I would have to agree. It didn't look too bad not as bad as the undedited version. But the maps resemble to the first game pretty well. However, I was kinda creeped out by the first reno encounter. You didn't get in some fight with reno in the original.. You had to fight him later.

But then again, in this remake, the scene where Aeris and Cloud escape out of the roof of the Church is cut out. So since they just go out the front door that Reno and the Shinra soldiers are blocking, it seems appropriate. But if that part were included in the game, I would cut Reno out of that fight.
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on September 21, 2012, 01:48:38 pm
I do not understand why Scarlet is called Palmer in each of the scenes where either of them appear. Even Palmer has Scarlet's sprite in the scenes where it is him.
Don't know if that was mentioned before in the thread.
Title: Re: Final Fantasy VII NES Project
Post by: betakiller on September 21, 2012, 01:59:02 pm
Also, Lugia, did you know that Square Enix released Final Fantasy Chips? It's a musical album where are official 8-bit remixes of music of Final Fantasy VII-XI. I liked Turk's theme, it's quite original. You could draw your inspiration for music from there.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 21, 2012, 02:30:05 pm
Also, Lugia, did you know that Square Enix released Final Fantasy Chips? It's a musical album where are official 8-bit remixes of music of Final Fantasy VII-XI. I liked Turk's theme, it's quite original. You could draw your inspiration for music from there.

An 8-bit musical album? I'll have to check that out.
Title: Re: Final Fantasy VII NES Project
Post by: Mirby on September 21, 2012, 09:50:53 pm
Also, Lugia, did you know that Square Enix released Final Fantasy Chips? It's a musical album where are official 8-bit remixes of music of Final Fantasy VII-XI. I liked Turk's theme, it's quite original. You could draw your inspiration for music from there.
They're pretty good; I'm a fan of the battle themes from it myself. :3
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 22, 2012, 09:45:24 pm
Quote
Also, Lugia, did you know that Square Enix released Final Fantasy Chips? It's a musical album where are official 8-bit remixes of music of Final Fantasy VII-XI. I liked Turk's theme, it's quite original. You could draw your inspiration for music from there.

That's pretty cool, If I can redo the music for this game, I'll use these as inspiration.


Quote
I do not understand why Scarlet is called Palmer in each of the scenes where either of them appear. Even Palmer has Scarlet's sprite in the scenes where it is him.
Don't know if that was mentioned before in the thread.

It was, I'm not sure why they did this either.



Gongaga Inn is finished:

(http://imageshack.us/a/img255/5895/finalfantasyviichinese8.png)

(http://imageshack.us/a/img253/839/finalfantasyviines08312.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 23, 2012, 08:29:29 pm
That's pretty cool, If I can redo the music for this game, I'll use these as inspiration.


It was, I'm not sure why they did this either.



Gongaga Inn is finished:

(http://imageshack.us/a/img255/5895/finalfantasyviichinese8.png)

(http://imageshack.us/a/img253/839/finalfantasyviines08312.png)

Nice floor patterns! Could you work on the enemies now?
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on September 24, 2012, 11:02:39 am
Impatient, impatient, impatient ;*)
What's the harm of letting 'em work at their own pace?
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 24, 2012, 05:42:00 pm
He said he will work on the enemies when he gets around 50 maps left. Idk how many he has left.
Title: Re: Final Fantasy VII NES Project
Post by: justin3009 on September 24, 2012, 10:27:46 pm
Yeah, don't think spamming is going to help the pace either.  He'll work on them when he does.  In the mean time, just relax and enjoy what's going on right now.
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on September 25, 2012, 01:40:30 pm
Patience is a virtue ;). Personally I'm waiting for him to finish it before I start playing it, I don't want crappy maps and enemies ruining Lugia's awesome work  ;D.
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on September 25, 2012, 04:09:46 pm
He said he will work on the enemies when he gets around 50 maps left. Idk how many he has left.
From Gongaga to the crater, I'd estimate 200-300+. That's still Cosmo Canyon + dungeon, Nibelheim + dungeon, Rocket Town, Temple of Ancients, Weapon collector's house, Dio's trophy room, Bone Town, Sleeping Forest, maps leading to the City of the Ancients, City of the Ancients, the caves and maps leading to the snow town, the snow town, the caves leading to the crater, the crater, Cloud's flashback, and the final battle. This is not assuming he doesn't go back and revise some earlier ones/add new ones in.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 25, 2012, 04:23:24 pm
From Gongaga to the crater, I'd estimate 200-300+. That's still Cosmo Canyon + dungeon, Nibelheim + dungeon, Rocket Town, Temple of Ancients, Weapon collector's house, Dio's trophy room, Bone Town, Sleeping Forest, maps leading to the City of the Ancients, City of the Ancients, the caves and maps leading to the snow town, the snow town, the caves leading to the crater, the crater, Cloud's flashback, and the final battle. This is not assuming he doesn't go back and revise some earlier ones/add new ones in.

Read the older post. He said a while back he had like 57 maps left. And there is no Nibelheim dungeon in the game. They took it out.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on September 25, 2012, 05:26:53 pm
He said he will work on the enemies when he gets around 50 maps left. Idk how many he has left.

The thing is, and what I think what people are chewing you out for, is this:

Nice floor patterns! Could you work on the enemies now?

You're using, what can be interpreted as, commanding language. You didn't say "Oh, so now that you've got around 50 of the maps left done, does this mean you'll work on the enemies now?" which has a softer tone, implying genuine curiosity and promoting author autonomy and discourse (you're giving the author a chance to say "Well, no, not yet" or "Why, yes, yes I am ready for that now!"). In essence, you're demonstrating that you understand that the work is all the author's thing and the author can do whatever he pleases with it.

In your quote above, it comes across more like "Alright, now that you finished that last thing, you're going to work on this other thing, please." Which comes across as a bit ungrateful (which I'm certain is not your intention, since you seem to be genuinely interested in the project) and impatient (which we cannot lie to ourselves: we all are). It replaces the emphasis on the author and more on the speaker/wisher. "You're doing this for us" kinda thing.

Throughout the thread, though, Lugia has shown to be a pretty good person in this regard and being less irritated by probing questions than most others, but it's still generally frowned upon to ask questions regarding a project's scheduled (whether promised or not). No one likes the pressure of having to work harder for other people.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 25, 2012, 09:59:55 pm
Quote
Could you work on the enemies now?

Yep, I'm starting the enemy graphics now. I just finished the Weapon shop in Gongaga:

(http://imageshack.us/a/img38/5895/finalfantasyviichinese8.png)

(http://imageshack.us/a/img801/839/finalfantasyviines08312.png)

Which now leaves 50 maps left to work on.

For the enemies, there's a total of 90. 25 of which are bosses. So since the boss sprites are going to be easier to work on, I'll start with them.
I'm going to do 2 enemy sprites for every map I do.




Right now, here's my current To-Do list for the maps:

(Done!)1. Kalm Inn

(Done!)2. Kalm House

(Done!)3. Kalm Weapon Shop

(Done!)4. Kalm Magic Shop

(Done!)5. Kalm Armor Shop

(Done!)6. Kalm Bar

(Done!)7. Chocobo Farm

(Done!)8. Chocobo Farmhouse

(Done!)9. Chocobo Forest

(Done!)10. Chocobo Farmhouse 2

(Done!)11. Mythril Mine

(Done!)12. Junon Town

(Done!)13. Junon House

(Done!)14. Junon House 2

(Done!)15. Junon House 3

(Done!)16. Junon Beach

(Done!)17. Junon Shinra area

(Done!)18. Junon dressing room

(Done!)19. Junon weapon shop

(Done!)20. Junon Inn

(Done!)21. Junon Armor shop

(Done!)22. Junon Magic Shop

(Done!)23. Junon Harbor

(Done!)24. Ship Lower deck

(Done!)25. Ship Upper Deck

(Done!)26. Costa Del Sol

(Done!)27. Costa Del Sol Inn

(Done!)28. Costa Del Sol Weapon Shop

(Done!)29. Costa Del Sol Armor Shop

(Done!)30. Costa Del Sol Magic Shop

(Done!)31. North Coral

(Done!)32. Room from Flashback

(Done!)33. Gold Saucer Rail Area

(Done!)34. Gold Saucer Main Area

(Done!)35. Gold Saucer Battle arena/Dio's museum

(Done!)36. Gold Saucer Theater area

(Done!)37. Gold Saucer Inn

(Done!)38. Gold Saucer where you meet Cait Sith

(Done!)39. Gold Saucer where you meet Dio

(Done!)40. Coral Prison

(Done!)41. Coral Prison House

(Done!)42. Coral Prison House from flashback

(Done!)43. Coral Prison where you fight Dyne

(Done!)44. Gongaga

(Done!)45. Gongaga Zack's house

(Done!)46. Gongaga Inn

(Done!)47. Gongaga Weapon shop

(Done!)48. Gongaga Armor Shop

(Done!)49. Gongaga Magic shop

(Done!)50. Cosmo Canyon

(Done!)51. Cosmo Canyon House

(Done!)52. Cosmo Canyon House 2

(Done!)53. Cosmo Canyon Inn

(Done!)54. Cosmo Canyon Red XIII's house

(Done!)55. Cosmo Canyon Cave

(Done!)56. Cosmo canyon Cave 2

(Done!)57. back of Cosmo Canyon (Release Next Patch When this map is done)

58. Nibelheim House (Do Sprites for Nibelheim [Town])

59. Nibelheim House 2

(Done!)60. Nibelheim Mansion

61. Nibelheim Armor shop

62. Nibelheim Magic Shop

63. Nibelheim Weapon shop

64. Nibelheim Inn

65. Rocket Town

66. Rocket town Cid's house

67. Rocket town Rocket

68. Rocket town Inn

69. Rocket town Weapon shop

70. Rocket town Armor shop

71. Rocket town Magic shop

72. There's a screen that looks like the world map for the dialogue part where you take the tiny bronco.

73. House on world map

74. Temple of Ancients

75. In Temple of Ancients

76. In Temple of Ancients 2

77. Bone Village

78. Bone Village House

79. Sleeping Forest

80. City of Ancients

81. City of Ancients house

82. Area where Aeris is killed

83. Icicle Inn

84. Icicle Inn House (Snowboard)

85. Icicle Inn House 2 (Map)

86. Icicle Inn Weapon Shop

87. Icicle Inn Armor Shop

88. Icicle Inn Magic Shop

89. Icicle Inn (Inn)

90. Snow Fields

91. House on North Continent

(Done!)92. Nibelheim (On Fire)

93. Gaea's Cliff

94. Area before life stream (Materia Tree)

95. Life Stream

(Done!)96. Black Screen (Check Character Sprites)

(Done!)97. White Screen (Fix Tifa's Sprite)

(DONE!!!)98. WORLD MAP

99. there are 2 extra screens, use one to make Wutai and the other to make mideel, and also redo the opening map.

(Done!) 100. Mt. Coral

(These map changes include the changes to character sprites, events, and dialogue)

63/100 Completed!



And here's my To-Do list for the Enemy Sprites:

(Done!)1.AirBustr (Boss)

(Done!)2.Reno (Boss)

(Done!)3.Flunky (Boss)

(Done!)4.Scotch (Boss)

(Done!)5.Kotch (Boss)

(Done!)6.Apps (Boss)

(Done!)7.Specimen (Boss)

(Done!)8.Behemoth (Heli Gunner)(Boss)

(Done!)9.Rufus (Boss)

(Done!)10.DarkNatn (Boss)

(Done!)11.MotorBal (Boss)

(Done!)12.BotmSwel (Boss)

(Done!)13.Jenova (Boss)

(Done!)14.Dyne (Boss)

(Done!)15.Rude (Boss)

(Done!)16.GiNattak (Boss)

(Done!)17.Gi (Boss)

(Done!)18.Palmer (Boss)

(Done!)19.RedDragn (Boss)

(Done!)20.Scylla (Boss) (Demon Wall)

(Done!)21.Shadow (Boss)

(Done!)22.Sephirot (Boss)

(Done!)23.Sephirot (Boss) (Bizarro Sephiroth)

(Done!)24.1WngAngl (Boss)

(Done!)25.Zolom (Optional Boss)

26.Hornet

27.Goblin

28.BigRat

29.Stingray

30.Pygman

31.RedWisp

32.Killrbee

33.Helcan

34.Needler

35.DarkFace

36.Flyer

37.Sahuagin

38.Basilisk

39.Big Toad

40.RedWorm

41.Mage

42.Scyther

43.Bear

44.Eyefang

45.Spider

46.Naga

47.Puti

48.Mummy

49.Zombie

50.Ninja

51.Kraken

52.Bird

53.Gargoyle

54.Bluk

55.Liger

56.Thor

57.Griffin

58.Ptaragon

59.Peryton

60.SeaLion

61.Manticor

62.TwinHead

63.Eagle

64.Ogre

65.Azrael

66.Caprcorn

67.Hermit

68.Serpent

69.Coral

70.Angler

71.Adaman

72.Seahorse

73.Nitemare

74.Crocotta

75.Lizalfos

76.Cerberus

77.Minotaur

78.Chimera

79.Cyclops

80.Devil

81.Paralyma

82.Catoblep

83.Clawgrip

84.Cronos

85.Mutant

86.Stroper

87.Witch

88.Sleipnir

89.Ophiuchs

90.Mandrake

The names for many of the enemies will need to be changed too.

********************  25/25 Bosses Completed ***************************

********************  0/65 Enemies Completed***************************

********************  25/90 Total Completed  ***************************
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on September 26, 2012, 11:22:30 am
Keep up the great work and thanks for being so communicative and releasing update patches so often. :D

I am moving steadily closer to completing another Final Fantasy 7 themed mashup album. :D
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 26, 2012, 03:20:15 pm
New areas too? Awesome. This project might take over 2 years to complete.. But the more the merrier. And I believe Apps was already done as well.
Title: Re: Final Fantasy VII NES Project
Post by: Dr. Mario on September 27, 2012, 08:01:56 pm
Don't forget to add on your list that you actually do have Bizarro Sephiroth and his final form done if you still want to use those ones that I made for you a while back.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 27, 2012, 09:52:51 pm
Quote
Keep up the great work and thanks for being so communicative and releasing update patches so often. :D

No Problem :)

Quote
Don't forget to add on your list that you actually do have Bizarro Sephiroth and his final form done if you still want to use those ones that I made for you a while back.

Oops :-[

I'll make the changes to that post. I also forgot to include Dyne.


The Gongaga Armor Shop is done:

(http://imageshack.us/a/img94/5895/finalfantasyviichinese8.png)

(http://imageshack.us/a/img155/839/finalfantasyviines08312.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 28, 2012, 07:43:47 pm
Nice. Kinda weird to have 3 shield symbols in the background with a dwarf in every shop.. Was this game rushed? Its kinda sad how its made by chinese people and it still sucks.. Chinese people are smart but also they act weird sometimes lol. Like in FFL2, there was lava in the water, in FF3, the cockatrices didn't look like birds at all(and they kept that in the DS remake), they thought that splitting enemies was challenging, it was more annoying then challenging, then they have Ruby weapon in FFVII not immune to paralyze, then they always tend to struggle with the Blind status. Even more weird, in FFL2, the blind status worked.. A gameboy game works but not a psx game.. I do like it how in this game(the original pirate), that they used the warship as the Shinra HQ, they should have made guard scorpion warmech from FF1, or every Robot in the game.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on September 28, 2012, 07:48:59 pm
LOL, um, dude? China and Japan. Two different countries.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 29, 2012, 01:07:04 pm
Still, chinese people are smart. As well as japanese people. But then chinese "pirates", that I don't know. Are pirates typically stupid people? Note: I don't really know what "typically" means since I have very low vocab.
Title: Re: Final Fantasy VII NES Project
Post by: BRPXQZME on September 29, 2012, 01:14:54 pm
Don’t attribute to nationality what can be attributed to game development being a lot of work. Anyone can half-ass a game.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on September 29, 2012, 11:56:48 pm
LOL, um, dude? China and Japan. Two different countries.

Specially with the situation the way it is in China...

Still, chinese people are smart. As well as japanese people. But then chinese "pirates", that I don't know. Are pirates typically stupid people? Note: I don't really know what "typically" means since I have very low vocab.

They managed to make a homebrew game and put it on a Famicom cart. I don't see how they're stupid... Lack of design taste does not imply lack of intelligence either.
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on September 30, 2012, 02:36:37 am
Actually, it was one of a number of RPGs (mostly demakes of games on newer consoles) put out by the same company that may or may not be largely based on the same engine.
Definitely the same company that made Chrono Trigger with Pokemon, and probably also the Final Fantasy V port(?) that uses Zelda GBC tiles and Dragon Quest GBC sprites. Given the slow gameplay and balance issues as well as reliance of plagiarized art, I'd say it does constitute a rushed and lazy effort.
This bootleg was pretty bad, but once the team on this forum finishes hacking the game, it looks like it's going to be pretty good.

As to why Square-Enix lets it go, I guess it's because supposedly the Chinese government isn't as willing to prosecute copyright offenders, as well as the fact it's for a console that isn't officially supported anymore, and game consoles are contraband in China anyways.
Though I've heard those plug-and-play TV game consoles are still legal. Might explain why Nintendo released the iQue N64 that only used a single memory card per console. (well, aside from that I really recall Nintendo make a rather racial-profiling explanation they didn't want to give them newer hardware for fear it'd be pirated ASAP :P )
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on September 30, 2012, 08:52:50 am
Specially with the situation the way it is in China...

They managed to make a homebrew game and put it on a Famicom cart. I don't see how they're stupid... Lack of design taste does not imply lack of intelligence either.

You mean like lack of effort? I can understand somebody being really smart but just doesn't feel like putting  a lot of effort into it.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on September 30, 2012, 10:51:05 am
You mean like lack of effort? I can understand somebody being really smart but just doesn't feel like putting  a lot of effort into it.

No, that's not what I meant either, although that's true too. I meant a smart person may just not have an eye for what looks good- they could write a complex algorithm, simplify it, and make it fast and inexpensive but still be wearing hideous clothing because they don't really care about style.
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on September 30, 2012, 11:13:24 am
They made it to appeal to fans of the game who would help them turn a profit. Nothing more, nothing less.
You do not need to make a quality game to do that. Heck, Activision has been doing that for years with Call of Duty.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on September 30, 2012, 05:43:43 pm
Actually, although I am loathe to admit it, Call of Duty actually has innovated quite a bit in it's storylines (particularly with the "Nazi Zombies" stuff that deserves it's own game) and hasn't just been shovelware like some titles have been.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on September 30, 2012, 10:51:54 pm
I thought Black Ops has probably been one of the best first person shooters out there. That game had movie quality acting and storyline, unlike previous call of duty games where your character never even utters a word, you just follow objectives until reaching the end of the game.

And as far as the Chinese go, I don't think you can really label an entire group of people as smart, or anything for that matter. It just depends on the individual. There's smart people all over the world.


The rest of Gongaga is done:

(http://imageshack.us/a/img690/5895/finalfantasyviichinese8.png)

(http://imageshack.us/a/img716/839/finalfantasyviines08312.png)


(http://imageshack.us/a/img854/5895/finalfantasyviichinese8.png)

(http://imageshack.us/a/img809/839/finalfantasyviines08312.png)
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on October 01, 2012, 08:22:00 am
Man, there's a lot of red/orange in that last screenshot... A bit hard to see the NPC above Cloud.

But it's looking awesome! :D
Title: Re: Final Fantasy VII NES Project
Post by: alastair on October 01, 2012, 07:02:20 pm
Looking forward to this! I haven't played the PS1 version so I'm eager to try this when its done.

(http://imageshack.us/a/img809/839/finalfantasyviines08312.png)

Like Garoth said, the readability (or clarity) of the characters is quite difficult to discern because every tile has huge contrast in itself — characters and collision objects need the most contrast/focus, whereas things you walk on don't need as much. I'd suggest lowering the contrast of at least the floor tiles, which in some cases could mean just taking out the black and replacing it with a softer colour.

I made a quick mockup to show you how the clarity improves when just getting rid of the black in the floor tile. It's now not so tough to tell apart the walls and characters from the floor!
(http://i.imgur.com/0XB7v.png)
Title: Re: Final Fantasy VII NES Project
Post by: dACE on October 02, 2012, 02:49:22 am
Looking forward to this! I haven't played the PS1 version so I'm eager to try this when its done.

Like Garoth said, the readability (or clarity) of the characters is quite difficult to discern because every tile has huge contrast in itself — characters and collision objects need the most contrast/focus, whereas things you walk on don't need as much. I'd suggest lowering the contrast of at least the floor tiles, which in some cases could mean just taking out the black and replacing it with a softer colour.

I made a quick mockup to show you how the clarity improves when just getting rid of the black in the floor tile. It's now not so tough to tell apart the walls and characters from the floor!

I'll have to agree with alastair - but I wouldn't have if he hadn't proven it with a mock-up...

/dACE
Title: Re: Final Fantasy VII NES Project
Post by: Hiei- on October 02, 2012, 08:21:14 am
Yeah, getting ride of the black in the floor tile definitively give a better result  :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 03, 2012, 08:44:52 am
Okay, I like it. i'll make the changes.
Title: Re: Final Fantasy VII NES Project
Post by: Terr on October 03, 2012, 09:30:54 am
Quote
(http://imageshack.us/a/img854/5895/finalfantasyviichinese8.png)   (http://imageshack.us/a/img809/839/finalfantasyviines08312.png)

Man, there's a lot of red/orange in that last screenshot... A bit hard to see the NPC above Cloud.

But it's looking awesome! :D

I made a quick mockup to show you how the clarity improves when just getting rid of the black in the floor tile. It's now not so tough to tell apart the walls and characters from the floor!
(http://i.imgur.com/0XB7v.png)

Yep, it looks much better than before mockup, but can You change color of the floor for less bright (too much 'orange' and rug is indistinct)? Maybe could You use beige color from original screenshot or try other combinations?

As for enemy graphics are You going change it completely (8-bit pixel monster art demake of FFVII) or do some minor changes?

Really good job Lugia2009!
Title: Re: Final Fantasy VII NES Project
Post by: kasparas014 on October 03, 2012, 02:50:19 pm
wow i didn't check here quite some time , you have made a lot of good work , keep it up :)  :crazy:
Title: Re: Final Fantasy VII NES Project
Post by: Vincent7 on October 04, 2012, 09:45:57 am
I found a bug, in this place i cant move up. Here the save http://upwap.ru/2858813 (http://upwap.ru/2858813) i used nestopia emulator. Lugia can you fix it please i don't wanna start new game..
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on October 04, 2012, 01:44:38 pm
I worry that this Project is too growing to large for how close too completion it is, I might cry if we receive a C&D from square enix.
Title: Re: Final Fantasy VII NES Project
Post by: Thanatos-Zero on October 04, 2012, 02:28:18 pm
I worry that this Project is too growing to large for how close too completion it is, I might cry if we receive a C&D from square enix.
Then it is time to go underground. To my forum http://rockman-utopia.forums-free.com/

I will create for the project a hidden subforum, if Lugia2009 wishes so.
After Lugia2009 decision, I will rewrite this post asap.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on October 04, 2012, 02:42:18 pm
No ... go underground only if we start running into that problem. In the meantime, long as Luigi2009 continues his practice of releasing frequent patches, it's the kind of thing that just can't be stopped.

BTW, we've discussed this before.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on October 04, 2012, 03:25:21 pm
Yes, we've already discussed this. It was highly interesting too. :P

But there might be no need to be in a really big panic as long as there's not a lot of word spread out.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on October 04, 2012, 05:41:54 pm
I found a bug, in this place i cant move up. Here the save http://upwap.ru/2858813 (http://upwap.ru/2858813) i used nestopia emulator. Lugia can you fix it please i don't wanna start new game..
If you are stuck, at $00BB in the RAM set it to 45.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 05, 2012, 09:10:26 am
Quote
I found a bug, in this place i cant move up. Here the save http://upwap.ru/2858813 i used nestopia emulator. Lugia can you fix it please i don't wanna start new game..

I tried using the save with nestopia, and it comes up "Invalid File".

So what area is it? And where at?


Quote
But there might be no need to be in a really big panic as long as there's not a lot of word spread out.

I agree, there's really no reason to be concerned.
Title: Re: Final Fantasy VII NES Project
Post by: Vincent7 on October 05, 2012, 09:48:25 am
its in shinra's headquarters. When i go to save aerith. But i forget what floor it is. Here is quick save http://upwap.ru/2860061 (http://upwap.ru/2860061)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 05, 2012, 09:28:36 pm
I'm not sure why it's doing this. I remember the same exact thing happening when I was changing around the doors that required the key cards. But I fixed all of that.

And I tried playing through this area on my version of the game using FCEULTRA and it works fine.

I also noticed that in your key items, you only have the key card for the 61st floor. How did you get to the 66th floor without the rest of the keys?
Title: Re: Final Fantasy VII NES Project
Post by: Vincent7 on October 06, 2012, 03:52:35 am
I just going up the stairs. You said that area works fine at the fceu emulator, but i can't use battery save created by nestopia in the fceu cuz its don't load it, starts new game, nestopia's quick saves don't work at the fceu too. Its possible to convert nestopia saves to fceu?
Title: Re: Final Fantasy VII NES Project
Post by: Redlandsman87 on October 06, 2012, 04:56:27 am
Silly question (as I'm very unfamiliar with this project and unfamiliar with the NES game, I haven't played it) but in comparison to the PSX FFVII, what features/areas/story elements were cut from the NES game?

I'm not asking you all to specifically implement it, but would it ever be possible to (within the limits of an 8-bit game) reproduce all of the cut or missing content? I understand that this game is technically an amazing feat as it downgrades the legendary title, but that A LOT was cut and/or is missing when compared to the original. Thus providing players with an incomplete, although very interesting, FFVII experience.

Title: Re: Final Fantasy VII NES Project
Post by: Vincent7 on October 06, 2012, 08:26:54 am
Lugia, you're right! Its a door bug. Today i loaded battery save in this place, and i can move up! But when i go to the locked door on this 67 floor, i can't move up again. Its cuz i dont have card ain't it? Now i got more bugs, when i go out of shinra's building, 4 soldiers don't attack me and i can't talk them, second, major domino don't give me keycard.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 06, 2012, 11:23:55 am
I couldn't get the same bug you found to happen, no matter how many times I tried, but I'm glad you pointed it out. I found some problems with all of the doors. When you go up to the door and get the message "Locked", you can just press up to go through the door, you don't even need a key. So I need to fix that.

Also, it's possible to get to the 68th floor without any of the previous keys at all since there is no key required for the 67th floor, and the NPC on that floor gives you the key to the 68th floor. So I really need to fix that.

And I'll look into the other things you found.

Once I fix all of that and I finish up the map I'm working on now, I'll release a new patch to fix the Shinra Bldg problems. I'll see if I can get it all done by Wednesday or earlier if possible.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on October 06, 2012, 01:37:53 pm
Um, theres this other bug where this little girl is in the way of where you place the battery before going to Shinra HQ.

Here's a video on it: http://www.youtube.com/watch?v=FHorElFbBCM

Pretty funny too. But still an annoying bug.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 06, 2012, 06:56:56 pm
Quote
second, major domino don't give me keycard.

After speaking with him, he did give me 2 card keys. And I fixed all of the floors in the Shinra Building and made it impossible to enter the 67th floor without triggering the events on the 66th floor.

Quote
Um, theres this other bug where this little girl is in the way of where you place the battery before going to Shinra HQ.

Here's a video on it: http://www.youtube.com/watch?v=FHorElFbBCM

Pretty funny too. But still an annoying bug.

Oops :laugh:

I'll just move her over a tile and make her stationary.
Title: Re: Final Fantasy VII NES Project
Post by: Sirasu on October 06, 2012, 10:49:14 pm
感動しました。FF7forNESに向けて確実に進んでいるみたい。
やはりNESはEXEよりも味がありますね。
この間、日本のフォーラムでは魔法のエフェクトが表現できるようになりました。
同時に、素材が少し出来たので貼っておきます。
戦闘で見るとマジすごいぞ。

I'm very impressed.
It's has grown Steadily for true FF7 nes.
In expressing nostalgia,NES is better than EXE.

Recently,in Japanese forum,We have been able to use effects of magic.
and We meke a little materials like this.
Watch their in battle!  You must be surprised!
(http://www3.atwiki.jp/ff7fcgraphic/?plugin=ref&serial=915)
(http://www3.atwiki.jp/ff7fcgraphic/?plugin=ref&serial=927)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 07, 2012, 10:45:09 pm
Quote
Silly question (as I'm very unfamiliar with this project and unfamiliar with the NES game, I haven't played it) but in comparison to the PSX FFVII, what features/areas/story elements were cut from the NES game?

I'm not asking you all to specifically implement it, but would it ever be possible to (within the limits of an 8-bit game) reproduce all of the cut or missing content? I understand that this game is technically an amazing feat as it downgrades the legendary title, but that A LOT was cut and/or is missing when compared to the original. Thus providing players with an incomplete, although very interesting, FFVII experience.

The minigames were cut from this game (though I managed to add the battle arena in, but it's not the same as in the original). Much of the third and second disc events. Weapons were also cut. So was Yuffie and Vincent. Many of the materia in the original game was cut out (though I'm still pretty amazed that they were able to have a materia system at all). The flashback scenes were cut (except for the scene where cloud makes his promise to Tifa). The ending is also different. (which I hope to change).

There is quite a bit cut from the game, but the main storyline is still present.
And it does seem like a lot when you sit the two games side by side and compare them, but it doesn't quite feel like that when you actually play this game.


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感動しました。FF7forNESに向けて確実に進んでいるみたい。
やはりNESはEXEよりも味がありますね。
この間、日本のフォーラムでは魔法のエフェクトが表現できるようになりました。
同時に、素材が少し出来たので貼っておきます。
戦闘で見るとマジすごいぞ。

I'm very impressed.
It's has grown Steadily for true FF7 nes.
In expressing nostalgia,NES is better than EXE.

Recently,in Japanese forum,We have been able to use effects of magic.
and We meke a little materials like this.
Watch their in battle!  You must be surprised!


You guys have been doing a great job with the graphics and everything, especially the battle system. I look forward to seeing the finished project when it's done.





Cosmo Canyon is finished:

(http://imageshack.us/a/img825/6307/cosmocanyonbefore.png)

(http://imageshack.us/a/img163/8366/cosmocanyonafter.png)

So once I'm done fixing the NPCs, Collision tiles, teleport tiles, and events linked to this map, I'll release the next patch.



And, Dizzy9 sent me a beta animation patch that adds the magic and item animations to the battle system. He really did a nice job with this. The animations work great and they make the battles much more enjoyable now.

So I added the changes to my version of the game. And that will also be included in the next patch I release.
Title: Re: Final Fantasy VII NES Project
Post by: keithisgood on October 08, 2012, 02:16:02 pm
Cosmo Canyon... holy sh*t. I am continually amazed by your work on this.

I'm wondering if the original programmers left so much wiggle room to redesign maps/sprites/etc., because they envisioned using this game as the engine for other FF (or RPG) pirates.
Title: Re: Final Fantasy VII NES Project
Post by: SargeSmash on October 08, 2012, 05:07:59 pm
Wowzers.  That's impressive work on Cosmo Canyon there.
Title: Re: Final Fantasy VII NES Project
Post by: davefmurray on October 09, 2012, 03:37:17 pm
mindblow.gif

I just stumbled on this and am mightily impressed. This makes the chinese version look more like the polished turd that it is.

Wow!
Title: Re: Final Fantasy VII NES Project
Post by: Vincent7 on October 10, 2012, 02:33:06 pm
lugia, when u'll update the patch?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 10, 2012, 03:22:52 pm
I do apologize, for the last couple of days the 5 hour shifts at my job became 12 hour shifts, so I didn't have any time to work on the rest of Cosmo Canyon.

But I'm going to work on it today and see if I can get it done either today or tomorrow. (But can't make any promises)
Title: Re: Final Fantasy VII NES Project
Post by: SargeSmash on October 10, 2012, 04:00:07 pm
Do what you have to do.  The effort is certainly appreciated, but real life comes first!
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on October 10, 2012, 05:16:30 pm
I do apologize, for the last couple of days the 5 hour shifts at my job became 12 hour shifts, so I didn't have any time to work on the rest of Cosmo Canyon.

Please! Do not apologize! It's your time and effort! We appreciate what you do and wish that you can get your life stuff in order. Games are not as important as paying attention to one's life problems! :) So, take your time, all the time, that you need.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 10, 2012, 08:06:13 pm
Thanks :)

Don't worry, I always focus on what's truly important before worrying about anything else.
But, all in all, everything's going pretty well.

October 12, 2012, 12:41:53 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I finished the rest of Cosmo Canyon and I updated the patch on the 1st page.

Let me know if any other bugs are found.
Title: Re: Final Fantasy VII NES Project
Post by: Vincent7 on October 13, 2012, 10:38:47 am
Mayor still don't give me a card :( save here http://upwap.ru/2868567 (http://upwap.ru/2868567)
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on October 13, 2012, 03:15:39 pm
I looked at my old Marlene mugshot and I have to give you a new one, since I've improved over the years.

New:(http://imageshack.us/a/img43/659/marlenecopy.png)  Old: (http://imageshack.us/a/img88/7818/marlene.png)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 13, 2012, 05:23:54 pm
Quote
I looked at my old Marlene mugshot and I have to give you a new one, since I've improved over the years.

Good job :thumbsup: I'll put it in.

Thanks :)


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Mayor still don't give me a card :( save here http://upwap.ru/2868567

The site won't let me download the file. I don't really know why the mayor won't give you the card keys.

What exactly happens when he talks to you?

After he says : "Ohh....You want to get upstairs? I tell you what, if you can guess the password, I'll give you my keycard."

Then the message box comes up "A: Powerful Shinra?"
                                                     "B: Weak Pres. Shinra?"

Is that where you're stuck at?

If it is, then check the books lying on the floors of the library. After you find two that bring up a message box, go back to the Mayor and speak to him.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on October 13, 2012, 07:18:36 pm
That would be pretty cool if they kept the magic defense bug in this game ;D they say the armor was worthless but they didn't think about physical defense. Is the magic defense bugged in the pirated game too?
Title: Re: Final Fantasy VII NES Project
Post by: Terr on October 13, 2012, 08:55:08 pm
Lugia2009, I'm not sure that you noticed what I asked earlier, so I post again...

Quote
(http://imageshack.us/a/img854/5895/finalfantasyviichinese8.png)   (http://imageshack.us/a/img809/839/finalfantasyviines08312.png)

Man, there's a lot of red/orange in that last screenshot... A bit hard to see the NPC above Cloud.

But it's looking awesome! :D

I made a quick mockup to show you how the clarity improves when just getting rid of the black in the floor tile. It's now not so tough to tell apart the walls and characters from the floor!
(http://i.imgur.com/0XB7v.png)

Yep, it looks much better than before mockup, but can You change color of the floor for less bright (too much 'orange' and rug is indistinct)? Maybe could You use beige color from original screenshot or try other combinations?

As for enemy graphics are You going change it completely (8-bit pixel monster art demake of FFVII) or do some minor changes?

Really good job Lugia2009!

Did you change something else?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 14, 2012, 07:31:59 am
Quote
Did you change something else?

Yes, I made the changes to the floors in those maps.
Title: Re: Final Fantasy VII NES Project
Post by: Vincent7 on October 14, 2012, 08:20:09 am
Thanks lugia i got it. One bug i found, after saving aeris, if i follow barret to locked door after messagebox i can go thru that door
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on October 14, 2012, 09:49:44 am
Thanks lugia i got it. One bug i found, after saving aeris, if i follow barret to locked door after messagebox i can go thru that door

Well thats a pretty useful bug then ^_^ Stupid programmers can't figure out how to lock a door.. They done the same thing in FF2... well, not exactly. If you unlock a door in FF2, then you press the A button, it still says its locked but you can still proceed.
Title: Re: Final Fantasy VII NES Project
Post by: Terr on October 14, 2012, 12:22:12 pm
Quote
Did you change something else?
Yes, I made the changes to the floors in those maps.

Okie Dokie.

Do you plan post enemy graphics too?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 14, 2012, 08:55:14 pm
Quote
One bug i found, after saving aeris, if i follow barret to locked door after messagebox i can go thru that door

Okay, I fixed it.

To fix this, go to 0x0077cb and change 40 to 10.


Quote
Do you plan post enemy graphics too?

I could do that.
Title: Re: Final Fantasy VII NES Project
Post by: Terr on October 14, 2012, 10:00:05 pm
Quote
Do you plan post enemy graphics too?
I could do that.

It would be great. If you don't want post too many enemy graphics you can choose a couple of them.

Anyway, thanks for all the work.
Title: Re: Final Fantasy VII NES Project
Post by: hossbags2 on October 15, 2012, 12:24:22 pm
Roughly, how complete is this game up to this point?
Title: Re: Final Fantasy VII NES Project
Post by: Vincent7 on October 15, 2012, 04:19:52 pm
In cosmo canyon in buildings cloud looks like in unpatched version of game, bugenhagen looks like black mage when i first time meet him. Is it bug or unfinished things? And in gold saucer Cid joins to team in ghost hotel its normal? ;D On battle arena Barret's enemy is Dyne who died in corel prison.
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on October 15, 2012, 04:35:12 pm
Hey Lugia, can you edit in your checklist from a few pages back to your first post and update it as you get things done so we get an idea of where you're up to please :)?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 16, 2012, 09:29:08 am
Quote
In cosmo canyon in buildings cloud looks like in unpatched version of game, bugenhagen looks like black mage when i first time meet him. Is it bug or unfinished things?

It's just an unfinished part of the game.


Quote
And in gold saucer Cid joins to team in ghost hotel its normal? ;D

I don't know how that happened, I checked out the ghost hotel and the rest of Gold Saucer the first time it's visited and Cid didn't join.


Quote
On battle arena Barret's enemy is Dyne who died in corel prison.

For the battle arena, there's no event command that calls for a normal enemy. So I had to make it so that you have to fight various bosses from throughout the game.
And some boss fights call for a certain battle party, not just who you happen to have as your active party.


Quote
Roughly, how complete is this game up to this point?

Considering all that's been done to this game from it's original state, and how much is left to do. I would say it's about 85% done, maybe more.


Quote
Hey Lugia, can you edit in your checklist from a few pages back to your first post and update it as you get things done so we get an idea of where you're up to please :)?

Sure, I can do that.



October 16, 2012, 11:18:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's before and after pics of some of the bosses.

(http://imageshack.us/a/img849/9309/finalfantasyviichinese9.png)(http://imageshack.us/a/img694/2687/finalfantasyviines10122.png)

Credit for the Soldiers goes to Dr. Mario.


(http://imageshack.us/a/img39/3592/finalfantasyviichinese3.png)(http://imageshack.us/a/img252/2687/finalfantasyviines10122.png)

Credit for the Guard Scorpion goes to Dr. Mario.


(http://imageshack.us/a/img23/2392/finalfantasyviichinese9p.png)(http://imageshack.us/a/img402/2687/finalfantasyviines10122.png)

Credit for Airbuster also goes to Dr. Mario.


(http://imageshack.us/a/img688/9309/finalfantasyviichinese9.png)(http://imageshack.us/a/img831/2687/finalfantasyviines10122.png)

Credit for Reno and Rude goes to Sirasu and his team over at the FF7 FC project.


(http://imageshack.us/a/img824/9309/finalfantasyviichinese9.png)(http://imageshack.us/a/img87/2687/finalfantasyviines10122.png)

Credit for Specimen and the 3 smaller ones goes to Sirasu and his team.


(http://imageshack.us/a/img809/9309/finalfantasyviichinese9.png)(http://imageshack.us/a/img197/2687/finalfantasyviines10122.png)

Credit for Dyne also goes to Sirasu and his team.


(http://imageshack.us/a/img23/9309/finalfantasyviichinese9.png)(http://imageshack.us/a/img51/2687/finalfantasyviines10122.png)

Credit for Safer Sephiroth goes to Dr. Mario.
Title: Re: Final Fantasy VII NES Project
Post by: Vincent7 on October 16, 2012, 12:29:53 pm
Cid joins to team when i go to gold saucer for Dio's keystone, team going to ghost hotel, after that cloud and aeris meeting, played on scene, going back to hotel and Cid already here.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on October 16, 2012, 01:46:56 pm
Ya know ... looking at the Cloud sprite, even though the newer hair looks more like PS1 Cloud, I kind of like the old school hair better. The rest of the newer sprite is awesome, but to keep the nostalgia goin, I'd keep Cloud with the FF1 Fighter hair if I were doing this, as a salute to the older Final Fantasy titles that led up to FF7. Just a suggestion. It's an arbitrary preference.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 16, 2012, 03:19:24 pm
Quote
Cid joins to team when i go to gold saucer for Dio's keystone, team going to ghost hotel, after that cloud and aeris meeting, played on scene, going back to hotel and Cid already here.

I played through this part, but I didn't find Cid joining any other time than when he was supposed to. I'm not sure why your game is doing this.


Quote
Ya know ... looking at the Cloud sprite, even though the newer hair looks more like PS1 Cloud, I kind of like the old school hair better. The rest of the newer sprite is awesome, but to keep the nostalgia goin, I'd keep Cloud with the FF1 Fighter hair if I were doing this, as a salute to the older Final Fantasy titles that led up to FF7. Just a suggestion. It's an arbitrary preference.

I see what you're saying, but I kinda like the newer hair better.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on October 16, 2012, 04:10:58 pm
What is this? Nerdy girl talk?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 16, 2012, 04:21:24 pm
You know it. :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: Terr on October 16, 2012, 05:39:59 pm
Is it possible to scale Guard Scorpion, Airbuster, Specimen (and the 3 smaller) to full "enemy box" (just like in the Safer Sephiroth case)?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 16, 2012, 06:09:44 pm
For Airbuster and Guard Scorpion, no.

But for Specimen, I can to a certain point.

Only a certain amount of space was allotted for different bosses (not only for graphics, but the size of the boss is programmed in). I don't know how to change this.
Plus the amount of graphic tiles for that boss would have to be increased, which I can't do since there isn't really that much unused space in the boss graphics section.
Title: Re: Final Fantasy VII NES Project
Post by: Terr on October 16, 2012, 08:09:16 pm
OK, I understand.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 17, 2012, 06:41:12 pm
Red XIII and Bugenhagen's house is done:

(http://imageshack.us/a/img840/3592/finalfantasyviichinese3.png)

(http://imageshack.us/a/img836/2687/finalfantasyviines10122.png)
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on October 18, 2012, 02:38:27 am
Looking good!
Will there also be the "space room" of Bugenhagen's house in the game?
Title: Re: Final Fantasy VII NES Project
Post by: Midna on October 18, 2012, 02:59:23 pm
I think that's what's pictured in the upper-right.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on October 19, 2012, 09:41:21 am
I don't think theres a room for the space room. That would be just too much effort for those lazy programmers. Well, actually, that might have just not had enough room.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on October 19, 2012, 10:03:13 am
lazy programmers.

Time constraints could have been a factor, y'know? It's easy to overlook how much a lot of non-programmers just think of programmers as "wizards". I've literally had people tell me, with a straight face, that I should have an entire system done in the span of one day, because they're like "Aren't you a super awesome hacker programmer person? Surely you can press some keys and get the site up right?" and I have to be like "Yeaaaah, no, don't listen to Hollywood- this thing will take about a week if you don't make it any more complicated... and a week is already being very optimistic..."
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 19, 2012, 11:21:14 am
@InfamousKnight

You really have to give these programmers some credit, I mean, who else would even think to remake Final Fantasy VII for the NES, let alone actually going through with the idea.

The game's not even a hack of another game, this was built from scratch. The graphics and some other things may be a bit lacking when compared to the PS1 version, but it's still pretty impressive.


Quote
Looking good!
Will there also be the "space room" of Bugenhagen's house in the game?

Thanks :), Midna's right, that's the space room in the upper right.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on October 19, 2012, 04:02:14 pm
Being a programmer, you feel a little like a wizard so it's almost kind of understandable.
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on October 19, 2012, 05:17:27 pm
Can't help but be reminded of the programmer rant in Jurassic Park (the book). 

Outside of the completely stolen sprite art, the actual codework is impressive for some of these pirate games.  The pokémon NES pirate was another one that was a seriously good game in its own right.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on October 19, 2012, 05:17:51 pm
Being a programmer, you feel a little like a wizard so it's almost kind of understandable.

Heh, I suppose so, once everything starts to work the way it should, after spending hours upon hours of it not working and doing strange things. Actually, this is what usually happens, so when I make something work right off the bat, I'm usually surprised and skeptical, being "no, no, wait, there HAS to be something wrong here!" I do usually find a bug or two, usually a lack of error checking and reporting...

...:X Darn it, thread hijack. My bad.

Man, that space room looks mighty small! And... sorta un-space-like. I didn't want to complain about it, because it's not really that important anyway. Just looks more impressive in the PSX version, but well, I guess there's a reason for that ;)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on October 19, 2012, 07:06:17 pm
@InfamousKnight

You really have to give these programmers some credit, I mean, who else would even think to remake Final Fantasy VII for the NES, let alone actually going through with the idea.

The game's not even a hack of another game, this was built from scratch. The graphics and some other things may be a bit lacking when compared to the PS1 version, but it's still pretty impressive.


Thanks :), Midna's right, that's the space room in the upper right.
You're right. The story resembles the game pretty well.
Title: Re: Final Fantasy VII NES Project
Post by: Terr on October 22, 2012, 12:18:27 am
I'm not sure if those mistakes was mentioned earlier but...

(http://imageshack.us/a/img266/2920/finalfantasyviiceng1012r.png) (http://imageshack.us/a/img19/1946/finalfantasyviiceng1012.png) (http://imageshack.us/a/img152/1946/finalfantasyviiceng1012.png) (http://imageshack.us/a/img171/1946/finalfantasyviiceng1012.png) (http://imageshack.us/a/img856/1946/finalfantasyviiceng1012.png)

1SS - After lvl-up (on lvl 8 only) Cloud has 164/163 HP?
2SS - On the bridge to Mako Reactor I won battle but I didn't obtain EXP and Gil.
3-4SS - If there are too many monsters based on similar palette then monster graphics will be crashed. Do you fix it later?
5SS - I just started playing the game and I already got very good stuff (Rain etc.), do you plan systematize item drop and monster encountering rate (I encounter all 65 monster before I fight with Guard Scorpion)?

Quote
You really have to give these programmers some credit, I mean, who else would even think to remake Final Fantasy VII for the NES, let alone actually going through with the idea.

The game's not even a hack of another game, this was built from scratch. The graphics and some other things may be a bit lacking when compared to the PS1 version, but it's still pretty impressive.

I agree with you too. I think everyone who help you complete this project should be mentioned in credit or in readme.txt.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 22, 2012, 10:18:23 am
Quote
1SS - After lvl-up (on lvl 8 only) Cloud has 164/163 HP?

I noticed that too when I was playing. I just didn't get a chance to look at that yet.


Quote
2SS - On the bridge to Mako Reactor I won battle but I didn't obtain EXP and Gil.

I don't know why it did that. I have had this happen to me before on this game. It happened when my characters were pretty high in level (Around 65) and I went to an area with very weak enemies (Around Midgar). After beating them, I didn't receive any exp or gil.

Did this happen during any other battles on the bridge?


Quote
3-4SS - If there are too many monsters based on similar palette then monster graphics will be crashed. Do you fix it later?

This was mentioned earlier. Unfortunately it's something that I don't know how to fix. Hopefully it will be fixed later on.


Quote
5SS - I just started playing the game and I already got very good stuff (Rain etc.), do you plan systematize item drop and monster encountering rate (I encounter all 65 monster before I fight with Guard Scorpion)?

This was also mentioned earlier. For weapons, they are dropped in order based on the most powerful weapon you have for a character. For armor, it seems to be dropped randomly. I really want to fix how armor is dropped. Or make it so armor is never given randomly after battle, only weapons and items. I'm going to try and fix this, but can't make any promises.

And all monsters are set to appear randomly. There is no set area where a monster appears (except bosses). The only thing that changes with the enemies is the difficulty level as you progress through the game. So it's something that I would not be able to change.


Quote
I agree with you too. I think everyone who help you complete this project should be mentioned in credit or in readme.txt.

Don't worry, anyone who had any part in the improvement of this game including those from Project:FF7 NES Upgrade, and FF7 NES Chinese Translation and created graphics that were used in this game will be mentioned. I'm going to take all names off of the title screen and try to add credits at the end along with the readme.txt. Or if I can't do that, then I'm going to include it in the readme.txt and also add it in the rom itself so it can be visable with a hex editor.
Title: Re: Final Fantasy VII NES Project
Post by: Terr on October 22, 2012, 03:11:03 pm
Quote
Quote
2SS - On the bridge to Mako Reactor I won battle but I didn't obtain EXP and Gil.

I don't know why it did that. I have had this happen to me before on this game. It happened when my characters were pretty high in level (Around 65) and I went to an area with very weak enemies (Around Midgar). After beating them, I didn't receive any exp or gil.

Did this happen during any other battles on the bridge?

You're right, it depends on character level. Now I got lvl 13 and in the next area (but still before boss fight) when I won battle again I didn't receive any EXP and Gil (earlier I got that 'stuff' normally).

Quote
Quote
5SS - I just started playing the game and I already got very good stuff (Rain etc.), do you plan systematize item drop and monster encountering rate (I encounter all 65 monster before I fight with Guard Scorpion)?

This was also mentioned earlier. For weapons, they are dropped in order based on the most powerful weapon you have for a character. For armor, it seems to be dropped randomly. I really want to fix how armor is dropped. Or make it so armor is never given randomly after battle, only weapons and items. I'm going to try and fix this, but can't make any promises.

OK, I'll keep my fingers crossed for You.

Quote
Quote
I agree with you too. I think everyone who help you complete this project should be mentioned in credit or in readme.txt.

Don't worry, anyone who had any part in the improvement of this game including those from Project:FF7 NES Upgrade, and FF7 NES Chinese Translation and created graphics that were used in this game will be mentioned. I'm going to take all names off of the title screen and try to add credits at the end along with the readme.txt. Or if I can't do that, then I'm going to include it in the readme.txt and also add it in the rom itself so it can be visable with a hex editor.

I'm glad to hear it.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 23, 2012, 02:05:16 pm
One of Cosmo Canyon's houses is done:

(http://imageshack.us/a/img840/7893/finalfantasyviichinese3s.png)

(http://imageshack.us/a/img11/2687/finalfantasyviines10122.png)


And a few more boss sprites are done:

(http://imageshack.us/a/img542/6527/finalfantasyviichinese5.png)(http://imageshack.us/a/img442/2687/finalfantasyviines10122.png)

This is a modified version of Sirasu and his group's Rufus and Dark Nation sprites

(http://imageshack.us/a/img29/5163/finalfantasyviichinese4.png)(http://imageshack.us/a/img823/2687/finalfantasyviines10122.png)

I made this sprite of Motorball
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on October 23, 2012, 03:00:00 pm
One of Cosmo Canyon's houses is done:

(http://imageshack.us/a/img840/7893/finalfantasyviichinese3s.png)

(http://imageshack.us/a/img11/2687/finalfantasyviines10122.png)

Is that a room nobody can ever enter? :D
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 23, 2012, 06:33:48 pm
Quote
Is that a room nobody can ever enter? :D

:laugh: Oops

I fixed it.

(http://imageshack.us/a/img823/6468/finalfantasyviines10122d.png)

Title: Re: Final Fantasy VII NES Project
Post by: Terr on October 23, 2012, 06:57:19 pm
Quote
One of Cosmo Canyon's houses is done:

(http://imageshack.us/a/img11/2687/finalfantasyviines10122.png)

Is that a room nobody can ever enter? :D

:laugh: Oops

I fixed it.

(http://imageshack.us/a/img823/6468/finalfantasyviines10122d.png)

Hehe... Good for both of you ;).
Title: Re: Final Fantasy VII NES Project
Post by: Nightcrawler on October 24, 2012, 08:23:09 am
(http://imageshack.us/a/img11/2687/finalfantasyviines10122.png)

That room screams hidden passage to item! Take the original image with the inaccessible room. If you made the larger room slightly taller, you could allow a hidden passage on the left wall, right behind the top wall of the smaller room. You walk along the outside of the wall and around the corner, and enter the smaller room by the rug. Then, hide an item in the drawer. That would be great. Then you could tell KingMike it's not inaccessible with a big wink.  ;)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 25, 2012, 10:41:55 pm
Sounds like a plan, once I figure out how to create a new item event.


Bottomswell is finished:

(http://imageshack.us/a/img41/5462/finalfantasyviichinese7.png)(http://imageshack.us/a/img89/2687/finalfantasyviines10122.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on October 26, 2012, 01:55:44 pm
Bottomswell looks beautiful now! I think it looks cooler in 8-bit form then the real form!
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 26, 2012, 02:11:20 pm
Quote
Bottomswell looks beautiful now! I think it looks cooler in 8-bit form then the real form!

Thanks :)


The other house in Cosmo Canyon if finished:

(http://img7.imageshack.us/img7/9309/finalfantasyviichinese9.png)

(http://imageshack.us/a/img268/2687/finalfantasyviines10122.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on October 26, 2012, 05:38:22 pm
This makes me want to hack a pirated game. They're unlicensed so its not illegal. The problem is, they are terribly coded. However, I possibly would have done worse... Especially on my own. Team work projects are always somewhat great.
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on October 26, 2012, 06:40:35 pm
Technically there's implicit copyright, though the chances anyone could successfully afford to sue you from halfway around the world (or much care for that matter) are slim.

It is their own code, after all ;*)

These houses are coming along really well.  Great work!
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on October 27, 2012, 10:40:16 am
I'm sorry for my absence, but I had a fight with two ruffians and....I don't really need to give details, right?
Anyway, I was immobilized for some time and even now I have to wait with coding until doctor removes plaster cast. But I can dissasembly the code a little, so here's few answers.

I noticed that too when I was playing. I just didn't get a chance to look at that yet.
I looked into this a little. It's combination of replenishing HP to full and incorrect stat data. For some reason, LV7 have 164 as max HP while  LV8 have 163!
I GUESS Lugia made mistake when changing stats from orignal chineese game. There you start with lv5, not lv7.

Quote
I don't know why it did that. I have had this happen to me before on this game. It happened when my characters were pretty high in level (Around 65) and I went to an area with very weak enemies (Around Midgar). After beating them, I didn't receive any exp or gil.
Function at JSR $E6A9(Bank 09) keep an eye on it. I think it's intended to be like this. Some games do this thing to give "Cmon! Beating such weak enemies won't make you grow stronger, fight someone of your size." feeling. Does the same happens in original FF7?

Quote
And all monsters are set to appear randomly. There is no set area where a monster appears (except bosses). The only thing that changes with the enemies is the difficulty level as you progress through the game. So it's something that I would not be able to change.
We can hijack function that is responsible for spawning enemies and base their appearances on a look up table.
I can write the code, but someone else have to fill the values-It will take a lot of time to fill it in, so I'm not going to do it.
Filling the table would be easy. Just set a pointer and then fill the areas which you want enemy to appear in.
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on October 27, 2012, 11:38:59 am
No, FF7 was not a game that made enemies stop giving any EXP/Gil.
I'm not aware of any FF games doing that.
(though I believe FF8 and FFTA made enemies grow stronger to match you)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 27, 2012, 04:08:28 pm
Quote
We can hijack function that is responsible for spawning enemies and base their appearances on a look up table.
I can write the code, but someone else have to fill the values-It will take a lot of time to fill it in, so I'm not going to do it.
Filling the table would be easy. Just set a pointer and then fill the areas which you want enemy to appear in.

I appreciate the offer, but it's not something I'm really concerned with fixing.
It's not really that big of a deal.


Quote
I looked into this a little. It's combination of replenishing HP to full and incorrect stat data. For some reason, LV7 have 164 as max HP while  LV8 have 163!
I GUESS Lugia made mistake when changing stats from orignal chineese game. There you start with lv5, not lv7.

Okay, I'll see if I can alter the base stats to fix this, If not, then I'll bring Cloud down a level or two to fix it.


Quote
Function at JSR $E6A9(Bank 09) keep an eye on it. I think it's intended to be like this. Some games do this thing to give "Cmon! Beating such weak enemies won't make you grow stronger, fight someone of your size." feeling. Does the same happens in original FF7?

It didn't do it on the original, but it may be on this game because the game gives gil and exp according to the strength of the enemies and the level of the active battle party.




I'm sorry to hear about what happened, but I'm glad you're OK. Hope you feel better soon. :)






Jenova is done:

(http://imageshack.us/a/img10/9309/finalfantasyviichinese9.png)(http://imageshack.us/a/img713/2687/finalfantasyviines10122.png)

This is a scaled down version of Jenova made by Sirasu and his group.


And it seems the weather here may be pretty bad to say the least because of Hurricane Sandy. So I'm going to post on the front page a patch of what I have done so far.

Because of the weather, my area may be evacuated soon. So the project's going to be on hold for a little while.

October 27, 2012, 04:42:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
@Dizzy9

There is something I wanted to know if you could look at. For the enemy difficulty settings on the world map, the map is cut in half and overlapped so two areas have the same difficulty setting. This causes a huge drop and increase in enemy difficulty in many areas.

The settings for the world map are at 0x026f4f-0x02704e.

And there is a set of bytes that may be unused at 0x02704f-0x02714e.

This is just enough space to allow the other half of the world map to have it's own difficulty settings.

So I wanted to know if it would be possible.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on October 27, 2012, 07:21:13 pm
Lugia, stay safe! Even its gust could be felt in Florida, can't imagine how bad it'll be north...
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on October 27, 2012, 09:59:32 pm
This is why I live in Michigan. The ONLY bad thin about it is the jacked up weather you see in the winter. Hell last year it was like 70 degrees in the middle of January. And was just freezing the next day O.o
Title: Re: Final Fantasy VII NES Project
Post by: DarknessSavior on October 29, 2012, 07:14:33 pm
This is why I live in Michigan. The ONLY bad thin about it is the jacked up weather you see in the winter. Hell last year it was like 70 degrees in the middle of January. And was just freezing the next day O.o
You mean like how last week we had two days at 70+ degrees, and now it's 40 degrees outside? :P

~DS
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on October 29, 2012, 08:22:08 pm
Yeah, pretty much. I meant last year though.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on October 31, 2012, 05:08:31 pm
The storm's over in my area. Fortunately, there wasn't much damage here. And this area managed to keep it's power from going out.


So I finished a few more things.

(http://imageshack.us/a/img835/3592/finalfantasyviichinese3.png)(http://imageshack.us/a/img35/6589/finalfantasyviines10272.png)
I made the Scarlet/Palmer sprite

(http://imageshack.us/a/img818/5895/finalfantasyviichinese8.png)(http://imageshack.us/a/img526/6589/finalfantasyviines10272.png)
Gi Nattak is the work of Sirasu and his group and I made the Soul Flame sprite


And Cosmo Canyon inn is finished

(http://imageshack.us/a/img339/8481/finalfantasyviichinese6.png)

(http://imageshack.us/a/img839/6589/finalfantasyviines10272.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 01, 2012, 11:15:58 am
Now those look like flames! I think its kinda strange how Scarlet and Palmer are one. What on earth were they thinking? Is it some unisex person?
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on November 01, 2012, 04:25:41 pm
She's simply Scarlet Palmer, head of weaponry projects and space project.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 02, 2012, 08:53:33 pm
I just found another Final Fantasy game by Shenzhen that was just recently dumped. It's a re-release of Final Fantasy IV. It's called Final Fantasy X1. There's also an X2, and I think a X3 (Though I don't think that was was dumped)

This game though really seems to do a better job of the battle engine. Music is still awful though.

Here's a few videos of the game:
http://www.youtube.com/watch?v=KluYghNDfp8 (http://www.youtube.com/watch?v=KluYghNDfp8)
http://www.youtube.com/watch?v=Y9I2xzCrDH0 (http://www.youtube.com/watch?v=Y9I2xzCrDH0)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 02, 2012, 10:05:56 pm
LOL Lugia! On IRC I was JUST talking about that game. Well, not me just someone mentioned it and now you ^_^
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 02, 2012, 11:10:10 pm
Isn't Tifa's hair darker than the sprite we've got?
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 02, 2012, 11:33:16 pm
Would you guys be interested in ambushing enemies in the game? That would make this game a bit more fun I guess. Its always fun to get lucky or nearly win a battle.
Title: Re: Final Fantasy VII NES Project
Post by: ChronoMoogle on November 03, 2012, 07:20:24 am
Lugia2009, I've been following this project for quite some time and just wanted to say how awesome your work is! Really looking forward to play the finished hack!

Would you guys be interested in ambushing enemies in the game? That would make this game a bit more fun I guess. Its always fun to get lucky or nearly win a battle.

Bad idea, this should be as true to the original as the engine can do. Imo somebody should do a hardtype once this is finished.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 03, 2012, 08:26:19 am
Quote
ugia2009, I've been following this project for quite some time and just wanted to say how awesome your work is! Really looking forward to play the finished hack!

Thank you :)

Quote
Imo somebody should do a hardtype once this is finished.

Will do :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 03, 2012, 06:00:34 pm
Ah, a hard type. I just cant wait until I get pwned and just start running because I'm no match for the dragons. I don't like those hard types where they reduce your stats and increase the monsters stats. I also don't like it when they make you level grind because you have to. Even sometimes when making a speed run you have to level grind if you like it or not. I like hard games where you're against the most powerful enemies in the game and getting ambushed then when you manage to beat them and you nearly survive you go like WHOO! Its also pretty nice how in this pirate running isn't that hard to do. You just simply run and you don't have to press run again. Even though in some final fantasy games you have some escape ability which was pretty cool unless the player with the escape ability dies..
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 04, 2012, 10:57:06 am
I think the goal should be close to the storyline, not close to the engine necessarily. I'd like to see ambushing in the finished version of the game I run if it's not too much trouble to add. It's something I think the original FF7 could have been improved by. So basically, rather than matching what FF7 did in every particular, this hack should attempt to be better.
Title: Re: Final Fantasy VII NES Project
Post by: zeth07 on November 05, 2012, 11:50:48 pm
EDIT: I went through and read almost all this thread now so the questions I had posted were mostly answered.

I'm incredibly impressed with this project and even the original Chinese version, and I'm looking forward to seeing how this project continues to come along.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 06, 2012, 02:59:25 pm
Quote
EDIT: I went through and read almost all this thread now so the questions I had posted were mostly answered.

Okay, if you have any other questions, let me know.


Quote
I'm incredibly impressed with this project and even the original Chinese version, and I'm looking forward to seeing how this project continues to come along.

Thank you :)



Cosmo Canyon cave is finished:

(http://imageshack.us/a/img593/2417/cosmocanyoncavebefore.png)  (http://imageshack.us/a/img402/5062/cosmocanyoncaveafter.png)
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 06, 2012, 08:34:59 pm
Dude, I hope you don't take this the wrong way because it doesn't imply anything about the quality of your work. But on Cosmo Canyon cave, which one is the new one? I never played that far into the game and so I don't know what the original looked like!
Title: Re: Final Fantasy VII NES Project
Post by: mz on November 06, 2012, 09:48:17 pm
which one is the new one?
You can tell by looking at the filenames.
Title: Re: Final Fantasy VII NES Project
Post by: zeth07 on November 06, 2012, 09:51:56 pm
The second one. You can tell cause of Cloud's sprite at least. In the game there were a lot of paths underneath each other and blocked by spiderwebs that went into fights, and other paths went to chests. So it looks pretty good for what it is.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 06, 2012, 09:55:59 pm
@Nerd42: That's  ok, zeth07's right, it's the 2nd one.
Title: Re: Final Fantasy VII NES Project
Post by: zeth07 on November 06, 2012, 10:29:04 pm
Not sure if this has been brought up already or not, it seems that my magic in the menus is displayed wrong:
(http://i.imgur.com/TeKiQ.png)
(http://i.imgur.com/13tDT.png)

I upgraded it in the shop to Lv.2 but for whatever reason it is displaying it as Lv.1 in the Equip menu and Status menu but displays fine in the Magic menu. I don't know if this is messed up or maybe I'm just missing something for why it is like that.

Also I don't know if it is supposed to work this way or not, but when saving the game using the in-game function it doesn't seem to stay saved after I close out the emulator. It does however stay if I reset the game and then continue. Again I don't know if that is how it is supposed to work or not but it isn't too much of an issue if I use save states obviously. I know the first time I was trying the game I used the in-game save, and when I went to play again and continue my progress was lost so lesson learned there, lol.

If all this has already been addressed please ignore me.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 07, 2012, 07:33:40 am
Quote
Not sure if this has been brought up already or not, it seems that my magic in the menus is displayed wrong:

It's not displayed wrong, there are two types of magic levels.

The first one is for the Materia itself, when the materia levels up, a new magic spell is learned. For you, the bolt materia is on level 1. Once it reaches level 2, you will learn a new spell with that materia.

The second one is for each individual magic spell for that materia. As the spell levels up, the power of that spell increases.


Quote
Also I don't know if it is supposed to work this way or not, but when saving the game using the in-game function it doesn't seem to stay saved after I close out the emulator. It does however stay if I reset the game and then continue. Again I don't know if that is how it is supposed to work or not but it isn't too much of an issue if I use save states obviously. I know the first time I was trying the game I used the in-game save, and when I went to play again and continue my progress was lost so lesson learned there, lol.


I actually have had the same problem when using FCEUX on my computer. But on my PSP and Wii emulators, the in-game save function work just fine.
So, I just use save states when playing the game on the computer.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 08, 2012, 03:55:49 pm
So do I. I really don't save my game. I just use save states since apparently the programmers were too lazy to write all those bytes to memory sector. Just imagine playing this on the original NES console. The chinese version too. They really fucked this game up. You guys are fixing this game up :)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 08, 2012, 07:57:11 pm
Quote
So do I. I really don't save my game. I just use save states since apparently the programmers were too lazy to write all those bytes to memory sector. Just imagine playing this on the original NES console. The chinese version too. They really fucked this game up.

The save function does work, just not on the computer emulator. For the emulator on the Wii and PSP, the save function works fine.


Red Dragon and Demon Gate are finished:

(http://imageshack.us/a/img580/1779/finalfantasyviichinese1.png)(http://imageshack.us/a/img803/6589/finalfantasyviines10272.png)

(http://imageshack.us/a/img69/1779/finalfantasyviichinese1.png)(http://imageshack.us/a/img528/6589/finalfantasyviines10272.png)
These are both modified versions of Sirasu and his group's sprites.

November 09, 2012, 05:51:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Midgar Zolom and Sephiroth are finished:

(http://imageshack.us/a/img441/1779/finalfantasyviichinese1.png)(http://imageshack.us/a/img138/6589/finalfantasyviines10272.png)
This is a slightly modified version of Sirasu and his group's sprite

(http://imageshack.us/a/img594/1779/finalfantasyviichinese1.png)(http://imageshack.us/a/img443/6589/finalfantasyviines10272.png)
This Sephiroth sprite was also done by Sirasu and his group, but it's been modified quite a bit.
The original version of Sephiroth was larger and he had his coat and wing.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 09, 2012, 11:25:11 pm
I like the Demon Gate sprite. That other demon gate looked NOTHING like a gate nor demon whatsoever. I guess the next area is that freakin maze? You know, Temple of the Ancients. You guys should add the time guardian. That guy was pretty fun. Plus the chase after that wizard dude. That temple of the ancients needs some work. However, it was still a little annoying in the original as well but this one went just too mazey. Plus, why was it in like space? Don't get me wrong with how cool a purple galaxy looks. :)
Title: Re: Final Fantasy VII NES Project
Post by: Malias on November 10, 2012, 02:54:19 am
It looks like Sephiroth is lying down...
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on November 10, 2012, 02:05:02 pm
The problem is that your emulator doesn't have the appropriate privledges to either write or update your save file.  You can run it as admin or set the properties for the save folder. 

If you do it from the folder route, right-click (or alt+left click) it to open properties, select security, choose edit, select Users, and tick 'write' + 'modify' or 'full control' and apply.
Title: Re: Final Fantasy VII NES Project
Post by: vince94 on November 11, 2012, 11:56:53 pm
Hello! I just found this thread and it is awesome to see the progress that has been made with this!
I have experience in hex and graphics editing, and I'd love to help if you are still trying to improve the game.
Title: Re: Final Fantasy VII NES Project
Post by: dACE on November 12, 2012, 02:53:20 am
Hi,

I’d love for someone to look-into the enemy sprite graphics being messed up.

As far as I can see it only happens when there are 3 different kinds of enemies present at once (but this might be an assumption).
Since the sprites are messed up with bits and pieces of the enemy’s translated name – it would appear as if the replacement of the Chinese characters have something to do with the messed up graphics?

Can anybody confirm that the enemy sprites are being scrambled on the Chinese original cart/rom?
If so – are the enemy sprites being corrupted with what seems to be Chinese characters?

Keep the momentum going Lugia!

Br,
dACE
Title: Re: Final Fantasy VII NES Project
Post by: SageOwl on November 12, 2012, 10:07:14 am
It looks like Sephiroth is lying down...
He needs speed lines.
Title: Re: Final Fantasy VII NES Project
Post by: Vanya on November 12, 2012, 03:56:41 pm
Midgardsormr and Red Dragon look the best. That's what the rest of the sprites should strive for.  And I agree Sephi looks tired.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 12, 2012, 05:01:34 pm
Maybe Sephiroth would look less campy if he wasn't three times bigger than the party? I know that's standard fare as far as human enemies go in 2D Final Fantasy games, but still... You have to draw the line somewhere.

That and there's nothing to let anyone know that he's actually standing. His legs look like they're resting on the ground. Meh.
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on November 12, 2012, 05:32:37 pm
He'd look better in a more upright position.
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on November 12, 2012, 05:49:46 pm
@Dizzy9

There is something I wanted to know if you could look at. For the enemy difficulty settings on the world map, the map is cut in half and overlapped so two areas have the same difficulty setting. This causes a huge drop and increase in enemy difficulty in many areas.

The settings for the world map are at 0x026f4f-0x02704e.

And there is a set of bytes that may be unused at 0x02704f-0x02714e.

This is just enough space to allow the other half of the world map to have it's own difficulty settings.

So I wanted to know if it would be possible.
I honestly have no idea. Debugger can't catch any trace of the data you  pointed. Also when I changed every byte in the data to all 00. Nothing changed in the game.I tried FF, 7F and 54 values. Monster are not weaker in any way. I tested it in Reactor area, "after the train scene" area and   other area that I have no idea how to name. I can't find anything about it in your or Lindblum notes. How you have found that data? Or maybe my areas are wrong or something?
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 12, 2012, 05:54:25 pm
He'd look better in a more upright position.

I agree with this.
Title: Re: Final Fantasy VII NES Project
Post by: vince94 on November 12, 2012, 06:26:36 pm
Just to see if I could find anything, I looked at the ROM with YY-CHR, but I couldn't find the enemy graphics.
Side note, I noticed that some of the songs only use the two tinny square wave channels - is this just the way the game was programmed or can we improve it?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 12, 2012, 08:31:07 pm
Quote
I honestly have no idea. Debugger can't catch any trace of the data you  pointed. Also when I changed every byte in the data to all 00. Nothing changed in the game.I tried FF, 7F and 54 values. Monster are not weaker in any way. I tested it in Reactor area, "after the train scene" area and   other area that I have no idea how to name. I can't find anything about it in your or Lindblum notes. How you have found that data? Or maybe my areas are wrong or something?

I used the Code Data Logger. I turned it on, then initiated a fight and the code data logger highlighted the enemy difficulty for that particular area and the coding for it.

(http://imageshack.us/a/img803/1417/56414521.png)

Here's all of the locations and their settings:

Bridge Leading to Reactor---01 03

26ea7-26ea8

Inside Reactor----02 05

26ea9-26eaa

Deeper inside reactor----04 08

26eab-26eac

Before Guard scorpion----05 0a

26ead-26eae

1st Town----08 0a

26eb3-26eb4

Tunnel----0a 0e

26eb9-26eba

Area Leading to reactor 2----0c 0e

26ebb-26ebc

Reactor 2----0c 0f

26ebd-26ebe

Outside of Church----0c 10

26ec1-26ec2

Area before Aerith's town----0e 12

26ec3-26ec4

Area before wall market w/playground----10 14

26ec7-26ec8

Area before wall market----10 14

26f47-26f48

Area outside of Don's mansion----12 14

26ecd-26ece

Sewer----14 16

26ed1-26ed2

Train Graveyard----16 18

26ed3-26ed4

Pillar----19 1c

26ed5-26ed6

Wire Climbing---14 16

26ed7-26ed8

Floor 65 Shinra HQ----1c 1e

26ee7-26ee8

Floor 66 Shinra HQ----1c 20

26ee9-26eea

Floor 67 Shinra HQ----1e 20

26eeb-26eec

Floor 68 Shinra HQ----1e 20

26eed-26eee

Floor 69 Shinra HQ----1e 20

26eef-26ef0

Road Leading Out of Midgar----20 23

26ef5-25ef6

Midgar-Kalm------25 2a

Chocobo Farm-Junon-----2a 2f

Mithril Mines----2e 2e

26efd-26efe

Junon Beach----2e 2e

26f01-26f02

Junon Shinra Area----26 2d

26f03-26f04

Junon Harbor----26 2d

26f05-26f06

Near Costa Del Sol:----3F 45


Near Gold Saucer:----3F 45

Coral Desert----3f 45

26f13-26f14

Coral Desert 2----3f 45

26f15-26f16

Near North Coral:----3F 45


Near Gongaga----55 5a


Near Cosmo Canyon----5a 5f


Inside Cosmo Canyon----5a 5f

26f1b-26f1c

Near Nibelheim:----5a 5f


Between Nibelheim and
Rocket Town:---------65 6a


Near Rocket Town:----65 6a


Ocean----6a 6f


Near Temple of Ancients---6f 75


Temple of Ancients----75 7a

26f25-26f26

Inside Temple of Ancients----75 7a

26f27-26f28

Bone Village----7f 7F

Sleeping Forest----7f 7F

26f2b-26f2c

City of Ancients----8a 7F

In city of Ancients----8a 7F

26f2d-26f2e

Icicle Inn----8f 7F

Snow Fields----8f 7F

26f33-26f34

Near Gaea's Cliff----a0 7F

Gaea's Cliff----a0 7F

26f35-26f36

Unused----63 64

World Map----Varies by screen

26f4f-2704e

Unused (Could be used as world map)

2704f-2714e




Quote
Hello! I just found this thread and it is awesome to see the progress that has been made with this!
I have experience in hex and graphics editing, and I'd love to help if you are still trying to improve the game.

That would be great, thank you :)
If you'd like to work on the enemy graphics, I can PM the pics of some enemy graphics that need to be created.


Quote
Just to see if I could find anything, I looked at the ROM with YY-CHR, but I couldn't find the enemy graphics.

The enemy graphics begin at 0x00197FC6


Quote
Side note, I noticed that some of the songs only use the two tinny square wave channels - is this just the way the game was programmed or can we improve it?

Unfortunately, to make room for this game's large soundtrack, one or two wave channels had to be sacrificed to allow enough space to fit in as many songs as possible. If there were much more space for this game's songs, then I would have more freedom to improve the song's quality.

But this game was originally only meant to have 8 songs, so not a great deal of space was made for the music.



Quote
He'd look better in a more upright position.

No problem. I'll fix him.


Quote
I’d love for someone to look-into the enemy sprite graphics being messed up.

As far as I can see it only happens when there are 3 different kinds of enemies present at once (but this might be an assumption).
Since the sprites are messed up with bits and pieces of the enemy’s translated name – it would appear as if the replacement of the Chinese characters have something to do with the messed up graphics?

Can anybody confirm that the enemy sprites are being scrambled on the Chinese original cart/rom?
If so – are the enemy sprites being corrupted with what seems to be Chinese characters?

I believe I may have an idea of how to fix this, but I'm really not sure at all. It's more like a guess.
I do plan on looking into this when I start working on the non-boss enemy graphics.

But if it does happen only when there are 3 different enemies on the screen, then I can just alter the enemy parties to limit them to just 2 per group.

Quote
Keep the momentum going Lugia!

Will do!  :thumbsup:




The back of Cosmo Canyon Cave is finished:

(http://imageshack.us/a/img694/1779/finalfantasyviichinese1.png) (http://imageshack.us/a/img231/5448/finalfantasyviines10272kv.png)
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 12, 2012, 09:11:10 pm
Huh. Although I like what you did with the moon and whatnot, Red XIII's father looks alive in the right screenshot. Looks like he's ready to pounce at the moon. Hmm. Maybe it's the red? Maybe I'll look up a screenshot of the original and see if I'm not spouting nonsense.

Edit: I lack proper searching techniquery to find what I am going on about, therefore, I pray that someone better than me comes along and can shed better lighting into this situation. Sorry very much. (I hope you read that in a sad, disappointed Russian accent).
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 12, 2012, 11:01:05 pm
(http://img197.imageshack.us/img197/9153/setoy.png)

Although, the color isn't quite as bright as in the map I made.
I probably should change it to a darker shade.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 13, 2012, 08:05:44 am
Maybe, although it could just be the lighting in that shot. Honestly, it's not any better in the original. :/ Hmm... Maybe I knew it was petrified due to context?

I don't know. I'm sorry for wasting your time. m(TT_TT)m
Title: Re: Final Fantasy VII NES Project
Post by: vince94 on November 13, 2012, 08:09:37 am
Yeah, I'd love to work on enemy graphics. What are the dimensions/pallates should keep in mind?
Title: Re: Final Fantasy VII NES Project
Post by: yuka on November 14, 2012, 07:14:14 am
http://www.creativeuncut.com/wp/ff7wp-05.jpg

If that helps at all. Which is probably not the case. ^^
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 14, 2012, 07:02:15 pm
I had found something a little while ago that I forgot to mention.

Dragon Quest & Final Fantasy Itadaki Street Portable received an english translation!

http://www.youtube.com/watch?v=0bzrTWvJSjM (http://www.youtube.com/watch?v=0bzrTWvJSjM)

Most of the game is translated, the only thing really left is the character conversations during the game. but everything else is finished including the Tutorial Mode.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 14, 2012, 08:35:19 pm
Hey guys, I'm working on a Final Fantasy VII mashup album right now and I kind of need some help on the chronology of the events in the game. It's been several years since I played.

Basically, I got all the vocals from Mega Ran's Black Materia (http://megaranmusic.com/album/black-materia-final-fantasy-vii) and it's remixes (http://megaranmusic.com/album/black-materia-the-remixes) and have been making mashups from them and now I've got to decide on the track order. I'd like the track order to follow, as much as possible, the events of the games as experienced by the typical player. And since there are songs in the remixes version which weren't in the original that I am including, I'm not sure which order to put them in.

Stuff I can't remember: Which characters did we meet first? When did we climb Shinra Tower and find Red XIII? Was that before or after we met Cid? Did we meet Cait Sith before Vincent or was it the other way around? And at what point did we meet Yuffie?

I hope you can see why the track ordering is a bit of a challenge. Any help with these sorts of chronological questions would be much appreciated.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 14, 2012, 08:54:07 pm
I had found something a little while ago that I forgot to mention.

Dragon Quest & Final Fantasy Itadaki Street Portable received an english translation!

http://www.youtube.com/watch?v=0bzrTWvJSjM (http://www.youtube.com/watch?v=0bzrTWvJSjM)

Most of the game is translated, the only thing really left is the character conversations during the game. but everything else is finished including the Tutorial Mode.

Not bad. I used to be all up in arms wanting to play the game in English... until I played it and realized it wasn't for me at all. :( But still, that's good news! Thanks for reporting!
Title: Re: Final Fantasy VII NES Project
Post by: Celice on November 15, 2012, 01:21:00 am
Well, I fucking love this news. Too bad I don't have a PSP D: But the Itadaki Street games are mad-addicting, and I really like the Final Fantasy stuff... The Mario versions just feel a little more plastic-y D:
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 15, 2012, 08:45:57 am
@Nerd42

We met Barret first, then Aeris, Tifa, Red XIII, Yuffie, Cait Sith, Vincent, then finally we met Cid.

We were introduced to Red XIII after Aeris was kidnapped by the Shinra.
Yuffie was met before we left the first continent.
Vincent was met when you do the side mission at Nibelheim. which came before Rocket Town.
Title: Re: Final Fantasy VII NES Project
Post by: Bregalad on November 15, 2012, 08:51:09 am
I think we could really consider we met Aeris long after Tifa. You effectively met her once before meeting Tifa but it's not even mentionned she's named Aeris and that she'll join your party later.

You can also meet Youffie and Vincent later than the first time you can met them - in fact you are likely to miss them if you don't have a walkthrough.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 15, 2012, 12:09:51 pm
Yeah, come on, you meet Aeris for real when Cloud falls through the roof of the church.

So, Aerith gets captured and we go to Shinra Tower right after we meet the Don? I thought it was much later than that ... didn't realize that was even on the first disc.

So my track order so far would go

Cloud
AVALANCHE
Tifa
Mako Reactor
Aerith
-- (above this point it's finalized. not changing it) --
Don of the Slums
Shinra Tower
Red XIII / Cosmo Canyon
Yuffie
Cait Sith
Vincent
Cid
Birth of a God
Sephiroth



Thanks for the help. Still have more questions though:

When do we meet the Turks (http://megaranmusic.com/track/the-turks-feat-dale-chase) in this ordering?
Where should I put "On That Day 5 Years Ago" (http://megaranmusic.com/track/on-that-day-5-years-ago) in this ordering?
Where would "Absolute" (http://megaranmusic.com/track/absolute-feat-ilyas-and-maja-2) belong?
Where would be the divisions for each disc? (I played a PC version where you never had to change discs)

November 15, 2012, 12:31:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I know the Turks were sent to capture Aerith so we kind of meet them right after we meet Aerith but I don't remember their being actually introduced at that point were they? Looks like it's just Reno. At what point do we learn all their names and see them all together?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 15, 2012, 12:34:29 pm
Quote
So, Aerith gets captured and we go to Shinra Tower right after we meet the Don? I thought it was much later than that ... didn't realize that was even on the first disc.

Well, there's quite a bit between meeting the Don and Aerith getting captured. But yeah, that's the order of it.


Quote
When do we meet the Turks in this ordering??

It should be right after "Aeris" and before "Don".


Quote
Where should I put "On That Day 5 Years Ago" in this ordering?

I would say after "Shinra Tower" and before "Red XIII\Cosmo Canyon"


Quote
Where would "Absolute" belong?

Before "Birth of a God" and after "Cid"


Quote
Where would be the divisions for each disc? (I played a PC version where you never had to change discs)

Aerith dies at the end of the first disc.

And Cloud and the other's prepare to enter the final dungeon at the end of the second disc.



Also, on that list, Cosmo Canyon should be after Cait Sith. That's when we head to Cosmo Canyon. We do meet Red XIII before Yuffie and Cait Sith. But the Cosmo Canyon events happens after we're introduced to Yuffie and Cait Sith.

I'm not sure if you're ordering the songs by the first appearance of the characters or by when the major parts of their stories occur.



Quote
I know the Turks were sent to capture Aerith so we kind of meet them right after we meet Aerith but I don't remember their being actually introduced at that point were they? Looks like it's just Reno. At what point do we learn all their names and see them all together?

At Mythril Mines we learn the rest of the Turks names. Unless you want to count Vincent, then we learn his name later on.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 15, 2012, 01:12:22 pm
I'm not sure if you're ordering the songs by the first appearance of the characters or by when the major parts of their stories occur.
I think I am going for major part of their stories pretty much. Although Cosmo Canyon should probably go where we first meet Red XIII since it talks about that in the first verse.

At Mythril Mines we learn the rest of the Turks names. Unless you want to count Vincent, then we learn his name later on.
I don't count Vincent except to say we should introduce the active Turks before Vincent, as his track mentions he's an ex-Turk. Where would Mythril Mines go in this track ordering?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 15, 2012, 01:22:09 pm
I would say the order should go:

Cloud
AVALANCHE
Tifa
Mako Reactor
Aerith
Don of the Slums
Shinra Tower
On That Day 5 Years Ago
------This is where Mythril mine should be--------
Turks
Cait Sith
Red XIII / Cosmo Canyon
Cid
Yuffie
Vincent
Absolute
Birth of a God
Sephiroth


But, if you want to order by when we truly learn about Cloud and Tifa, then I would put the both of them after Vincent.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 15, 2012, 03:44:42 pm
My version doesn't have the verse from "Absolute" about Vincent, making it somewhat more timeless. So I'm probably going to put that one earlier. Probably inbetween Cid and Yuffie.

Also, I'm probably putting Cosmo Canyon right after Shinra Tower or Turks because it's first verse talks specifically about how Red XIII got there and the escape and meeting Cloud. The story skipping ahead in the later verse isn't a problem in this case. Aerith's track does it too.

The one thing that confuses me is why you've got 5 years ago where you've got it. Isn't that one kind of about Cloud waking up to his real origins? That didn't happen right after Shinra tower did it?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 15, 2012, 04:19:26 pm
Quote
The one thing that confuses me is why you've got 5 years ago where you've got it. Isn't that one kind of about Cloud waking up to his real origins? That didn't happen right after Shinra tower did it?

That one's really up to you, you could place it right after "Shinra Tower" when we first hear Cloud tell the story about that day in Nibelheim. Or you could place it after "Vincent" when we learn the truth about that day in Nibelheim. But I think it could work either way.

November 15, 2012, 04:38:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Sephiroth's new sprite is done:

(http://img32.imageshack.us/img32/6589/finalfantasyviines10272.png)
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 15, 2012, 04:40:05 pm
I think that's much better. Despite being 3x bigger than the player characters, but I guess it's true that Final Fantasy never was very good with that anyway.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 15, 2012, 04:50:07 pm
Yeah it is better although he does seem a little big. And a little taller than I remember.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 15, 2012, 09:40:59 pm
Either he has his pants up real high or he just has a short body with tall legs. LIKE A CLOWN! idk..
Title: Re: Final Fantasy VII NES Project
Post by: Dr. Mario on November 15, 2012, 10:40:05 pm
Personally I like that he is giant. It is more like the original NES games, which this game is supposed to be like. His waist should be a little lower though if it's possible.
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on November 15, 2012, 11:41:30 pm
Either he has his pants up real high or he just has a short body with tall legs. LIKE A CLOWN! idk..
I also think his legs are too long for his torso.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 15, 2012, 11:48:03 pm
I also think his legs are too long for his torso.
I agree. It gives the impression that you're looking up at him from his shoes somehow. But better than the tipped over guy.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 16, 2012, 06:28:38 am
No problem, I can fix him.

November 16, 2012, 02:41:25 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
How's this?

(http://img526.imageshack.us/img526/2104/finalfantasyviines10272u.png)
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 16, 2012, 02:47:22 pm
Pretty good! :thumbsup:
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on November 16, 2012, 04:31:19 pm
Infinitely better! I love it. :) Great job, Lugia2009!
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on November 16, 2012, 08:00:40 pm
Agreed, it's way better than male model Sephiroth.
Title: Re: Final Fantasy VII NES Project
Post by: Hiei- on November 17, 2012, 01:40:45 am
Looks pretty good now  ;)
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 17, 2012, 01:03:59 pm
Thanks :)


Schizo is finished:

(http://imageshack.us/a/img594/6589/finalfantasyviines10272.png)(http://imageshack.us/a/img688/6589/finalfantasyviines10272.png)
This one was done by me.

All of the boss sprites are now finished.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 17, 2012, 09:52:18 pm
Do you plan on replacing those other enemies? Like replacing those monsters and put robots and soldiers at Midgar instead?
Title: Re: Final Fantasy VII NES Project
Post by: altoiddealer on November 18, 2012, 12:53:33 pm
I believe Lugia said his agenda was boss sprites first, then regular enemy sprites next

Great work so far!  ;D
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 18, 2012, 02:24:24 pm
Thank you :)

Don't worry, I've sent a message to Vincent94 about creating the enemy sprites, so while Vincent94 is doing that, I'm going to work on the maps.

November 19, 2012, 02:00:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
If anyone's interested in making a repro cart of this game, there's a Shenzhen Nanjing game listed on eBay.

http://www.ebay.com/itm/The-Legend-of-Zelda-Minish-Cap-Nintendo-Famicom-NES-Chinese-Port-/350625818635?pt=Video_Games_Games&hash=item51a2ed680b (http://www.ebay.com/itm/The-Legend-of-Zelda-Minish-Cap-Nintendo-Famicom-NES-Chinese-Port-/350625818635?pt=Video_Games_Games&hash=item51a2ed680b)

It's not Final Fantasy VII, but this game is 2mb in size. So it should be a suitable donor.

They want $69 or best offer.

That person also has some Waixing games for sale too.
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on November 19, 2012, 02:28:17 pm
Nice find!

Sent the guy an email to ask whether he'll ship to the UK. Steep price so I'll try to talk him down a bit before buying though. I'll also see if he can open it up and take pictures of the PCB to make sure it's suitable.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 19, 2012, 02:38:08 pm
I'll post up any others that I find.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 19, 2012, 03:47:32 pm
Turn based Zelda battle system? O.o Was the minishing cap turn based?
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 19, 2012, 04:16:16 pm
Turn based Zelda battle system? O.o Was the minishing cap turn based?

The Minish Cap was not turn based. No Zelda has turn based battles.

...and that Chinese port has a sorta faithful intro from what I could see (I can't read Chinese). I mean, it's obviously not the same, but it's not as bad as I thought it would be. Of course, the... uh... random battles... That's... uh... What is up with that?
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 19, 2012, 05:57:59 pm
You thought that was out of place?
http://www.youtube.com/watch?v=BWkv36Ls4ik

A beat 'em up final fantasy game? That's not cool...

Then this:
http://www.youtube.com/watch?v=-Gpzd8tqyi8

Pokemon pinball music? What were they thinking? Were the cut scenes funny? The text funny? Idk but that really looks out of place.
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on November 19, 2012, 07:31:43 pm
...and that Chinese port has a sorta faithful intro from what I could see (I can't read Chinese). I mean, it's obviously not the same, but it's not as bad as I thought it would be. Of course, the... uh... random battles... That's... uh... What is up with that?
I am actually hacking the game. I just need to edit some more things and it should be done. I translated some stuff without touching the dialog and items names and doing so minor refineries. I haven't had enough time to work on it recently because of school work. You know study and doing an essay which I should be working on right now!
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on November 19, 2012, 08:38:22 pm
I think that FF9 bootleg music (at least the intro and overworld) was also used in a bootleg Metal Max 1 GBC port. (been awhile since I played the real game, but I think the music was actually from MM)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 19, 2012, 09:19:05 pm
The music was taken from.... rpg maker gb.. Really TD software? Actually, that music was kinda fitting in a way :P
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 20, 2012, 10:16:48 am
I managed to find several Nanjing games. I took them apart and I'm not really sure which chip is which.
So I wanted to know if anyone could tell me which chips are the ones I need to burn the game onto.


King of Fighters R-2
http://imageshack.us/a/img59/928/dscn6506c.jpg
http://imageshack.us/a/img688/4888/dscn6509m.jpg
http://imageshack.us/a/img7/9346/rscn6507.jpg
http://imageshack.us/a/img13/2614/rscn6508.jpg

This game I couldn't find any information on, so I'm not even sure if it's 2MB in size.


Samurai Spirits Shodown 2

http://imageshack.us/a/img819/9867/dscn6500.jpg
http://imageshack.us/a/img705/3326/dscn6503i.jpg
http://imageshack.us/a/img577/5575/rscn6501.jpg
http://imageshack.us/a/img203/142/rscn6502.jpg
http://imageshack.us/a/img405/6448/rscn6504.jpg


Naruto

http://imageshack.us/a/img191/8660/dscn6488s.jpg
http://imageshack.us/a/img208/5434/dscn6492a.jpg
http://imageshack.us/a/img546/5522/dscn6513p.jpg
http://imageshack.us/a/img255/5227/rscn6493.jpg
http://imageshack.us/a/img203/1811/rscn6514n.jpg
Title: Re: Final Fantasy VII NES Project
Post by: Moothead on November 20, 2012, 06:23:00 pm
Samurai Spirits may work. It uses a different package chip but from what I can tell it seems to have a similar PCB. Only problem is I can't ID the chip used on the cart so that I can compare the pinout to this (http://www.buyicnow.com/fincat.php?cat=192).

Compare it to your post from a few months back with images of the PCB for the actual FF7 cart: http://www.romhacking.net/forum/index.php/topic,12466.msg209021.html#msg209021


Edit: Looking at them together they seem to have quite a number of differences. I think the safest cause of action would be to get a hold of a copy of the FF7.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 20, 2012, 10:39:50 pm
Don't play Samuria Spirits!
http://www.youtube.com/watch?v=EEILvFcZOuo

that guy was totally lost! Read the comments. They crack me up :laugh:
Title: Re: Final Fantasy VII NES Project
Post by: vince94 on November 21, 2012, 02:37:45 am
I looked at the folder of graphics you sent me. I was happy with all of the redone ones except these, which I either tweaked a bit or redrew.

(http://imageshack.us/a/img89/3258/yuffieh.png)
Yuffie

(http://imageshack.us/a/img839/8259/aerocombatant.png)
Aero Combatant

(http://imageshack.us/a/img689/9789/razorweed.png)
Razor Weed

(http://imageshack.us/a/img221/9075/miragef.png)
Mirage

Do you want me to redo the rest of them? Most of the redone ones looked pretty faithful to the original.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 21, 2012, 08:19:00 am
There's something about your sprites, vince, that feel like they clash with the boss sprites. Compare:
(http://img526.imageshack.us/img526/2104/finalfantasyviines10272u.png)
(http://imageshack.us/a/img688/6589/finalfantasyviines10272.png)

The boss sprites have more detail than the common enemy sprites. That said, it could just be that the bosses are that much more important.
Title: Re: Final Fantasy VII NES Project
Post by: vince94 on November 21, 2012, 10:19:10 am
They're definitely different, but since this is the NES, I only have four predetermined colors and a certain space to work with.
For comparison, this is what they were going to look like before:

(http://imageshack.us/a/img542/1921/yuffie.gif)

(http://imageshack.us/a/img801/7352/aerocombatant.gif)

(http://imageshack.us/a/img717/9769/razorweed.gif)

(http://imageshack.us/a/img163/2931/miragey.png)
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 21, 2012, 10:25:47 am
I actually like the before ones better... Except Yuffie. At least, her pose is kinda off.

In the end, it'll be Lugia's decision, though. I'm just commenting. (If nothing else, the Aero Combatant in the new sprite set looks derpy and amateurish. It looks like a ninja show off his swords. But in the old set, despite giving the impression of floating in air- or space- there is still something about it that's still off but I can't place my finger on it.)
Title: Re: Final Fantasy VII NES Project
Post by: vince94 on November 21, 2012, 10:37:30 am
It does look kinda derpy. I might take the original, give it the whirly sword thing, and just leave it at that.
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on November 21, 2012, 01:34:30 pm
If it was mere comparison I'd say Yuffie from post #1042 is quite good, but the rest in post #1044 are certainly more detailed.    Actually, she reminds me of a sprite from another game.  Wurm maybe?

The pose was what really sold it though.  The replacement is high-quality, but sometimes a better pose can really sell a sprite.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 21, 2012, 02:51:46 pm
I like the more detailed ones better.
Though the pose on the Yuffie you made is better. Maybe you could change that sprite around a bit to give it the level of detail the other one has.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 21, 2012, 06:27:46 pm
Never got an answer on this one:
Where would Mythril Mines go in this track ordering?
Trying to figure out where to place The Turks.
I'm guessing right after "On That Day" which goes right after Shinra Tower escape

Actually on second thought, The Turks might make more sense right after Don of the Slums but before Shinra Tower because that's when Aerith gets captured.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 21, 2012, 07:47:59 pm
Are you guys saying this game is out of order too? I don't really understand what you're talking about..
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 21, 2012, 09:20:50 pm
Are you guys saying this game is out of order too? I don't really understand what you're talking about.
I'm working on a music project involving Final Fantasy VII and have been asking questions about the order of events in the game on this thread just because there are people likely to know the answer here
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 22, 2012, 05:10:47 pm
Quote
Looking at them together they seem to have quite a number of differences. I think the safest cause of action would be to get a hold of a copy of the FF7.

That's too bad, but unfortunately, I don't think that's an option for me. Every time that game appears on eBay for sale it's far out of my price range.
So I may have to take a chance with these games.


Quote
Never got an answer on this one:

I answered it.

I would say the order should go:

Cloud
AVALANCHE
Tifa
Mako Reactor
Aerith
Don of the Slums
Shinra Tower
On That Day 5 Years Ago
------This is where Mythril mine should be--------
Turks
Cait Sith
Red XIII / Cosmo Canyon
Cid
Yuffie
Vincent
Absolute
Birth of a God
Sephiroth

But "Turks" could go in a few different spots. It could go right after Aerith when you are first introduced to the Turks, or it could go after Mythril Mine when you meet the rest of the Turks. It could also go more towards the end, like after "Vincent".

November 22, 2012, 05:38:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
This is the most I could figure out about the chips in the games I found:

Naruto:

GLT7256L08-15J3-----------3.3V 32K x 8 Bit CMOS STATIC RAM
0026 BHYFS

MB8464A-10L---------------CMOS 64K-Bit Low Power SRAM
5403 M63

0114 1-1
MT28F01655VG-9A-----------2 MEG x 8 SMART 5 EVEN-SECTORED FLASH MEMORY
(I couldn't find this exact part, the closest match was a part numbered MT28F01655VG-9)



Samurai Spirits 2:

CXK5864CM-10LL------------8,192-word x 8-bit High Speed CMOS Static RAM
441H59YY

481F16M-------------------?????
D5122*

Chip with no #------------?????



King of Fighters R2:

LC3664BML-10--------------64K SRAM
3CU0

TC55328J-25---------------32,768 WORD X 8 BIT CMOS STATIC RAM
9330HBK
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on November 22, 2012, 06:52:13 pm
OK thanks alot. I am aiming for a release date of Jan 31, 2013! :D

keep up the awesome awesome work!!
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 22, 2012, 09:52:01 pm
OK thanks alot. I am aiming for a release date of Jan 31, 2013! :D

keep up the awesome awesome work!!

I think by then the graphics should be fixed. This isn't only a graphics though. Lugia might make a better ending like really at the crater and some other quest before then. Like the submarine and such. It would be really nice if he placed all the mini games in this project! That was like the most disappointing thing about this pirate. Gold saucer wasn't much of a     gold saucer it was as boring as reading a stupid book. But not anymore! Lugia made the battle square. Just imagine the 8-bit chocobo racing! I'm not really sure if he would make that because making it as fun as the first game is very difficult. Racing games in the old days had a lot of crashing because of the terrible physics in the game..
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on November 22, 2012, 10:51:12 pm
It sounds like the Battle Square was able to recreated through additional text script events.
Doesn't sound like Lugia is the mad ASM hacking/coding genius to be able to be able to code an entire additional game engine to support racing, etc. (no offense. :) )
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 23, 2012, 07:34:33 pm
It would be very difficult. Even in some easy language like VB it would be difficult. The thing is, it doesn't matter what language you code in because its the algorithm that matters.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 24, 2012, 08:18:36 pm
Quote
Lugia might make a better ending like really at the crater and some other quest before then. Like the submarine and such. It would be really nice if he placed all the mini games in this project! That was like the most disappointing thing about this pirate. Gold saucer wasn't much of a     gold saucer it was as boring as reading a stupid book. But not anymore! Lugia made the battle square. Just imagine the 8-bit chocobo racing! I'm not really sure if he would make that because making it as fun as the first game is very difficult. Racing games in the old days had a lot of crashing because of the terrible physics in the game..

The ending will change, at least a little. But nothing drastic. But adding in any other things to the Gold Saucer is beyond what I can do.


Quote
It sounds like the Battle Square was able to recreated through additional text script events.
Doesn't sound like Lugia is the mad ASM hacking/coding genius to be able to be able to code an entire additional game engine to support racing, etc. (no offense. :) )

None taken :). The battle square event was also created by removing an NPC dialogue event so I could use that pointer (No one will miss it).


Nibelheim on fire is finished:

(http://imageshack.us/a/img803/8306/ff7unpatched39.png)   (http://imageshack.us/a/img14/6589/finalfantasyviines10272.png)
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on November 25, 2012, 02:42:15 am
It looks great, but I also kind of liked how much more... destroyed it looked before? Not sure how to phrase it, sorry. Just got up from 16 hours of sleep.
Title: Re: Final Fantasy VII NES Project
Post by: KingMike on November 25, 2012, 10:55:56 am
I guess what he's saying, you should add more burn marks to some of the buildings. (like on the original, you see a couple of the trees have had the leaves burnt off)
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on November 25, 2012, 12:36:21 pm
I don't know.  The original looks like a burnt village, and the second more like a burning one.  The dead people are a nice touch.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 26, 2012, 04:05:52 pm
Hey guys, what did Aps look like in the original? Every video I watch I suppose its the modified version.. I mean the original chinese pirate like totally unmodded. I'm just curious to see what they used for his replacement. Was that really what he looks like? If it is, that monster doesn't look familiar from FF classic series. Could someone post an image of it? I would be very impressed and creeped out a little because 1 they put a lot of work on ONE monster. Wouldn't you say that's kinda creepy? Just putting their time and effort into that ONE boss? While all the rest are just bosses that are from the FF classic series and just colored in..
Title: Re: Final Fantasy VII NES Project
Post by: syntax error on November 26, 2012, 04:28:47 pm
That ROM used mostly unmodified FF III graphics.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 26, 2012, 09:43:12 pm
Quote
what did Aps look like in the original?

(http://img254.imageshack.us/img254/3936/ff7nes0faps.png)
http://finalfantasy.wikia.com/wiki/Balor_%28Final_Fantasy_III%29 (http://finalfantasy.wikia.com/wiki/Balor_%28Final_Fantasy_III%29)
He's from Final Fantasy III

It wasn't that bad of a choice for Apps, though they could've changed his color to blue.



How's this for Nibelheim?:

(http://img10.imageshack.us/img10/6589/finalfantasyviines10272.png)
Title: Re: Final Fantasy VII NES Project
Post by: vivify93 on November 27, 2012, 10:41:21 am
It looks tons better! :) I like it! You did a good job.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 27, 2012, 08:31:29 pm
Thanks :)



The Shinra Mansion is finished:

(http://imageshack.us/a/img252/9199/ff7unpatched41.png) (http://imageshack.us/a/img687/6589/finalfantasyviines10272.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on November 27, 2012, 08:47:13 pm
Could you talk to vincent in that coffin on the bottom right? And possibly figure out what tells the game to add more party members? It would be pretty disappointing if that wasn't possible.. Please Lugia? Just watch the code when a new party member arrives. Note: I have NO clue how this is done. Well, I suppose I have some clue but I know nothing about 6502 asm so if you don't want to do it, its fine. At least you can enjoy the art :)
Title: Re: Final Fantasy VII NES Project
Post by: Mirby on November 28, 2012, 04:11:43 am
haha that vincent XD
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on November 28, 2012, 06:36:22 pm
Could you talk to vincent in that coffin on the bottom right? And possibly figure out what tells the game to add more party members? It would be pretty disappointing if that wasn't possible.. Please Lugia? Just watch the code when a new party member arrives. Note: I have NO clue how this is done. Well, I suppose I have some clue but I know nothing about 6502 asm so if you don't want to do it, its fine. At least you can enjoy the art :)
I assume that That Vincent guy joins you when talked to? But what you exactly want? Things like this are really easy to find. Just use debugger to find writes to the right value in the RAM. You can alternatively give me a fceu save state file so I can do it for you. But still...you want to find the code, but what's next?
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 28, 2012, 07:27:34 pm
I assume that That Vincent guy joins you when talked to? But what you exactly want? Things like this are really easy to find. Just use debugger to find writes to the right value in the RAM. You can alternatively give me a fceu save state file so I can do it for you. But still...you want to find the code, but what's next?

In the original PSX game, Vincent is hiding inside a coffin. Here, it seems like he's just standing there, waiting outside of his coffin.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 28, 2012, 08:48:40 pm
Adding the dialogue for Vincent would be simple. I can just take a pointer from an NPC and use it to create an event where Vincent joins. And I can take a mugshot from one of the games character's and give it to Vincent.

But to add Vincent as a character would be a bit more difficult.

The initial character data would need to be expanded to allow for Vincent.
The battle sprite section would have to be expanded.
The character stat section would also have to be expanded to put in Vincent's growth curves.
Also the section for character weapons would have to be expanded to add Vincents weapons to the game along with adding his weapons to the weapon shop's inventory.

But to save some time and effort, Vincent could be given one of the other character's stat and weapon data to use as his own.
Title: Re: Final Fantasy VII NES Project
Post by: Metal Knuckles on November 28, 2012, 08:59:57 pm
You mean, as in the case where a party member happened to meet some unfortunate circumstances, thus opening up a spot in the party?

Huh. Pity that doesn't happen.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on November 29, 2012, 06:14:52 am
Aerith does die during the events in the game....

But that's not what I meant, I meant Vincent sharing weapon and stat data with someone else.
Title: Re: Final Fantasy VII NES Project
Post by: Dizzy9 on November 29, 2012, 06:38:36 am
If Aerith die before Vincent can join, then it's not really hard., but time consuming.
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on November 29, 2012, 08:26:30 am
According to the original game, when you meet Vincent, you already have surplus characters, even... I don't know how it is in this version, but I can't imagine you having a smaller party...
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 01, 2012, 05:58:50 am

Nibelheim Magic shop is finished:

(http://imageshack.us/a/img202/5895/finalfantasyviichinese8.png) (http://imageshack.us/a/img703/6589/finalfantasyviines10272.png)
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on December 01, 2012, 01:08:43 pm
It looks great, but make the floorboard outlines brown.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 01, 2012, 05:54:07 pm
How's this?

(http://imageshack.us/a/img836/6589/finalfantasyviines10272.png)




Nibelheim Weapons shop is done:

(http://img835.imageshack.us/img835/231/finalfantasyviichineseu.png) (http://imageshack.us/a/img16/6589/finalfantasyviines10272.png)

December 01, 2012, 09:36:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Nibelheim Armor shop is done:

(http://imageshack.us/a/img138/231/finalfantasyviichineseu.png) (http://imageshack.us/a/img338/6589/finalfantasyviines10272.png)
Title: Re: Final Fantasy VII NES Project
Post by: Pikachumanson on December 02, 2012, 01:39:05 am
I think the chests should look different depending on where are you at. Like in midgard they should have a more modern look. If that is possible for you to do. But the hack is looking very good. Can't wait to play it!
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 02, 2012, 01:28:04 pm
Quote
I think the chests should look different depending on where are you at. Like in midgard they should have a more modern look. If that is possible for you to do. But the hack is looking very good. Can't wait to play it!

That wouldn't be a problem.



One of Nibelheim's houses is done:

(http://imageshack.us/a/img132/231/finalfantasyviichineseu.png) (http://imageshack.us/a/img9/6589/finalfantasyviines10272.png)
Title: Re: Final Fantasy VII NES Project
Post by: Mirby on December 03, 2012, 07:08:57 am
Midgar's chests should be golden boxes like in the original game, just to pay tribute to the source material. :D
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 08, 2012, 05:22:25 pm
Sorry for the delay, been pretty busy lately.


The rest of Nibelheim is finished:

(http://imageshack.us/a/img69/231/finalfantasyviichineseu.png) (http://imageshack.us/a/img825/6589/finalfantasyviines10272.png)
Nibelheim Inn

(http://imageshack.us/a/img837/231/finalfantasyviichineseu.png) (http://imageshack.us/a/img43/6589/finalfantasyviines10272.png)
Nibelheim House


I also began working on a translation project for Pokemon Yellow Famicom.

Here's some pics of what some of it looks like so far:

(http://imageshack.us/a/img5/8416/nj046englishpokemonyell.png)(http://img21.imageshack.us/img21/8416/nj046englishpokemonyell.png)(http://imageshack.us/a/img401/8416/nj046englishpokemonyell.png)


The opening dialogue is done.
I have most of the battle dialogue translated.
Some of the items and their descriptions are finished.
And some of the Pokemon names are done.
Also, some of the menus have been translated.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on December 08, 2012, 09:27:26 pm
You know chinese Lugia? Who taught you? Or what taught if you know what I mean?
Title: Re: Final Fantasy VII NES Project
Post by: Azkadellia on December 08, 2012, 10:04:11 pm
You know chinese Lugia? Who taught you? Or what taught if you know what I mean?

I'd imagine he's using the GB version as a base.
Title: Re: Final Fantasy VII NES Project
Post by: betakiller on December 09, 2012, 02:40:59 am
I also began working on a translation project for Pokemon Yellow Famicom.

Here's some pics of what some of it looks like so far:

(http://imageshack.us/a/img5/8416/nj046englishpokemonyell.png)(http://img21.imageshack.us/img21/8416/nj046englishpokemonyell.png)(http://imageshack.us/a/img401/8416/nj046englishpokemonyell.png)


The opening dialogue is done.
I have most of the battle dialogue translated.
Some of the items and their descriptions are finished.
And some of the Pokemon names are done.
Also, some of the menus have been translated.

That's nice!

I think you should open a new thread for this project.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 09, 2012, 09:00:42 pm
That's a good idea, I'll do that.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on December 10, 2012, 09:07:16 pm
Sooooooo you moved on to another project and abandoned this one? Why don't you translate the ffiv for the nes while you're at it?
Title: Re: Final Fantasy VII NES Project
Post by: BRPXQZME on December 10, 2012, 09:10:10 pm
Don’t be rude.

Spoiler:
unless you’re bald and the question is who to cosplay
Title: Re: Final Fantasy VII NES Project
Post by: Garoth Moulinoski on December 10, 2012, 09:18:45 pm
Sooooooo you moved on to another project and abandoned this one? Why don't you translate the ffiv for the nes while you're at it?

Jesus, man... Did he say that he's abandoned this project (and if he did, so what)? And if you want a game translated, maybe you should give it a try yourself? Unless Lugia wants to do it, too, of course. But man. This was pretty rude. Maybe you didn't mean anything by it, but still, man... There are better ways to phrase some questions.

Don’t be rude.

Spoiler:
unless you’re bald and the question is who to cosplay

Heh heh. I got that!
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on December 11, 2012, 03:41:06 pm
Sorry, I have OCD. That's my excuse.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 11, 2012, 07:00:13 pm
Don't worry, I didn't abandon this project. This is just something I'm going to work on on and off until this project is done. Then I'll just focus on the translation project.

Right now I have the character sprites for Rocket Town reorganized and gave the character's new sprites, and I got rid of all unnecessary sprites so I can have a good amount of space for Rocket Town's graphics.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on December 11, 2012, 08:14:15 pm
What exactly does "done" sound like to you?

Does it sound like 2013? 2014? No idea?  :D
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 11, 2012, 08:36:48 pm
I'm shooting for sometime during the 1st half of 2013.

There's not really much left to do for this game.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on December 12, 2012, 03:01:36 pm
Nice. Glad to know thanks. And you get a cookie.  :cookie:
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 16, 2012, 09:09:06 am
If anyone's interested, there's another one of Shenzhen Nanjing's games for sale on eBay. This one is relatively cheap.

It's King of R-1.

http://www.ebay.com/itm/190769711148?ssPageName=STRK:MESINDXX:IT&_trksid=p3984.m1436.l2649 (http://www.ebay.com/itm/190769711148?ssPageName=STRK:MESINDXX:IT&_trksid=p3984.m1436.l2649)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on December 17, 2012, 04:45:26 pm
I would laugh if that game is turned based. Where all you do is attack and heal until its over.
Title: Re: Final Fantasy VII NES Project
Post by: Pikachumanson on December 18, 2012, 02:09:01 am
At least it would have graphics instead of text...
Title: Re: Final Fantasy VII NES Project
Post by: LostTemplar on December 18, 2012, 07:03:30 am
(http://cdn.memegenerator.net/instances/400x/27352208.jpg)
Title: Re: Final Fantasy VII NES Project
Post by: Zoinkity on December 18, 2012, 09:04:03 am
I take it you've never played the horrorshow that is 7th Saga?
Title: Re: Final Fantasy VII NES Project
Post by: Pikachumanson on December 18, 2012, 01:58:34 pm
I actually liked that game. Not in my top ten or anything but i enjoyed it.
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 20, 2012, 08:04:10 am
Sorry for the long delay, thing's have been pretty busy due to the holidays.

Rocket Town is finished:

(http://imageshack.us/a/img560/5383/rockettownbefore.png) (http://imageshack.us/a/img248/7907/rockettownafter.png)



Quote
I would laugh if that game is turned based. Where all you do is attack and heal until its over.

I'm kind of curious to see how this game plays. It looks like they turned the game into an RPG. Too bad there's no dump of the game or any videos of it anywhere.
Title: Re: Final Fantasy VII NES Project
Post by: keithisgood on December 20, 2012, 09:23:12 am
As always, great work.

And, as far as I'm concerned, there's no need to apologize. Work at your own pace. Very excited to play through the finished rom.
Title: Re: Final Fantasy VII NES Project
Post by: Demonicdan on December 20, 2012, 02:36:54 pm
 I know the bootleg game didn't have the 'weapon' fights but are these planned to be added in? Also how similar to the official game is the materia system going to be or is it going to be like the bootleg?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 20, 2012, 04:31:01 pm
Quote
I know the bootleg game didn't have the 'weapon' fights but are these planned to be added in?

Unfortunately, no, or at least, not at this time. Maybe later on when I have a complete understanding of how the event system works. I do know how to add events in, but only events that can be triggered at any time in the game. I don't know how to make events that only trigger when certain other events have been triggered.



Quote
Also how similar to the official game is the materia system going to be or is it going to be like the bootleg?

It may not be exactly like the original, but I like it. I don't really see a need to change it.
Title: Re: Final Fantasy VII NES Project
Post by: Pikachumanson on December 21, 2012, 12:32:36 am
@lugiA how are you hacking the game if the original was never dumped? Or were you talking about something else?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 21, 2012, 07:11:34 am
I was talking about final fantasy vii.

December 27, 2012, 02:53:17 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Rocket Town Inn is finished:

(http://imageshack.us/a/img201/231/finalfantasyviichineseu.png) (http://imageshack.us/a/img191/6589/finalfantasyviines10272.png)

So, there is now less than 30 maps left to work on for this game.

December 27, 2012, 10:56:47 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The Rocket Town Weapon shop is done:

(http://imageshack.us/a/img651/231/finalfantasyviichineseu.png) (http://imageshack.us/a/img59/6589/finalfantasyviines10272.png)
Title: Re: Final Fantasy VII NES Project
Post by: dACE on December 28, 2012, 02:26:09 am
Great Lugia!

Since you have developed your skills during the course of this project - will you go back to the first couple of screens to reassure the quality and maybe tweak them some more? Or are they as ready as they ever going to be?

Also - did you ever managed to get somebody to help you with the enemy sprites?

Seems like that is basically whats left to update (besides the last couple of screens of course).

Looking forward to play through this game again - and I expect it will be an entirely different experience.

All the best for 2013,
dACE
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on December 31, 2012, 06:55:00 am
Quote
Since you have developed your skills during the course of this project - will you go back to the first couple of screens to reassure the quality and maybe tweak them some more? Or are they as ready as they ever going to be?

I'm going to go back and redo the first map. And some of the other areas need the dialogue and events tweaked a little.


Quote
Also - did you ever managed to get somebody to help you with the enemy sprites?

Vince94 is working on them.


Quote
All the best for 2013,
dACE

Thanks :)

January 02, 2013, 05:57:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Rocket town armor and magic shops are finished:

(http://imageshack.us/a/img59/231/finalfantasyviichineseu.png)(http://imageshack.us/a/img541/6589/finalfantasyviines10272.png)

(http://imageshack.us/a/img35/231/finalfantasyviichineseu.png)(http://imageshack.us/a/img15/6589/finalfantasyviines10272.png)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on January 04, 2013, 05:27:33 pm
Looks like the original! I am excited about the temple of the ancients and forgetten city and those snowy areas. I'm at the icicle inn in FFVII. Didn't pick up all the treasure but I can survive. Like in the original psx version.
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on January 05, 2013, 12:38:40 pm
Post #1046 on: November 21, 2012, 10:37:30 am was Vince94's last post I hope he didnt forget about us :(
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 05, 2013, 05:13:21 pm
I don't think he forgot about us, working on the sprites takes time. If he's still working on it, he'll finish when he finishes.
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on January 05, 2013, 09:09:48 pm
Rules say don't ask when a project is done. It gets done when it gets done. 'Sides, working on the sprites is a project right there. You should find a way to replace those monsters in midgar.
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on January 06, 2013, 01:59:55 pm
I know it slightly offtopic but i'm curious. What Other Rom Hacks are this in depth? I was skimming around the depths of here and google, but it seems that this is the pinnacle of rom hacks from what I could find. I read something about a Chrono trigger Overhaul that got the C&D letters, anyone played it? worth finding somewhere online?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 06, 2013, 07:35:22 pm
Quote
I know it slightly offtopic but i'm curious. What Other Rom Hacks are this in depth? I was skimming around the depths of here and google, but it seems that this is the pinnacle of rom hacks from what I could find. I read something about a Chrono trigger Overhaul that got the C&D letters, anyone played it? worth finding somewhere online?

That project was called Chrono Trigger: Resurrection, it was supposed to be a complete remake of the game but with Gamecube quality graphics and completely remixed music.

Here's a link to a video of the game: http://www.youtube.com/watch?v=233kmUiW-Rc (http://www.youtube.com/watch?v=233kmUiW-Rc)

But, I don't really know of any extensive rom hacks like this.





Cid's house is finished:

(http://imageshack.us/a/img37/231/finalfantasyviichineseu.png) (http://imageshack.us/a/img35/1956/finalfantasyviines10272p.png)
Title: Re: Final Fantasy VII NES Project
Post by: Eisenwill on January 07, 2013, 12:46:27 am
I know it slightly offtopic but i'm curious. What Other Rom Hacks are this in depth? I was skimming around the depths of here and google, but it seems that this is the pinnacle of rom hacks from what I could find. I read something about a Chrono trigger Overhaul that got the C&D letters, anyone played it? worth finding somewhere online?
You might be thinking about Chrono Trigger: Crimson Echoes. That was a fan-made interquel between Chrono Trigger and Chrono Cross that reportedly got a C&D from Square Enix which ended their efforts (though the patch for the hack, nearly complete at the time of the C&D, was supposedly leaked online shortly after).
Title: Re: Final Fantasy VII NES Project
Post by: Chpexo on January 07, 2013, 06:39:22 pm
Or the C&D could just have been fake to gain attention, which I believe you think by your wording.
Title: Re: Final Fantasy VII NES Project
Post by: Blasteroid on January 07, 2013, 09:39:55 pm
The Chrono Trigger hack was revived as Chrono Trigger: Flames of Eternity.

http://gbatemp.net/threads/chrono-trigger-flames-of-eternity-rc5.306967/
http://metronomeproject.blogspot.com/

I've heard rumors that the C&D was fabricated. We may never know.
Title: Re: Final Fantasy VII NES Project
Post by: justin3009 on January 07, 2013, 09:49:25 pm
Crimson Echoes itself wasn't.. very good.  Even with the 99% complete thing, there was actually A LOT of graphic work being redone that never got to see the light of day in the project.  They also had other plans to redo some aspects of the menu.

But in general gameplay wise, dialogue and what not, it's really not the best.  It's DAMN good for a first large Chrono Trigger hack, don't get me wrong.  But it was nowhere near the '99% complete' even when it was stated to be so.
Title: Re: Final Fantasy VII NES Project
Post by: ChronoMoogle on January 08, 2013, 12:29:31 pm
More graphic reworks than actually shown on the cancelation site (which is already down)?
I don't think so.
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 08, 2013, 07:14:33 pm
Uhh, Chrono Trigger several things:

1. Chrono Trigger Resurrection wasn't a rom hack. It was a modern 3D remake. It got a C&D letter and was shut down by Shinra a.k.a. Squeenix.
2. Chrono Trigger Prophets Guile is an awesome hack that makes Magus the main character. Get it. It has this really annoying bug that makes it unplayable in certain emulators past a certain cutscene that killed my save. One of these days I need to try again.
3. Chrono Trigger Crimson Echoes 99% patch was really more like 70% if I remember right. Google the 100% patch that leaked in 2011. Crimson Echoes also got a C&D from Shinra.
4. There were several completing forks of Crimson Echoes after the original team quit working on it.
5. Chrono Trigger Flames of Eternity is a Chrono Trigger hack that is still being worked on by the "Metronome Project." Not sure what it involves as I haven't played it yet.
6. Check out the best Chrono Trigger hip hop album ever, cause it's the one I worked on. http://archive.org/details/ChronoTied

I would really like to reference this 8 bit version in the artwork for my upcoming Final Fantasy 7 hip hop mashup album "White Materia" but I'm not sure how would be best. Might you guys perhaps have sprites and map character images for all the characters somewhere? :) We've seen glimpses in different posts but I don't remember an actual sprite sheet ever being posted for all of them.
Title: Re: Final Fantasy VII NES Project
Post by: detox420 on January 08, 2013, 07:37:28 pm

6. Check out the best Chrono Trigger hip hop album ever, cause it's the one I worked on. http://archive.org/details/ChronoTied

Im not sure if you knowingly did so, but your album is 128kbps and peaks out at 16khz, obviously for a video game there is no need for lossless quality audio, but 128 is pretty compressed no 192 out there? or maybe maybe maybe a 320?
Title: Re: Final Fantasy VII NES Project
Post by: Nerd42 on January 08, 2013, 07:56:50 pm
When I made that, I had no idea what a bitrate was and now it's stuck in 128kbps forever until and unless I remake it. I may very well remake it as I still have all the instrumentals and acapellas but I no longer have the project files. So for now, 128 kbps is all I've got on that one, sorry. My newer projects like Deltron 3742 (http://djnerd42.bandcamp.com/album/deltron-3742) and It's Pronounced Forty Two (http://djnerd42.bandcamp.com/album/its-pronounced-forty-two) are available lossless, as will be all future DJ Nerd42 productions. :)
Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on January 11, 2013, 12:21:00 pm
Hey lugia, are you replacing those enemy sprites with some more better ones? Like is vince replacing those sprites? For example: Some real robots in midgar?
Title: Re: Final Fantasy VII NES Project
Post by: Lugia2009 on January 12, 2013, 06:08:54 pm
Quote
Hey lugia, are you replacing those enemy sprites with some more better ones? Like is vince replacing those sprites? For example: Some real robots in midgar?

I'm not working on the enemy sprites, Vince94 is.



I got a little further in working on the game. I finished fixing the events for Rocket town, now I just need to make a new map for the inside of the rocket. And I added in some dialogue to replace the Rocket flashback scene where Shera explains why Cid treats her so harshly.
Originally, the only explanation was that Cid hit the Emergency Shutdown switch and aborted the mission to save her life. But since the flashback scene was cut, it doesn't really make sense.

How does this look?

Shera: It was back when the construction of the Shinra #26 was completed on the day we were scheduled to launch the rocket into space.I was a mechanic on the rocket. While I was in the engine room working on the oxygen tanks, I found that some of the oxygen tank's diagnostic tests were not satisfactory.So I was rushing to finish my checks of the tanks and fix the problem so the launch would be a success.The captain told me not to worry about it.Finally, the time came for the rocket to launch,I was almost finished with the checks on the tanks.When the countdown to launch began, the Captain realized that I was still working on the tanks.He ordered me to leave,but I didn't listen.I wanted the launch to be a success.I knew that if I stayed in the engine room,the temperature of the engine room would rise to extreme levels,but I didn't mind, I just wanted to help the Captain achieve his dream. When it came time for the ship to launch, he decided to push the Emergency Shutdown switch,aborting the mission, to save my life.


Title: Re: Final Fantasy VII NES Project
Post by: InfamousKnight on January 12, 2013, 08:34:44 pm
I never really paid attention to the dialog in rocket town. I just skimmed through the text. The text looks good though. If you had to expand the size of the rom then forget it unless you know how to do that.
Title: Re: Final Fantasy VII NES Project
Post by: keithisgood on January 13, 2013, 12:39:39 am
Lugia,

The freelance writer in me couldn't resist a quick edit of Shera's speech. Let me know what you think:

Shera: It happened the day Shinra #26 was set to launch. The Captain was so happy back then. He'd always dreamed of flying into space. I was a mechanic on the rocket and my pre-launch check of the Engine Room uncovered a leak in one of the oxygen tanks. Diagnostics indicated it could compromise the launch. The Captain told me not to worry, but I wouldn't risk failure. Unbeknownst to the Captain, I stayed in the Engine Room while he started the countdown. It was too late for me to join him in the cockpit when he finally realized I was still in the Engine Room. The Captain ordered me to evacuate...but I couldn't. Not when there existed the possibility of an O2 explosion. I stayed to fix the tanks, even though it meant I'd probably be burned alive by the Engines. I'd worked too hard for the launch to fail at zero hour. But as the countdown dwindled, and the Captain realized I still hadn't evacuated... he... he... silly man. He pushed the Emergency Shutdown. The Rocket failed. The Captain killed his dreams to save my life.
Title: Re: Final Fantasy VII NES Project
Post by: Miksy91 on January 13, 2013, 07:46:11 am
I like both of your speeches but I've got to admit that the latter one sounds better so you should probably go with it instead.
In the one you (Lugia2009) made, it sounds more like a narration read of a book than the person talking on her own.
But not saying it's bad, not at all! Nice work in fact!

It's just that seeing keithisgood give a new aspect to what she could say, I prefer that one to yours (but wouldn't mind it seeing in the finished hack either).
Title: R