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Romhacking => Personal Projects => Topic started by: justin3009 on September 06, 2011, 07:33:56 pm

Title: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: justin3009 on September 06, 2011, 07:33:56 pm
Old updates!
Cause this totally needs another enhancement/remake!

There's still a lot of work to be done so you could probably designate this as the alpha stage.

What's been done:
--------------------------------
1. Window Drawing - Completely new window drawing code that replaces the original.  There's new pointers and now any window can be on any layer with any coordinates.
2. Main Menu - Completely re-arranged so it looks more modern.
3. Item Menu organization - All items in one column with full name visible.
5. Magic Menu Organization - Spell columns have been reduced to two spells instead of three.
4. Tactics Menu - Re-ordered so now there's 4 PC's on screen all fully functional.
5. Custom Menu - Dumped a couple commands and added new ones.  Voices and Arte Names can now be enabled/disabled.  Sound selection now has been ordered into one box that changes when you press arrows.  Difficulty can now be chosen as well.
6. Status Menu - New portraits are in from PSX as temporary place holders.  Brambald has his own custom portrait.
7. Name Menu - Completely rearranged letter box so it's more convenient.
8. Cless - Cless now has his own tactics that appear in the Tactics menu AND they appear in the Status Menu.
9. Battle Menu Added in "Enemy "HP" "TP" text above the correct places during battle.
10. Battle Item Menu - Redone like the Item Menu.  One column with full names.
11. Battle Magic Menu - Spell columns have been reduced to two spells instead of three.
12. Battle - Multiple changes.  No more hit delay/slow down, you can walk through PC's, critical hit shakes screen and flashes instead of regular hit, all PC data moved to new bank, etc..
13. Sprites/Palettes - Some PSX sprites have been put in.  Cless's palettes in along with Klarth, Brambald and Chester.  Many share the same palette due to limitations.  Arche's has yet to be imported and Stoned/Poisoned need to be fixed.
14. Brambald- Voices are extracted.  Some skills are chosen for him to use. Nothing in-game yet but he's getting prepped up to be a nice ranger/mage but not a replacement for Arche nor Chester.
15. Klarth - Located Klarth's spell cast code and forcefully made it load Mint's code.  Doing that, Klarth is now able to load ANY spell in the game like Mint without worry.  This is useful because Brambald would have the same issue.
16. Combo Counter - Removed and enabled automatically.  Frees up an item slot and a command byte in RAM.
17. Running - Jet boots are no longer needed.
18. VWF Menu - This is currently in progress but it's going decently smooth so far.
19. Moved Item/Arte Names - All have been moved to bank 62.  Though with the recent changes, I'm unsure if they still work quite well.  I'll have to re-test once I get the VWF Menu complete.

What WILL be done:
--------------------------------
1. Brambald - Brambald will be a full blown PC.  He has a new sprite design and he has voices ready.  He'll be an Archer/Mage with a few unique twists that won't make him a replacement for Arche or Chester.
2. Import PSX/GBA sprites - Some are in but there needs to be a lot of redoing due to palette restrictions.
3. Dialogue - HOPEFULLY I can update/expand dialogue.  I've got my hand on some tools from someone but I'm unsure how they work yet, but it should be helpful.
4. Voices - Everyone will have updated voices and more voice selections. 
5. Stats/Battle Tweaking - I've found exactly what to remove in game so you can move during spell usages.  With this, I'm going to create a table on certain spells that will still freeze the game, but others that don't lag or cause issues will not freeze.  Since that's the case, MANY of the spells in-game will be drastically altered to fit the new style of play.  There's also the issue of allowing the character to attack twice with Cless and probably combo with the other PC's.
6. All PC Control - I'm 1/4th of the way done with this.  Figured out where all the code is, just have to find a way to improve it and make it work for all PC's.
7. Arte Updates - There will be some new artes on enemies and a few for PC's.  Brambald will have a slew of new artes, but I expect Arche to have at least 2-6 more spells to replace her old ones.  Mint will have a few new ones that are damage artes (This I hear is against story things, but I'm thinking of adding in Pikohan damage types as those aren't against the story nor do they break her really.  Pikohan became a physical damaging arte later and had no adverse effects.  So expect her to be able to damage slightly)

Klarth may have a whole new style of play as well.

9. Cameos - I definitely plan to have cameos in this game.  Lilith will of course be in.  She will have a lot more artes with unique voices that I whipped up to make her more challenging.  There's going to be another variation of her as well for random chance encounter in the arena and there's also going to be a couple other battle cameos.  Even a special cameo PC that's just for temporary fun!

10. Battle - The battle system and layout is going to get a major revamp.  It's just not worth the screen space and how limited everything is.

Etc..



New Updates! (January-February 2014)
-----------------------------------------------------
1. Menu drawing code is reinserted, shrunk slightly but expanded on flexibility.  It performs as before, but now if any value is 80+ on the number for box choosing, it draws the infamous 'black box' in the menus.  The black boxes covered up the rest of the HDMA so it wasn't ugly.

2. PC names are expanded to 7.  I want to expand them to 8 but SRAM has to be reorganized first.

3. Brambert IS a playable character now and is being rediscussed and reworked.  He's got a third NEW Voice Actor and hopefully final one.

4. Main Menu is updated to be more Modern complete with VWF names.

5. Item names and pointers are now completely separate from everything else.  Their code for loading the names in the menu has been completely reworked and cut down heavily.

6. VWF Item Descriptions/Pointers are now split from everything else allowing more customization on each item.

7. Customize screen is mostly finished.  There's two blank areas for new commands that have yet to be known.

8. Status screen is finished.

9. Save Game/Load game are finished.

10. Formation is mostly finished.



New Updates! (March-July 2014)
-----------------------------------------------------
1. All item pointers/names are dropped at the moment since the game won't be using the default 8x8 fixed width font anymore.

2. Brambert has a variety of voices ready to be imported though nothing of his artes are quite final yet.

3. Menu reorganization is being discussed again. http://www.romhacking.net/forum/index.php/topic,13201.msg263410.html#msg263410 (http://www.romhacking.net/forum/index.php/topic,13201.msg263410.html#msg263410)

4. Added in a new routine that loads pre-rendered VWF text when needed to allow smoother menus.

5. Scrolling Main Menu is now available for 6 PC's. 



New Updates! (August-September 2014)
-----------------------------------------------------
1. Main Menu now supports switching characters by pressing the --> arrow.

2. Main Menu now scrolls if you have more than 5 PC's in your party.

3. 'Tactics' menu is dropped completely but merged with 'Formation' to create the 'Strategy' Menu.

4. Save Menu is altered.

5. Character in Slot #1 dictates the overworld graphics you will see.

6. Rambard is now officially 'Brambard' in this Enhancement.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Mauron on September 06, 2011, 07:37:46 pm
Nice. Maybe this will inspire me to play the game again.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Kiyoshi Aman on September 06, 2011, 07:39:47 pm
Please don't work off of the GBA version; it's rather inferior compared to the PSX version in many ways, and I rather doubt the PSX version changed that much compared to the SNES version, graphics and content aside.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on September 06, 2011, 08:31:15 pm
I'm mainly aiming from the GBA version as that's the official US script that was used.  I'd feel rather ridiculous if I hacked off the script from someone elses hard work.

Other than that aside, I could probably work on the script myself a little and recruit help for it much later on down the road.  Nothing is quite set in stone so there's plenty of room for change
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: vivify93 on September 06, 2011, 10:01:34 pm
I'm here to help again if you need it, Justin! :D
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Bregalad on September 07, 2011, 02:27:43 am
Looks nice but I'd suggest not changing the sprites. I really prefer the original sprites over the GBA ones.
Other than that if I remember well there were cool portraits in the GBA version in the menu.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Nightcrawler on September 07, 2011, 08:32:16 am
I'm mainly aiming from the GBA version as that's the official US script that was used.  I'd feel rather ridiculous if I hacked off the script from someone elses hard work.

I don't understand this comment or what you're doing. Aren't you working off DeJap's SNES English translation?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on September 07, 2011, 09:26:07 am
I'm working off DeJap's SNES English translation but I'm also thinking of modifying the dialogue to match more closely to the official translation.

Note: It's just a thought but I'm not sure if I want to do that or not.  I might just cut that out and only add new dialogue where it's needed so it's more of an updated DeJap translation.

Edit: And I'm basing some of this off the GBA version because the GBA/PSX version look closely alike in many aspects, though I'm also looking at the PSX version to get a better idea as well.  So it's a combination of both.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: SpiffSpoo on September 07, 2011, 11:12:04 am
If you can get in Chester's new skills in that would make him a much better character, though I don't know what you are going to do with Rambard.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Bregalad on September 07, 2011, 12:08:45 pm
Is it normal that I played through the whole game, and don't remember any character of the name Rambard ?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Gemini on September 07, 2011, 12:24:39 pm
Well, technically his name is Brambard/Brambald.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on September 07, 2011, 12:56:48 pm
Yeah, Rambard is to Brambard is to Brambald.  All the same character, just the localized name.  He was strictly an NPC that joined your party later on in the game, much like Lia was.  Though, he was supposed to be playable but got cut.

@Spiffspoo: Oh that's what I'm also aiming at.  That's how I originally found the skill list in the menu because I was aiming to give Chester skills first.

Progress
--------------
Currently, I've got the item menu basically setup for 1 column, except the biggest issue is the shadow of an item if it's not the right item type.  I'm having blatantly so many issues trying to figure out why it's not working correctly.  It's probably an extremely simple thing and I'm bypassing it every time.  I've got all the code singled out and mostly labeled, just not sure why it's freaking out.

I've also been studying on how the skills in battle are loaded.  I've figured out how to load the manual skill list for each character, but there's apparently a third one that each character has that's hard coded to them (I believe so anyway).  My belief on this is because I have Rambard loading up Arche's skill list, yet he still loads up Klarth's skillset if he's auto casting.   So I've got to fix that and just make it strictly load from the memory value, not a hardcoded PC value.

Also, there's two or three spots for names throughout the game.  I know there's one in the menu and then there's one in battle.  They load the exact same thing but they're stored to separate areas.  Honestly, no idea why that's done cause you can just change the battle pointer to load the menu's name and all works well and it's actually easier.

Edit: And I figured I was right on rom expanding.  SNES9X can run it fine, but ZSNES doesn't want to run it at all.  Since ZSNES is my main point of emulation, I won't be able to expand it any further.  I don't know if it'd run on BSNES since BSNES is never my primary source (Though I do know it's the closest to an actual console).
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Bregalad on September 08, 2011, 08:16:17 am
Quote
Yeah, Rambard is to Brambard is to Brambald.  All the same character, just the localized name.  He was strictly an NPC that joined your party later on in the game, much like Lia was.  Though, he was supposed to be playable but got cut.
It's fun I don't remember him at all, nor do I remember Lia. Does he appear in the party but not in battles ? Looking at him make me thing he's an elf (and man he looks damn cool), so I guess you meet him in Treant Forest ?

Maybe it's time for a second Playthrough.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on September 08, 2011, 09:30:35 am
Lia you get earlier on the game, just before you got Arche.  They appear in the main menu as "NPC" in the GBA but as "N.P.C." in the DeJap translation.  They never appear in battles, thus they're NPC's.

And yep, you get Rambard in the Treant Forest when you go to repair the pact rings.


More progress
--------------------------
1. Fixed the shadow item issue.
2. Fixed another issue in the menu where it'd load the wrong item name once you leave and return to it.
3. Fixed Item Color bug.

Issues
--------------------------
1. Pressing L/R results in deleting some item names.
2. If you scroll down far enough, item names will repeat.
3. X/Y coordinates of hand once you select an item then stop the selection is horribly bugged.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: KingMike on September 08, 2011, 12:17:30 pm
I think Lia was called Rhea in the GBA version. I believe you found her in Hamel(?) after it gets destroyed. I think she was an alter-ego of Arche, IIRC.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on September 08, 2011, 01:01:44 pm
Yeah.  I don't remember the actual location or much of what happened, I'll have to replay this game over once more to remember everything.

Lia/Rhea, I think from what I remember, was a friend of Arche's that worked in Midgard (? - Possibly wrong location).  But she was killed and Arche allowed her spirit to take over her body so she could seek revenge on the ones who killed her.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Bregalad on September 08, 2011, 01:20:07 pm
Wow I really need to play this game a second time.
I'm pretty sure my playthrough was very sparce, I finished this game 4 years ago but maybe started it 7 years ago, this was a game I liked to play once in a while and not more frequently, even though I loved it.
I guess the reason I played it so infrequently was the annoying labyriths in most dungeons which made me need a whole afternoon of free time to play this game from save point to save point.

I clearly remember the town being destroyed and a girl being crying in there but I don't remember her joining you.
Now that you guys mention it I'm pretty sure Rambard comes in the party because no human is allowed to enter the Treant Forest without being accompagned by an elf, and also, half-elves are banned, even with the accompaniment of a full elf. However I remember clearly that Arche bypasses this rule once.

Well, all this to say after so many years you remember very clearly some parts of the story, and completely forget others. I completely forgot about those NPCs even though I remember a good part of the game very clearly.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on September 08, 2011, 02:21:28 pm
I'll have to replay this game as well or at least read the script so I can get a better understanding.  Honestly, I haven't played this game in at least 8 or 9 years so my memory of exactly what happens is extremely vague.

Semi more progress
----------------------------------
1. Cless is now interchangeable in the menu.  It looks like the game specifically loaded Cless's value to be 55 so you would never be able to swap him out even if you removed the check.  So for a cheap method, I bumped the code to empty space, had it checked if the value was 04 (Because it subtracts 51), if so, load 00 so you can swap Cless.

2. Fixed the * locations in the menu.  Forgot they existed, so now they appear under the PC's graphic in the status menu.

3. Found more data on how skills are loaded in the main menu.  Give or take a day or two when I have free time, I'll be able to allow any character to equip their skills as long as their in PC Slot 1.

4. Officially completely fixed all the item shadowing issues in the item menu.  The biggest issue right now is that the item names repeat after 3 blank item slots even though there's no item in the slot.  Fix that, then fix L/R movement and the item organization is done.  After, I'll fix the New/Alphabetical etc... buttons so that they work correctly.

5. Strayed off and found the check for the Combo Counter.  Removed the check, removed the Combo Counter option in general and have it always enabled.  Reason being, I think I'm going to try and add in a formula for experience that checks the number of hits you've done in a combo and then add more experience to the total.  For this, I'm going to have to change the combo counter slightly so it has a specific amount of time before it sets the counter back to 00, but store the max value somewhere else and check it after battle once it adds the experience.  Shouldn't be TOO difficult.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: mrspoon on September 11, 2011, 12:21:41 am
If you're considering importing the PSX sprites, why not go for the gold and import the PSP sprites?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Gemini on September 11, 2011, 08:46:29 am
Because they're totally inconsistent and their styles clash each other like a punch in the eyes.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on September 11, 2011, 09:05:39 am
Agreed with Gemini.  The PSP sprites really don't mix with the current system.  Those were more of a deformed Tales of Eternia style with the regular PSX ones and it just didn't work.

I'm still questioning if I should import the PSX sprites or so now.  I might just leave it SNES to keep that old school feel but I'm not 100% sure.  I'm sure I'll import them once I figure out how to mess with the games palettes more since they're so extremely limited.

Edit: Heh, found out how battle animations are semi loaded and stored.  I found out that Cless's "Lightning Bolt" technique, the lightning bolt is literally a separate spell being loaded.  With that, I'm going through random spell animations.  There's a number of them that don't work or they seem broken.  I found one interesting thing though that could be used for Lilith's Thunder Sword if I ever hack her into the arena :3

Edit 2: Still working on that damned item menu.  The bug right now is that the second half of the item names are being repeated across the item menu, or it's just the quantity sometimes to.  I've had this in so many other projects but this game is the most difficult to fix it out of them ~_~

With that though, I fixed a bug that I had added for code for the Combo Counter.  I've found all the X/Y coordinate data in battle for when it appears as well.  Also, I've found where the minimum steps required before a battle start is and I've been trying to change that to be about 15 more steps in total.  It's kind of a hassle though as it's a portion of code that's copied to RAM and not a single value.  Though, I'm starting to label it out a bit.  The game might change how many steps for battle are required depending on what timeline you're in.  I'm not entirely sure yet, but I'm in the future in one savestate and it's 40, yet at the beginning of the game it's 50.

Edit 3: Fixed the menu bug -___-... The game is poorly optimized when it comes to removing an item name.  It literally has a string of STA's to remove them instead of a loop to do so.  I'm going to optimize this once I get home.

Edit 4: Thanks to Zarra yesterday, wrote a super short and quick loop that is MUCH better than what was originally there to remove item names.  That annihilated that bug.  Just about 20 minutes ago, I fixed the final item menu bug (As far as I can see) with scrolling, viewing equipment, shadows, item type, etc..  It all loads perfectly now.  The item list is now available to 255 items instead of 160 (Though that'd be 320 in the original due to having 2 items per row.  I could probably expand it to that but I don't think anyone would have more than 255)

Edit 5: Fixed a couple left over bugs from the item menu.  Didn't realize they existed.  But the item menu is now officially done finally.  In the midst of the doing that, I did the battle item menu as well.  It now loads 1 column of item names and loads correctly.  What I'm planning on doing next is redoing Cless's skill menu.  It'll load the regular menu like everyone else, same with the tech names.  It'll cause less lag when switching menus and it's pretty necessary for what I have planned.  So that'll be my next task.  Which, when I think about it, will be REALLY nice to have as that'll cut down a gigantic section of code that's not needed :3

September 15, 2011, 08:39:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I know that it'll either merge this post or double post it, but I thought this was interesting to post.

(http://i54.tinypic.com/2gximwk.png) - See how many PC's are on the field?  Well apparently, with just a simple change of this:

Code: [Select]
$C0/45CC E0 91 6E    CPX #$6E91              A:6C91 X:6C91 Y:6B91 P:envmxdizc to E0 91 6F, it'll load 5 PC's on the field.  Lower it and it'll load 3 2 or even 1 PC.  Thought this was interesting
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on September 25, 2011, 08:51:13 am
Just an update.

A LOT of progress has been happening lately.  I've bumped hordes of code around so Cless's statistics load up depending on what slot he's in, not based on what screen is appearing.  This also applies to other PC's as well.

I've updated the skill screen to reflect changes in the battle system for Cless, so now you use all directional buttons to use skills, not just B and Up B.  So now it's B, Up + B, Left/Right + B, Down + B.  If I really wanted, I could add the two more skills like in the PSX version and have "Select" be the button, but that's a different story.

I've swapped out the in-game font with another that's much thinner but still legible.  (I also found out that the game apparently directly adds shadows to the font on it's own,which was an interesting feature).  Fixed a horde of bugs I had created with my mess of code so they're out of the way.

Item Menu works 100% correctly.
Shop Menu works now as well.

Cless and Chester share tactics text, but the tactics text has been redone.  (Also removed Rambard's text and had him share with Arche as they literally had the same text just in different areas of the rom).

Removed HUGE amounts of code in the skill menu that wasn't needed anymore which made room to bump some of my custom code back into bank $C2.

Figured out how to have Cless load his battle sprites depending on what other character slot he's in.  Just really got to figure out how to make it work correctly since there's not enough room at all for Cless's data in bank C2.  (Probably will JSL it somewhere).

Removed the pause system for when you attack an enemy now, so the game flows much more smoothly and not stop and slow down every time you hit someone.  Most notably with Blade Storm (Akisazame).

Right now, I'm trying to reform the Tactics menu so it's much like the later versions so you can select 4 characters instead of 3.  I am having so much trouble trying to figure this out as it seems TOP's menu data is vastly different from anything I have ever messed with before.  It's going to take a long time before I actually understand what the heck is going on.

Edit: I might see if I can swap out TOP's menu engine with that of Chrono Trigger's, which is a lot more flexible than TOP's.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: syntax error on September 25, 2011, 02:42:57 pm
Do you think you can import  parts from Star Ocean easier?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on September 27, 2011, 08:34:21 am
I'm actually not sure about that.  I can try taking a look at Star Ocean's code but if I recall right, it's most likely very different from TOP's.  I'll have a look at Star Ocean real soon and see what type of system it deals with for drawing the menu.

Edit: Well that's great.  Star Ocean uses a system similar to Chrono Trigger's, well somewhat.  It has LDA and LDX's to dictate how tall and wide a box is.  While Tales of Phantasia's uses a cruddy system of each tile being read hard coded from the ROM (As far as I could see anyway).  I am definitely going to see if I can swap TOP's system out cause it's ridiculous and inefficient as hell.

Edit 2: Just giving a heads up on more details.  I think I figured out where the palettes are located in-game and how they're loaded.  I've known for awhile that each PC/NPC has a number to dictate the palette number they use (Which is rather strange considering this game technically has 3 palettes in total for every character in the damned game).  5 = Dhaos, his pendants and I think his orbs too.  6 = First set of NPC's.  7 = Second set of NPC's + EVERY PC.

What I'm planning to do is break off the original code to load a system similar to Chrono Trigger's.  Each palette will have a pointer.  Depending on the palette # that's being used, it'll load whatever pointer, load the palette and then store it.  Doing so will allow the use of the PSX sprites finally without any conflicting problems.  I'm going to see how Chrono Trigger's code is used so I can get a better idea of what to do, then I'll actually put this into play and see if it works.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on October 09, 2011, 12:52:30 pm
Maybe I should make like, a small blog for this project or something to post updates at.  Anyhow, updates.

Changes
1. I've removed the spell pause for everything temporarily.
2. The screen no longer shakes when you attack with a regular attack.
3. Critical Hits now are slightly different in effect.  The screen will no longer flash.  Instead, the screen will shake, basically reversing the normal and critical effect without a flash.
4. I'm working on spell circle graphics placement on the PC who's casting.  With this, PC's will cast spells anywhere on the battle field and the screen will NOT scroll to where they are.  This allows the battles to be focused on the person in PC Slot 1.
5. I've updated the Magic Menu in Battle and in the Main Menu.  It's now two columns with two spells in each instead of 3 columns with 3.  It's more organized, all names fit, everything works.
6. Updated the "Form Menu" in Battle a little bit.  Arche's graphic was slightly updated in it, also you can move the PC's farther apart now.  The limit was 20 and E0.  Now it's 10 and F0.
7. Fixed a description fault of DeJap as well.  It stated "Fireball" launched '...three..' at the enemy when in reality it was only two that ever shot out.

And a horde of other junk was done.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: StorMyu on October 09, 2011, 05:24:44 pm
1. I've removed the spell pause for everything temporarily.
4. I'm working on spell circle graphics placement on the PC who's casting.  With this, PC's will cast spells anywhere on the battle field and the screen will NOT scroll to where they are.  This allows the battles to be focused on the person in PC Slot 1.
YEAHHHH !!!!! I'm so looking forward to that ^^
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Kajitani-Eizan on October 18, 2011, 05:05:31 pm
2. The screen no longer shakes when you attack with a regular attack.

aww :/ i thought that was kind of fun about the original.

but this sounds awesome, looking forward to seeing how it plays!
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on October 18, 2011, 09:38:48 pm
It actually plays out nicely from what I've seen.  Makes battles flow much smoother.

I have a couple features planned for battle purposes that I'll get to work implementing very soon.  I think it'll help people who don't feel like using Spy Lens all the time.

Edit: I've also stumbled upon a horde of bugs that I somehow missed ._.  I'll fix them all soon enough.  I'm also still working on palettes.  I'm really confused as to why palettes on certain maps load 3 at max and loop continuously but others load 5 palettes and loop continuously.  Hopefully I'll find that so the palette limit won't be so strict.

Also, you can use a few skills on Pegasus now so it's not such a frikin hassle to battle anymore.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: andrewclunn on October 20, 2011, 10:00:13 am
Watching this project closely...
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on October 21, 2011, 07:04:44 pm
(http://i51.tinypic.com/245dm2u.png) - Updated the "Custom" screen a little.

1. Buttons are much smaller.  I'll probably have to redraw them as they're.. kinda ugly right now.

2. Sound is different.  Instead, when you press right or left, the text changes itself from Stereo to Mono or Surround.  Saved a bunch of code doing this.

3. View Foes was actually the "Battle" command.  It's still vague but not as vague as before.  What that command does is enable or disable the screen scrolling at the beginning of the battle to show the enemies you're fighting.  So I altered it a bit so it was a bit more clear.

4. Targeting: Removed Semi-Auto.  Basically worthless.  You can set whatever enemy you want in battle anyway so.. Having a half-auto was pretty pointless.  Pretty soon, I'll probably make this the "Manual Control" option in which you move your character wherever you want and do what you want without targeting automatically.

5. Voices: This was Event Voices and Battle Voices.  Event Voices was when the characters use skills.  Battle Voices was when they just attacked and got hurt.  Extremely pointless to split those two up.  So I made them into one giant command.  I also fixed numerous 'bugs' with the voices being disabled.  It didn't disable enemy voices, your victory voices, or Gremlin Lair's voice.  Voices off SHOULD MEAN voices off.  So that leaves a blank memory value for me to play with however I want.

6. Arte Names: This was actually the "Battle Voices" command but now it's something else entirely.  This allows Skill names to be displayed in battle at the top of the screen or not.  Works entirely for both enemies and PC's.

7. Combo Count command is now blank.  So now I have a extra option and an extra memory value to play with :3

And there's that update.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: vivify93 on October 22, 2011, 01:21:53 am
Do I spy the font I made for the Schala Project? :D
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on October 22, 2011, 10:38:55 am
Yessir you do :3  Certainly saves up a lot of room for text.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Neil on October 23, 2011, 05:36:06 pm
3. View Foes was actually the "Battle" command.  It's still vague but not as vague as before.  What that command does is enable or disable the screen scrolling at the beginning of the battle to show the enemies you're fighting.  So I altered it a bit so it was a bit more clear.
May I suggest survey? As in survey the battlefield?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on October 23, 2011, 10:21:26 pm
Oh I like that much better.  I'll use that suggestion.  Thank you very much!
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: AQWBlaZer91 on October 24, 2011, 11:00:41 am
I had a decent look at the screenshots and by the look of it and what you've said is that you're going to make the combat more flexible. It's looking impressive so far and I'm probably be playing when I think it will be done in 2012.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: vivify93 on November 08, 2011, 11:06:48 am
So Justin, do you have any plans for the 8x8 font? Dragonsbrethren made a pretty decent-looking one for ToP GBA. All it really does is give the original set of all-uppercase letters a lowercase set. Then again, there's a Finnish version that does basically the same thing...
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: bradzx on November 27, 2011, 12:44:39 pm
I think it'll help people who don't feel like using Spy Lens all the time.

I do use Spy Lens many times.  So hope you don't mind to keep that.  :)
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 13, 2012, 12:12:30 pm
Yeesh, been awhile since I posted in the topic on here.  I've been semi steadily working on Tales of Phantasia for awhile now and making changes here and there.

First off, I've updated the usable items in the item menu.
(http://i43.tinypic.com/2lbe3jb.png) - Probably going to change this as there's too much blank space on the right of the screen.  Probably see if I can put at least two PC's on each side.

Second, I've fixed a MASSIVE amount of item bugs that I introduced.  Buying, Selling, Event Items, Chest items were all bugged to hell with the amount and how they worked.  That has been fixed finally.

Third, I fixed some items disappearing when de-equipping them (Introduced by me again).

Fourth, fixed a lingering item menu bug in which the icons at type to say what type they were wouldn't work.  (Introduced by me again).

Fifth, I've been studying the battle code a bit for the characters.  A majority of the characters use extremely similar code that take up large amounts of room.  So what I'm essentially going to do is have every PC, if possible, load the very similar code in one area so it'll save room everywhere.  By doing that, I should be able to squeeze in just enough room for Rambard as a PC.

Sixth, name menu got a overhaul!

(http://i40.tinypic.com/dz5g6.png) - Original
(http://i41.tinypic.com/30wknwy.png) - New

Seventh, been studying palettes a bit more.  I MIGHT be able to alter the palette routine a bit to load separate palettes for the PC's/NPC's all together.  Being PC's always load this palette while NPC's load another.  So what that would is always have 1 palette usage being used by the PC's, but if there needs to be a different one depending on the PC you are, it'll load another palette piece for them while leaving the NPC's at least 3-4 palettes to use.

Eighth, Cless now has his own battle code.  He can appear in other slots now but the game still plays like you're controlling him.  Not too much in appearance but it's a massive code save and it's allowing other PC's to be in control during battle.

Ninth, fixed a couple typos and introduced a lot more PS1 sprites into the game.

Tenth, skill menu!

(http://i42.tinypic.com/2yyxqtc.png) - This is how it appears now, loading Mint's spells regularly.  Though the icons are temporarily missing because of new code I had to place in.  What's the big deal?

This: (http://i43.tinypic.com/f9l53p.png) - Spell names are no longer hardcoded to load from a certain value and above.  Instead, it loads the spell # from a table and uses that accordingly to load spell names.  Similar code will be put in place for battle so any spell can be usable by anyone and can be altered.  Makes it a lot easier to customize.  I will say, this table code was the most frustrating thing EVER because I have like, 3 frikin separate tables loading throughout the code trying to shift between A/X/Y and storage everywhere.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Shinrin on March 28, 2012, 12:43:57 pm
it's nice to see someone working on a game making it better by 1) adding new things, 2) redoing coding in the game and 3) just making things look nicer.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Jorpho on March 28, 2012, 10:46:05 pm
Is Mint still going to uselessly try to cast the same spells over and over again if left to her own devices?  I hated that.

Also, are you fixing the random-chicken bug?  I don't think anyone ever really understood the problem there – something about how, if you have too many items in your inventory, an item might randomly change into a chicken.  It might have strictly been something triggered by the entrance to the lower levels of the Moira gallery that blows up your Holy bottles.  Does that ring a bell?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 28, 2012, 11:13:14 pm
1. I plan to prevent that for all characters probably by some sort of extra memory storage to make sure it doesn't do that >.< It's really annoying.

2.  I have never heard of that bug to be honest.  I know it blows up your holy bottles but I have never heard of it turning into a chicken.  I'll definitely have to check that out.  What level does it blow up at?  Just the beginning of the lower levels in general?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Jorpho on March 29, 2012, 12:17:33 am
Ah, here we are.  I experienced this myself during my playthrough, to be clear – but then, maybe it's just ZSNES or some other wacky emulation issue.
http://www.gamefaqs.com/snes/588771-tales-of-phantasia/faqs/8713
Quote
The merchant standing in front of the stairs going down sells useful
stuff you might have forgotten to bring. If you want to and have the
money (most likely) make a whole set of Lemon, Pine and Miracle
Gummies by using Rune Bottles on the Apple, Orange and Mixed Gummies
you can buy here. The transformed items restore 60% of HP/TP instead
of the 30% recovered by the other items, however, do buy a new set of
the original items, you can never be too careful. Don't forget to buy
another 15 Rune Bottles before going down.

 This is important, sell your oldest equipment and useless items, then
fill your food sack. The reason for this is that there's a bug in the
game that transforms items randomly into Chicken (a food item) if you
have too many items (I have only experienced this bug here in the
Moria Gallery).
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 29, 2012, 12:18:38 pm
I'm not sure if this bug exists or not for me.  The item # has been drastically reduced from basically 320 down to 255.  I've gone to the Moria Gallery, made a save before hand, checked all items and nothing changed at all in either quantity or item itself.  So maybe the bug was inherently fixed with the item reduction?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on January 01, 2013, 08:30:51 am
In light of news about an 8 MB Zsnes handler and now that Cless's translation/localization has come out, I've been working on kick-starting this project again.

There's been significant progress on many things since this topic was last updated, but I honestly don't know what all to list.

But the plan in action right now is converting all my '.txt' change logs into a more compact 'Excel' (Probably not the best thing) spread sheet being organized by what the changes do.  In-Game changes are in their own log, any Main  Menu changes with their sub-categories are in separate pages in a Menu Change log, Battle changes will be organized by Menu/PC/Enemy data.

After, I'll make a back-up and expand the rom to 8 Megs.  Then comes probably trying to re-work the damn palette system once more to accommodate for the new PC/NPC sprite updates.  Soon after I'll have to start re-doing masses amounts of battle code etc etc.. Long ways to go but I have more freedom now without space limitations for the most part.

Edit: STILL moving data into an excel sheet.  I just have two more text files to do so.  I MAY end up re-doing half of this because I think some of it is rather.. outdated.  But in either case, I'm just about done labeling such and then I can get back to reworking some things.  I may try to see if I can get a VWF loading for the PC/Enemy names in battle. (Pretty sure it's possible really.  Just have to change how it loads the text and shove them somewhere in VRAM where tech names won't overwrite).

Edit 2: I'm really thinking of starting from scratch and re-adding things one by one.  I've got a lot of data I don't even know what does what anymore and my notes are rather.. everywhere since it's been so long.  In other news, I modified my Table Code for spell names, usage and what not to load from one area instead of two (They had the same data..)  I also found out HOW spells are used in the menu and how it loads what does what.  I may make ANOTHER table just to dictate which value loads what kind of healing spell so everything is straight up modifiable relatively quickly.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on January 12, 2013, 12:14:10 pm
Just an update:

1. Got Cless's menu back to how it was before I started over and it's better organized.
2. Status menu is back to how it was.
3. Custom menu is back to how it was.
4. Item Menu is back to how it was with much more simplified coding.
5. Magic Menu is back to how it was excluding the table (I need to figure something else out for later)
6. Name screen is back to how it was.
7. Window drawing code is mainly complete.  X/Y coordinates, width and height are all customizable! *NEW*
8. Implemented the routine for the Main Menu screen only.  X/Y coordinates are two bytes loaded now while width/height are only one byte.  The code is slightly longer but it's now more compact in the long run.  Now I have to input new data to tell how many windows to draw and which one to draw next.  Once that's set, the entire routine is ready and all the other code for drawing the menu can be knocked out.
9. Window drawing is now 100% complete!  You can load however many windows you want on screen,  X/Y coordinates of window and width/height.  The only thing that has to be done before hand is loading the single byte to load the correct pointer.  Saves up a huge chunk of room in bank 4B and it's much more dynamic as it only draws what's needed instead of drawing one tile at a time.

I'm basically slowly re-adding everything I had before.  Fixing the code, reorganizing, etc.. Doing some new things on the way if I don't get too lost in my old notes.

But one thing that's been a beneficial addition to the project is this little wonder:

http://www.youtube.com/watch?v=uDtwcZVI30Y&feature=youtu.be

Figured out how to import voices into games.  Got bored and even tested it on Sailor Moon: Another Story and it worked flawlessly there too, and with Star Ocean.  So this will GREATLY improve space and allow more customization.

I'm also looking into the game to see if I can possibly add 8 directional pixel movement (AKA Chrono Trigger).  The game seemingly does allow pixel movement as from what I've tested.  The only issue is that you're forced to walk in a 4 directional manner.  I want to break that so you can walk ANYWHERE.  I've also noticed that at 'rounded' edges, the game does have you pixel move around it in an odd circular pattern.  So it definitely does support it.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on January 23, 2013, 07:46:15 pm
Welp, that time again.

1. All PC's have been bumped to Bank 61 for character battle data.  610000 is Mint.  611000 is Arche.  612000 is Chester, etc.. All battle data can be used from any bank now.  I have NOT moved Cless because he's technically hard-coded.  I have a lot of work to do with him yet to even get him as a automated battle person.  Then again, I have to write two separate systems.  One specifically for 'Manual' mode stuff and one specifically for them being AI controlled.  So I'll have to copy the battle data and have them have a base set up like Cless's to work.

2. I'm looking into the Menu Palette issues I had before, rather, palette issues in general.  One palette is repeated twice and both are used for the same thing.  You delete one, it kills the graphics.  It's really strange and I have NO clue why it does this or what's making it do that.  (I have yet to find out where it READS the palette from).

Actually writing this post and checking, I just found out more on how this palette system works.  All I can say is this shit is really weird and annoying.  The same palette is written TWICE in RAM and is loaded through a 0-7(?) spectrum.  The latter numbers are for Layer 3 things like the reflection in the water, mirror, shadow etc.. but it uses the exact same palette as the first one that's stored, just in a separate area (Wtf?).  But otherwise, pretty sure that can be reworked to use the same palette on the Sprite Layer.  Legitimately, I'm completely baffled at this.  But that DOES mean I can actually use a working palette system for this game.  I just have to figure out how it reads/stores the palettes and work from there!

3. Working on Brambert (Brambald/Rambert/Rambard)'s whatever the hell people want to call him, voices.  There's an enemy in Tales of Eternia that had a shit ton of cut out voices and he actually has the tone of voice I want for him.  So with that, got a horde of spells and am using bits and pieces of him and other people to create custom voices.  I won't give any skill set list yet as he's still in progress for ideas.  But I'm aiming to NOT make him a replacement for Chester or Arche, but rather be viable for either or.

4. Once I crack this damn palette system and make it work how I want, I'll start importing the PSX sprites like before and HOPEFULLY things can start getting back on track.  When that happens, I'll start bumping the battle sprite data to new areas and importing the PSX sprites/animations.  I took a test with Cless and he's literally just ONE tile too small to fit.  Though with how this game works, it may load up 3-4 extra tiles and cause VRAM issues.  So I have to do some super extensive testing.

5. Have two new spells for Arche planned out slightly.  One of them is already in-game and used by an enemy, so I decided to see if I can make it a retrievable spell for her.  I haven't done any coding yet but I have the voices ready.  One of them will be a light elemental and the other will be another dark elemental as she's very much lacking in that.

6.  Have a slur of new arte voices for Lilith.  These were done months ago for a fan-game I was attempting to work on but got bored.  So they'll be put to good use here.  She's going to be more of an ass kicker than before if I can get her working and in-game correctly.  May also have a 'secret' variation as well ;)
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: ChronoMoogle on January 24, 2013, 04:46:21 am
Wew! You are really planning to make the SFC version of Tales of Phantasia superior to the PSX Port, aren't you? Very impressive and exciting stuff!
Are 2 player fights somehow planned or are them beyound the capabilities of the hardware?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on January 24, 2013, 07:31:56 am
2 player COULD be possible but considering I have no way to have the other PC's be supported by the player (yet), it's a far cry from anything. I really doubt I'll implement that but it could be a possibility in the future.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Burnt Lasagna on January 28, 2013, 12:07:21 pm
Voices - Not sure if this will happen.  The original crew's e-mails are.. well non-existant anymore.  So any 'voice' importing is probably not going to happen for now.
Any chance of adding in the GBA voices?
I remember dumping all the voice samples a while back from the European version (it has better audio quality).

Here's a video on Youtube giving the starting addresses for the voices,
http://www.youtube.com/watch?v=OP4acSFH2Mo
Quote
Ripped via GBA2AIF.

Voices start at offset BF79C in the JP Version and offset BCD0C in the US Version.
(for documentation sake ._.)

I don't quite remember, but I think the European version had the voices in the same location as the US version, if not, then it was definitely not far from that point. 
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on January 28, 2013, 01:29:24 pm
I actually did import a test voice for Cless into the SNES version.  Worked nicely and actually almost sounded better on SNES (Though that's probably nostalgia or something).  I was thinking about doing a little version with the GBA English voices.  May just do that later on for fun.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Burnt Lasagna on January 29, 2013, 11:39:48 am
I was thinking about doing a little version with the GBA English voices.  May just do that later on for fun.
Hey, that's cool ;)
I always liked the GBA voice acting. It has that "over the top" charm to it :)
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Hiei- on January 30, 2013, 11:45:49 pm
From what I remember, the chicken bug might be from the english translation of dejap, as the first french version (based on the english translation) also had that bug.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: KaOSoFt on February 02, 2013, 10:30:42 am
Hey there!

Perhaps I have not read well, but does it say Klarth will have access to all spells? Isn’t Klarth just a summoner?

Maybe I’m not reading correctly and I’m just misinterpreting that line.

Thanks in advance, and keep it up!
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on February 02, 2013, 01:05:15 pm
Misinterpreted.  He doesn't have access to all spells but I altered a JSR so he COULD use any spell in the game without crashing.  Mainly because I plan to use some of his code for re-doing everyone's junk eventually.

Also, I DO have a couple ideas for a couple 'new summons' for him which I *THINK* could work.  I'm just trying to find someone that knows Tales of Phantasia's storyline well enough and how it works that it won't interfere and screw things over.

Edit: (http://i49.tinypic.com/2d1ps8w.png) - Friend and I semi got bored early this morning (Around 2:00 AM or something.  Not even sure why we were up so late) and decided to work on Brambald's sprite.  Noticed that in either way of any of his concept arts, the sprite looked nothing like him really and not too mention his armor was made to look like cloth.  And this ends up being the result of changes to him.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on February 28, 2013, 08:42:01 pm
Been a long while since I posted!

(http://i46.tinypic.com/nxorv6.png) - Here's some menu updates.  The Tactics Menu is almost working.  I had to bump every single arrow button/button pressing pointers in general to a new bank to make room for new commands.  There's a 4th command for up/down now in the Tactics Menu.

All arrow movement is fixed in the main menu.  The 'Right' Arrow will now move to PC 1 and automatically shortcut to equip.  You just have to choose which PC.  Pressing 'Left' does nothing.

I stopped for awhile due to issues but most of them are overcome now.  Also fixed a couple more battle freeze bugs with Klarth.  I STILL have to move Cless into the new bank but I'm not sure where his data starts and where it ends animation wise and command wise.  It's proving to be quite an annoyance.

STILL working on the palettes a bit.  Ran into trouble as technically I'm going to try and stick to 4 palettes at most with some creative workarounds.  But.. here's the issue:

Cless
Arche
Chester
Klarth

Those were the 4 palettes used.  But since Brambald/bert came into the picture.. he needs his own which would bump it to 5.  I've been trying to see if I can mesh his palette with Chester's as they do share quite a few colors, but it doesn't look the best sadly.  Once I can fix that issue then I'll start re-working all the NPC's and such to accommodate.

Edit: Tactics Menu is now fully functional for four PC's.  All hand X/Y coordinates work, all buttons are in check, no more crashing or freezes now.  All Tactics areas in RAM change as well.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: DarknessSavior on March 01, 2013, 10:24:09 am
Nice work. This is looking like it's going to be quite impressive.

Might I suggest "Use Ranged Attacks" instead of "Attack in Ranged"?

~DS
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 01, 2013, 10:54:38 am
Attack In Range is more of a command to attack the enemy that's closest to you instead of whichever target they're locked on, or so I think anyway.

Reason why it's not 'Use Ranged Attacks' is for that precise reason and would get pretty awkward with Cless.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: DarknessSavior on March 01, 2013, 11:15:55 am
Attack In Range is more of a command to attack the enemy that's closest to you instead of whichever target they're locked on, or so I think anyway.

Reason why it's not 'Use Ranged Attacks' is for that precise reason and would get pretty awkward with Cless.
Oh, I totally saw a "d" there that wasn't there. "In range" makes sense. Sorry. T_T

~DS
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Bregalad on March 01, 2013, 03:12:50 pm
The menu looks better than the original I think. For some reason I think it looks cooler to have all 4 characters lined up rather than in a 2x2 gird.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: TheZunar123 on March 01, 2013, 05:41:50 pm
Never played this game before, but it definitely looks cool, so I might give it a try. Which version of the game do you guys recommend, SNES or GBA?

(Not to derail the thread, I'm just wondering)

Ontopic: Menu looks really cool, though I've never played the game before so I'm just going off the screenshot in the first post.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: ChronoMoogle on March 01, 2013, 05:54:19 pm
I have to say it again, this project is absolutely sweet!
I played the GBA version of ToP pretty far until the unbalanced dungeons bugged me too much and I went on to another game. But its hard to deny the quality of this game, so I recently also bought the sfc version because I like the graphics better...
I really hope to play your hack in the future, it might get the definite ToP version at some point.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Gemini on March 02, 2013, 06:44:37 am
Your revision of the status menu looks absolutely sweet. ;) Still planning to have a vwf for the 8x8 strings? That would free you from the "CHICAGO PLAGUE" and make it all just perfect.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 02, 2013, 09:52:10 am
I was able to borrow the VWF from the 'Skill names' as a test for VWF.  Only issue was I wasn't able to actually bump the other bits in VRAM, rather, not sure how quite yet.  I'm not sure how slow it'd be either.  I'll have to experiment with it more later on.  Though if it becomes successful with very little to no slow down, there's going to be A LOT of blank space on the screen.

Edit: Updated first post of page.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: TheZunar123 on March 02, 2013, 05:33:58 pm
I have a quick question. Is there any reason you're using directly translated names instead of the localized names (Cless vs Cress, Klarth vs Claus, etc.)?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Neil on March 02, 2013, 05:55:29 pm
If it's up for debate I vote for Kralth. (Snark. The localized names read horrible to me.)
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Zoel on March 02, 2013, 06:43:20 pm
It debatable, but I find the localized names are terrible.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: cobaltex on March 02, 2013, 07:06:53 pm
It debatable, but I find the localized names are terrible.
This. They're very awkward to read.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 02, 2013, 11:37:39 pm
I very, very much dislike the localized names.  If anything, you're freely able to rename your characters in the SNES original.  So if someone really wanted the localized names, just rename them.

That's an argument I'm not really going to bother with though.  Their non-localized names will remain.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: TheZunar123 on March 03, 2013, 12:49:35 am
I'm in no way against the non-localized names. In fact, I like them more than the localized ones. I was just curious.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: StorMyu on March 06, 2013, 06:47:17 pm
French Gba version used Cless / Klarth.
that's just better ^^
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: SBK on March 08, 2013, 08:46:13 am
This is AWESOME! I beat Tales of Phantasia on the SNES a few weeks ago. Also beat Tales of Destiny on the PSX a few days ago. So far in the series I think ToP is the best. I'm playing Tales of Destiny II aka Tales of Eternia right now on the PSX. I had to turn off the voice events... boy did Namco do a great job on that :P
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 11, 2013, 12:35:18 pm
Just an update while I was able to with other projects and things I'm attempting to help with.

7FCC20 was where in the main menu item palettes were stored.  I noticed that, 7FCC00, was where the button palettes were stored.  IE: A/B/X/Y in Custom Menu.  I also noticed that the palette gets rewritten there as soon as you leave the item menu.

In doing so, moved Item Palettes to be stored at 7FCC00 and now that leaves another RAM palette area in the menu unused.  I'm trying to shuffle room around to make room for four PC palettes + Stoned/Poisoned palette.

Right now I have:

7FCC20
7FCC60
7FCC80 as open areas.  Along with 7FCD00 but that's a bit.. out of sequence.

So what I'm thinking is bumping the 'Element Icons' palette to 7FCC20.  Then bumping PC Stoned/Poisoned up to 7FCCE0 and 7FCD00.  So that leaves:

7FCC40 - PC 1
7FCC60 - PC 2
7FCC80 - PC 3 (Only used in Status Menu as Portraits which can easily be bumped into 7FCC00 again)
7FCCA0 - PC 4

This would solve the palette in RAM issue.  Then the issue is having the entire palette check to check for each PC's area.  Get that and I have the menu ready for everyone's palettes!

Edit: Working on Brambald/Chester/Klarth's palettes before hand.  I MAY actually be able to fit those three into one palette with just some editing.  They look pretty close to their PSX counterparts still (Except Chester.  Actually had to modify his sprite because the colors were REALLY off compared to his actual art.  But doing so actually saved room for colors!)

I THINK I may have just enough room for all three of them.  Brambald's hair is slightly darker now which actually works nicely.  So hopefully I can finalize that palette and then start importing them.

Edit 2: Routine is done!  I just modified one thing and apparently it's globally fixed across the entire menu.  Quite convenient actually.  Klarth/Chester have their palettes set.  Mint/Cless as well.  Everyone else is default set to Cless/Mint for the time being until I get more sprites ready and Arche's palette imported.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Terr on March 12, 2013, 09:45:46 am
Quote
Working on Brambald/Chester/Klarth's palettes before hand.  I MAY actually be able to fit those three into one palette with just some editing.  They look pretty close to their PSX counterparts still (Except Chester.  Actually had to modify his sprite because the colors were REALLY off compared to his actual art.  But doing so actually saved room for colors!)

As for sprites reference, did you check Tales of 15th Anniversary テイルズ オブ 大全 1995-2011, because there is many detailed art. I don't own this book but I found once a couple of good scans on the net, so I think it's really worth the check.

And here is link for Brambald and Co. images (http://talesevolve.wiki.fc2.com/wiki/%E7%94%BB%E5%83%8F%E4%B8%80%E8%A6%A7), I hope it'll come in handy, somehow.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 12, 2013, 02:55:55 pm
 Yep,  got the art from the scans and such.

 As for Brambald's design, we used the anime for reference since he was armored.  Felt more appropriate.

Edit: All PSX Chester sprites are imported with his palette.  Every single sprite has been altered to fit into the color scheme and fit the OFFICIAL art more appropriately. NOTE: THIS IS BEFORE MOVING ALL PC GRAPHICS TO NEW LOCATION SO THEY CAN LEAD!
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: KmJ on March 16, 2013, 06:19:34 pm
Really good project, can't wait to play this.
Do you plan to add Suzu along with Brambald?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 16, 2013, 09:09:43 pm
 Suzu I don't plan  to add.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Zynk on March 16, 2013, 11:22:16 pm
Just throwing some characters here.  8)
How about Londrine (http://images.wikia.com/aselia/images/4/4c/Londrine.jpg)? OR Change Klarth to Fulein (http://aselia.wikia.com/wiki/Fulein_K._Lester)?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 16, 2013, 11:42:39 pm
I'd love to throw Londrine in if it wasn't for her huge amount of fan service and destroying the plot more-so than what it is.  I have Brambald coming in as a PC and I have a couple other things planned that I don't think people would expect.  So hopefully once I get around to editing more of the in-game junk, I'll be able to release some info.

(http://i47.tinypic.com/fsw07.png) - Finally found the Difficulty bit.  Had to set all my controls to be one button to trace the damn thing.  But voila, now an option!
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: ChronoMoogle on March 17, 2013, 10:26:50 am
Is there something like a cheat to activate it?  :huh:
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 17, 2013, 11:24:04 am
Yep, in the original there was.

You had to press ABXY at the same time when hitting 'NEW GAME' to activate it.  If successful, you'd hear everyone shout their whole YATTA victory phrase.

The ONLY thing about Hard mode is that it literally DOUBLES the enemy power.  I plan to remedy that sooner or later so they gain about half + their original power with possibly double HP or half+ their original HP as well.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: StorMyu on March 18, 2013, 11:26:49 am
Hard mode is awesome, don't take that away from me =p
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 18, 2013, 12:26:14 pm
Not planning to remove it, just planning to alter it.  This 'Hard Mode' is a pretty cheap thing as is.  Rather have it be a bit more difficult and not outright 1 hit death.

Also in some other news, I found out how to allow every directional movement!  The issue is.. uh.. well solidity gets destroyed going in diagonal directions and what not.  Otherwise it's a fully functional thing.

Also fixed a few clips of Brambald's voices up.  'Kokuusen' is still an ass but a few others sound MUCH better.

Edit: Decided to start and see if I can shuffle a horde of the text around.  I want Item Names/Descriptions to be completely separate from everything else.  Doing so would free up about.. 150 pointers or so I think.  Huge empty area actually for whatever other text I needed.

In doing so, I'm going to COMPLETELY redo how the game handles that bit.  For some reason in the item menu, it was loading the pointers from RAM (Really unneeded.. Actually frees up about 250 bytes of RAM!).  Have it now loading from ROM but it loads pointers based on the item #.  I'm going to change that so it loads the item #, loads another table to dictate WHICH pointer # to use, then use that to load the correct pointer.  Meaning I can have the same item descriptions/names share the same thing while not taking up extra pointer space.

When doing that, I should be able to actually USE Atlas now and not corrupt the entire damn menu because of how the game originally handles it's pointers.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on March 26, 2013, 12:05:24 pm
Welp, just another slight update and such.

1. 'Hard Mode' and all that as you saw is in.  Haven't gotten around to actually altering it yet.
2. Re-did partial routine of menu drawing.  I had to move the automated black box drawing to be a separate routine due to extremely obnoxious restraints.. But by doing this, it's more dynamic now and easier to customize on layers.  Works very nicely as well.  Fixed every menu bug with that.
3. Fixed numerous bugs on palette issues in the save menu.  There's still one exceptionally odd one that I honestly don't know how to fix.  I'll have to experiment more a bit with it.
4. Got a couple Brambald sprites imported.

I'm actually pretty unsure on where to go from here.  There's a million possibilities essentially but I'm trying to get the basis setup for characters first which is limiting me heavily.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: TheZunar123 on March 26, 2013, 06:16:05 pm
Sounds like you've gotten a ton of progress done, which is great! I'm thinking about trying this game out, but I'm not sure if I should play the original version or wait until you finish this enhancement, since there seems to be a ton of new content. What do you guys think?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: ChronoMoogle on March 26, 2013, 06:19:47 pm
I decided to buy the original version and play this one once it's done  :thumbsup:
Nice workaround, huh?  ;D
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on April 08, 2013, 12:31:53 pm
Not much visual changes still.  I reverted back to an older version of my ROM before I edited the item locations.  It was a waste of time to do it that way and caused a lot of issues.  But I added in all other changes I did and am now going to try and get that done today.

In the mean time, here's what I did for a few days out of boredom and suggestions from a couple people on spells.  Some of them are never going to be used (Or so I think), but they're there nonetheless just in case.

Though, if I get bored enough, could always re-import all PSX voices into SNES without any spell changes just for 'quality' sake.

http://www.youtube.com/watch?v=lXOhnG_c5Q8
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: StorMyu on April 09, 2013, 01:30:56 am
I love you Justin !
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on April 10, 2013, 02:38:35 pm
Magic data is now set and ready to go inside the menu.  Item names as well.  Those are all working flawlessly and have a large amount of room, but ONLY inside the main menu.  Outside of the menu, only the item names work and work on battle victory.  Otherwise, in the actual battle menu, everything is bugged for now.

Figured out the Battle Menu graphics!  It actually used the same data as the main menu but for some reason it was split into two (Not sure why this is?)  But now the Main Menu and Battle Menu are now completely decompressed and available to edit with ease.

(http://i48.tinypic.com/vgoh7m.png)

Edit: I lied.  I brought back the old bug I had when I started over on the item movement.  The reason is because it's all still using bank EF instead of 62.  I was trying to see if I could split the data between those two banks.  Apparently the game doesn't like that.  So I'm going to have to bump every bit of menu text into bank 62.  Not a big deal as that leaves a huge section of bank EF empty now.  Just a hassle to move everything.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: TheZunar123 on April 10, 2013, 10:43:14 pm
Is it just me, or does that say "Gald" on the left side? I've never played the game so I don't know for sure if that's a typo for Gold or not.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: DarknessSavior on April 10, 2013, 10:48:26 pm
Is it just me, or does that say "Gald" on the left side? I've never played the game so I don't know for sure if that's a typo for Gold or not.
Gald is the Tales series currency.

~DS
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: TheZunar123 on April 11, 2013, 04:09:45 pm
Okay, thanks DS.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on April 18, 2013, 11:37:28 am
Welp, haven't worked on anything really big except bug fixing galore. 

1. Found NUMEROUS bugs that crashed the game because of me removing the 'Menu Drawing' routine.  Apparently certain screen caps use that for whatever reason.  So I restored some of that to fix those issues.

2. Fixed many bugs in the menu with item names, spell names, tactics, etc.. Since I moved them to a new bank and added a pointer system, things got weird and caused some bad name overlap issues.  Fixed them.  Both bank EF and 62 are being used for certain kinds of text now.

3. Fixed a rather annoying Tactics menu bug with the X/Y coordinates.

The only bug left is in the Save Menu.  For some reason, Chester's darkest blue palette color is a black solid line.  The palette is stored correctly and it's even reading correctly from what I'm viewing.  It ONLY happens on him too, which is extremely weird.  Not sure how to fix that.  But beyond that, all the visual aspects of the menu and some background stuff is ready and I can finally start working on something else.

Edit: I did figure out how to make most of the main menu use a VWF.  Only issue is that it's NOT writing the updated strings to VRAM.  Not sure why it's not doing so or how to fix that because even initializing everything doesn't seem to work.

Edit 2: Actually found out something interesting.  7E2037 is the main point for the hand pointer's X/Y coordinates.  But 7E202F is used for a 2nd hand that won't be moved to display on screen.  More fun is that 7E2031 and 7E2033 are also used as well!  So you can have 4 hands on screen at once without any extra editing :)

Edit 3: http://www.youtube.com/watch?v=N5ZSX6oVDqE - Video progress.  I really have to alter some code in the character swap menu.  It's disgustingly horrid.  Also have to import the palettes for their status menu portraits and complete Brambald's portrait.  (Each PC is going to have a new portrait so that's going to be awhile before that gets done).
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on April 26, 2013, 10:48:59 am
(http://i43.tinypic.com/35ivvgw.png) - Big menu update to come!  There's still a couple kinks to work out.  Mainly VRAM needs to be wiped before it writes new data to it as it causes extraneous tiles to appear (As you can see).

But this will be the new menu look soon enough with full length everything.  I HOPE to be able to do this with Item names and such as well, but we'll see!
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Nightcrawler on April 26, 2013, 01:19:31 pm
Looking nice. :)

I have some words of wisdom: Don't wipe VRAM, wipe the tilemap instead. There's no need to spend time writing gobs and gobs of data to blank an area of VRAM. Instead, just toggle the tilemap values for that small area to point to a blank tile. The only VRAM writing should be when writing new useful data. This is especially true for the item scrolling and what not.

Also, for any text that is one the screen always, or most of the time, consider drawing it once beforehand and storing it statically in VRAM  so you don't have to waste time redrawing it every single refresh or frame.

It's real easy to end up with laggy menus on the SNES if you ignore this kind of stuff when dynamically drawing it like this.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on April 26, 2013, 03:12:14 pm
 The game actually does do that for the VRAM  from what I saw,  which is why  'Formation'  stayed there before hand which cuts my work a bit.  I'll definitely do what you said,  that'll save plenty of time and issues too.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Neil on April 27, 2013, 10:30:03 am
If you want, Satsu made a Tales of Phat Asia title screen a number of years ago. There is a not insignificant chance he still has it.

On a serious note, this is definitely turning into an awesome hack. Looking forward to playing around with it.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: vivify93 on April 28, 2013, 10:41:40 pm
I'd be willing to draw you up an 8x8 proportional font that matches the one I did for the Schala Project way back in the day. Interested?

I'd, uh, also need the Schala Project font again, too. I don't have it anymore, I don't think.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on April 28, 2013, 10:59:25 pm
Edit: Inserted Vivify's font and finished the main menu!

(http://i44.tinypic.com/2nk1ikm.png)

And yeah.  It does take just a slight bit longer to load the main menu now with all this VWF text.  (Though it's mainly from HP/TP/Next since I have a routine that checks each PC that's available on screen).

I found a nice slot of 40 bytes not used in RAM at all to store their names with the VWF table.  I'm keeping the old 8x8 names as a proof of concept to get this to work.  I may remove the entire 8x8 letter for PC names and just purely use VWF.

Did I mention at all that I'm extremely excited to get this going on the battle screen?  I can't wait to see how much room is there!
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: ChronoMoogle on May 02, 2013, 04:46:00 pm
Beautiful!  :thumbsup: Which parts of the menu are left so far?
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on May 02, 2013, 11:47:36 pm
I have every other menu to do.  I'm really.. scared to do the item names and spell names.

I'm planning to do the status menu next to officially see if I can port the VWF code to other things besides what's on screen.

Also, I'm going to use the ugly cheap method on the main menu for 'HP, TP, Level and Next'.  It's not worth the wait time for those so I'm going to use 'pseudo tiles'.  Same effect, less VRAM, less lag, overall better.  (I really effing doubt I'd be re-doing those string names to anything else)

Edit: Done and done for HP, TP, Level, Next, Gald, Time, Food, Battles.  All are pseudo VWF tiles and the menu loads MUCH quicker this way.  Also does the same thing on the Status menu c:  So that'll cut down a mass amount of work, lag and everything else!

(http://i43.tinypic.com/5jz5z8.png) - Working on pseudo tiles here.  Just have to do the equipment area and voila.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on May 13, 2013, 12:33:16 am
(http://i42.tinypic.com/16bg5t5.png) - Welp, finished the Status screen finally.  Figured out how to get VRAM to update properly on every screen.  I actually.. have duplicate code everywhere that was completely pointless to have.  Removed it all, saved room, less lag, etc..

Edit: ACK.  Tactics menu does not have enough room in VRAM to support all the PC's data for their Tactics selection (Currently anyway).  I AM able to clear out the tilemap and throw some of it in there and it works perfectly, only issue is when you leave the menu, every other menu is pretty much destroyed as well.  (I think it's because it only loads the menu graphics when you enter a new area, NOT anywhere else.  So I'd have to forcefully re-load the tilemap whenever you go back to the main menu).

If that works, then I should be able to fix that issue and allow a HUGE amount of VRAM room in the other menus. (Which God knows that's going to be needed especially when the item/Spell menu is hit :| )

Edit 2: Sigh.  Found out how to reload the menu tilemap but in doing so it causes a much larger lag spike.  The other option is to rename all of the Tactics so they all share the same data.  I only really have enough room to fit two full different sets of Tactics.. I may be able to find a way to make Cless/Chester/Klarth/Arche/Brambald to all share the same thing while Mint has her own.  If I can do that then I'll have no issues.

I just honestly can't really 'wipe' the tilemap without a HUGE amount of work.  I'd have to quite literally re-do all placement of various icons in the game and even then the lag is just not even worth it.

If I do go ahead with that plan though, I'd have enough room in VRAM for 3 whole swaps of Tactics data.  (That's using Cless's as a base since his takes a large amount of room.) 
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: skyrunner14 on May 13, 2013, 12:50:26 am
This looks fantastic! I've been following this since the beginning, and I'm happy to see you're still working on it.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Bregalad on May 13, 2013, 04:00:15 am
Can't wait to play this^^
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: TheZunar123 on May 13, 2013, 05:38:07 pm
I agree with Bregalad. I feel like I'll be missing out on awesomeness if I play the regular game, so I may hold off on trying out this game until the patch is done.

Keep up the good work Justin!  :thumbsup:
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on May 14, 2013, 08:01:49 am
Tactics menu is done and all VWF for the most part.  'Dark' text isn't working yet.  I'm hesitant on putting it in atm as I think I'm going to completely re-do the Tactics menu's layout.  Since everything is VWF now it left a HUGE bulk of empty space which makes the menu look.. rather empty and sloppy now.  I'm probably going to try and implement the PSX/GBA's version of the menu at this point.  Save room on VRAM, better organization and overall would look much better.

Also not sure if it was mentioned, but I found a new voice actor for Brambald.  Annoyingly, he's a fairly common voice actor and he's already voiced in a Tales of.. game.  But the voice I'm using is from another game and it sounds more 'deep' and not his usual.  Could work nicely with a couple knocks on his pitch.  So far I'm loving his new voice and I've got a slew of his arte voices done.

(http://i43.tinypic.com/xqg0m.png) - What's done so far.

Edit: Decided to go the easy route.  Everything on this screen except for PC names and Tactic descriptions are pseudo-VWF.  I had to copy the main menu graphic loading routine and alter it so it could be dynamically used to set where graphics can load.  There's now a clone of the menu graphics that specifically has Tactics data. (There's SO much less lag now)

Edit 2: Tactics screen is done minus the Tactics descriptions.  I had to do the last bit of work and bump the final menu text strings (Minus item descriptions) into bank 60.  (Though I may have to bump it again.. I swear it was bank 62 before... hm).  But that fixed a lot of issues as now I have plentiful more room on pointers and I NOW understand how ti all works.  I also fixed a tremendous amount of game breaking bugs I introduced, so overall it's getting there.  I really.. just really need to go back and reorganize everything.

Edit 3: Just fix NUMEROUS bugs across the menu.  Name screen was broken, 7 letters was broken, Tactics menu was broken when no PC was in slot 1, same thing with main menu, etc..  All fixed!
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: TheFireRed on June 01, 2013, 02:01:53 pm
I'll be having a closer look to this tremendous project. From what I can see in the screenshots, you have improved the game experience by far, looking even better than the GBA port and really close to the PSX version. I can't wait to play it on my Android! Nice work!  :thumbsup:
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: justin3009 on June 01, 2013, 02:54:12 pm
Going to provide a quick update on this.  I've been struggling really bad on the equip screen with VWF.  It shows up perfectly fine but changing PC's really.. screws everything up.

You move from Cless to Mint, nothing changes.  You move from Mint to Klarth and it shows Cless's items/name but it doesn't update beyond halfway through the 'Hand' item.  Seems VRAM is always one PC behind.. which is strange because the new data does indeed get stored each screen transition.  I've been trying to bug fix this with absolutely no avail so far but I'll keep you guys updated when I do work on it.

(http://i44.tinypic.com/2rfbki1.png) - Shows up fine as you enter the screen separately.  Just screen transition is horrid.

Edit: Fixed!  It was something.. really simple of course.  But that's fixed and item names and such now update perfectly when moving through screens.
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: Mirby on June 07, 2013, 04:20:11 pm
I have to say, every time you post something about this, I get a bit more excited.

Seriously, wonderful work you're doing here. :D
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: skyrunner14 on June 11, 2013, 08:22:40 pm
Woah, I just came in to see if you've updated and I noticed the "On Hiatus" thing... is everything ok?
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: justin3009 on June 11, 2013, 08:48:22 pm
Yeah all's fine.  I just need a break from this game for awhile.  Want to try splitting my time into another project (Cause I totally don't have enough of those) so I can bounce back and forth while not losing interest.
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: TheZunar123 on January 24, 2014, 04:38:25 pm
Any chance you'll work on this sometime? I understand if you're busy, I'm just curious. I kinda want to try Phantasia, but at the same time I feel like I need to wait for this to be finished, otherwise I'll be missing out on good stuff.
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: justin3009 on January 24, 2014, 05:11:48 pm
I've been working on it again.  Though, starting over from scratch due to much needed re-organization, code improvement, etc..

I do recommend playing it originally though as the first time.  I don't foresee this being done really anytime soon.
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: VicVergil on January 24, 2014, 07:28:16 pm
I saw French fans took the iOS brand-new JP>FR retranslation for Secret of Mana and re-inserted it in the SNES rom. With the iOS English Phantasia English retranslation out yesterday, I wouldn't be surprised to see a similar feat attempted. Probably not for the SFC version though. And probably not anymore in the "legal grey area" :P
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: skyrunner14 on January 26, 2014, 03:32:02 am
I've been working on it again.  Though, starting over from scratch due to much needed re-organization, code improvement, etc..

I do recommend playing it originally though as the first time.  I don't foresee this being done really anytime soon.

I'm just glad to hear you're still working on this at all! Take all the time you need, I know from your updates that you're very capable, and the wait will be WELL worth it!  :)
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: bradzx on January 29, 2014, 05:30:12 pm
Wow...I bet this take many years to finish it for 100% complete for no bug and stuff.
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: justin3009 on January 29, 2014, 07:59:11 pm
It might, might not, depends how much time I'm able to put into it over the months and such.

Just a little progress report, though, not much.

1. Got most of the custom menu back to normal.  Can't add a few things in it yet because I have to add in the missing strings, which, there's no room for until I move things.

2. Item Menu is back to normal.  ALL items and pointers for them have been moved.  The VWF item routine was completely altered.  It went through a huge list of pointers before to make sure the item pointer was there, cut that whole thing out.  It now loads the item #, doubles the value, loads the new pointer location and done.

3. Removed all item pointers in RAM (I seriously have NO clue why they did this).

4. Removed the '<Accessory>' etc.. text.  That won't be needed anymore.

5. All item names and such are now into a Atlas/Cartographer format.  Just.. need to figure out what all the 'official' item names are from the latest games and match them correctly.  May need some help on figuring all of this out.

6. I ripped all of Dhaos's new voice actor's voices from Tales of Phantasia X.  The game stored the voices in a similar format to the Playstation format, as in, they recorded everything sequentially kind of.  With that, it included ALL of Dhaos's unused spells and MANY MANY other enemies doing the same thing.

7. Having mixed thoughts on Brambald's voice.  His voice in the anime/game is quite deep and we have a fitting voice for that, but it's INCREDIBLY hard to work with and very limiting.  The one I have right now currently is easier to work with, has a horde of custom voices done already AND we can get more of his dialogue from the game it's originally from so it's not too big of a deal.  But still worrisome.

8. Mint has a horde of custom voices ready.

9. Cless has some fun custom voices for later on.

Etc..

Not really much inside the game yet but it's getting there.
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: Bisqwit on February 03, 2014, 06:15:17 am
Let me know when you have an international toolset ready so I can begin making a new Finnish translation based on your enhancement :-)
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: justin3009 on February 06, 2014, 01:34:37 pm
o-o.  That would be an honor if I actually DO finish this enhancement.  With that in mind, updates!

Front page will hold more new updates and be edited whenever I make some.

1. Got the menu drawing code reinserted and meshed the black box routine.  It now does the same as before, but if the menu box number is 80+, it'll draw black boxes instead. (That value can be changed easily).

2. Main menu is back to what it was before VWF.

3. Item menu is back to what it was.

4. Equip menu is back to what it was.

5. Custom screen is somewhat back to what it was.  I refuse to add the rest of the changes until I FULLY split the item/spell/enemy/menu text

6. Item names in the item screen/item description/equip screen now use a very similar routine.  With that, item names are officially split from everything else and the routine that uses them is MUCH smaller than TOP's original.  What it does now is grab the item #, double the value, transfer to X, pick up the pointer then send that to Y to load the text instead of going through 200+ pointers to see if the item name 'exists'.  Screwed up as shit routine the game originally had.

7. Been rethinking Brambald a bit.  He'll be re-done graphic wise again.  Right now, dropped his 2nd VA that we tested in favor for his 3rd and HOPEFULLY final VA.  It sounds MUCH closer to his anime/FVE version and actually is so much easier to work with.

8. Lots of ideas for battle system enhancements, none will be added for awhile though.

This was all redone from scratch again, forgot to mention that.  But all's well so far!  I think after a little, I'm going to see if I can modify SRAM a bit and bump the PC names back about 10 bytes for each save.  It'll allow 8+ letter name storage if done correctly.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Jonesy47 on February 10, 2014, 02:08:01 pm
Good Job, Man! This looks like a ton of awesome! Can't wait until this is done!! :thumbsup:
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on February 19, 2014, 05:27:06 pm
After literally being sick to the point of almost hospitalization since the 9th (Thank you epidemic flu), I've only made one update but it's an important one to me.

Treasure items NOW load correctly.  The game uses 3 values in RAM to dictate how many Treasure items you have and then picked the pointers appropriately.  I modified it so it now gets the base pointer needed as an ADC, then later on it has a specific addition to count how many times the loop has gone through, each time it does, it adds 02 to the Item Pointer in RAM.  It loads based on the Treasure Item pointers and nothing else.  So if those ever got moved, I'd have to modify one value and that's it!

That's only for the 8x8 names, now to get the description to work!

Also, all item descriptions are completely separate from one another and do NOT share any data with each other.  Although this wastes space, it makes each individual item completely unique.

Edit: Treasure screen is done!  Item names and descriptions now work fully!  Also, went through some more item descriptions and fixed up a few overflow errors.  Obviously descriptions will change later down the road, but it's just a basis!

Edit 2: Spell Names are split now while spell descriptions aren't quite yet.  I'm hesitant on moving the descriptions at the moment considering I have to completely destroy the original spell name code and replace it with something new.  But so far, everything using the 'original' system works perfectly.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on February 26, 2014, 08:30:22 pm
(http://i60.tinypic.com/2a4sjzq.png) - New spell menu code FINALLY working!  Only issue right now is that spell descriptions NEED to be split to work properly.  Otherwise, it works almost perfectly.  I BARELY had to move some code out only because I had to add in a check, otherwise I didn't even need to expand any code, it replaced the old one completely even using the original RAM values.

What the difference is that in the original game, each character had a hard-coded value for spells.  It'd load the first spell, Mint's for example would start at '1E' being First Aid.  It'd loop continuously until it hit the max number of rows you set, so you had NO freedom of spells.  Now what it does is go through the list of spells created for a table and ends when it hits an 'FF' value.  Each character can house 32 spells at max and has total freedom on what ones they can use.

Obviously the menu setup isn't permanent, thought I'd bring that up.  It's just the original one as a place holder temporarily.

Edit: Fixed usable spells in menu!  Can swap any healing spell onto another character and it will properly load the TP value, the healing menu and everything else!  All spells are swappable in the menu now.  Just need to fix up their descriptions still and that should finalize the main menus bit.
---------------------------------------------------------------------------------------------------------------------------
Had a couple more bugs in the menu that I didn't realize.

First was using spells.  Apparently the game hard-coded healing spells to specific slots for god knows what reason.  Altered that so it can now work anywhere (Didn't even need to expand the code for this).

Second was TP amounts.  It loaded correctly but didn't take into account if spells were moved.  Fixed that now.

HOPEFULLY all magic menu bugs are now fixed.

Also, I discussed with a friend and we may have found a way to incorporate a very small fragment of Winona & Crew's story into the late game to explain a few things.  Still working on Rhea's way though.

Edit: (http://i57.tinypic.com/2qvtaxg.png) - Also this.  Set all of Chester's values to the unused spell numbers and set his skill acquired list to the ALSO unused section of the skill list.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on March 23, 2014, 11:00:43 pm
Been awhile since I've posted!

Haven't honestly made much progress on this since then as I couldn't get myself to work on a tedious bit in the menu, but finally I've gotten to it.

I rewrote the main menu string routine to be pointer based now instead of that 'run through and see if string exists' bit.  Have to update EVERY SINGLE SCREEN AND STRING MANUALLY.  Though with that, things are a lot easier to manipulate now.  All menus are done except for Sound Test.

After that, I have to fix the PC names in the intro sequence and PC names when you first name your characters.  After that, bug fixing a little bit.  Everything works for the most part but the Drum Set menu is busted due to a bad pointer value.  Then to start porting over old changes like the voice command, arte command and difficulty selection.

Progress is slowly being made at the moment but it's getting there!
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: TheFireRed on March 24, 2014, 03:52:19 am
Hang in there! Good work. :) :)
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: JCE3000GT on March 24, 2014, 03:55:56 am
I'm glad Justin you've resumed working on this mod.  It is much appreciated by the community I can assure you! 

 :thumbsup:
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on March 24, 2014, 06:05:48 pm
Bit more progress that has taken literally all day thus far and it's JUST about done.

The VWF text routine is updated and all the text that's needed is added.  All the unused strings for VWF is labeled as 'BLANK' so now there's various places of empty text if needed!  The last remaining bits that I know of for the VWF junk is in battle when you are victorious or when you die.  Then there's the intro where it's doing the whole, who sang vocals, who voiced who etc..  Those are the last bits!

#W16($2FE68C)
 gald acquired!<end>
//POINTER #195 @ $2FEFF8 - STRING #195 @ $2FE3D0

#W16($2FE68E)
 experience gained!<end>
//POINTER #196 @ $2FEFFA - STRING #196 @ $2FE3D2

#W16($2FE690)
 has gained a level!<end>
//POINTER #197 @ $2FEFFC - STRING #197 @ $2FE3E3

#W16($2FE692)
 acquired!<end>
//POINTER #198 @ $2FEFFE - STRING #198 @ $2FE401

#W16($2FE694)
 learned!<end>
//POINTER #199 @ $2FF000 - STRING #199 @ $2FE41F

#W16($2FE696)
 mastered!<end>
//POINTER #200 @ $2FF002 - STRING #200 @ $2FE43F

#W16($2FE698)
You are defeated...<end>

#W16($2FE69A)
         Item Select[LB]         Decrease[LB]         Increase[LB]         Accept[LB]         Item Details<end>

#W16($2FE69C)
Insufficient TP!<end>

#W16($2FE69E)
Ambushed!<end>

The strings are imported, just need to fix the pointers.  After that, that SHOULD cover everything in the menu.  What's next is fixing a few palette issues that I forgot to tweak and then adding in the new options in customize.

Edit: Only string missing in battle is 'Ambushed!', otherwise rest is done.  I had to remove a function for a bit due to spell names crashing battle, though I just realized I have to alter WHERE it stores spells and not where it loads the name.  THAT'S my problem right now with battle.  That SHOULD be the final bug in battle minus Cless's skill names as they're still removed temporarily.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on April 21, 2014, 02:36:06 pm
Long time since I've posted!  I finally got around to adding a routine for pre-rendered VWF now and just realized that the full 8x8 regular menu text routine I had is completely null now.  Seriously, nothing uses it anymore.  So I can remove an entire chunk of code and have a horde of more space now for anything!

(http://i61.tinypic.com/2v0biu9.png)

Still have to get the PC names VWF'd again and fix a few screen oddities still but overall it's about ready again!

The routine that I have now is partially automatic.  The first two bytes of data are the location of the pre-rendered text.  The following byte after is the size of it for DMA transfer.  Last one is the color of the text.  Most of the data gets shot straight into RAM, which is transfered to VRAM for the tilemap. (This is the original routine when it gets thrown into RAM).

When it hits all the data that needs to be stored, it jumps into another routine that dictates the X/Y coordinates.  EACH menu has it's own set of coordinates due to some strings being repeated, so it's mandatory to have it.

When the data finally gets stored into VRAM, there's a hard-coded preset for it that starts at the beginning of Layer 3 for Tales of Phantasia.  As it sends the first round of data, it continues over a period of pointers until it hits FF, the end byte.  When it hits the string after the first, it gathers the previous VRAM piece size, divides it then uses that as the new location to store.  When it does that, it stores each string DIRECTLY next to each other automatically.  No problems at all and it's all sequential.

When the data is in the midst of transferring, it sets the X/Y coordinates for the text and uses another hard-coded preset value for the beginning tile piece.  As each piece gets stored, it counts up by 1.  So as you set the data, it keeps counting up on itself and sets the tilemap exactly as it should.  No problems again and it's still sequential.

Basically, it's all one giant assembly line that writes itself when the preset data is ready.  Easier than before, less giant clumps of repeated code consumption, better organization and overall better quality than what I had before.  The best part of all is there is ABSOLUTELY NO LAG!

The ONLY dynamic text that will be in any kind of menu are the PC names.  Everything else will have to be pre-rendered. (Though, I need to figure out a compression routine as when I start doing Arte/Item names.. that's going to be a massive amount of data).

Edit: Most of the post rewritten for clarity sake and more of a 'step by step' of how my routine works.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Jonesy47 on April 21, 2014, 04:25:34 pm
Can't wait! For some reason, this looks even more appealing to me than the psx version! Maybe because of my unhealthy love of snes, but good job! Keep it up, Joostin!
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Nightcrawler on April 21, 2014, 07:41:06 pm
Glad to see everything is coming together for you and you are on your way to mastering the new skills presented in this topic! The most time consuming part of doing an 8x8 VWF on menus is the management code. Having to convert existing tilemap font based menu code to now utilize VRAM tile management, new tilemaps, conversion to coordinates, RAM management, static methods etc. can be a real bear. The end results sure are nice though. :)
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on April 23, 2014, 07:19:31 pm
Still working on the VWF junk.  Trying to alter the main routine the game uses and have a check for the 'small font' specifically for PC names (Or anything else I decide to make dynamic).

Everything works except for a slight bug when it writes sometimes.  Really don't know how or where but it's not really noticeable.

The big problem now is trying to cut down how it stores into RAM.  Right now it stores whatever it can do in 8 pixels, puts a blank 8 pixel inbetween then starts writing again.  I found out basically how it does that and altered the code only to find out that it STILL jumps 8 pixels sometimes and I have no clue why.  EXTREMELY bothersome.  Went through the code repeatedly for about 4 hours and I just couldn't figure it out.  Hopefully tomorrow :/

Edit: With some time in-between the horrifying previous owners garbage and Spring cleaning, got this done!

(http://i58.tinypic.com/2z6i6mw.png)

There was an issue previously in the old version with the 'i' and 'l' that I never really noticed until a friend stated it.  Fixed that up and everything feels more sleek now :)  Going good so far and MUCH less space usage!

Edit 2: Fixed the problem with the 8x8 font routine!  No more VRAM space is wasted now and it all condenses nicely with dynamics :)
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: bradzx on April 28, 2014, 11:27:03 pm
(http://i58.tinypic.com/2z6i6mw.png)
Who is Rambard?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: KingMike on April 29, 2014, 09:22:01 am
One of a few NPCs who joins the party during the game. The NPCs normally don't participate in battle and as such don't have stats, but Justin hacked the game to make him playable.

He was a leader or something of the elf village, allowing the party to enter until
Spoiler:
this witch turns him to stone as a sacrifice to make her undo her stone spell on Arche. Because Cless is an asshole who cares more about his dead friend's smashed bow than MINT'S LIFE. :P
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on April 29, 2014, 09:22:57 am
Rambard/Brambald/Brambert (Not sure why he has so many variations)

He's the Elf leader in the Elven Colony when you go to repair the pact rings (I THINK this is the story segment) and end up finding Origin.  It's also infamous in the GBA version where the whole 'Kangaroo' mistranslation happens.

It's also good to note that he WAS playable in early Tales of Phantasia but kind of got booted for whatever reason.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: bradzx on April 29, 2014, 10:21:05 am
One of a few NPCs who joins the party during the game. The NPCs normally don't participate in battle and as such don't have stats, but Justin hacked the game to make him playable.

He was a leader or something of the elf village, allowing the party to enter until
Spoiler:
this witch turns him to stone as a sacrifice to make her undo her stone spell on Arche. Because Cless is an asshole who cares more about his dead friend's smashed bow than MINT'S LIFE. :P
Oh really?  That nice.

Rambard/Brambald/Brambert (Not sure why he has so many variations)

He's the Elf leader in the Elven Colony when you go to repair the pact rings (I THINK this is the story segment) and end up finding Origin.  It's also infamous in the GBA version where the whole 'Kangaroo' mistranslation happens.

It's also good to note that he WAS playable in early Tales of Phantasia but kind of got booted for whatever reason.

I think Rambard is good enough.
You mean GBA version have mistake?
You mean beta version before full release?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: vivify93 on April 29, 2014, 10:37:55 am
I think DeJap only called him Rambard because they only had seven letters to work with and didn't want to put in an eighth. He is called Brambert in the GBA release, though. I've only ever heard him called Brambard, though; not Brambald as justin3009 keeps spelling it. Was it like that in Phantasian Productions' release?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on April 29, 2014, 01:00:05 pm
I think I may have gotten it from the English Tales of Phantasia OVA.  It seems Brambald or Brambard both could work with how it's spelt out.

@bradzx:

1. I can definitely go full 8 letters, even 9 if I wanted to now for names.  I'm tied between Brambald/Brambard at this point now.
2. The GBA English version, yes.  If I recall right, it was supposed to say 'Ragnarok' but got 'corrected' to 'Kangaroo'.
3. The beta version before the first official release of the game on Super Nintendo.  He's not present in the PSX one as an NPC, but he is in the GBA version as it's based off the original SNES one.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: bradzx on April 29, 2014, 01:05:49 pm
1. I can definitely go full 8 letters, even 9 if I wanted to now for names.  I'm tied between Brambald/Brambard at this point now.
2. The GBA English version, yes.  If I recall right, it was supposed to say 'Ragnarok' but got 'corrected' to 'Kangaroo'.
3. The beta version before the first official release of the game on Super Nintendo.  He's not present in the PSX one as an NPC, but he is in the GBA version as it's based off the original SNES one.

1.  Oh ok.  But which one is right for you to use English version?
2. *facehoof*  For real?  I didn't notice it when I play GBA version.  Maybe I miss it that part when I press A button to skip it. 
3. Wait, why he is not in PSX version?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: TheZunar123 on April 29, 2014, 01:24:37 pm
If I can put in my two cents, I think Brambard sounds better than Brambald. Calling him Brambald almost seems like a borderline insult.

Then again I think Brambert sounds best, so take that as you will.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on April 29, 2014, 02:28:37 pm
I might just go with Brambard overall.  I'll have to get some discussion going on that soon enough.

He was in the PSX version but he wasn't an NPC that joined your team.  Honestly not sure why they booted him there then brought it back in the GBA version when it was easy enough to not even add him into the team.

(http://i62.tinypic.com/qy5tsw.png) - Tiny update on the side!  Fixed numerous tiny bugs that I forgot to do before and prettied up most of the Status screen using my routine now!  No lag at all still :)  I'm in the midst of converting the menus now to the new drawing routine along with the DMA routine now, so it's going to be quite a bit.

Though, the best thing if I tested out right yesterday, is that I can officially have 2 column item screen again AND STILL have enough room for more in VRAM if it was needed!  So this is so much better than the previous version :D
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Mirby on April 30, 2014, 04:28:26 am
Here's explanation on Kangaroo (http://legendsoflocalization.com/how-did-a-kangaroo-sneak-into-tales-of-phantasia/)

I prefer Brambert, honestly, but Brambard works too.

Oh and I thought it was
Spoiler:
Arche who became a statue, not Mint
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: bradzx on April 30, 2014, 10:19:47 am
I might just go with Brambard overall.  I'll have to get some discussion going on that soon enough.

He was in the PSX version but he wasn't an NPC that joined your team.  Honestly not sure why they booted him there then brought it back in the GBA version when it was easy enough to not even add him into the team.
Alright.  :D

Hmm.  But you are going make this SNES that he is playable, right?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on April 30, 2014, 02:55:13 pm
SO MANY NAME VARIATIONS >_<

Yeah, he's going to be definitely playable in the SNES version, which is this one.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: bradzx on April 30, 2014, 11:33:15 pm
SO MANY NAME VARIATIONS >_<

Yeah, he's going to be definitely playable in the SNES version, which is this one.
Why not make a vote?

Sweet.  Can't wait to see it.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: KingMike on May 01, 2014, 02:13:52 am
Here's explanation on Kangaroo (http://legendsoflocalization.com/how-did-a-kangaroo-sneak-into-tales-of-phantasia/)

I prefer Brambert, honestly, but Brambard works too.

Oh and I thought it was
Spoiler:
Arche who became a statue, not Mint

Spoiler:
It was Mint who volunteered to be the sacrifice when Cless made the deal. Or maybe the witch chose Mint, I can't remember that detail. As the witch is casting the spell on Mint, Arche runs into to take the hit, screaming something like "oh why do you care who it is anyways?"
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Carnivol on May 01, 2014, 01:25:53 pm
On the Brambard name; I was always under the impression that it was Brambard, or at least "-bard" for the last bit, with Bard originating from Tolkien's Middle-Earth character Bard the Bowman. Additional quinkydinks to support this is how Brambard, as a playable character, seemingly got replaced by Bowman the Bowshooter (later renamed Chester).
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on May 01, 2014, 04:38:42 pm
Brambard will probably be the name then.  Makes the most sense apparently in all context.

(http://i61.tinypic.com/2j5gp60.png)

Minor update!  Status screen now displays the characters last name AND it syncs it up with their first so there's no more awkward gap.  Only appears on the status screen too :3

It basically meshes two routines together to do this and it works quite beautifully!  Status screen's basics are essentially done then :D  Item names and such will be the final thing I do as I have no clue how I'm going to get that to work appropriately.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: vivify93 on May 01, 2014, 04:56:05 pm
Are the 8x8 numbers sometimes shown in their thin forms that I once drew? Or are they always thick like a fixed-width 8x8 font? Because I can whip you up some standard bold 8x8 numbers if you want, justin
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on May 01, 2014, 05:28:02 pm
Right now they're fixed-width.  I'm contemplating on VWFing them but I'm not sure if I want to go that route or not.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Mirby on May 01, 2014, 11:27:25 pm
Spoiler:
It was Mint who volunteered to be the sacrifice when Cless made the deal. Or maybe the witch chose Mint, I can't remember that detail. As the witch is casting the spell on Mint, Arche runs into to take the hit, screaming something like "oh why do you care who it is anyways?"
Ah yeah that's right. Thanks for clearing that up :3
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on May 07, 2014, 01:01:00 pm
Working on the save screen at the moment!  Christ is this kind of hard to get things going right.

(http://i62.tinypic.com/2exwq3l.png)

So far only slots 1-3 work and the hand X/Y coordinates are wrong.

The colors that we see change depending on which slot you're on.  So if you went to say Slot 3 that was pure black, it'd show up black on the save slot AND the screen itself when you scroll over to it.  But as you can see, there'll be five save slots now.  I may have to rearrange a bit still but so far it's not too bad.  Tempted to shrink the PC boxes by a 'tad' on this screen though.  Have it be one less column width on the side then bump the save slots over one so the hands can just stay in black space.  Either way, got quite a few bugs to work out, notes to write down and what not.

Also this save screen does something I didn't know was really possible.  Apparently the HDMA on the Save Slots are dictated as SPRITES.  I didn't even know that was possible.  So this whole screen is a big ton of new information for me.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Shinrin on May 07, 2014, 03:29:15 pm
(http://i62.tinypic.com/2exwq3l.png)

Nice names of the characters, Also is there enough room in the Sram for 5 saves?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on May 07, 2014, 03:52:11 pm
Still have to transition the VWF names over to this screen :P

Right now there's not.  I can knock the SRAM byte up one though and expand the file so I COULD fit five in it, so that's no big deal.  I'll have to expand anyway with how much more data I'll have to be saving anyway.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: vivify93 on May 13, 2014, 04:58:19 am
Hey, Justin, how do you edit the 8x8 font in this game, anyway? Is it in the VRAM or something?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on May 13, 2014, 09:40:45 am
The 8x8 font that I used has it's own thing but it's mainly only used for the PC names due to them being dynamic.  Otherwise, everything else is pre-rendered then shot into VRAM when it's needed.

Also, may end up having to do three slots only.  I can expand SRAM room just fine but it doesn't seem like the game is capable of reading above the 8kb limit it has due to how the game's mapped out so I can't exactly access the rest of the room if I wanted.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: vivify93 on May 13, 2014, 09:12:17 pm
I meant the original 8x8, actually! Is it a tilemap font? I've looked through the ROM and found the dialogue font just fine, but I could never find Tales of Phantasia's 8x8 font.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on May 14, 2014, 05:49:15 pm
It's compressed :P  I had to change the JSR bit for the routine so it loaded decompressed then throw the font into a new area so it could be edited on the fly
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: vivify93 on May 15, 2014, 04:38:22 am
That's what I thought. Thanks for telling me!
Title: Re: Tales of Phantasia (SNES Enhancement)
Post by: VoltageControl on May 25, 2014, 05:03:09 pm
I actually did import a test voice for Cless into the SNES version.  Worked nicely and actually almost sounded better on SNES (Though that's probably nostalgia or something).  I was thinking about doing a little version with the GBA English voices.  May just do that later on for fun.

It's probably some Nostalgia, but the SNES has built-in delay and reverb. The GBA only has it if the developers coded it. Besides different compression, the SNES has different audio filter rates due to outputting to a TV versus headphones.

May 26, 2014, 12:02:58 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Is it possible to adjust the speed of the battle system, or is it already pushing the limits of the SNES as is?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on May 26, 2014, 07:40:44 am
Speed can be altered.  The main reason it's 'sluggish' is because whenever you attack an enemy, there's a FORCED pause on the game to give it an effect of 'damage'.  I have to reinput the ASM work, but I had it awhile ago where it'd ONLY do that on critical hits, which made the battles just fly ridiculously quick.  There'll also be some spells that have NO spell pause (Though many if not ALL spells will have to be redone to be mainly sprites and a tad bit layer 3 with no interference).

It'll pretty much be an entire revamp of the battle system when it comes down to it.

Edit: Just a tad bit progress.  Save screen is reverted to three saves again and everything works fine so far with some missing details.  The 2nd save needs an HDMA sprite box, which it apparently didn't have so that'll be interesting to add in.  Then there's adding in a new 'Location:' box to have each save dictate where you were when you saved to help players figure out what each save was.  I'll also probably implement the whole 'Battles/Gald/Food' amounts as well.

Edit 2: Quite a few bugs suddenly appeared on the Save Screen.. Not sure where to start with fixing them but I've got this going well!

(http://i60.tinypic.com/2cmvynb.png)(http://i59.tinypic.com/fzc18y.png)
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: VoltageControl on May 26, 2014, 04:24:51 pm
Yeah. I had no idea that's what it was. I figured the game just was not well optimized or the SNES couldn't handle it.

"It's not a bug, it's a feature!"
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on June 11, 2014, 03:31:34 pm
Welp, guess I have to redo the Save Screen again!  Apparently that HDMA 'sprite' bit doesn't want to work with an added 3rd one.  I NOW realize why they had it setup the way they did with an HDMA across the screen around the save boxes.  So either I have to remove the HDMA colors on each save box or completely alter the save menu's look.

With that, I've got a update for the 'hopeful' future if I can get to event editing.  I'm definitely planning to add more backstory with Dhaos, basically including things with Winona and crew more into the game.  I also want to add more 'flashback' scenes with Rhea a bit to give her more of a story that she did have.  I can't say if I'll be able to do all of this, it all clearly depends on how much room I have left after I redo a chunk of everything, but I'm very very hopeful for it.

I've also got a REALLY weird but that I'm unable to figure out how it occurred.  It may have just been when I had some bad voice data code and it's still in mid game screwing up, but for some reason, some of the music/sounds are completely broken.  I'm PRETTY sure it's just on this one save.. but I'd have to play through the game on a new game in general to be sure.  If something really is amiss, I'm going to be extremely lost on where to go to fix it.  I have never dealt with a sound related bug before.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on June 29, 2014, 11:47:16 am
Incoming wall!

I've barely been able to work on this due to my partner deciding to have his friend's kid over for the entire month of June.. which kind of destroyed any kind of time either of us had for anything.  But with the time I've had, I THINK I've been able to finish off most of the Save Screen officially now!

1. Removed the colorization of saves.  It was too much of a limiting factor and was causing ludicrous amounts of bugs that just was not worth to be worked around.

2. Location names all work now!  Some will still have to be worked on for the final names, but I found a cheaper (somewhat space consuming) way to do it.  There are 39 save points in total in the game that I've counted.  If there's more, I'll have to import more text to make it appear.  But with that, saved game locations are based on what map you are on (326 officially but overworlds are 400, 401 and 402) which is saved into SRAM.  It does that, loads a table with the map number you have, loads a SINGLE byte from that table then doubles it to load ANOTHER table to get the pointer for the text.  Basically just a sequence of events.  With that though, I've made a special text for values '00' in the pointer table to dictate 'Impossible Save!' for anyone who decides to allow saving ANYWHERE.  Basically shows that they're cheating :P

Onto bugs!
-----------------
1. Load screen works but a few kinks need to be worked out due to how I messed with the save screen.

2. There's a couple sprite bugs when PC's are dead in the save screen which won't be too much of a problem to fix.

3. There's a bug that sometimes randomly appears on the Save Screen causing screen flicker.. haven't encountered it more than twice and I have no clue what sets it off.

4. It might have been from when I had bad code loading for sounds but I'll have to do another playthrough to be sure.  A lot of instruments on the overworld, voices in battle, etc.. were broken and it effected through the ENTIRE game.  I'm hoping it was just some bad code I had early on that went with my saved game, otherwise I'm in for a hell of a ride trying to fix what caused it.


Possible Ideas
--------------------------
1. My friend and I have discussed it a bit and we figured, if I'm going to end up redoing half the battle system, sprites and what not, might as well go all out and redo as much as possible.  What I mean is basically almost a 'reimagination' of the game while keeping the MAIN plot yet trying to fix/add more details so it doesn't feel so out of  whack and completely random.  With that, I'm HOPING to add in more events and story on Rhea (Hopefully I'm able to pick up notes from the novel with Winona/Rhea) to help explain on why she was there instead of just a random event that happens with barely anything to explain it.  I know it does later in the game being like, SHE WAS WITH MAGITEK!  But.. that's not really a 'big' story event if it just happens casually out of the blue to never be heard of again.  Also with that, I'm hoping to add more story with Winona as well since she was a BIIIIIIIIGGGG part of why Dhaos was doing what he was doing, minus the king of Alvanista(?) I think it was being a douche.

With that, a brand new art style may come into play.  Mainly due to the stupid palette limitations to allow reflections and such but hopefully used as well to make it feel.. 'fresh'.

2. Multiple side-quests with cameo battles and such.

3. I'm planning to possibly either COMPLETELY drop Arche learning spells from books, or at least having a few 'special' spells be learned.  It's honestly a bit nit picky and annoying at this point with how things are learned.  I'd rather go a TOTA route where most of her generic spells are learned through leveling while some extremely powerful ones will be discovered.  Though for a heads up, her spell list will be heavily revamped with spells from TOP, later titles and even some brand new ones.

4. Trying to figure out some way to have Klarth NOT be another spell caster.  I want him to do so, obviously, but I want him to have more of an active role in battle instead of, ya know, STAY IN BACK AND SPAM WHOMEVER.  It's repetitive, extremely outdated, klunky and slow for the SNES.

5. Klarth will have a couple new summons.  One will be one that's in basically every Tales of.. game now and the other I'm trying to see if I can make work into the story.  Kind of like Gremlin Lair in a sense.

6. Cless, as I said before, will have a MASSIVE overhaul on his arte list.  I do plan to have specific artes be usable in the aerial battle with Pegasus so that'll help out a lot there.  Though, I'm possibly thinking of having all his 'Time/Space' artes be specific to the Eternal Sword UNTIL you master every. single. one. of his artes.  Then that'll unlock his ability to use it with any weapon.

7. Brambard will be playable, clearly, with his own spell list and acquiring many unique spells of his own.  His arrow artes will NOT be elemental whatsoever.  I want to differentiate him from Chester who's artes tend to be specific elements.  With this though, his damage will be based on the enemies defense and physical resistance.  Though, having spells will help narrow that gap down a bit.  He WON'T be a master of spells though.  He'll have most intermediate to weak spells and a couple very strong ones on a specific element.  Though in which case, his magic damage will be heavily weaker than Arche's to make him more of a weaker all around character.

8. Chester will have a few new artes, though, voices may not be able to be made for them considering he has very little to work with in any regard on games.  As said before, I do plan to add 'Shishisenkou' as one of his artes but maybe a specialized version just for him.

9. Lilith WILL make an appearance in the arena, though with the randomized possibility of multiple forms.  This will be explained in more detail further down the road.

10. As Brambard being a new character, there will be a special little cameo character as well that doesn't have much significance to the plot, but rather just a fun bit to use.  Think Welch from Star Ocean.  The character will be recruitable by a decision you make.

11. Huge changes to spells in-game.  Many will be converted to being sprite based which will allow for a quicker battle system.  I will retain spell pause on some spells but I'll try to make it Narikiri Dungeon 3 style where it's ridiculously quick and allows for quick battles still.

12. Two very special battles that will occur possibly as a side-quest or may be part of the final story.  I'm unsure on which to do at the moment, but I'll give a hint later on what one of the battles will be.

13. New Game+ with grade screen options.

14. Enemy resistances will be play a MUCH bigger role.  This will be mandatory considering what the characters all have so I want to make the battles a bit more distinctive and almost force you to use different characters, but not completely.  They can be won either way but using the right characters will make battles much easier.

These are just some of the basic ideas I hope to do!  It's going to be a long, long journey but I hope I am able to do a chunk of what I hope to do with this game.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Neil on June 29, 2014, 12:56:44 pm
I love everything about this thread. Love the proposed skill flow changes too. Are you planning map/town edits as well to allow for more detailed events when filling in the novel elements?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on June 29, 2014, 01:07:31 pm
Yep yep!  I'll start taking extremely heavy notes when it comes down to that point where I have to map edit and create new events.  I want to keep the original feel of the game but improve it so as much as possible.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Shinrin on June 30, 2014, 05:11:30 pm
I saw this from a Tales of Phantasia X Edition video, Klarth was able to summon Pacman, I think all it does is heal all to characters.  I doubt you'd be able to add that in the game. Though it would be funny if you did.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Special on June 30, 2014, 06:54:31 pm
I must say I was super excited about this when you first announced it thinking it would become the definitive way to play Tales of Phantasia when one was feels that itch to do so similarly how Ryusui's BoF2 is IMO the definitive version of BoF2, but it seems to me like way to much is changing now and this is becoming a totally different beast, straying much to far from the original with almost everything getting overhauled. I know the PSX version ain't going anywhere and this is really all fascinating with just how much can be accomplished hacking the SNES version but I'm still slightly disappointing that it's no longer Tales of Phantasia.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: skyrunner14 on June 30, 2014, 07:33:01 pm
It's still Tales of Phantasia, it's just a very different take on it. And if you've played the original, you can see this as a remix version, so to speak.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on June 30, 2014, 08:19:03 pm
It's definitely still Tales of Phantasia.  The whole storyline will still exist, all the characters will as well, cities, names, etc..  Everything will still remain.  What I'm hoping to do is essentially EXPAND on it.  There honestly was A LOT more to the story but 2/3rds of the game got cut.

Winona and crew (The ones you see in the beginning of the game) were a gigantic portion of the story and Rhea as well was a HUGE portion too.  They got cut down to almost nothing due to space constraints (Which is actually really frikin whack considering 90% of the game is backtracking and yet it's this large?)

What I AIM to do is add more of their story into the game so everything makes more consistent sense.  I want to keep the main plot but I want to add more to the characters, their past, who was who and why everything is going on.  Right now, the game just feels like everything is slapped on you without warning and without a very clear reason why.  Even when they do state 'Oh because so and so', it just feels really forced and not exactly important.  There's not really any build up.

What skyrunner14 said, this is more or less going to be a 'remix' version.  Obviously none of that major plot stuff will happen until much, much farther down the road.  So the likely thing that WILL happen is that Brambard will be thrown into the game with his own dialogue and being fully playable then being able to go through the game with him.  That would be 'THE' very first thing I'd even consider doing.  The story editing and graphics editing will be the final thing I will do.  Everything else needs to be done first.  So two versions will most likely exist if I finish this project.

1. Basic SNES version with much better looking menu, Brambard playable, new voices to a point, new skills to a point (Brambard's and adding in Dhaos's new ones, Lilith in the Arena etc..) and yeah.

2.  Everything from before, brand new graphics style, completely overhauled battle system (Which this may be knocked up to #1 possibly), expanded story, etc..


Edit:

(http://i59.tinypic.com/2195uns.png) - Save screen is done so working on the Custom screen at the moment!  Nothing is final anywhere, just getting a basis setup for all the VWF text and such :3
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Special on July 02, 2014, 09:16:42 am
Don't get me wrong I'm still looking forward to this hack, I'll keep following these updates because they are all fascinating to me, and I think the extra story stuff is probably the best feature here being added to the game, as someone who has watched the anime there is a ton of stuff not being explained in the game so expanding the story is very much needed. What has me frowning are things like 'completely overhauled battle system' and changing the way skills are learned, changing Klarth to be different, these things go to far IMO, it starting becoming a 'Balance hack' and not an 'Enhancement hack' that it was originally set out to be (maybe I'm just forgetting the original post :o), but we'll see. I think that if you're able to load up some random GameFAQ's walkthrough and still be able to follow it then the hack is staying pretty true to the original but if you have to skip character sections of the guide because they are now very much different or things like (go to 'place' check 'this' gain 'power') are now invalid sections of the guide then maybe you've went to far. Just my two cents don't hate.

EDIT: Here is the original post from what I remembered, I guess #7 was listed but it didn't sound so bad from that description.

(http://i.imgur.com/Kzhfyyj.png)
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Bregalad on July 02, 2014, 02:42:59 pm
My $2 : I agree, there is nothing as frustrating than ROM hacks that starts to be really great, but then their author(s) wants to hack absolutely everything in the game just because he can, even if this degrates the quality / experience of the game and make it unfaithful to the idea of the original game.

Grond's Final Fantasy and Biqswit's Simon's Quest hacks clearly fall in this category. They started as great improvements, but as versions kept increasing, they both ended up being almost a complete rewrite of the game with many random stuff that has nothing to do with the original game added, and I really mean stuff that really makes absolutely no sense, exept showing off the hacker's incredible skill - which I am not against but then call it a "complete" hack not an "improvement" one.

At least I could keep the old versions on my hard disc which are better. I hope this TOP hack won't end up like this, especially since the "old" versions are kept private so I can't keep them on my hard disc.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on July 02, 2014, 03:03:14 pm
The battle system will still remain pretty much as it is.  Think more 'Narikiri Dungeon 3' style in fast paced movements and such.  THAT'S my biggest goal.  Otherwise there's a few features I do want to add into the battle system to flesh out characters a bit more.  The spell pause bit and such obviously will be removed as much as possible, which is what I mean by making spells more 'sprite based', but there are a couple other things I want to add into the battle system that relates more to the future titles of the Tales of.. series.  I don't want to say much more as it'd ruin the surprise that I had in mind but it'll add A LOT more to each character indirectly. (Of course, this would be in the total overhaul and not the 'SNES' one)

The reason I suggested Klarth to change is mainly because he would be the FOURTH spell caster in the game which gets really god damn slow.  The idea that someone suggested was essentially to make him more actually 'playable'.  More-so, he can still summon but they'd be weaker variations of the spells they do AKA Efreet summoning for a quick fireball or two instead of his 500.  The only real time he'd get a 'full' summon is I suppose if we had overlimit in this or something to set it off.  I don't want to alter him from who he is but having him literally be a spell caster using books (Which is weird considering he has to use pact rings) and calling it 'summoning' is really hackney and I do not want to add more slowdown to a game that runs on slowdown.  Obviously it's a possibility but if there's a lot of negative reaction then I'll have to leave it out.

And the ONLY changing thing on skill learning would be Arche's spells.  It is honestly ridiculous to find every. single. spell. through a bookshelf, some random person that has it for no reason, etc..  I could remove this possibility as well but I honestly do not like how the game handles it one bit.  Maybe if it was more of an 'adventure' finding but right now it's just so frikin random that it's almost intolerable.

As for all of this happening, the battle system will be slightly altered no matter which version as I want to have it more sprite based to be quicker.  But spell/skill learning, play styles etc.. will remain in the same for the most part in the 'SNES' version I guess you can say.  Like I said previously, I'm probably going to have to release two versions of this.  One where it's basically just Brambard with some of the tweaks I've done and then the other release would be the complete game overhaul. (If I even do that)

Honestly I just might do numerous tweaks all over and end up releasing updates here and there.  The game overhaul would take a significant amount of time, event editing, graphics editing etc..  I'm pretty sure I've said it before but I want to at least have a quicker battle system with Brambard playable for the first major release.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Granville on July 03, 2014, 06:04:56 am
I was thinking about ideas that could make Klarth a more interesting battle partner and playable character. My idea may not be feasible to do via hacking, but i'll mention it anyways in case it helps trigger any ideas on your end.

I thought to make Klarth into some sort of blue mage style of battle character. Specifically a party member who can learn the movesets, powers and even use weapons from certain enemies. That way he would have access to some varieties of magic as well as physical attacks but wouldn't feel like a complete clone of Arche and would take more of an active role in combat. I actually think it could fit his character fairly well, as he even already has a rather exotic ranger-looking design to him. Perhaps even have him learn some regular monster attacks (non-spirits) for when he's not summoning.

I don't know how easy it would be to program him to be capable of using certain enemy moves though. I guess it would be possible, but I don't want to make assumptions as I don't know jack about programming or hacking.

You could also adapt this idea for use with the elemental spirits he makes pacts with. Instead of the spirit itself doing the attacking, now Klarth himself is granted direct control over their weapon and powers for a short amount of time. He'd act as a sort of controllable summon in a way and even be able to fight directly. Like you said, he just feels like another spell caster as he is now.

So instead of summoning Undine for her to cast her spell and slice past enemies, she instead appears and bestows HIM her sword and powers to use as his own for a short period of time. He can use her weapon in melee combat (which is elementally enchanted to be strong against some enemies and weak against others) and has access to some of her magic powers (executed the same way as Cless' artes with dpad button combos).

As for Arche, I can see both sides of the coin. Having her learn spells by leveling up does sound less tedious and more logical. But on the other hand I did rather enjoy the "Easter egg hunt" of seeking out and finding her many spells. Even if I didn't use the spell I found I still liked the search and finding it. Again this is only an idea which may not be possible to hack in, but I had a thought on how to have her learn spells via leveling but optionally retain the spellbook hunting. Instead of teaching you a new spell, they level up one of your spells and increase its effectiveness in combat. Something kind of similar to the magic levels in old Final Fantasy games. So for example, Arche learns Indignation naturally and is able to cast a Level 1 version of the spell. If you find a spell book for that spell, it increases the spell's level which improves its effectiveness in various ways. I could think of a number of things the level up could improve- shorter casting time, lower MP requirement, the spell either lasts longer or has more/faster projectiles, greater amount of damage, larger range, hits more enemies, etc.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on July 03, 2014, 10:32:33 am
I actually REALLY like both of those ideas. Someone did mention before maybe infusing Klarth with the element of the spirit with abilities. I really LOVE that idea and it is quite feasible, but it depends on how people would react to such a radical change.

The spell level up idea I adore as well. I wonder how difficult it'd be to do it. It doesn't seem too difficult overall but I'd have to see how well it'd work in game.

Edit: (http://i62.tinypic.com/11b3h9g.png) - Customize screen done!  The text isn't quite final as I still have to change a lot of junk later on as the project progresses, but here's a comparison of before and after with changes I made and what not.  QUITE a difference!

Also the BLANK's are commands that go unused now.  I believe they were 'Event Voices' and 'Combo Count'.  Event Voices is now just in general 'voices' and Combo Count is moot as it's always on at this point.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Granville on July 03, 2014, 08:55:45 pm
I think execution is key to getting people to accept change, often a fine balance between new and nostalgia to help ease people into the changes (it's rather difficult to find that balance). As it stands though Klarth really doesn't do much besides basically cast spells just like Arche. The summons do all the work. I think people would be open to having him play more of an active role in battle and it would further enhance his role and importance as a main character. It would also be more fun to control him in battle too. I'm a huge fan of the original game but i'm not opposed to making Klarth less of an Arche clone and making some substantial changes to him if they make sense to his character and the plot. I think the thought of making him a vessel for direct control over a spirit's power is a pretty enticing thought and would interest a lot of people.

If anyone was against such radical changes though, maybe you could find a middle ground that satisfies both nostalgia and people who want something new. One possibility is to use the idea I stated above where Klarth gains the spirit's power for a certain amount of time, but end the sequence with the spirit performing a finishing move. For those finishing moves you could simply use the summons from the original game. That would perhaps satisfy purists. Granted a lot of these changes would require not just clever hacking, but also i'd imagine some substantial balancing to his stats. Klarth could easily become overpowered and break the game by making it too easy by introducing these new ideas. So tweaks to the attack stats and perhaps raising MP costs of summons would be required.

I again get the complaint about spellbook hunting being a hassle for Arche. I didn't personally dislike it much because again I like treasure hunts (i even like collectathon type games in general). I'm aware some people don't like that sort of thing though, and I do definitely prefer to learn spells the natural way regarding this genre of game. But I do think it might be worth it to find some sort of middle ground, so I pitched the idea about spellbooks leveling spells up. That way it doesn't have to be a requirement to learn new spells, but will still reward players with optional upgrades if they do go exploring.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Neil on July 04, 2014, 09:17:38 am
Customize screen done!  The text isn't quite final as I still have to change a lot of junk later on as the project progresses, but here's a comparison of before and after with changes I made and what not.  QUITE a difference!

Now that you have the space are you going to make the stereo/mono switch consistent with the rest of the options?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on July 04, 2014, 09:51:12 am
More than likely.  Completely forgot about the inconsistency even though it was right in my face.  I'll hop on that later on once I figure out another random bug that's occurring then probably head into finishing the Tactics screen.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: andrewclunn on July 04, 2014, 11:28:27 am
Oooo.  This remix idea makes the game hack much more interesting to me.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: ryoko126 on July 04, 2014, 08:10:23 pm
Either the idea I suggested on Tales-Cless, or any of the others that are mentioned here sound like good ideas.  I just am REALLY hoping for a more active Klarth.  After all, you look at his design and he's in pretty good shape.  He looks as if he could fight as well as magic.  I kinda like where Klarth can channel some of the spirits for elemental attacks, but perhaps we don't want the MP to be TOO high, or it would make him useless again.  Now if you do something like hold the A button to finish off the elemental combo or whatever with a full summon might cost more MP, I could see that. 

I'm just extremely excited at the prospect of being able to enjoy playing as Klarth.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Gary_Oak on July 08, 2014, 12:20:20 pm
By the way justin, maybe I missed it from your original post but are there any plans to implement Suzu as a playable character or any of the other extras from the later GBA/PSX versions for that matter?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on July 08, 2014, 01:26:06 pm
I stated earlier that Suzu would not be playable but I may change that down the road depending.  Right now she just doesn't really add anything to the story which is what's kind of killing it a bit for me.  Even in later versions of the game and their 'sequels' she doesn't really have THAT large of a role.  We'll have to see how much room in RAM I have to add her though in the long run.

As for like Rondoline and such, no.  I would LOVE to have her but she doesn't do a damn thing to advance the plot whatsoever.  As far as I know of, she actually breaks the plot more-so than it already is and just.. appears.  I love her but she's just not for this project.

July 11, 2014, 07:18:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Maybe a merged post?  Just an update essentially that'll take forever to happen :D

I'm more-so looking at future game titles to see how a few things are done and boy oh boy I have A LOT of work to do.

There is going to be a HUUGE revamp of most of the menu stuff :'D  I've completed the Main Menu, Status, Custom, Save/Load Game and the Formation menu initially but I'm going to have to redo a few things on quite a few various menus.

The Main Menu will have the option to replace characters, much like future Tales of.. games.  So that'll drop the 'Formation' menu to a point.  If I can somehow fit all 4 PC's and their tactics into the 'Formation' screen, I can make Formation into 'Strategy' and I'll end up dropping the 'Tactics' menu COMPLETELY.  The biggest problem I have right now is figuring out how to do layer scrolling on the main menu.  The Customize screen does it so I'm going to see if I can figure out how it does that and mimic it to work on Layer 1 instead of 3.  I have NEVER done that before on any game so I'm very curious to see how it works yet scared ;w;

Item Menu will get overhauled to be Tales of Vesperia esque.  That being, there won't be a single menu for 'all items'.  It'll load items depending on the category you're on.  So 'New' will load new items, 'Weapons' will load Weapons, etc..  In doing that, the 'Treasure' menu will be dropped and put into a category.  In doing this, I will NEVER have to worry about running out of VRAM room for item names and such.  A lot more secure, easier to organize, a LOT easier for players to find 'exactly' what they want, etc..

Since the Tactics menu will most likely be dropped, I'm probably going to add in the 'Load Game' option to keep the menu height as it is.  Allowing a bit more versatility so players can do whatever whenever.

Edit: Front page edited slightly.

Edit 2: Taking a new step!  I've got the main menu scrolling somewhat now and have 5 PC's loaded.  I've decided to take a look at ALL PC bytes and see what's used and what isn't for them inside and outside battle.  From what I saw just INSIDE battle, a HUGE amount of each PC's bytes goes completely unused.  If that truly is the case, then I'll have to start going through the game and shuffling all PC's data and crushing them down a bit.  If there's as many as I already have then I may be able to shrink the PC stats in RAM by a possible third or even HALF of what they are.  If that's so, then I'll probably be able to have room for at least 7-9 PC's instead of 5 and a possibly barely 6.  (Plus, more RAM room is always a plus :D)
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Shinrin on July 17, 2014, 05:11:42 pm
do we really need that many characters? I can see Rambard and Suzie.. but 2 more as well?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: DougRPG on July 17, 2014, 06:43:09 pm
Quote
We'll have to see how much room in RAM I have to add her though in the long run.

Why not expand the Ram (edit: Sram) to 128K? I think this is completely valid for ToP and compatible with the real hardware. It saves you a lot of trouble. You can also expand the Rom to 8M if you like.

But I don't know how some emulators will handle this change. In Bsnes/Higan this is trivial.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on July 17, 2014, 07:06:57 pm
Oh no, I'm not adding anymore really :P  I just like having the extra room just in case.  I PREFER having extra padding JUST IN CASE something else comes up.

Edit: The ROM is expanded to 8MB at the moment.  I had no idea expanding RAM was possible, but seeing as it probably won't work well with Geiger's then I probably won't touch it.  I know SRAM can be expanded but Geiger's doesn't mirror it correctly.  I'm not a big fan of BSNES whatsoever even if being the most probable accurate emulator so I tend to stray from that.

Edit 2: It might be easier to just bump all PC data to 7E:B400 if the game READS/WRITES to that properly.  If so, that'd save A LOT of time and effort while allowing more padding.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: DougRPG on July 18, 2014, 09:06:18 am
Quote
I had no idea expanding RAM was possible

Ops, sorry, I mean Sram, not Ram  :o. I think 256K is the maximum. Some games like SimCity and Shiren the Wanderer has 256K. You can expand Sram and use it like Ram. It's completelly valid.
So you can expand to 128K and you will have 64K for scratchpad. There is no timing issues here. Sram can be used like Ram, and you have the advantage of store some data between shutdowns if you want.

Quote
I'm not a big fan of BSNES whatsoever even if being the most probable accurate emulator so I tend to stray from that.

Ok, but you can use it to test your game, because it tells you if the game is hardware compatible.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: KingMike on July 18, 2014, 12:37:38 pm
I thought Justin already tried to expand SRAM and it didn't work.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on July 18, 2014, 01:44:40 pm
It does work but only on BSNES and such. Geiger's mirrors it incorrectly which ruins it since I can't ever use the space as intended. Otherwise I'd definitely be using that more as a scratch pad and what not.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Nightcrawler on July 18, 2014, 05:18:58 pm
I suggest not expanding the SRAM and using it as work RAM if you care about it being played on real hardware. It becomes essentially broken on many flashcarts (one of which is the SD2SNES). It will result in sitting there hammering your SD card into oblivion with writes. It tries to detect such usage and slow the writes down, but it's still continuously writing indefinitely.

If you do it anyway, that would mean the most convenient way to play it on hardware would then be a repro cart and the repo guys would LOVE you for that. :P
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: DougRPG on July 18, 2014, 07:21:56 pm
Quote
the repo guys would LOVE you for that.

Yes, this can be used as some kind of repro protection, if anyone cares about that. At least will be more difficult to do a repro. The problem with expanding the Sram really are the flashcards. Dammit  :'(
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: ChronoMoogle on July 20, 2014, 07:03:20 am
ikari made SRAM of 512kbit and 1mbit possible in one of his last patches... I see no reason why it shouldn't work with expanded SRAM-data on a sd2snes now.
If it shouldn't work, just send the ROM to him. He even did a special fix to his flashcard so the Megaman X 3 playable zero patch works flawless on real hardware.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on July 20, 2014, 07:51:34 am
Too bad they're using my old bugged version 3: Wish I could get the motivation to finish the damn new version of that
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Nightcrawler on July 20, 2014, 10:14:01 am
ikari made SRAM of 512kbit and 1mbit possible in one of his last patches... I see no reason why it shouldn't work with expanded SRAM-data on a sd2snes now.
If it shouldn't work, just send the ROM to him. He even did a special fix to his flashcard so the Megaman X 3 playable zero patch works flawless on real hardware.

That doesn't stop the problem of SD card write hammering when you choose to use SRAM as work RAM (and not saving as it is normally intended). It will sit there writing over and over indefinitely, prematurely killing your SD card. As mentioned, he attempts to compensate by detecting this and offering a 15 second delay between writes, but that's it. Still writes the whole time, indefinitely. Play a handful of RPGs like that and your card is toast. I wish the delay was settable or simply able to be disabled. I don't see information on how the Super Everdrive or Powerpak handles this. I hope it is not even worse.  :-\

With hardware use consideration in mind, I'd think about avoiding using SRAM as work RAM.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: DougRPG on July 20, 2014, 10:37:33 am
Yes, the Sram in a normal cartridge is a real Ram chip, so you can use it like a "normal Ram". But flashcards uses a flash chip to store the save data, so it works in a different way.
I don't know if there is some official game that uses Sram as scratchpad. I know Shiren the Wanderer has a huge Sram, but I don't know the reason.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: KingMike on July 20, 2014, 11:19:12 am
I'm sure at least part of the reason Shiren (and Torneko's Mystery Dungeon as well, I think) does it is for anti-cheating purposes (if you play badly, it stays).
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on July 23, 2014, 10:16:12 am
Just a minor update with the little time I've had.  (I got called off work today.. first time in like 5 months =|  Shortage of work is lovely!)

I've been tweaking the scrolling code here and there trying to make things work and right now it's going quite well!  It loads 6 PC's on the screen now (If you have them) and their stats, etc..  The screen scrolls Layer 3 but NOT 1 or 2 so I had to flip some data all over the menu to be on Layer 1 instead of 3.  Right now, I can scroll to PC 5 and 6.  It will check if there's anything beyond PC 5, if so, scroll more, otherwise it does nothing.  With doing that, I've added two new 'commands' into the menu list being #56 and #57.  PC #5 is command 56 and PC #6 is command #57.  You can load whatever menu needed with them.

I'm contemplating now though that I may end up redoing how half the menu loads hand X/Y coordinates and such and make it into a common routine that can be shared through each command which would open up two extra byte slots for each PC command.  (Which will be REALLY nice to have).  I think this'll be the easier route to go as once I hit PC 5/6, the hand X/Y coordinates get a little whacked out due to how the screen is.  If I do it as a table loading the PC #, I can have a specific check that will check if the screen is scrolled a certain amount and then load what PC # you're on, add or subtract a value then load the table for hand X/Y coordinates.  Basically making it A LOT easier to work with instead of having to write a plethora of checks for each PC.

After that's done, I'll start working on scrolling the screen back to it's normal position as you scroll from PC #4 and below.  If I can get all that working then the main menu's scrolling junk is basically done.  All I'd have to do is have PC's in slot #5/6 have 'dark' text and MAYBE even a darker palette to dictate that they're in reserve.

Edit: Screen scrolling works like a charm!  I disabled the 'A, B, Up/Down Arrow' commands as the screen scrolls so it no longer fast fowards and causes issues!  The ONLY thing left is to get PC's scrolling and then fix the hand X/Y coordinates as you move from different PC's and such.  Otherwise, it's working absolutely perfectly!  It SHOULDN'T be a problem to add character replacement then afterwards either!  I just have to figure out a way to tell the player that they're able to somehow.

https://www.youtube.com/watch?v=8Diwhj4A89c - Video up! :)
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: khalismur on August 14, 2014, 05:15:28 pm
Man this will be one whiskey of a hack.

I've been following the project for quite some time. Just wanted to say your work will be much appreciated!
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on August 17, 2014, 11:55:16 am
Scrolling PC's are now done and perfected!  I can't create any bugs with it so I believe things are done with that aspect :)  What comes next kind of goes hand in hand but I'm unsure how to go about it considering I have little screen space to work with.

I'm planning to follow a 'Tales of The Abyss' method in which you press --> and it allows you to swap characters on the main screen.  The main problem being that is I have NO room anywhere to actually have a button or text dictating to press '--> Edit Party'.  The only thing I can think of is the bottom left and crush everything together to create it, but then it's just.. too cramped looking on the text.  The other way would be to drop the Food option from the game all together which would allow that giant chunk to be used but I'm not sure how people would feel about dropping the Food option and not having any use for food then quite yet :/ (Cooking will be included obviously but it won't be for a LONG while..)
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Neil on August 17, 2014, 12:34:25 pm
Two options I can think of
1) do it old school. No on screen indicators. In game explanations are for wimps. RTFM.
2) is it possible to have an overlay that vanishes after x cycles (bonus points for fades) that says Press Right to edit party"
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on August 17, 2014, 01:22:40 pm
It's possible to have another box with text on Layer 2 that could probably scroll up momentarily to say so.  That or maybe Layer 2 text that somewhat scrolls in a small area saying so.  It's just really hard to be sure on what to do as it feels too cramped and everything else.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Neil on August 17, 2014, 02:06:38 pm
You said you'd be adding in other scenes and dialogue. Maybe you have a random villager mention it. Unobtrusive for experienced players, but there for new players.

Side note, just watched the YouTube video again. Are you going to space that bottom right box out a bit more?  Big gap in the middle there.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on August 17, 2014, 03:02:34 pm
Do you mean with Gald/Food/Time and such?  If so, probably not quite yet.  It was spaced like that so it'd be even on the top and bottom more or less.  It's impossible to finalize the menu quite yet when there's going to be a lot of changes going on especially considering the 'Tactics' menu is most likely going to be merged with the 'Formation' menu.

Also, that might be a good idea with the NPC.  If I remember right, right when you're about to leave Cless's town for the first time, it pops up a different colored text box explaining the overworld and such.  Maybe incorporate that and then tell about the menu party replacement?  Could work but it feels sloppy in a way.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Neil on August 17, 2014, 03:31:11 pm
Yeah. That's the bit. Just looked awkward with the gap in the middle.

Maybe it'd be possible to.do an notice when Chester first joins. That way it would feel more natural rather than appended to an overworld explanation.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on August 17, 2014, 03:44:06 pm
That's actually a much better idea.  That would work nicely actually!  I'll have to try that once I figure out how to edit text and such!  Thank you for that idea :)
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on August 27, 2014, 09:27:37 am
https://www.youtube.com/watch?v=rLb7pWUpHSs - Update!  PC Swapping now works in the main menu! :)

Edit: Just added a pre-set for later on!  Changing your PC NOW changes who you are on map!
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Neil on August 27, 2014, 05:55:23 pm
I guess the map change wasn't included in the video? Klarth was dead in front with a live Rambard after him, but third place Cless was on the map.

(What happened to the clock there? and the equipment is borked?)

Swapping looks super smooth!
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on August 27, 2014, 06:41:51 pm
Yeah it was after that I realized I could do that, sorry! D:

Something with the : got screwed up awhile back.  It's just a tilemap error, nothing big.  Can be fixed in a few seconds.

The equipment and items aren't exactly borked.  They exist but their names aren't proper quite yet.  I have to add in their pre-rendered names and such first then add the routine to make it work right.  That's basically the BIG VWF bit that I'll end up doing last considering I have to finalize all item names along with arte names and such.  There's also the issue that I either need help with a compressor/decompressor for TOP's Layer 3 data, leave it wide open so it can be edited by anyone ooooor I'll have to import a very small but common routine that I can easily and freely edit to save space.

Edit: : is fixed.  Modified it's pointer for some reason.  Menu looks fine now!
--------------------------------------

Edit 2: How do people feel about the AI for PC's being redone to a point?  I don't want to stray TOO far for the SNES version but I want to allow the PC's to have more dynamic AI in battle.  I'm aiming towards a Tales of Legendia system for the TACTICS menu where you can set how far away they are from enemies, if they attack or defend more, a lot of TP usage or little and the target they can attack.  Basically using a scroll bar to dictate how each PC works thus giving full customizing per PC.  Is that too much to change for the 'base' version?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: skyrunner14 on August 31, 2014, 11:16:34 pm
Personally, I'd really like to see those changes made. I mean, Phantasia's a good game, but the SNES version is definitely far slower compared to later games. I'd say go ahead with the changes.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Jonesy47 on August 31, 2014, 11:26:43 pm
For sure. Gameplay changes to the battle system so things simply work better sound like a great addition.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: khalismur on September 01, 2014, 02:25:17 am
Your patch will change some core features, I think the more the better.
Tales of Phantasia in my opinion is one of the best JRPGs out there and I enjoy the way it is. I see your "Enhancement" as a whole new revision of it. As long as it has balanced gameplay, every sane change will be welcomed!
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on September 05, 2014, 10:08:53 am
(http://i59.tinypic.com/24mupfm.png)

How do you all feel about this for the menu?

You'll be able to move the party's position like normal at top, then the middle portion is to control their AI a bit more.  Text isn't finalized nor done, but the basic idea is there.

Edit: Forgot to put this in the post D:

(http://i65.fastpic.ru/big/2014/0905/68/92228117d448c0bd9a4982a980fc7768.png) - Here's the other options that was done by a user that messaged me about the project.  S/He was even the one that gave the preliminary design for it all so BIG time thanks to them for that!

One is with arrows, which I actually really like.  The other is with a smaller + and -.. but it makes it look like a battery.  The original designs were [ ] on accident so ignore that, it's rounded now officially.

Which do you think looks best or if this is even okay?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: khalismur on September 05, 2014, 10:32:21 am
I'd be very interested in those changes. But more customization might require harder battles (ToP was pretty easy anyway).

If you have access to offensiveness / defensiveness of the AI as a value, this value could maybe be randomized (to some extent) per battle when facing enemies. This would make encounters more unique...
Also, if skills and items changed this value for monsters's AI, we'd have much more dynamic and interesting battles!!

[/dreaming]
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on September 05, 2014, 10:35:14 am
The AI PROBABLY isn't setup like that right now.  I'm almost guessing that it's a bunch of conditional branches that break off to load certain segments.  I'd have to recode and try to replicate what TOP does for the most part but allow it to read from RAM for each value piece and go from there.  So lesser the number, the more or less they'd do depending on the command.  So essentially it would turn into a AI based on value but with whatever options to allow people to do what they want with the character.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: skyrunner14 on September 08, 2014, 01:33:53 am
Wow, that strategy menu looks really neato! I'm actually curious, what will the other bars be for? Like, I imagine atleast one of them will remain Def/Atk (which I can imagine what that does), but once the menu is finalized what will the others do? Will it vary from character to character?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on September 08, 2014, 02:17:53 pm
The text and ideas aren't 'quite' finalized on that yet.

Def/Atk will do as it says.
Arte Usage (Tp Usage.  Not sure which way to go) will be another to dictate how often they use skills or not.
I MAY do Distance so they can have a little more freedom on placement
Target will probably take the last bit and be regular text instead of a bar.  Dictates how they essentially go about in battle.

It's still very up in the air at the moment, but Arte Usage and Def/Atk will be in there.

Edit: The sliders are FINALLY implemented!  They don't fully work, of course, but they are there.  Their RAM values are dictated though and they CAN slide.  Right now there's just no way to make them slide manually.

Right now, it uses four unused values in each PC to dictate the range of each tactic.  7E:6AB2-7E:6AB5 are the choices for PC #1.  +100 bytes per PC.  So now all PC's have their AI stored right into their slots thanks to some unused variables.  (As far as I know of they're unused.  I couldn't get them to trigger outside or inside battle with any status effect, spell or anything.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on September 25, 2014, 05:30:36 pm
Not much of an update but here we go!

1. Sliders FULLY work on ALL PC's with their own storage value.  The 'only' couple things left on that screen are descriptions and the text for your Target.  Descriptions will come much, much later on.
--> The FINAL command was finally figured out.  It's being noted down as 'Behavior'.  It tells whether you stay in place (Farthest in negative values) or you go full force chasing down an enemy no matter what (Highest positives).  It basically tells whether you play aggressively or defensively.  It's a 'tad' different from Atk/Def as that specifically tells whether you attack or defend while behavior actually puts in play the actions TOWARDS doing those.

2. Few more voices done for various characters (In the later version of TOP after the minor enhancement).

3. Officially going to go with PSX sprites with some tweaking here and there.  Battle sprites may HEAVILY be edited.  (Most noticeable on PCs atm)

4. We got a battle sprite for Brambard ready!

5. Item organization is going!  Each tab NOW organizes the items and ONLY shows those specific ones.  So 'New' items will only show new, Battle usable will only show battle usable, weapons are only weapons, etc..  MUCH easier on VRAM and everything in the long run, plus it makes it easier for people who just want to quickly check something specific.

That's about it!  Haven't had too much time to work on anything lately.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: khalismur on September 29, 2014, 04:50:03 am
Thanks for the update.

Can the SNES handle PSX sprites well enough? Do you think this will be made playable on real console?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on September 29, 2014, 11:19:24 am
The overworld sprites are no problem except palettes will have to be very limited due to reflections and such used.  There SHOULD be enough room in VRAM in battle since they actually have a horde of room left open for it.

I doubt it can be played on real console but people have done stranger things so guess it's all up to whomever wants to do the work.  (Not sure if there are ANY 8MB games on the SNES).

Edit: Update.. sort of.  I have a pretty weird sickness at the moment so progress may slow for a bit.  But I'm thinking of moving the 'Treasure' items to being ACTUAL items that cannot be sold, bought or seen at all in stores nor can they be 'organized' in a sense.  Essentially it's just easier this in case I want to add more Treasure items.  Doing that, I'll have to find where and how each treasure item is used and make sure the game scans the treasure item area instead of the other inventory items.  With that, ABCD is shoved to the end o the organization list and will have a new icon or 'Treasure' and be specifically or those kinds of items.

Edit 2: Made a small 'To-Do' list for the menu.  Most of it resides in the item menu hilariously.  Most part is I'm adding a new feature that's in the later games but it's really ridiculously hard to implement due to how the menu is coded.  Basically you'll only scroll to the MAX items you have on your organization page instead of all 255 every single screen.  L/R scrolling is perfectly fine, just up and down manually by arrows is ridiculously challenging.

Also, I finally figured out a couple values in RAM to dictate sprite stretching :D  The results are quite humorous.  Running around with a giant Cless that lags the game or a dwarfism Cless.  I love it!
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: khalismur on December 17, 2014, 07:10:03 am
Hey

Did you manage to finish the menu? 8MB games are of course theoreticaly possible on real console. I might attempt to tweak it once released, if you would agree.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on December 17, 2014, 11:16:16 am
Haven't touched this project for a bit. Work this month has been too hectic to really do anything.

The menu basis was pretty much done but the overall menu has a LLOONG ways to go to be finished.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Bahamut ZERO on December 28, 2014, 07:35:59 pm
This project sounds kickass. I've tried to play through ToP in the past, but for some reason I'd trail off to something else. But with the changes and tweaks you're doing, I'd actually play through the whole game for once. Keep up the good work!


When this eventually comes out, I'll be playing the shit out of it via PSP and Wii. :D
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: khalismur on July 26, 2015, 02:12:19 am
Hey justin3009. I’m sorry to bump this old thread but I am still very much looking forward to this awesome project.. Does it still breathe?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on July 26, 2015, 10:08:06 am
It breathes, albeit quietly in a corner.  It's currently on hiatus again but I plan to get back into it again soon.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: khalismur on July 26, 2015, 11:42:07 am
Glad to hear.. Thanks for the heads up!
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Ambition on March 11, 2016, 04:16:19 pm
Is this project still a go?
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on March 11, 2016, 04:51:30 pm
It is!  I haven't worked on it a long while, but it's just on a hiatus like most of my projects.  Need to take a break from then now and again so I don't get bored and not come back.  I definitely want to continue this!
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: SageOwl on March 12, 2016, 10:57:46 am
It is!  I haven't worked on it a long while, but it's just on a hiatus like most of my projects.  Need to take a break from then now and again so I don't get bored and not come back.  I definitely want to continue this!
Good to hear.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: Grillkick on March 12, 2016, 09:50:06 pm
Oh thank goodness! I've been very excited about this project.
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: khalismur on April 11, 2016, 10:20:17 pm
Yep. also waiting very patiently for 4+ years now :-)
This will rock !
Title: Re: Tales of Phantasia (SNES Enhancement) (Re-re-RE In Progress)
Post by: justin3009 on April 24, 2016, 01:31:36 pm
I'm still not officially back on this project yet, I'm most likely going to start it from scratch again just to get everything exactly right, but nonetheless a minor update on the old version that will be useful to note for later.

There was an annoying bug I had going on with the Save Menu/Load Menu that'd carry over into the Main Menu.  It'd basically randomly color some of the PC's palette to be black.  Turns out the reason for this was the game was reading some incorrect HDMA data from god knows where and it ended up constantly overwriting the PC's palette.

Nothing major, but it's really nice to know so I don't have to worry about this again later on.  I do hope to come back to this soon and 'officially' finish up the main gist of the menu and what not.  The menu was the thing taking up every amount of my time, but since I have all the basis coding ready I can just slap it over into a new ROM and it'll be basically ready.

I've also learned from working on a couple other games how to possibly remove the lag entirely in the spell/item menus when it comes to descriptions.  I'm pretty anxious to give it a test whirl down the road!
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: StorMyu on August 21, 2017, 10:53:56 am
Just to say I haven't forgotten about this justin  ;)
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: justin3009 on August 21, 2017, 05:36:16 pm
I haven't either, don't you worry!  :D
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: ArkthePieKing on August 28, 2017, 01:31:57 am
This was the project that introduced me to Justin and his amazing work. I'm happy that it hasn't been forgotten!!
Title: Re: Tales of Phantasia (SNES Enhancement) (Slowly Progressing)
Post by: justin3009 on June 03, 2018, 10:14:41 am
Well, since I've been working on this, might as well post an update and such.
-----------------------------
First off, I'm going a different route with this project.

The original versions, I always jumped straight into menu editing and ended up giving up halfway through due to the workload. (Also mainly because I was doing it manually and not using any kind of .asm files.. so yeah. I'm not doing it that way anymore). So what am I doing now instead? I'm jumping straight into the characters data in battle.

What's been done?
1. All PCs, minus Cless, have had their commands written out into .asm files and have been moved into empty space. (IE: Chester, Mint, Arche, Klarth). This effectively allows me to add new commands to their data that can be used later on and allow easy expanding.

2. Some of their general code has been reduced to a single routine. Every. Single. Character. Has EXTREMELY to EXACTLY the same code on many, many accounts. They legit repeated it every single time for a character. I've only done it so far for various circumstances like status effects, victory flag, death and such. I've yet to hit the meat of their code yet, but the size difference will be astounding once that's ready. The big thing that concerns me here is that enemies are setup pretty much the same way. God knows how much space they wasted on this game's cartridge to repeat the same everloving code over and over.

3. Victory was tied into their idle pose, for god knows what reason. I've moved Victory into it's own command now which just cleans up the code a bit more honestly. Separation on things like this is nice.

4. Chester can now effectively cast spells due to some changes.
Obviously, Chester CAN'T cast spells regardless but with how I'm generalizing a ton of the code, all PCs will have a spell cast command. This is mainly just for consistency sake.. but also for anyone who wants to cheat spells into Chester's arte list then it'll work.

5. PCs are getting some changes here and there. I'm working on Chester's right now so I'll speak on that half. Chester's animations will be more like his PS1 counterpart in some instances. So far, I've only gotten his 'Attack #1' done (Ground to ground). The sprites are implemented into the game and the sprite assembly is ready and good to go, but it's not being called upon yet. There's still some things here I want to do but I'm going to move onto the next part.

6. Weapons. Oh boy, weapons will be getting a change depending. Bows, especially right now, are being worked on. I've rewritten out Chester's bow code and now have added a new check that determines whether the bow is above or below priority on the character's sprite. Thus, this allows me to do something even better than the original game. All bow sprites will be FULLY rendered objects instead of being cut into tiny chunks to 'appear' as if they're above or behind him. With that done, I've actually cut down a ton of graphics while also adding a lot more sprites to use. The best part is that it doesn't even effect the OAM or VRAM table much at all. In fact, it takes less sprites to render than it did in the original and the VRAM is sometimes even less as well even though it's a fully rendered sprite! So this is a huge and positive change overall!

Bows, as well, will be getting a change. I have yet to implement it and I have to figure out exactly 'how' I'm going to overall, but I'll give the gist of it.

Bows right now have 3 types essentially. Short, Long and Crossbow. Nothing changes between bows except stats, obviously the same as all weapons in the game. What I want to do is make them very different in how they play to an extent. Short bows will have the lowest range and lowest damage, but they will have the highest attack speed of the three. Long bow will have more range and power, but be slower in firing off an arrow since it's more precise. Crossbows will be the strongest bows with the farthest range, however their attack speed will be abysmal. This is great for sniping essentially but if you're 'ambushed', this will be a bad move.

Just WIP ideas and mechanics I want to implement but it'll be figured out! I do want to make weapons more interesting. And since I have access to all their commands now, it's super easy to implement custom changes based on weapon type.

7. Brambard/Brambert/Brambald/Rambard: Whatever you want to call him. He was my main thing I wanted to implement in the other versions. As of right now, he 'technically' is actually a functioning PC and has some custom graphics inserted and working! Although, he's just a pure 100% clone of Chester right now until I get more sprites ready and can figure out 'how' exactly I want to set his data to be. He's going to be a very interesting and unique case in the game. Able to use both artes and spells. There's a fine line between making him too strong or too weak, not a replacement for Chester but not a replacement for Arche either. He needs to be more of an offensive support rather than an all out mage or archer. But balancing that is a huge issue. It'll be worked out much later, but know that he's actually in the works!

So far, this all that I can show you since most of everything is underneath in code wise, but not visually seen.

(https://i.imgur.com/183o1Kw.png) - Brambard actually in battle.
https://www.youtube.com/watch?v=6eSHcvpa5zI - Chester using a spell and he's clearly very angry.
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: skyrunner14 on June 03, 2018, 01:42:00 pm
I don't have much to add, but I'm glad you're working on this again! I'm excited to see future updates on this.
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: Kurt91 on June 04, 2018, 12:18:43 am
The code was done that badly? I was always under the impression that this was one of those games that was coded incredibly well and efficiently due to how much people loved the intro and how much space it had to have taken up. You said that just cleaning things up could cut things down to 5MB. Just how large is the ROM size originally?
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: KingMike on June 04, 2018, 12:09:18 pm
6MB, the maximum supported SNES ROM size.
Although anything above 4MB required a non-standard cart PCB.
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: mziab on June 04, 2018, 01:03:00 pm
Actually, the memory map for ToP supports up to 8 megs. In fact, Snes9x displays it as "ExHiROM, 64Mbits" and in bsnes-plus shows banks C0-FF and 40-7D mapped to the ROM, which is just 128kB shy of 8 megs (due to WRAM being mapped to banks 7E-7F). But since the ROM is special-cased in some older emulators, expanding it beyond its original size may cause some compatibility issues.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: ArkthePieKing on June 05, 2018, 04:14:40 am
I am *SO* excited about the addition of a new character. I am 100% here for this. You can definitely expect me to record this when it's all said and done. :D
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: Pickle on June 05, 2018, 09:43:19 am
The code was done that badly? I was always under the impression that this was one of those games that was coded incredibly well and efficiently due to how much people loved the intro and how much space it had to have taken up. You said that just cleaning things up could cut things down to 5MB. Just how large is the ROM size originally?

possibly they had one function in the source code and had it marked as inline, which would result in each obj getting its own copy.
Title: Re: Tales of Phantasia (SNES Enhancement) (On Hiatus)
Post by: DougRPG on June 05, 2018, 06:39:59 pm
6MB, the maximum supported SNES ROM size.
Although anything above 4MB required a non-standard cart PCB.

You have 11.9MB of Rom space in the address map, so you can have an 11.9MB rom if you want. You can have any size you want with a mapper (like MSU-1), but without mapping control in you game code you can have up to 11.9MB. Of course you'll need some nasty logic in the Pcb to distribute the rom data in the correct regions, but I'm talking by the code perspective.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: anito9999 on June 23, 2018, 06:26:27 pm
 :woot!: Amzing Work being done on this cant wait until it releases.

Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: justin3009 on July 01, 2018, 09:55:35 pm
So some 'slight' updates:

1. Some slight touch up on the few Rambard sprites, not in-game yet of course.
2. Chester's arrow has a new graphic, not in-game yet.
3. Recoded how playable PCs are setup and how NPCs in battle are setup so now it's easier to work with.
4. Cless NO LONGER has to be the lead in slot #1 anymore! The downside to this right now though of course it that Cless 'needs' to be in slot #1 to function properly as a PC since all of his code is strictly set to being in slot #1. I can work around this but I have to either entirely recode every function and their subs, or just alter the basis code to use a dynamic RAM. (Which, oddly enough, is technically supported so it might be the easier but more annoying route).
5. With that being said, Chester is now about 98% playable as a functioning lead party member!
6. Hit Box detection has been fixed in numerous areas with the new code I used so dynamic banks are possible for PCs.
7. 'Magic' and 'Tactics' can be selected at anytime now during battle. There is no longer an error noise or a giant 'X' on them. However, if you select Magic and the character has no spell list, obviously their names appear red. (This is funny actually because they had this already coded in. Why they added in another function on top to blank it out entirely was beyond me).
8. Chester's bows can now be equipped by Rambard until he gets some of his own separate equipment.
9. Rambard can now be selected in the Main Menu when it comes to 'Skills'. No more error noises!

https://www.youtube.com/watch?v=7noCOoh6NgQ - Video showing Chester off.

There's one more issue left, that I know of and it's only when Chester 'kicks'. Right now, you're only capable of kicking as long as you're RIGHT up in an enemies face. That's mainly due to the targeting range. However, increasing that will allow Chester to smack them from ANY distance which is.. yeah, clearly not what's supposed to happen. So that's going to need some interesting recoding to work properly. Though, why his works this way and Mint/Klarth's doesn't is beyond me. It's a bit strange to say the least.

Either way, very great progress here! We're getting close to allowing all NPC characters to be playable!
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: justin3009 on August 30, 2018, 02:52:36 pm
Okay, so, been awhile since I've posted on this thread but loooooots of overall updates since last time.

1. All PC's but Arche & Cless can be played properly. Arche is pretty close but she has some very interesting coding issues I need to work out. Mainly due to her flying maneuvers. This will be kind of a pain to deal with. Cless, as well, is technically working to a very small extent. He only has his idle, walking, running and first attack properly ported into new space. I have to COMPLETELY move all of his other commands.. which is going to be absolutely dreadful. The largest issue here is that all of his code is very hardcoded to being in slot #1, as prior posts pointed out. I will have to modify all of his routines to be dynamically based so he can work as an NPC properly. He's definitely going to be the last on the list because this will be the most annoying and obnoxious part of the project unfortunately.

2. Chester, Mint and Brambard have all of their sprite data, animation data and weapon data moved into the new banks. Even their sprites have been moved as well so they are 100% capable of having new animations, sprites and weapon graphics! With that, Brambard is STILL a clone of Chester as my focus has mainly been trying to make manual battle controls working but he'll be coming up sooner or later. Mint right now has a brand new attack animation and has a small variety of weapon graphics now as well so she's a bit more useful in the physical attack department at least.

3. Lia is technically playable now as well. She only has her idle and beta spell cast sprites in-game and functioning, otherwise, she's a clone of Mint thus far with Arche's spell list (Which I really need to cut down for her). She also has fully functional new spell voices too!

4. All SFX/BRR pointers have been moved into new space so it is now feasible to add new voices! As above, Lia has spell voices now.

5. All PC's now have their own Spell Voice table. So if someone were to say give Chester Fireball, he won't be screaming with Arche's voice anymore. The tables are customizable so any voice can be set for any spell for any character.

6. Battle Controls are still a WIP. PC's can now walk, run, attack, spell cast, spell cancel, use items, etc.. manually. To run, you just double tap. Of course, you can stop running at any time by pressing the opposite direction. However, if you attack or use a spell, it will cause the PC to slide and do their appropriate action.

7. More PC code has been condensed down into a single routine since they're all, once again, extremely similar.

Technically all I have left for manual commands are: Jump (With falling), jump attack (With falling), up + attack and guard. Once those are implemented, the game should play very similarly to Tales of Destiny and PS1 Tales of Phantasia.

It's not a lot per se, but it's a huge background update overall and I'm pretty excited with how much has been done so far!

(https://i.imgur.com/BqBxs5z.png)
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: ArkthePieKing on August 31, 2018, 01:54:44 am
Man, I get a 4 day weekend AND there's an update to this project? What a good day!

As a side note, how are you planning on handling new voices for the characters? If you need voice work, I've always wanted to lend my talent to something like this.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: justin3009 on October 20, 2018, 09:58:25 am
More updates on the list here!

1. Klarth has been fully moved out and he is now able to be modified like all other characters in all aspects.
2. Cless has been moved out Command wise, but not sprite or animation wise on him or his weapons. There's a couple bugs left over on him but otherwise, he is a functional playable character again. Most of his character specific data has been modified as well to be dynamic based on PC slot now so HOPEFULLY this will allow him to work properly in other slots when the time comes.
3. All PC's have a general 'Up + Attack' button set now. However, Mint is the only one at the moment with a currently functioning attack for that.
4. Slowly experimenting with what later Tales of.. games do to an extent by removing the delay after a character spell casts that prevents them from casting right away again. In exchange, especially notable on Narikiri Dungeon X as an example, the characters have a continuous lengthy animation of their spell cast going instead. I feel the delay system was a bit.. off on the original SNES version but it was probably used for AI instances for checking things and such.
5. Interesting to note on here as well. The game has support for up to 6 fully playable characters without any modification. Looks like this was the general basis, which makes sense, considering Rambard was supposed to be playable so that cuts out a lot of work in the long run.
6. Also to note, the bytes that state what skills have been learned per PC also has 6 functioning areas as well.


Twitter/Video updates but never posted here:
1. https://twitter.com/i/status/1048959941707534338 - Arche's shadow is now dynamic based on her height. (However, there's a bug right now where her hitbox is.. off so she can't move beyond the enemies.)
2. https://twitter.com/i/status/1046513662192754688 - Mint with her Up + Attack.
3. https://www.youtube.com/watch?v=qLZg_PUAvJM - Mint being playable (Slightly less out of date from the Up + Attack one.
4. https://www.youtube.com/watch?v=BQU_FbQnJg4 - Arche being playable (Before the shadow was included and with no bugs)
5. https://twitter.com/i/status/1034941538911117314 - Lia technically playable with her own spell voices.
6. https://twitter.com/i/status/1034941536621002754 - Mint with various WIP weapon graphics.
7. https://twitter.com/i/status/1033354154276777984 - Sound Test screen with voice testing for Lia (Without the video from above)
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: Spooniest on October 20, 2018, 02:34:30 pm
It's been a long time since this project got started, wow.

Funny how your life can change so much in the span of a few short years.

Nice to know you're back working on it.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: khalismur on November 10, 2018, 03:35:02 pm
Great to see some updates to this! It's looking very promising, wow !
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: justin3009 on January 23, 2019, 10:59:44 am
Been awhile since I posted on here but I've been frequently updating on Twitter and the Absolute Zero Discord. For those who aren't on it, here's the list of updates thus far!


Unfortunately, I haven't gotten around to adding a way to swap PC's in-game yet. Mainly because I need to revamp the entire menu system like I did prior before I update how this all plays out. So you're still technically stuck with Cless in slot #1 until I can insert code, but otherwise, the other characters do function just fine.

Cless can work as an NPC now too. Nothing major. He plays like everyone else but with no abilities as of yet. I still need to figure out how AI works for spell casting and such and have it based on per person instead of it being generalized for all PCs. This is actually really funny because for some reason once you get sent to the past and don't change Cless's tactics to be 'Don't use spells', he'll randomly start using Mint's spells with or without your consent. Why this happens though is beyond me as he has no spell list even loaded in battle but he will still try to use her spells, so something's a bit weird, but also funny to see.

I'm still working on sprites here and there but it's super time consuming especially since I'm nowhere near as skilled as I honestly should be.

As of right now, most characters still need running graphics, jumping/falling, jump attack, Up + Attack, Down + Attack for animation stuff unfortunately so it'll be a long while for them to be 'completed' per se graphically.

I feel like I'm missing a lot of details but generally there's been a TON of updates in the background of the game, just not all visual.


Twitter updates:
https://twitter.com/Justin3009/status/1077570576024289281 - Animation debug for battle. (No menu yet, but this was super easy and fun to code!)
This one is a bit of a hefty one. L/R will change what character you're playing as to test animations. X will enable or disable automatic animations. Left/Right change which animation you're playing. Up/Down change what frame of animation you're on. Select will enable or disable the PC sprite on screen but keep the weapon on. I still want to make this into a menu instead though so it'll be more functional. Maybe moreso so it can also force command updates and stuff to see how they function.
https://twitter.com/Justin3009/status/1081947980729597957 - 8 letter names functional!
https://twitter.com/Justin3009/status/1081639117946011649 - Rhea and Arche using the new Fireball
https://twitter.com/Justin3009/status/1084510868161941505 - Rhea's basic attack (Though the knockback is a joke)
https://twitter.com/Justin3009/status/1086678738883014656 - Updated battle menu code
https://twitter.com/Justin3009/status/1087087390727069698 - All of Cless's manual basic attacks
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: Q on January 24, 2019, 12:18:09 pm
@justin3009: Hi, I'm responding to your post from a different topic.

I saw a review today which said that there's an NPC in the game who teaches you the ability to use special moves via Street Fighter-style command inputs instead of the L and R buttons, which allows you to perform a larger number of different special moves per battle, thereby enabling some crazy combos. I had no idea about this, and it's actually what piqued my interest in the game again. You must not be able to get this upgrade until pretty late in the game, because I never found the NPC who sells it to you. Also, the review mentions that the upgrade costs a ton of money. It would be pretty cool to dummy the NPC out of the game and just give the player the upgrade for free right from the start. The game would probably be a lot easier and more fun if you learned the command inputs and experimented with combos.

The Combo Command is what you're talking about and it's honestly a pain in the ass to perform any of the techniques with it. Legitimately, it's almost asinine and kind of worthless in the long run. The only benefit is it allows you to use any skill without having to have them equipped in four slots.

I looked into this, and you're right. Most of the command inputs are way too complex to be practical, plus the fact that the directional inputs don't change relative to the direction your character is facing like in a fighting game might get a bit confusing. Still, I don't think my original idea is horrible. A few of the inputs aren't too bad (e.g., the Psion Bolt is just a standard quarter-circle motion used in pretty much every fighting game), and I think you could get some use out of it if it was introduced at the start of the game.

I wish I knew ASM so I could help, because I think this game would be really, really fun if you made some significant changes to the controls. Instead of giving every special move a different command input, I'd rather give the player a small number of commonly used, easy-to-perform inputs (like quarter-circles, half-circles, dragon punches, and Guile-style charge attacks) that they can assign to some of the standard skills and a few Street Fighter Super Combo-style inputs they can assign to the combos. I really love the idea of a fighting game/RPG hybrid, but obviously that would be a ton of work. Maybe I'll revisit the idea someday if I ever start picking up SNES assembly.

Edit: Actually, after looking a little closer at the number of different special moves, I think it would probably be possible to have much simpler, more commonly used inputs and give each special move a separate input.

I'm planning to adjust the encounter rate and everything else when I'm able to. Though balancing is not my strength so that would probably need a ton of time and effort to get just right.

My suggestion is to cut the encounter rate to around 50 percent—because when I played it, I thought the encounter rate was so high that it made exploring the maps frustrating. I think you need a pretty significant cut to fix that.

I would suggest doubling the earned money to make up for the fact that you won't be getting into as many battles, and more than doubling the experience so that you don't have to grind as much (maybe 2.5x would be good). If you need people to test the balance once it's adjusted, I'd probably be interested in helping because I would love to finish this game's story someday, but I thought it was just too much of a grind to be worth it.

Good luck with your hack! :)
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: ArkthePieKing on January 25, 2019, 12:09:54 am
I agree with an adjusted encounter rate. It always made what is otherwise an amazing game kind of a chore to get through. Off the cuff I'd say something like 1/2 encounter rate, 2x money, 2.5x exp gains.

As an aside, congrats on being literally the only person on Twitter I look forward to seeing post. :D
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: lastdual on January 25, 2019, 08:48:05 am
Compared to many games from the era, I didn't find the encounter rate too bad. The real issue is simply that battles often take longer here.

While I would be fine with slightly less frequent encounters, doubling the experience rate sounds like it might drain a lot of the challenge from the game. Things will already be easier with enhanced control over your party, and I wouldn't want the game's difficulty curve to feel shot.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: Q on January 25, 2019, 09:20:08 am
Compared to many games from the era, I didn't find the encounter rate too bad. The real issue is simply that battles often take longer here.

While I would be fine with slightly less frequent encounters, doubling the experience rate sounds like it might drain a lot of the challenge from the game. Things will already be easier with enhanced control over your party, and I wouldn't want the game's difficulty curve to feel shot.

To each their own. I thought the game's encounter rate and difficulty were high enough to suck all the joy out of the experience. You can't take more than a few steps without getting into a battle, and the amount of grinding you have to do to progress through the game is ridiculous. I spent tons of time grinding, bought all the best equipment, and made use of the special moves, but by the time I got to the halfway dungeon, my characters were constantly getting one- or two-shotted and I was going through tons of healing items after every battle just to keep my party alive. When I thought about how long it would take me to gain a few more levels, I decided the game was a waste of time. I wouldn't consider playing it again without a huge reduction to the encounter rate.

Even if the drop to the encounter rate ends up being a lot smaller than 50 percent, you still need to raise the experience and money by an equivalent amount or you'll throw off the game's balanace and pacing. If you're getting into fewer battles as you explore the map and dungeons but earning the same average experience per battle, you'll get less overall experience, which means you would have to stop progressing in order to grind more frequently. And since it would take twice as many steps to get into a battle, grinding would be even slower and feel even more tedious. Doubling the experience isn't about making the game "easy" so much as it is about improving the pacing of the game by reducing the overall amount of fighting you have to do.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: Uberdubie on February 04, 2019, 02:17:32 am
Are there plans to incorporate the overworld "skits" from the PSX version?  Imo this is by-far the greatest feature missing from the SNES version, where you can hit select on the overworld map, and watch multiple voiced dialogue scenes between your current characters in the party with lovely portraits.  (If this has already been mentioned and discussed elsewhere in the thread -- seems I've missed it -- humblest apologies.)

Everything else is looking fantastic -- never thought I'd see the day where this SNES may surpass its Playstation counterpart!  Much luck to you.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: justin3009 on February 04, 2019, 02:40:47 pm
That's actually a good question. Adding voices for skits would definitely be a big no if I were to add skits. I won't have the ROM space to support that at all. It MAY be possible to add skits and such but I honestly don't know if I will or if I'm even capable of doing it myself. If I am able to though there comes with the price of having to sprite various expressions for the characters with portraits and such. I'm definitely not skilled enough for that (Especially with the SNES style).
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: Uberdubie on February 04, 2019, 04:10:22 pm
Yeah, I'd assume the voiced part would be a no-go.  It would be incredible just to have text-based versions of each skit with one portrait per character.  Or to be different, you could use each character's battle sprites looking at each other.

Regardless, thank you for all your hard work on this!
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: Granville on February 14, 2019, 04:07:08 pm
Perhaps someone could implement voiced skits via an MSU-1 patch. I personally prefer text only myself though, I even disable the voiced dialog in the PS1 port when I play.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: justin3009 on March 10, 2019, 08:32:46 pm
https://www.youtube.com/watch?v=qWcTjt7Oopg&feature=youtu.be

Little bit of a video update here.

I've updated the font so it uses my standard thin one that I use on all of my projects. (Which all of them which have used this font have been unreleased lol)

The dialogue is freely modifiable now and I've updated the code so there's now a DTE/Dictionary Compression in it. I also located where DeJap's script was and even some of the left over Japanese script and completely wiped them out. So now that gave me 120,000 bytes of free space to use.

The dialogue here, though, with Rhea/Lia is just kind of an example. I updated it to use some of DeJap's words still but also used some pieces from the English iOS translation too. I did include a new string for Klarth where he tells you what to do when you get to Venezia so players aren't questioning what the hell they need to do right away.

At the end, it shows Rhea/Lia joining the party officially. She basically starts like Arche but does not have a weapon. (She has no weapons that can be equipped). She can level like normal and learn spells via books/NPCs like Arche as well so it'd be good to take advantage of that! Of course, once you lose her and get Arche, the stats carry over so you lose no progress whatsoever!

In battle though, can't really show it since it's under the hood, I updated Cless's sword once more. It now uses two 16x16 sprites instead of using one 8x8 for the handle and two 16x16 for the sword itself. This reduces the sprite count and also reduces lag. Some of his artes benefited from this too so they use a couple less sprites.

I updated a few of Rhea's sprites in battle as well since some were pretty janky.

Chester has been updated too so now he has jumping. New projectiles now work as well and new spells are also implementable. Astion is technically in-game without the buff being set and Guren (Hell Pyre) is basically in-game as well but it's not quite set as an arte yet for Chester.

I also completely redid how spells are set in RAM. (I still have to update it more for character specifics but it works right now). All artes are learned via bit masks instead of a single byte. So now one byte can house 8 artes/spells instead of one. This same method is used for enabling/disabling the AI from using them too. So the overall RAM has been heavily compressed but also expanded too. So every character can have up to 56 artes and 48 spells that can be learned. There's extra space now too to determine if they're manual, semi-auto or auto and also more space that allows their shortcut keys for artes to be saved too whenever I get that implemented. Once I condense it to per PC, I'll have over 100 extra bytes of free RAM to use that can be saved into SRAM which I could use for various other things if I want!

There's a TON of progress going on behind the scenes but I can't really visually show anything so it's hard to post updates on here.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: ArkthePieKing on March 12, 2019, 03:21:15 pm
I actually really love hearing about the under the hood stuff. Even if it's not all visual and flashy, seeing you talk about the changes you've made is still exciting!
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: the_E_y_Es on March 15, 2019, 05:28:40 pm
I've updated the font so it uses my standard thin one that I use on all of my projects.
I remember that font from your Schala rescue hack. It looks very nice.

I actually really love hearing about the under the hood stuff. Even if it's not all visual and flashy, seeing you talk about the changes you've made is still exciting!
I agree. It might be technical but you make it sound interesting.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: justin3009 on March 17, 2019, 07:48:54 am
Slight update.

Been working on it here and there for a few days just tweaking some code I had but also changing a couple things.

First off, SRAM (Saved Game) data has been slightly shuffled so now there's about 151 bytes of free space to be used for whatever is necessary. The downside to this is that any Saved Games from any version of Tales of Phantasia are not compatible anymore. It's a pretty easy fix to do since it's just copying one line of saved game data back about 60 bytes, then the save would load fine. I basically removed the checksum checking so as long as the 'Tale  ' header text is at the beginning, it'd load the saves.

PC names in RAM have been shifted as well. Every character can now support 8 letters no problem and there's room for 10 characters in total in RAM. Not like they'll all be used but it's good for future cases.

I took a test run as well with how I had my coding style going for this game and it seems to work nicely. I literally copy/pasted Rhea's code, altered every instance of 'Rhea' to 'Test' and basically a new character was playable just like that. There's a couple other minor instances that have to be altered (The bank data and the general animation/sprite loading routine) but otherwise it's legitimately that easy for me to slap in a new character.

Also, just fixed a bug I had with detecting what spell you were selecting in the battle menu on other characters. They should now support the new spell/arte system now.

I've been thinking as well about possible reducing the PC RAM and then copy/pasting it over into a new location only for battle so more PCs can be supported overall. The PC RAM is usually $7E6A91 to $7E6B91, then $7E6B91 to $7E6C91 etc.. until $7E7091 which is where the RAM is for learning spells/artes begin. So right now it supports 6 characters at max. There's a huge amount of unused bytes in the PC RAM in general but thank god most of it is near the end of each PCs data. So if I were to cut down the overworld data by 64 bytes on each PC, I would have room for 8 PCs in total! Though, 7 is probably the absolute max I would ever, ever allow.

The problem with this though is that I'll have to copy/paste the PC RAM into a new location for battle. (Easy enough) But then comes modifying every. single. thing. in. battle. There's a TON of hardcoded data specific to PC slots starting at $7E6A91. A vast majority of it I have covered on the PC end so that's honestly no worry. The issue comes down to spells, enemy attacks, camera control, item usage, etc.. Most things in battle, for god knows what reason, don't use a generic routine that's loaded all the time. Most things have their OWN instance of a character check and that's all hardcoded to $7E6A91.. So if I want to go this route, I'd have to modify literally EVERYTHING in battle. The pay off would be well worth it but the work load is absolutely ridiculous.

This is where the extra SRAM would come into play a bit as well. There's no room for the current PC's data in SRAM, but with the shuffle I had I could code a work around so that PC #7's data would be stored into this very specific location instead and then loaded back from there. Either way, this is an arduous task and I don't honestly know if I want to even attempt it. Once I get going, there's no turning back at that point and I'd rather not get halfway through and burn myself out.

It's one of those situations where I'm not sure if I want to attempt it, but I also know I'll need it in the future. I might just leave it for now at least, but yeah. Progress!

Edit: https://twitter.com/Justin3009/status/1107302624087494659 - Klarth now has an upward attack!
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: justin3009 on March 09, 2020, 08:06:16 pm
So I've been working on this still since last year! I took a break for awhile to try some things with Game Maker Studio 2. I plan to go back to that some more in the future, just wanted to work more on Tales of Phantasia lately!

I've done so much behind the scenes now it's pretty ridiculous. As for updates, I've been generally posting them a lot on my twitter.


So here's some updates I posted over the months:
https://twitter.com/Justin3009/status/1223999846241259525 - Chester now officially has some artes in-game! Guren (Hell Pyre) and Touga (Ice Fang) are functioning with their own projectile data and elemental damage! Voices are split up as well so Chester can have multiple voices for the same arte. He also has voices for these now too!

https://twitter.com/Justin3009/status/1226185005145128962 - Figured out how exactly voice lengths work in this game so now I can allow even longer voices for special events. I used a chant for Arche with Indignation from the Drama CD as a test but hey it functions.

https://twitter.com/Justin3009/status/1229081765693841410 - Incorporating new spells FINALLY into the game as I have free control over this now. Brambard WILL officially have Burn Strike as one of his spell artes.

https://twitter.com/Justin3009/status/1230679567955873792 - Pikohan (Pow Hammer) has been updated so it does damage while having a chance to stun! It plays more like the Narikiri Dungeon 3 version than anything else but this IS avoidable. There's also a 50% chance of it bouncing the opposite direction for a little more fun.

https://twitter.com/Justin3009/status/1237162849644003328 - The menu code has been heavily rewritten once again like before. I have full control of how I can draw the windows on any screen. I've redone the entire thing as well so I can ALSO use BG4 for things! I dropped the Tales of Phantasia to do so. BG4 will now be used mainly for dynamic VWF strings and BG3 will generally be pre-rendered strings.

I've officially gotten 8 playable characters to be saved in SRAM now and I have the 8 confirmed ones I want to add. I'm going to keep the last two secret mainly for changes from the later games. With that, I've also documented all the PC stats in SRAM so now I know how that whole section stores. Thankfully, it's all sequential so I don't have to worry about other parts of SRAM. The biggest problem now though is NO saved games are compatible with this version of the game. You'll have to start fresh.

All spells, projectiles and particle effects are in a whole new area so I can add things however I want. I can freely add spells and such so it's free roam on my end.

Rhea's sprites have been updated a bit to be more in-line stylistically. Brambard has a few new sprites but nothing major yet. He's still such a WIP on all accounts unfortunately but he's getting there.

Chester has artes functioning but only two are included right now. He's going to have at least 3 new artes included with him so he'll play just a bit different from his later counterparts but he WILL have all of his original artes included.

A new stat, Intellect, has been included. This stat will now be used for Magic Attack and Magic Defense based things. Spells were originally based off of the level of a PC or an enemy. This will be completely redone to use the Magic Attack stat. Elemental resistances are a thing based off of % to an extent in the original. Either 25% or 50% damage reduction and sometimes a chance of being nulled entirely. I'm going to drop the 'null' damage and hopefully introduce a numerical system instead. So resistances can be anywhere from 0-% to say 75% or something as a cap. Magic Defense will essentially add more into the % base for ALL resistances, but a rather low amount as to not make the PCs indestructible.

I'm probably forgetting things but there's been some massive updates on this front.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: niuus on March 09, 2020, 10:37:36 pm
So I've been working on this still since last year! I took a break for awhile to try some things with Game Maker Studio 2. I plan to go back to that some more in the future, just wanted to work more on Tales of Phantasia lately!

I've done so much behind the scenes now it's pretty ridiculous. As for updates, I've been generally posting them a lot on my twitter.


So here's some updates I posted over the months:
https://twitter.com/Justin3009/status/1223999846241259525 - Chester now officially has some artes in-game! Guren (Hell Pyre) and Touga (Ice Fang) are functioning with their own projectile data and elemental damage! Voices are split up as well so Chester can have multiple voices for the same arte. He also has voices for these now too!

https://twitter.com/Justin3009/status/1226185005145128962 - Figured out how exactly voice lengths work in this game so now I can allow even longer voices for special events. I used a chant for Arche with Indignation from the Drama CD as a test but hey it functions.

https://twitter.com/Justin3009/status/1229081765693841410 - Incorporating new spells FINALLY into the game as I have free control over this now. Brambard WILL officially have Burn Strike as one of his spell artes.

https://twitter.com/Justin3009/status/1230679567955873792 - Pikohan (Pow Hammer) has been updated so it does damage while having a chance to stun! It plays more like the Narikiri Dungeon 3 version than anything else but this IS avoidable. There's also a 50% chance of it bouncing the opposite direction for a little more fun.

https://twitter.com/Justin3009/status/1237162849644003328 - The menu code has been heavily rewritten once again like before. I have full control of how I can draw the windows on any screen. I've redone the entire thing as well so I can ALSO use BG4 for things! I dropped the Tales of Phantasia to do so. BG4 will now be used mainly for dynamic VWF strings and BG3 will generally be pre-rendered strings.

I've officially gotten 8 playable characters to be saved in SRAM now and I have the 8 confirmed ones I want to add. I'm going to keep the last two secret mainly for changes from the later games. With that, I've also documented all the PC stats in SRAM so now I know how that whole section stores. Thankfully, it's all sequential so I don't have to worry about other parts of SRAM. The biggest problem now though is NO saved games are compatible with this version of the game. You'll have to start fresh.

All spells, projectiles and particle effects are in a whole new area so I can add things however I want. I can freely add spells and such so it's free roam on my end.

Rhea's sprites have been updated a bit to be more in-line stylistically. Brambard has a few new sprites but nothing major yet. He's still such a WIP on all accounts unfortunately but he's getting there.

Chester has artes functioning but only two are included right now. He's going to have at least 3 new artes included with him so he'll play just a bit different from his later counterparts but he WILL have all of his original artes included.

A new stat, Intellect, has been included. This stat will now be used for Magic Attack and Magic Defense based things. Spells were originally based off of the level of a PC or an enemy. This will be completely redone to use the Magic Attack stat. Elemental resistances are a thing based off of % to an extent in the original. Either 25% or 50% damage reduction and sometimes a chance of being nulled entirely. I'm going to drop the 'null' damage and hopefully introduce a numerical system instead. So resistances can be anywhere from 0-% to say 75% or something as a cap. Magic Defense will essentially add more into the % base for ALL resistances, but a rather low amount as to not make the PCs indestructible.

I'm probably forgetting things but there's been some massive updates on this front.
Sounds really awesome. The best excuse for me to finish this game again.
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: lastdual on March 11, 2020, 06:53:18 pm
These updates are really cool to see!

I've always had a soft spot for the SNES version of ToP, and while I've been keeping myself from getting too hyped on account of this being such an ambitious project which could thus take quite a while to release, I'm sure it will be worth the wait :thumbsup:
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: justin3009 on May 09, 2020, 10:28:28 am
https://twitter.com/Justin3009/status/1259125512464629761

Been doing updates quite a bit but here's a damn good one that I finished up yesterday. I'm still cleaning up the item menu but I'm making great progress.

All item names are now prerendered graphics. This results in all item pointers essentially being null at this point. Item descriptions are broken slightly but that's because I need to reimport them with the new text table I have setup, otherwise they're just fine.

I've also made a pretty hefty change log essentially stating what I have done so far and gives an idea of what's been done. Things are progressing on this pretty steadily overall. I'm hoping I can get all the in-game menus done and get manual mode setup for each character properly before I slap out a demo. I want to get at least the basics of everything functioning so bug testing can happen but that's probably going to be awhile still.

Quote
------------------------------------
Change Log
------------------------------------
V1.0
- Dialogue has been decompressed entirely and moved into a new location. New dictionary text has
   been added along with a DTE to compress text further, but not as much as the original. However,
   doing it this way allows for easy extraction and insertion.
   
- Menu font, menu sprites and battle general VRAM have been decompressed and are modifiable allowing
   easier access to rehandling specific graphics.
   
- The function that draws each menu has been completely scrapped along with their associated hardset
   tile map. A new routine has been implemented that allows any window size to be drawn on any
   layer including BG4.
   
- BG4's "Tales of Phantasia" logo has been removed from the menu due to the above change. This
   allows more text to be stored into VRAM.
   
- An 8x8 VWF routine has been implemented for drawing specific string instances.
   (IE: Character names, character titles, etc..)
   
- All PC RAM extending from $7E:6A91 to $7E:7091 has been shrunk down and remapped a bit.
   Each PC was originally #$0100 bytes. This has been radically reduced to #$00C0 as most
   of those bytes were unused on the overworld.
      * This now allows up to eight PCs to be in a party at once instead of five!
      * Only five were recruitable at a time, but this is being increased in this version
        to eight characters!
      
- With the above change in place, the 4 ACTIVE party members in battle will get their data stored to
   $7E:7C91 to $7E:8091 which will allow full usage of the #$0100 original bytes. At the end of
   battle, these bytes get copied back into the overworld at their now standard #$00C0.
      * This allows up to eight PCs properly and does not interfere with anything else!
      
- PC names can now be eight letters instead of the original hardcapped six letters.

- PC's 'Skill' learning code has been dramatically altered.
   * The original game did one byte per skill per character. This has been heavily changed to be
      eight skills per byte! This allows an extreme expansion on what each characters skill list
      can be and now also fully supports eight characters!

- SRAM has been heavily modified to allow more data to be saved properly.
   * Data has been shifted back by #$00A0 which allows an ENORMOUS expansion of saved data.
   * Eight characters are now supported statistically in SRAM.
   * Eight letter names are now supported in SRAM.
   * An interesting note: There were 27 unused bytes stored to SRAM on the original game. Not sure
     why this was the case but hey they can be used for whatever purpose now.
   
- All PC battle data has been entirely moved into a new location allowing for massive expansion.

- All PC graphics, sprite assembly and animation data has been shifted around and redone to allow
   for much needed expansion. The same goes for their respective weapons.
   
- The projectile and particle effect pointer table has been moved to allow for brand new data.

- Various portions of spells have been moved for expansion.
   * Spell table has been moved.
   * Spell TP cost table has been moved.
   * Spell cast timer table has been moved.
   * Spell menu icons table has been moved.
   * Spell type table has been moved. (Whether it will pause the game or not)
   * Spell element(?) table has been moved. (This is an odd one as the element is set in the spells
     themselves.. but there is a preset table possibly for other reasons.

- The entire SFX and voice table has been moved to allow for more voices to be imported.

- Voice length has been figured out so the ARAM tables will have to be revamped entirely.

- All voices will be using 11025khz consistently instead of varying qualities.

- Cless, Mint, Arche, Chester, and Klarth will all use PS1 or later game voices for higher quality.

- Brambard has been updated from NPC to PC. He was originally meant to be playable but was entirely
   scrapped. The only thing that remained were his 'Raise Dead' sprites and his tactics icon in
   battle. There are a few screenshots of him in battle scattered on the internet but that's it.
      * Brambard's voice actor will be Kenji Hamada! (Ronixis in Star Ocean: First Departure)
      * Brambard is still a heavy WIP, as such, his skill set is subject to change at any time.

- Rhea Scarlet has been updated from NPC to guest PC. She may have been meant to be playable due
   to her also having 'Raise Dead' sprites and a tactics icon.
      * She will play like Mint essentially being an on-ground spell caster. She can learn a few
        spells much like Arche could. However, once her segment of the story is completed Arche
        will overwrite her slot but WILL retain whatever stats and equipment you had on Rhea
        at the time.
      * Rhea will have no weapons equippable for her.
      * Rhea will use Arche's voice actress still but with completely different voices.

- Two more characters will be available but are going to be kept hidden for now as I'm not sure
   if I can feasibly get their events coded properly.

- PC stats upon joining the team has been completely rewritten from the ground up and allows for
   extreme customization for any stat, level, artes, etc.. to be setup.

- All PCs will be playable in this version instead of just Cless. As of right now, everyone
   functions quite well in auto, semi-auto and a full on manual mode too. Manual mode will be
   available from the get go.
      * Cless functions mostly on auto but he uses no techniques right now as PC AI has not
        been figured out entirely. What is known is that if any PC has a spell list set
        in battle, it will FORCEFULLY make them use spells even if they're not supposed to.

- All PCs will have a spell cast, run and spell release function.
   * Some characters will not use spell cast but it's there to be consistent across the board
     and will not crash the game if a character is forced to cast a spell.

- Chester will have his PS1 artes included in this version.
   * Ice Fang (Touga) and Hell Pyre (Guren) are implemented with variant voices.
   * Chester will also have a few new artes to add more variety.

- Many new sprites are introduced for all characters in battle for their new actions.

- All item names, arte names, PC names, titles, etc.. will now use an 8x8 VWF font to allow
   for much more text to be displayed on a screen. This will give the added benefit of full
   length names that aren't cut off due to space limitations.

- The Status menu has been updated with a few new displayed stats.
   * A new stat has been added into the game called "Intellect". Functionally, this will be the same
     as most standard JRPGs. It will be the base for all "Magic Attack" damage in-game but ALSO be
     the base for each PC's elemental resistance, aka "Magic Defense" in the Status Menu.
   * All resistances have had their coded updated in battle so it's a 1:1 percent based
     system instead of being a bit mask setting like the original.
         * Resistance elemental icons have been updated thanks to LJSTAR!
   * A new feature from Star Ocean where if you have more than one character in your party, it will
     display arrows on the sides of the character indicating you can go to another screen.

- Status portraits have been moved to a new location and recoded to allow for new portraits on
   any new character introduced into the game.

- The Options menu has been updated with new features and also condensed options.
   * New feature where you can now set the in-game music and SFX/Voice volume.
   * Event and Battle Voices have been condensed into one option called "Voices".
   * Combo Count has been removed and enabled by default for now.
   * Difficulty has been added with options for four difficulties.
      * The difficulties are: Easy, Normal, Hard and Mania
         * Only "Normal" and "Hard" function as they are the default difficulties.

- PCs will be swappable in the menu. Although, overworld sprites may not show this change yet.
   * The game is very hardcoded to show specific sprites and not the characters in their
     respective character slots. This makes things incredibly complicated to work with.

- Jet boots are no longer required for running on maps.

------------------------------------
Credits
------------------------------------
- LJSTAR for the elemental resist icons! His pixel art is gorgeous and his coding projects are fantastic!
   Follow him at: https://twitter.com/LJSTAR_

- Mopoz for his basis for decompressed text!
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: Special on May 09, 2020, 11:18:55 am
That's an insane update, it blows my mind what you are doing for this game. Hacking God. /bow
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: Ice Man on May 09, 2020, 02:40:27 pm
Just stumbled upon this and let me say this is beyond awesome. Very great work so far and I sure as well want to play it when it's done!
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: Elrinth on July 25, 2020, 09:41:03 am
Just came in to say that this enchancement is amazing!
Title: Re: Tales of Phantasia SNES (Enhancement) (Slow WIP)
Post by: justin3009 on August 02, 2020, 11:17:47 am
Been working on this very steadily over the past number of months even with everything going on.

https://twitter.com/Justin3009/status/1243720241076678662 - Options menu complete.
https://twitter.com/Justin3009/status/1247636892125990912 - Save/Load menu are complete.
https://twitter.com/Justin3009/status/1251504793782226944 - Added in a brand new menu where you can swap PCs appropriately.
https://twitter.com/Justin3009/status/1263534895890079744 - Inventory menu is complete.
https://twitter.com/Justin3009/status/1274410176431472646 - Equipment menu is complete.
https://twitter.com/Justin3009/status/1282069332630163464 - Artes menu is complete! Couple bugs to work out but otherwise it does work!
https://twitter.com/Justin3009/status/1289931650386681856 - New shop menu layout and updates.

There have been significant updates to things even after all of these such as:
1. The game now reloads ALL tiles it needs when leaving the menu!
   * Downside to this is that it takes longer to leave the menu now, pretty much like most RPGs. Star Ocean, FF6, etc..
   * Upside is that I have MASSIVE amounts of VRAM room to play with in the menus!

2. Save/Load game menu has proper state displaying when pressing "Select".

3. Button sprites were updated in the menus.

4. Inventory Menu for item names was completely redone so now it's much smoother and way more in-line with the game.

5. All menu text that's not prerendered now uses the same dictionary compression and DTE as the in-game dialogue.
   * This cut down a TREMENDOUS amount of space consumption.
   * All VWF text, including item names, menu names, etc.. use these methods of compression.

6. A clone/expansion of the original sprite loading function in the game to allow new graphics!
   * This is being used currently for all menu buttons.
   * Will be used later for all PC graphics and item graphics so they can be expanded upon.

I still have a couple menus to complete and bug fix still for the main game but they are JUST about done, FINALLY. After that, it's fixing up the Battle Menus and then it's onto bug testing! I temporarily introduced two extra 'reserve' slots for PCs that needs to be seriously watched. This was done so all 8 PC slots could be used at any time.

Brambard may be struck down to being an NPC for awhile until I can figure out exactly how I'm going to include him properly and when I can have him officially join the party. Still haven't worked on event editing yet so this may even be too much to handle but we'll see what happens.

There's probably more to report here but I'm kind of scatterbrained currently. Otherwise, yeah, lots of updates, lots of progress, things are looking good.