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Messages - Lugia2009

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1
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: December 28, 2013, 12:25:02 pm »
Quote

*cough*
Nice! I really like it, I'll go ahead and make the changes.  I'm going to go through and change the looks of fonts in the other menus too.

Quote
I found Lugia in the first area after getting Pikachu T_T

Oops, I think that's from when I was working to catch each Pokemon.  I fixed it.


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Are you making notes of how the game's programming works, by any chance?

I am, later on I'm going to get together everything and write a guide to hacking this game.



Quote
Also, some feedback.  I'm not a fan of how these look.

Really?  I like it, makes me feel like I'm playing this game on the N64.





I thought about the map and NPC graphics for this game, and they are lacking. I don't like how the GBA graphics on the NES look. The battle screen looks better, but the rest of the game looks pretty bad.

So I decided to go through the graphics on each map and redo them after I translate the game. I'm going to make the game match the Gameboy style more, I'm think it will really look much better and more like an official version of the game.

It shouldn't take too long since the graphics are already made. I just need to transfer them to this game.



And a bit more has been done, I finished Nugget bridge and found out how to set the trainers you encounter.  Apparently they're vision range and which NPC the trainer is, is located within the teleport tile settings.

2
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: December 11, 2013, 07:58:00 pm »
Quote
This game have ending? or its only a short version of the game?
There is a lot of ports/demakes in nes that are only 2 stages...

From what I've seen, (I haven't finished the whole game yet), just about everything is there.  All cities, gyms, the elite 4, the trainers you meet that give the Red/Blue starters, and all legendaries. I know the mini game from the gaming corner is missing.  And you can't ride the bike in this game.

Also, there's a few special trainers that weren't even in Pokemon Yellow:


I'm not sure yet if they are even used in the game, but if they aren't, I can make new events to add them in

And along with them, all regular trainers from G/S/C that weren't in Yellow are in the game.






*Update*

I fixed the blue arrow in the battle dialogue that would sometimes cover up the text. I moved t to the bottom right of the text box.

Also, I fixed what was wrong with Pokemon 00, so now there is a total of 160 Pokemon in the game.  I just can't change it's name from ------------ since that is linked with the Pokedex, also the ? picture is also linked with the Pokedex, so I can't change that either.  But it does have it's own stat growth curve, moveset, and type. 
And it won't appear in the Pokedex.  If you do fill the pokedex, it'll say you've seen 160 pokemon and caught 159.

And I finished the sprites for the 2 extra trainers.


I probably should've put this before, but here's a comparison of the menus now and before:

3
ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: December 05, 2013, 05:03:21 pm »
Now that I've finished working on Final Fantasy VII. This project has now been picked back up. 

There's been some changes since the last update, I recolored all of the menus to give them more vibrant color, all pokemon have been recolored, and all trainers names have been translated.  I also altered the pokedex screen a little to make the area for text larger so it can support another line of text.  I'll be able to give better Pokedex descriptions now. Also the orange text boxes of the battle menus have been changed to white.

And with the trainers, I found 2 unnecessary sprites. Thanks to what I've learned from working on Final Fantasy VII, I will likely be able to make special events from scratch for optional trainer fights.  From what I've seen, the event system commands for both games seem to be very similar. 

Not much more has happened with translating the main game (I lost my old game save), so I started the game over and just spent time catching all pokemon at level 99.

I tried looking into making pokemon "00" into MissingNo. but it looks like that won't be doable.  So I'm going to try and add a pokemon to the game, which may very well be easier said than done.


Here's some screenshots of the new menus and battle screen.








Here's an updated patch. enjoy :)

https://db.tt/dpNXnISA

4
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 22, 2013, 09:55:54 pm »
Thanks:)

This game is fully compatible with the original hardware, you just need a custom board, or to find the right donor cart.  Though, making a custom board, or finding someone to make it will probably be an easier way to go.

Even if you find an original Shenzhen Nanjing cartridge, there's no guarantee it can be used.
I managed to find 3, and I can only use 1 since it looks like the other ones have epoxy globs over the flash chip.

5
Front Page News / Re: ROM Hacks: Resident Evil (GBC) - Bugfixed version
« on: November 21, 2013, 10:47:53 pm »
Speaking of Resident Evil 1.5, has anyone else seen this?

http://www.youtube.com/user/MrBZork/videos

There's a group that's restoring Resident Evil 1.5

6
Quote
After I defeated Palmer and got Cid in my party, I got a ship to take out on the water. I docked the ship on the sand and went into the Canyon village to heal my party and when I went back to the world map the ship was gone. Is this a game breaking glitch or is it supposed to disappear and I'm missing something? I've walked up and down the entire coastline and the ship is definitely gone and I'm trapped now with nothing to further advance the storyline.

Hmm...Has anyone else had this problem?


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It's been a pleasure working with you, Lugia2009. I hope that I can contribute to any of your future projects.

It's been great working with you too, thank you so much for your help :)


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For your information Lugia2009, whenever you load a saved game, the water animation will be glitched. This happens in the original Final Fantasy VII NES ROM.

Yeah, I've run into that problem as well.  Not sure why it's doing that though.



7
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 19, 2013, 07:50:47 pm »
Good news!  I uploaded a new patch to the RHDN database that changes the magic names, item descriptions, and an issue I found with 7 of the optional bosses in the game.

AND best of all! Dizzy9 has sent me a patch that not only adds damage animations to the battle system, but also fixes the issue this game has with the Nestopia emulator!


The new version is 1.1


Here's pics of the damage sprites:



Here's the patch, same as before, it needs to be patched over the original untouched chinese version of the game.
https://dl.dropboxusercontent.com/u/23698591/Final%20Fantasy%20VII%20Advent%20Children%20Ver%201.1.rar


Dizzy9 says he's been able to play the game on Nestopia up to the second reactor and during the Airbuster fight with no issues.  He also says this fix may enable the game to be played on other emulators that have had black screen issues too.


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I just left Midgar I'm having fun playing this remake. For a long time I wanted to play Final Fantasy VII again. I'm happy that someone posted this on reddit. This remake is fantastic. :laugh:

Thank you, Glad you're enjoying it :)

8
Thanks :)

I'm glad everyone's enjoying the game



Quote
Is there something wrong with the full patch? The patch labeled as just the English translation works just fine, while the Advent Children patch refuses to load in Nestopia while FCEU will load it but have garbage all over the title screen.

I'm not sure why this isn't working in Nestopia.  It works fine in FCEUX though.  It also works on FCEUX 2.2.0



Quote
What is this? A FFVII demake for the NES, or a game containing the events of Advent Children in NES format? By the looks of the screenshots, it's the former. But why call it Advent Children?

This is a bootleg game made by Shenzhen Nanjing, they titled the game Final Fantasy VII Advent Children.  But it's a remake of the original PS1 game for the NES.

9
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 15, 2013, 08:48:28 pm »
Thanks for the support everyone!  :) :) :)



It is unfortunate that this game has such an unusual mapper that is not supported yet by so many NES emulators.  I'm really not sure why this version of the game isn't working on Nestopia.


Quote
- During the scene where the train security system discovers AVALANCHE's fake IDs, would it be possible to have one of the more fast-paced songs play to add a sense of danger? Maybe the battle music if another more suitable song isn't available.

That would be pretty cool, unfortunately, there's no event command to call music though...


Quote
Old name > New name
MdPotion > HiPotion
HiMega > Hi-Mega
HiEther > Hi-Ether

That'll be no problem.


Quote
I know that naming the spells this way was Lindblum's decision, but there are a lot of spell names that I feel were poorly chosen.

The -ra -aga and -aja were done by me, kind of a last minute decision.  But you're right, they were better with the 2, 3, and 4 at the ends.


Quote
GENERAL
Take out the -ra / -ga / -ja suffixes, and replace them with simple numbering. The suffixes are used in official FF translations post-1999, sure, but on some spells, it just looks awkward due to the 6-letter limit--Watrga, for example. On top of that, not all spells follow the modern-day FF suffixes. So we get Fire, Fira, Firaga, and Firaja, sure, but out of the blue, there's Blaze, Blaze2, Blaze3, and Blaze4? It just looks bad. Fire / Fire2 / Fire3 / Fire4 and Blaze / Blaze2 / Blaze3 / Blaze4 look a lot more professional.

WATER
Changing "Wave" to "Flood" would make the Wave line of spells sound a lot more fierce.

THUNDER
A better name for the Rage line would be Shock; it's a thunder-elemental spell in FFXI. "Rage", to me, sounds more like an alternate name for Berserk.

WIND
The "Wind" line has really no business being named as such. Aero is the same amount of letters and is the actual name official games have given the spell.

Squall is one of those spells that gets shortened in an ugly manner to make way for its higher-tiered brethren. (Squall, Squal2, etc.) "Gale" is a shorter name for it, and this way you get to avoid connotations with thunder-elemental spells--and the FFVIII protagonist. I would've suggested "Tornado", but there isn't enough room, and I'm trying to avoid abbreviations. (Trnado, Trndo2, etc.? Um, no please.)

EARTH
"Rock" is another spell that really shouldn't be named how it is. "Stone" is a single-target earth-elemental spell in the MMO Final Fantasies, and fits right in with the allotted space of 6 letters for spell names.

LIGHT
"Holy" is quite possibly the most questionable choice for the damaging light-elemental spells, since Holy is the name of an important plot device in FFVII.

EDIT: Though it's usually branded as a spell that only damages undead in the FF series, Dia would be a great name for these spells. Your team has it cast on them beforehand, and people would be able to recognize that it damages all types of foes. I had originally suggested calling it "Light."

I haven't gotten it yet, but if the materia that grants Cure and the light-elemental attack magic is called "Holy" materia, it should probably be called "Light" materia.

"Bhamut" looks terrible for an abbreviation. "Bahamt", if a six-letter shortening has to be used, looks a lot better.

Also, it looks like there's two entries for "Cura" (One by the water spells, one by the light spells) but "Wave2" is missing. Just a heads up in case something got named improperly.

ICE
For some reason, the Ice line and Hail line both have spaces between their names and their numbers, when they really shouldn't. So, for example, "Ice 2" and "Hail 4" should become "Ice2" and "Hail4".

Ok, I like these ideas.  I'll go ahead and make the changes.  Thanks :)


Quote
the description of the potion says it heals 200, but when i use it i see a green text that says 500.

Oops, I'll go ahead and fix that.


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I'd like a refresher on what specifically has been edited for space in the rom (as compared to the original PSX version)... Someday I'll land and have the chance to sit down with your work, Lugia...

You mean what's been left out of the game that was present in the PS1 version?


10
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 13, 2013, 09:34:51 am »
Ok, I fixed it.  Sorry for the problem.  :-[

Here's the download link for the fixed patches:

https://dl.dropboxusercontent.com/u/23698591/Final%20Fantasy%20VII%20Advent%20Children.rar

I also resubmitted it to the database, and posted it on the first page.

The emulator I've been using is FCEUX for the PC.
NesterP for the PSP and FCEUX for the Wii also work well.

11
Personal Projects / Re: Final Fantasy VII NES Project
« on: November 13, 2013, 06:21:10 am »

IT'S FINISHED!!!

 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

After 4 years of work, I'm proud to present Final Fantasy VII Advent Children!

I want to thank everyone who has supported this project.

The patch was accepted by RHDN and can be found right here: http://www.romhacking.net/hacks/1657/

Have fun everyone!

12
Personal Projects / Re: Final Fantasy VII NES Project
« on: October 29, 2013, 07:40:38 pm »

Hi all, It's been a while since I gave an update.

Don't worry, the project is still going and is moving along smoothly.

Right now, the graphics for the new bosses are done, I created new events from scratch, new dialogue is made. Now all I need to do is place them on the proper map which won't be too hard, and I also need to determine how strong the bosses should be.



I'm still playing through the game, fixing and adding things along the way.  I added some new dialogue at a few spots, and fixed errors at other spots.


I made changes to the stat bonuses given by armor, and I increased the power of Healing spells.


I'm up to Cosmo Canyon now, and found a few problems there such as sprites for RedXIII and Bugenhagen disappearing which is now fixed.

There was also a big problem with being allowed to exit Cosmo Canyon and go to Nibelheim. This would cause future events to not occur, and since Cosmo Canyon was skipped, the events at Cosmo Canyon wouldn't occur either when you try to go back, making the game unbeatable.

That has been fixed also.



I also reworked the stat growth of the characters quite a bit.

I couldn't find a clear guide that compares the characters, so I had to make up what their stats would be.

I have the characters rated from D-S and given each one 12 points to apply to them.
That was the best way I could think of to determine how their stat growths should compare.

Here's how I have them now:

Cloud
HP: A
Strength: A
Intelligence: A
Defense: B
Spirit: C
Agility: D

Barret
HP: S
Strength: S
Intelligence: D
Defense: A
Spirit: D
Agility: C

Tifa
HP: C
Strength: A
Intelligence: C
Defense: B
Spirit: B
Agility: A

Aeris
HP: D
Strength: D
Intelligence: S
Defense: D
Spirit: S
Agility: S

RedXIII
HP: C
Strength: A
Intelligence: A
Defense: C
Spirit: B
Agility: B

Cait Sith
HP: A
Strength: B
Intelligence: C
Defense: S
Spirit: B
Agility: D

Cid
HP: B
Strength: B
Intelligence: C
Defense: A
Spirit: C
Agility: A



And I found a problem with the Fire materia. For some reason, when a character levels up while holding that materia, all of the MP for each spell would fall to 0. This only happened with the Fire materia.
 
It turned out to be caused by the changes I made to keep MP from restoring upon leveling up.
But I managed to fix it.

13
Personal Projects / Re: Final Fantasy VII NES Project
« on: October 13, 2013, 11:56:36 pm »

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Awesome! Is there a way to assign certain enemies to certain areas? The first thing I noticed in the mako reactor was all of these out of place creatures attacking me, instead of the Soldiers and machines like in PS1 FFVII.

Not at this time. 

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Hello!  I have a quick question. Does anyone know if the Wii emulator FCE Ultra GX would be able to handle FFVII NES? Thanks, have a nice day!

Yep, the game plays perfectly on it.  That emulator seems to have the best compatibility that I've seen so far.

14
Personal Projects / Re: Final Fantasy VII NES Project
« on: October 08, 2013, 07:48:29 pm »

@Nerd42

As far as I know, there's no Android emulators capable of running this game (No free ones anyway.)


@Robgatti

Thanks :)

If I can remember (It's been a while). I believe the patch covers everything up to Gaia Cliffs.

The enemy groups and colors haven't been fixed in that patch either. There's also some other changes I made that aren't included.





*Update*

I added an item shop, weapon shop, and Magic shop to Shinra HQ. There were no shops there at all, only a place to recover HP and MP.

I'm working now on redoing the EXP growth chart.

15
Personal Projects / Re: Final Fantasy VII NES Project
« on: September 29, 2013, 02:00:23 pm »
@Spooniest

The music was tricky since the original game had such a large soundtrack. So I wanted to include as many songs as possible from the original game.  But there are space constrictions.  So songs had to be shortened. And for the most part, the Noise channel was removed.  Most songs only have Square 1, 2 and the Triangle channel.

It's a shame there is such limited space, but this game was made to hold only 8 songs.



@Grillkick

I like the idea of adding the weapon bosses into the game.  It would be cool if I can make a reward for beating them to be all materia fully upgraded and all spells learned.

There's also another idea for an optional boss fight I'm thinking of.



@bradzx

I fixed that, I went through and redid the enemy parties so the colors are correct, and no enemy group has more than 2 enemies.  So far, I haven't run into this bug again.


@Celice

Unfortunately, the power pak cannot handle a game of this size.  I believe the largest size it can handle is up to 1 mb.








Here's what I have about the extra bosses.



Boss 1 Nanjing (00)

*Can only be fought by itself, no other enemies can be grouped with it. 

(This is because 00 is used to limit the amount of enemies you fight. But when the first byte is set to 00, the game sees that as limiting the enemy party, so no other bytes will be read after the first 00. And yet, a boss fight is called anyway, against enemy 00).


*Placement of hand curser when selecting Nanjing as a target is out of place, and game freezes when you move the hand up and down.  But the hand curser for selecting a command works fine.

*Uses magic spell "Cure 3". He also tries to call another spell which glitches the game. (This was fixed)



The next applies to bosses 2-8 (01-07)

Boss 2 Cloud (01)
Boss 3 Barret(02)
Boss 4 Tifa (03)
Boss 5 Aeris(04)
Boss 6 RedXIII (05)
Boss 7 Cait Sith (06)
Boss 8 Cid (07)


*Uses SOLDIER boss sprite

*Can attack

*Enemy strength is very low.

*Game crashes when enemy calls a magic spell. (This was fixed)

*Names are linked to character names on Battle dialogue, but not on the battle menu.



Enemy Stat locations:

0x02c244-0x02c251:Nanjing

Overlaps Cloud boss settings.  There doesn't seem to be any pointer that can be adjusted to fix this.

0x02c244-0x02c251: Cloud

0x02c252-0x02c25f: Barret

0x02c260-0x02c26d: Tifa

0x02c26e-0x02c27b: Aeris

0x02c27c-0x02c289: RedXIII

0x02c28a-0x02c297: Cait Sith

0x02c298-0x02c2a5: Cid



Enemy attack patterns:


I'm not sure why these attack patterns are so far away from all other enemy patterns.

But they are located within the Armor Prices. I changed the location of the armor prices, now these will work without crashing the game.

Nanjing   0x02f38b-0x02f38e
Cloud     0x02f38f-0x02f392
Barret    0x02f393-0x02f396
Tifa      0x02f397-0x02f39a
Aeris     0x02f39b-0x02f39e
RedXIII   0x02f39f-0x02f3a2
Cait Sith 0x02f3a3-0x02f3a6
Cid       0x02f3a7-0x02f3aa

I'm really not sure why the attack patterns for these enemies are located away from the attack patterns of all the other enemies. I couldn't find any pointers that sent them here.






And here's what I know about setting the boss events for the game.


Settings for boss fights begin around 0x02c064

Here's how it breaks down:

I'll use the first SOLDIER battle as an example. (Located at 0x02c064)

00 01 00 00 08 08 00 00 03 03 00 00

The first byte controls the enemy layout on the screen, setting it to anything other than 00 or 01 crashes the game.

Bytes 2, 3, and 4 control who will be in the battle.  Setting them all to 00 will just have the current active party as the battle party.

01 = Cloud
02 = Barret
03 = Tifa
04 = Aeris
05 = RedXIII
06 = Cait Sith
07 = Cid
08+ = (Glitched)

Bytes 5, 6, 7, and 8 control the enemy(ies) fought. (If you want a battle against Nanjing (#00) Set all 4 bytes to 00. But only Nanjing can be fought, no other enemies will appear with Nanjing no matter what you set it to.)



Bytes 9, 10, 11, and 12 control the power of that enemy.







For the optional bosses, all that's left to do is to add their graphics in.

Steal some of the boss event spots (Or look into creating new ones).

And create ingame events and dialogue for the events.

16
Personal Projects / Re: Final Fantasy VII NES Project
« on: September 26, 2013, 03:14:32 pm »
Here's the picture:


17
Personal Projects / Re: Final Fantasy VII NES Project
« on: September 25, 2013, 10:15:07 pm »
I personally wouldn't mind if someone was selling repro carts of this game, as long as the price was reasonable. It would save me the trouble of having to make it myself :).

I found this on my old computer.  I made this for when the project is completed:   


*Update* Progress slowed a little bit.  I'm mostly playing through seeing what I need to adjust. 

Just found a few things so far that need to be tweaked.  I'm also looking into adding an item shop to Shinra HQ. Shouldn't be too hard.


But while editing Palmer's battle sprite, I found out that there are 9 pointers, all pointing to the soldier enemy sprite.  I'm looking into adding optional boss fights into the game.  I may have enough event space and unused dialogue pointers to make it. (No promises though)

I remember triggering a boss fight against Nanjing when I was fidling with the boss events a while ago, He was using the SOLDIER sprite. 
From what I see, it looks like the names of extra bosses are:

Nanjing
Cloud
Barret
Tifa
Aeris
RedXIII
Cait Sith
and Cid

None of which are being used.

I just need to see if they all share the SOLDIER enemy stats, and to see if the Character names are linked to the names used by the actual characters in the menu and battle screens.

I'm already going through ideas of how the event for these fights will play out.

18
Personal Projects / Re: Final Fantasy VII NES Project
« on: September 20, 2013, 08:02:52 pm »
@mrrichard999 It was a Hynix 256mb 1Rx16 PC2 4200U-444-12.  Thanks for the offer :), but I found two with 512mb  for only $5.

@Nerd42 Don't worry. I have the most recent version saved in several places.

@Chpexo

random encounter data 

I do not yet know what tells the game which maps have enemy encounters.  Right now I only know what sets the strength for the enemies.  I'm not sure how it is for Zelda, but for FF7, 26ea7-2714e controls the settings for each map.  Pokemon Yellow is a bit different.  Each map has it's own setting which determines which pokemon appears on that map, and what level they are.


Teleport data is around 0x008554. There is also event teleport data which is used during events to teleport the character to another map.

here's how it breaks down.

Example.
90 20 80 79 00 A7 80 01 A0 00

the first byte controls which way you must face for the teleport tile to activate.

90: Face up
60: Face down
30: Face left
C0: Face right
F0: Can face any direction

The second byte is for which map you will warp to.


The 3rd, 4th, 5th, and 6th bytes control where you will be placed on the map.

the 3rd byte controls where you appear on the screen vertically.

the first digit of the 4th byte controls where you appear on the screen horizontally. 
the second digit of the 4th byte controls which direction you face when you appear.

9: up
6: down
3: left
C: right

The 5th byte controls which screen of the map you appear on.

The 6th byte can be used to adjust the screen position for when you appear on the map you warp to.


And the final four control the placement of the warp tile.

7th byte sets where the teleport tile is located horizontally

8th byte sets which screen of the map the teleport tile is located horizontally

9th byte sets where the teleport tile is located vertically

10th byte sets which screen of the map the teleport tile is located vertically






And for the music
Starting at 0x006156 controls the choice of songs for each map.

0x018000 Begins the music bank.

Here's what I have for the game's sound engine which I used from the original project for this game:
 
   https://db.tt/5xyAY9mx


Also, another up date. Palmer and Scarlet are now fully separate characters, and all dialogue has been fixed for them.

19
Personal Projects / Re: Final Fantasy VII NES Project
« on: September 11, 2013, 09:32:51 pm »
I ran into another bump in the road. I had a bit of a scare with the computer when I turned it on and the pc only beeped. Nothing was displaying on the screen.  Part of my desktop PC went.  My brother determined the problem, one of the 256mb memory sticks died.  The computer does run again, but it is sooooo slowwwww now.  It took 5 minutes just for the computer to see that I double clicked on My Computer, and 10 minutes to open up the window.  It's too slow to use now, so I'll need to buy new memory sticks which will take about a week or two.


@Nerd42. Don't worry. I'm still confident that this project will be finished very soon.




@Chpexo

Thanks, I did sit down and make some notes breaking down the game's map data. 

If anyone else would also like to hack one of these games, here's the notes I made.



All maps begin with 2 bytes that set the size of the map, followed by 6 bytes that identify the map.

I'm going to use Junon's map as an example for these notes (Which is located at 0x0dccbe).

Here's the series of bytes for Junon.

02 02 00 00 00 01 00 00 4D EA D2 CC 2D E0 2D CD
ED D0 AD D4 6D D8 2D DC 6D DC AD DC ED DC 7D E7
6D E7 2D DD 00 03 00 00 80 00 80 00 8D E7 00 03
00 00 F0 0F F0 00 ED E7 00 03 00 00 F0 0F F0 00
4D E8 00 03 00 00 F0 0F F0 00 AD E8 00 03 00 00
F0 0F F0 00 0D E9 00 0C 00 00 90 00 C0 00 6D E9
03 01 00 00 40 00 80 00 CD E9 00 0A 00 00 30 01
50 01 ED E9 03 01 00 00 50 00 80 00 CD E9 FF

Here's how they break down:

02 02 -------Map size

00 00 00 01 00 00------Map Identifier

4D EA------Pointer to collision tile settings. (the last 4 digits of the location are EA 5D, so to get the pointer, just switch the 2 bytes and subtract 0x10 from the first one.)

D2 CC------Pointer to the settings for character and NPC sprites for that map.

2D E0------Pointer to the location of the character graphics

2D CD------Pointer to the graphic layout for the 1st screen of the map.

ED D0------Pointer to the graphic layout for the 2nd screen of the map.

AD D4------Pointer to the graphic layout for the 3rd screen of the map.

6D D8------Pointer to the graphic layout for the 4th screen of the map.

2D DC------Pointer to the color settings for the 1st screen of the map.

6D DC------Pointer to the color settings for the 2nd screen of the map.

AD DC------Pointer to the color settings for the 3rd screen of the map.

ED DC------Pointer to the color settings for the 4th screen of the map.

7D E7------Pointer to the pallete colors for the characters

6D E7------Pointer to the pallete colors for the Map

2D DD------Pointer to the graphics for the map

00 03 00 00 80 00 80 00 8D E7------Settings for Character

00 03 00 00 F0 0F F0 00 ED E7------Settings for NPC 1

00 03 00 00 F0 0F F0 00 4D E8------Settings for NPC 2

00 03 00 00 F0 0F F0 00 AD E8------Settings for NPC 3

00 03 00 00 F0 0F F0 00 0D E9------Settings for NPC 4

00 0C 00 00 90 00 C0 00 6D E9------Settings for NPC 5

03 01 00 00 40 00 80 00 CD E9------Settings for NPC 6

00 0A 00 00 30 01 50 01 ED E9------Settings for NPC 7

03 01 00 00 50 00 80 00 CD E9------Settings for NPC 8

FF------End


for the character\NPC settings:

Example: 00 0C 00 00 90 00 C0 00 6D E9

First byte: Unknown

Second byte: which way the character/NPC faces when they appear.

Third byte: sets whether the character is stationary, or moves. And sets how the character moves.

fourth byte: This sets the appearance of the character's sprite.

00: whole sprite is seen.
01: Bottom half of sprite is underneath the map tile.
02: whole sprite is underneath the map tile.

Fifth byte: Sets the appearance of the sprite horizontally

Sixth byte: sets which screen of the map the sprite appears horizontally

Seventh byte: sets the appearance of the sprite vertically

Eigth byte: Sets which screen of the map the sprite appears vertically

   *Note: For bytes 5-8, if this is set to F0 0F F0 00, this means that the character needs to be called to appear as part of the game's event. The character still appears normally, just not on an accesible part of the map where they can be seen.

Ninth and Tenth byte: Pointer to the location of the sprite.


   *Note: For byte 3 (the movement of the NPC). The movement of the NPC depends on which way they're facing when they appear. If the NPC is facing up or down, then the character will move up or down. Same for if the NPC is facing left or right.

For this byte, both digits in the byte should match.

If the character is set to move, then the amount of steps depends on what the byte is set to. Also when the character moves, the character moves X amount of steps away from it's point of origin.

Example: if the byte is set to 33, and the character is facing left, the character will take 3 steps left, then return back to where it started. Then it will take 3 steps right, then return back to where it started.

If there is an object in the NPCs way, the NPC will change direction and the point of origin will change to the spot where they decided to change direction.

Example: if the byte is set to 33, the NPC is facing left, and there is an object in front of it. The NPC will try to move left, but will be unable to, so it will face up and then proceed to take 3 steps up, then return. Then it will take 3 steps down, then return.




20
Personal Projects / Re: Final Fantasy VII NES Project
« on: September 06, 2013, 10:59:21 pm »
Hey everyone, it's been a little bit.  So I thought i'd give an update.

I'm not too worried about retrieving the data, much of my project data is on an sd card..  I'm going to try and get a newer model of my current laptop and just swap out the hard drives.  And if the plugs don't fit, then i'll try the SATA to USB cable.

I did dig out my desktop pc from my closet.  I was suprised to see it actually worked, it's pretty old, I think it's from 2005.  And there's no internet, so I had to use my phone to find a proper driver to let me connect my phone to it. Then I had to use my psp to download and transfer the driver to my pc. 
So I have access to my phone now.   And the latest version of the game is backed up on my dropbox account.  Now I just need to use my Wii to see if i can transfer the project files to my PSP to put on the PC.

So I started working on a few things again such as fixing the Scarlet/Palmer problem. So things are moving along again.

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