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Messages - NPCtendo

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ROM Hacking Discussion / Re: In-game map in Final Fantasy
« on: January 18, 2015, 10:05:11 am »
Thank you so much!  Looks like I've got some reading to do.   :)

ROM Hacking Discussion / Re: In-game map in Final Fantasy
« on: January 17, 2015, 10:07:57 am »
There has to be a map then. One that only stores one bit per sector of the overall map.

I suppose this is possible, but I'm not sure it helps.  If you watch the PPU viewer while entering the map screen, you'll see the entire map enter memory then parts of it get overwritten by the text and decorative graphic used around the map.  I want to stop that or change which areas get overwritten.

Well, can you read asm? If yes, go catch that code which draws the map. Read breakpoint at map data of a tile that affects the drawn map should find that routine. I imagine there is a constant water area check nearby.

This is probably what I need to do, but I know very little about assembly.  Can you suggest a good learning resource?

ROM Hacking Discussion / Re: In-game map in Final Fantasy
« on: January 12, 2015, 10:32:10 pm »
Thanks for the reply.  It's a project I'm working on.  I'm pretty sure it's not corrupted - in fact, I'm pretty sure I know exactly what's going on:

The in-game map in FF is not a graphic stored in the rom - you won't find it in tile layer pro.  If you change the world map, the in-game map automatically updates.  So the map is somehow rendered by the NES (I have no idea how).    The problem is, the game doesn't render the whole map.  It "skips" areas which the dev "knows" are water and simply places a blue tile.  So if your land configuration varies significantly from the original, you end up with "water" where land should be.

The good news is I've got a workaround figured out.  I wasn't going to leave the text at the top, so I can use those tiles to manually fill in the missing parts of the map.  Only problem with this method, apart from the extra work, is that it screws up the animation when you go to the map screen.  It'd be nice if there was a way to make the entire map render (or choose which tiles are skipped). 

ROM Hacking Discussion / In-game map in Final Fantasy
« on: January 12, 2015, 08:08:28 pm »

I'm having an issue with the in-game map in the original Final Fantasy for NES.  Basically, some areas always show as water, even though they're land.  This corresponds with areas that are water in the original game. 

Picture here:

The top left should be one continuous continent. 

Any suggestions?

Thanks for the reply.  It's just the character palattes.  Here's pictures:

The first is the "correct" color palette which I set.  The second is what happens when I enter Corneria.

August 05, 2014, 07:44:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Ok, with some help from a friend of mine I think I figured it out.

There are "Control" palettes which can be changed using FFhackster's Standard Map Editor.  I changed this and now my character has the correct colors in town.

Hi all,

I'm having a odd problem with a hack and I'm hoping someone here has run into it before and can help.  I'm using Final Fantasy Hackster for a Final Fantasy romhack.  I want to change the color palettes of the main characters.  Now, I made the changes I wanted and the characters look good on the world map, but as soon as I enter Corneria they change to some seemingly random palette (neither my new one nor the original). 

Anyone know what's going on here?  Why are the in-town colors different than the overworld ones when they're the same in the original game?  Where did these new colors even come from?

Any help is greatly appreciated, thanks!

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