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Author Topic: Final Fantasy VII NES Project (Completed!)  (Read 586255 times)

Vanya

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Re: Final Fantasy VII NES Project
« Reply #220 on: August 16, 2011, 08:01:53 am »
Sweet! I swear if the rebuild of the ROM doesn't pan out I'm gonna have to at least make these levels come to life in gamemaker.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #221 on: August 17, 2011, 08:54:06 pm »
Here's the second Mako Reactor:



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

The first event starts at 0x012626

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

08 XX XX XX controls which character should act.

The first byte tells the character to move

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

the third byte controls which way the character should face.

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

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


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

The first byte calls the character sprite

the second byte controls which sprite to appear.

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

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

I don't know what the fourth byte does

xx xx xx


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

The first byte tells where the sprite should appear vertically

I don't know what the second byte does

the third byte tells where the sprite should appear horizontally


0A xx FF

This set tells the sprite to disappear.

I don't know what the first byte does

the second byte tells which character should disappear

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

I don't know what the second byte does

29 xx xx xx

This set of hex calls for dialogue.

the first byte calls the dialogue.

the second byte tells which dialogue bank to call

the third byte tells which dialogue to call

the fourth byte tells how many dialogue boxes to show

16 xx xx xx

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

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

the last byte tells which way the characters will move.

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

1: right

2: left

8: up

4: down


xx xx xx xx xx xx

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

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

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

0F: no movement
0E: one movement animation
« Last Edit: August 19, 2011, 06:21:44 pm by Lugia2009 »
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Jonesy47

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Re: Final Fantasy VII NES Project
« Reply #222 on: August 21, 2011, 02:22:41 pm »
Keep up the good work, man!

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

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

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

It's ironic because, at the same time as the graphics and what not make the game looke older, it gives the game a brand new quality.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #223 on: August 21, 2011, 03:53:30 pm »
Quote
Keep up the good work, man!

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

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

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

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

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

Thanks for the support :)

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

Let me know if you want any savestates.

If anyone is interested I have also made a document detailing some of the event system. And I broke down some of the first events to try and see how they work.
http://www.mediafire.com/?0o0oz9krr0c2mey
http://www.mediafire.com/?6dv2oq1a22i1qst
« Last Edit: August 21, 2011, 04:25:44 pm by Lugia2009 »
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Chpexo

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Re: Final Fantasy VII NES Project
« Reply #224 on: August 22, 2011, 11:15:53 am »
Honestly, the original chinese rom probably wouldnt peak his interest, but with the work you're doing, making the game so faithful to the psx counterpart, Im sure he would crap his pants if he got a peak of this.
The only problem with the Chinese rom is that it is only HALF of the game and materia and other extras were cut.

Jonesy47

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Re: Final Fantasy VII NES Project
« Reply #225 on: August 22, 2011, 02:14:34 pm »
Sooooo...there's no ending and no materia?

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

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

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

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #226 on: August 22, 2011, 02:58:59 pm »
Quote
Sooooo...there's no ending and no materia?

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

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

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

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

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

Here's a wikipedia site with information about the game

http://en.wikipedia.org/wiki/Final_Fantasy_VII_%28Famicom%29
« Last Edit: August 22, 2011, 03:15:40 pm by Lugia2009 »
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syntax error

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Re: Final Fantasy VII NES Project
« Reply #227 on: August 23, 2011, 02:41:59 pm »
That is why I would appreciate code improvements,additional music and a well commented disassembly :thumbsup:

Jonesy47

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Re: Final Fantasy VII NES Project
« Reply #228 on: August 23, 2011, 03:45:19 pm »
Ok, so I've played the patch from beginning to the point where everyones leaving the slums to blow up the second reactor.

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

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

Other than the cons, Keep up the good work, guys! This seems truly special. Id played the lindblum version a tad before, and already, the changes you have made make it 100% more enjoyable.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #229 on: August 23, 2011, 04:47:58 pm »
Quote
The Music! Good Job! I mean, its slightly off from the original but definitely recognizable and slightly off, converting from psx to nes is amazing

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

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

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

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

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

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

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

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

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


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

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

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

« Last Edit: August 28, 2011, 04:43:15 pm by Lugia2009 »
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8-bit Warrior

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Re: Final Fantasy VII NES Project
« Reply #230 on: September 03, 2011, 09:35:27 pm »
This is..pretty epic, actually. For me, the main interest is that some crazy nutjobs actually made a pirated version of this for NES, and now the community is going to make it an actual legit game. Though, I think true success will depend on the ROM rebuilding efforts....

Just wanted to voice my support/interest!

Spooniest

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Re: Final Fantasy VII NES Project
« Reply #231 on: September 04, 2011, 03:44:19 am »
I have a request.

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



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

« Last Edit: September 04, 2011, 03:49:23 am by Spooniest »

Nerd42

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Re: Final Fantasy VII NES Project
« Reply #232 on: September 04, 2011, 06:09:28 pm »
On a related subject, I just put out my Final Fantasy 7 hip hop mashup album. check it out! http://djnerd42.blogspot.com/2011/09/deltron-3742.html

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Re: Final Fantasy VII NES Project
« Reply #233 on: September 07, 2011, 05:43:26 am »
should we find a NES homebrew tutorial or sample code?

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #234 on: September 07, 2011, 12:20:38 pm »
Quote
I have a request.

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

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

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


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

Here's some more changes I made:

Tifa and Marlene have new sprites

I fixed the menu for the weapon shop.

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

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

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


Top floor of Aerith's house


Weapon shop


Magic shop


Armor shop


Inn


Here's what I have so far for the area leading to wall market


« Last Edit: September 07, 2011, 06:37:51 pm by Lugia2009 »
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Jonesy47

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Re: Final Fantasy VII NES Project
« Reply #235 on: September 07, 2011, 10:27:38 pm »
Keep it up! This gets me so pumped, each time I see a new set of maps!!! :thumbsup:

SteveMartin

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Re: Final Fantasy VII NES Project
« Reply #236 on: September 10, 2011, 06:07:37 am »
I had no idea this project was going as far as adding new areas the original pirate missed, and new music? I'll be impressed if you guys actually get the whole game in there :o

Next thing you need to do is add cut scenes that act as stand ins for CGI cinemas  :D
Currently working on Moon: Remix RPG Adventure translation

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #237 on: September 10, 2011, 04:29:34 pm »
Quote
Next thing you need to do is add cut scenes that act as stand ins for CGI cinemas  :D

I thought about that. On the parts where CGI cinemas would play I thought of having the character teleport to a blank screen. Have cloud's sprite blank so it only takes one tile to make it which could also be shared by the black tile that would make up the majority of the screen. Then use the graphics for the text box for the border of the picture that will stand in as the CGI. The image would only be able to fit a portion of the screen (Maybe a third). That way there would be at least 150 tiles left to make the image. And it shouldn't take up to much space (maybe 1-4 maps per cutscene). Unfortunately I don't know enough about how this game works to add a new map. And I don't know how to work the 05 opcode which teleports the character to a new map. Who knows though, I may learn enough about this rom to do that.
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syntax error

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Re: Final Fantasy VII NES Project
« Reply #238 on: September 10, 2011, 05:32:20 pm »
Dont use up the ROM space with cut scenes,just add screens for the ending and mini game like stuff,
or would you like to write "MarioCloud you didn't save the princess but the world"?

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #239 on: September 10, 2011, 05:42:02 pm »
Quote
Dont use up the ROM space with cut scenes,just add screens for the ending and mini game like stuff,
or would you like to write "MarioCloud you didn't save the princess but the world"?

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

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



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

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

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


Bar


Dress Shop


Weapon Shop


Inn and Item Shop
« Last Edit: September 16, 2011, 10:31:26 pm by Lugia2009 »
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