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Author Topic: Final Fantasy IV Namingway Edition (updated to Version 1.84)  (Read 50842 times)

Grimoire LD

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Re: Final Fantasy IV Namingway Edition
« Reply #20 on: February 22, 2015, 02:49:13 am »
Oh of course! That makes sense, a quick search of "GP" in ROM (with the right table file) would probably reveal that immediately...

Or not, this will take a little more research, possibly the game might take the extraneous steps of pulling a G and P from an unrelated area and putting them together here, but that would be absurdly obtuse, but this Is FFIV...

However the Inn events are interesting and I might want to look at their processes at a later time, but they're the only events in the game where money is paid to view them.

justin3009

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Re: Final Fantasy IV Namingway Edition
« Reply #21 on: February 22, 2015, 08:47:55 am »
14:F5F6 - This is the table it uses to draw the 'GP' bit for the Inn.  GP is hardcoded drawn into the window itself.

14:F637 - This is the 'GP' text.  First two bytes are G, next two are P.

You'll have to repoint the table to a new location and slightly modify a few things.  I don't think you have any room to create 'Gil' at the moment.  Even if you shove the gold amount over left one, it'll overwrite the edge of the box.

$00/AB08 A9 14       LDA #$14                A:0001 X:0000 Y:00D0 P:envMxdizC
$00/AB0A 8D 04 43    STA $4304  [$00:4304]   A:0014 X:0000 Y:00D0 P:envMxdizC
$00/AB0D A2 F6 F5    LDX #$F5F6              A:0014 X:0000 Y:00D0 P:envMxdizC

The $14 is the bank of the text box
$F5F6 is the pointer to it.  You'd have to modify those to make it work.
« Last Edit: February 22, 2015, 09:28:40 am by justin3009 »
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

chillyfeez

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Re: Final Fantasy IV Namingway Edition
« Reply #22 on: February 22, 2015, 10:00:56 am »
I think Rodimus is using squishy tiles for "il," Justin (they're the only two letters that can be squished without looking squished), so space shouldn't be an issue.
The problem he was having, which you ostensibly solved, was finding the G and P, because they're not directly adjacent in ROM.

February 22, 2015, 10:02:39 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I meant to say, those spell names are looking good, Rodimus.
... And I'm not just saying that because I couldn't help you  ;)
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Grimoire LD

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Re: Final Fantasy IV Namingway Edition
« Reply #23 on: February 22, 2015, 10:36:05 am »
14:F5F6 - This is the table it uses to draw the 'GP' bit for the Inn.  GP is hardcoded drawn into the window itself.

14:F637 - This is the 'GP' text.  First two bytes are G, next two are P.

You'll have to repoint the table to a new location and slightly modify a few things.  I don't think you have any room to create 'Gil' at the moment.  Even if you shove the gold amount over left one, it'll overwrite the edge of the box.

$00/AB08 A9 14       LDA #$14                A:0001 X:0000 Y:00D0 P:envMxdizC
$00/AB0A 8D 04 43    STA $4304  [$00:4304]   A:0014 X:0000 Y:00D0 P:envMxdizC
$00/AB0D A2 F6 F5    LDX #$F5F6              A:0014 X:0000 Y:00D0 P:envMxdizC

The $14 is the bank of the text box
$F5F6 is the pointer to it.  You'd have to modify those to make it work.

...Why am I not surprised that Square would go out of its way to load two letters rather than print them both in a sequence? Oy, FFIV, sometimes...

Good work finding this though Justin! This may point to specifics within the event structure which hasn't been researched a great deal.

Cavery210

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Re: Final Fantasy IV Namingway Edition
« Reply #24 on: February 22, 2015, 03:49:42 pm »
In a updated patch, can you call the Magazine "Secret Book". The text seen will be a secret in FF4. Why Secret Book? Because FF6's version of the Porno Mag was called the Book of Secrets in FF3us.

Rodimus Primal

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Re: Final Fantasy IV Namingway Edition
« Reply #25 on: February 22, 2015, 04:40:09 pm »
I don't think I'd need to edit the box itself because I'm replacing the P with a "il" diagraph. "P" should be a value of 51 and the "il" diagraph is 8A. Based on your findings, I'm still looking for that, unless its different. Also, I'm using a headered ROM.

Edit- Once I removed the header, I found it. The G and the P are seperate from each other which makes no sense. However, now its fixed.

As for the Magazine, its current name is Lustful Lali-Ho in current translations. I kept it as Magazine in the item name, although I might change it in the description. Unless you have a better suggestion.
« Last Edit: February 22, 2015, 05:18:18 pm by Rodimus Primal »

justin3009

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Re: Final Fantasy IV Namingway Edition
« Reply #26 on: February 22, 2015, 05:47:58 pm »
The way most text and layer drawing is done is two bytes.  One byte dictates the value used from VRAM or whatever it needs to do, the other dictates the palette.  The '20's you see are the palettes and the layer to draw on the screen.  So anything remotely text wise I can guarantee in any game will be two bytes whether it reads one or not.  In VRAM it'll display as two.

I'm not sure if it's like this in FFIV but in other games:

00 = Layer 1
10 = Layer 2
20 = Layer 3

Altering the value by 4 bytes I believe alters the palette to the next swatch (I can't quite remember but I think that's right).  It's pretty common in most games.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Cavery210

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Re: Final Fantasy IV Namingway Edition
« Reply #27 on: February 22, 2015, 06:13:46 pm »
As for the spell names and class names, here's where I am so far:






Shouldn't Twister be Tornado, Charm be Confuse and Wall be Reflect?
« Last Edit: February 22, 2015, 06:21:14 pm by Cavery210 »

justin3009

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Re: Final Fantasy IV Namingway Edition
« Reply #28 on: February 22, 2015, 07:20:42 pm »
6 letters should be easily possible on that screen but you'd definitely have to move the spell names to a new area I believe.

Shift the 1st column to the left once and the 3rd column to the right once.  It'd be an annoying bit of work to respace the hand and crap but it'd open up another letter to use.  The only way I can really see 7 letters working is if you really cramp the hand space or if you shift it into two columns somehow.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Grimoire LD

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Re: Final Fantasy IV Namingway Edition
« Reply #29 on: February 22, 2015, 07:22:56 pm »
Not even a word of praise for his hard work Cavery? In any case I commend you Rodimus for using squished tiles. I think the effect looks rather interesting and not too offsetting.

Good work!

Bahamut ZERO

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Re: Final Fantasy IV Namingway Edition
« Reply #30 on: February 22, 2015, 08:31:02 pm »
Outside of the thunders spell at a first glace, the squish tiles look very natural. And that's just glancing at the uploaded screens. I bet off a tv at full screen they'd ALL look awesome.

Great stuff!
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Chrysologus

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Re: Final Fantasy IV Namingway Edition
« Reply #31 on: February 22, 2015, 09:05:24 pm »
Those look amazing! It looked weird when Twistr was the only squished one, but when a bunch are squished, I actually think it looks fine. I'm impressed.

Rodimus Primal

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Re: Final Fantasy IV Namingway Edition
« Reply #32 on: February 23, 2015, 12:59:44 am »
I had to make due with what I had for the Thunder spells. I didn't have enough room to print out Thundara or Thundaga. Plus the g even squished, fits in there rough making it look a little odd as Thundga.

As for Twistr, I may have to try again, but Tornado is rough to make it fit in right. Twistr was a compromise.

I haven't yet touched the others, and I haven't even released the project yet, so please give me time to go over with them. Charm and Confuse are similar enough, and squish tiles make it just as difficult, but I can work on it. Reflect too.

Thanks for everyone's help and compliments. I truly appreciate it.  :woot!:

Cavery210

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Re: Final Fantasy IV Namingway Edition
« Reply #33 on: February 23, 2015, 05:17:54 pm »
Instead of Charm, you could use Confu or Muddle. A good compromise for Teleport would be Telepo. It's actually Teleport's japanese name. Also I am impressed with the squishy tiles. Rydia's summon spells could use the Squishy tiles like Leviathan, Bahamut, Cockatrice, and to fit all the summon spell names like Whisperwind and Zantetsuken.
« Last Edit: February 23, 2015, 05:32:18 pm by Cavery210 »

Rodimus Primal

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Re: Final Fantasy IV Namingway Edition
« Reply #34 on: February 23, 2015, 06:11:25 pm »
There isn't enough room. I was able to make Tornado, Confuse, and Reflect, and made Scarmiglione and Barbariccia fit as monsters and ran out of blank text space. I was able to make Leviathan into Leviat for the Summon name and Mindflayer is now Mflayr for the Summon name.

chillyfeez

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Re: Final Fantasy IV Namingway Edition
« Reply #35 on: February 23, 2015, 07:23:31 pm »
Rodimus, would it help if you were able to move the spell names to another (larger) location?
I'm 99% sure I can help with that (much easier than increasing the amount of characters).
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Rodimus Primal

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Re: Final Fantasy IV Namingway Edition
« Reply #36 on: February 23, 2015, 10:23:43 pm »
It would help but only if it meant I could display more characters somehow. Personally, I think the two column setup is the way to go in the menus. I know many don't like it, but it would mean space for 8 character names. Then moving the names to a larger bank would make sense. Most likely moving the Black and Summon to another location and keeping the White spells to take up the space already used.

chillyfeez

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Re: Final Fantasy IV Namingway Edition
« Reply #37 on: February 24, 2015, 01:06:17 am »
... Yeah, that's still something I can't do. I have nothing against the two-column system, but rearranging the magic menu into two columns is every bit as tricky a proposition as any other proposed solution to this issue.
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Rodimus Primal

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Re: Final Fantasy IV Namingway Edition
« Reply #38 on: February 24, 2015, 01:14:41 am »
I appreciate the help, chillyfeez. At least we know we CAN move the spell names elsewhere. But like I said before, there isn't a need YET. So I would keep that option open. You've been more than essential to this project.

I just submitted Namingway Edition to the site. Just waiting on approval. Would this be considered newsworthy?

justin3009

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Re: Final Fantasy IV Namingway Edition
« Reply #39 on: February 24, 2015, 06:29:56 am »
Moving things to two columns usually isn't hard. My biggest concern is will the menu scroll? If not then some spells will just kind of not show up on that screen but still be accessible.

Edit: Damn phone and it's auto 'correct'.
« Last Edit: February 24, 2015, 01:24:54 pm by justin3009 »
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'