Romhacking.net

Romhacking => Personal Projects => Topic started by: Duke2go on March 21, 2015, 08:06:34 pm

Title: Final Fantasy Reconstructed
Post by: Duke2go on March 21, 2015, 08:06:34 pm
For more recent visual updates, please skip to page 14 [Link below]

http://www.romhacking.net/forum/index.php?topic=19442.msg324127#msg324127 (http://www.romhacking.net/forum/index.php?topic=19442.msg324127#msg324127)

Hello,

This is my first post to RHDN, although I've used this site for a LONG time (and actually got a lot of my tools and info here). Anyway, I'm working on a hack of the original Final Fantasy. It is based on an early version of Grond's Final Fantasy because he had already rebalanced the characters and the enemies. So far, I've edited virtually every enemy in the game (with the exception of the bosses). Some have new attacks, some are updated versions of the same enemy. Many of the enemy sprites were taken from later FF games or Final Fantasy ++. Many of the class sprites were taken from later games, and 3 are uniquely original to my game. Ideally, I'm going to do a completely new soundtrack (although that has given me fits, so I'm working on graphics first). I've created a Facebook page and project homepage to post images and updates. Both locations serve as references for anyone who is interested in hacking Final Fantasy. I'm including a Spriter's Resources section in addition to my own images. I welcome anyone who is interested in visiting or making comments. Please follow the links below.


Home Page

http://www.ffreconstructed.com/ (http://www.ffreconstructed.com/)

Facebook page

https://www.facebook.com/finalfantasyreconstructed?ref=hl (https://www.facebook.com/finalfantasyreconstructed?ref=hl)

Photobucket page [with all image changes throughout the project's lifespan]

http://s1381.photobucket.com/user/duke2go2/library/?sort=3&page=1 (http://s1381.photobucket.com/user/duke2go2/library/?sort=3&page=1)


Duke
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on March 21, 2015, 08:30:58 pm
This looks promising!  Can you post those pics and lib to the videos in here?  I'd love to see the progress in this thread.  :D
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on March 21, 2015, 08:35:42 pm
Thank you very much for the kind words. I'm slowly beta testing everything right now and I have been able to play all the way to Chaos. I am actually updating the hack in stages. Originally, I had just replaced the individual tiles in the dungeons. After I reached what I thought was a point I really didn't know how to take it further, I started playing Final Fantasy ++ because I had read good things and I knew he had put in new music and new graphics as well. I was really blown away and inspired when I was playing that game. I felt that Grond did a lot of things right, but there were just a lot of places that I felt I would have gone in a different direction or tried to use different graphics. The hack is definitely a "work in progress" right now, but I really feel like I'm doing something different, special, and original with my version. I am however trying to stay as true to the original dungeon layouts as possible. Really I'm just making the Final Fantasy 1 that I wish I'd been able to play as a kid, and I'm loving it so far. I'm going to try to post pictures, but please, feel free to visit (and hopefully like) my Facebook page. That's the easiest place to find updates and also to look at resources for my game, sprites that I've created, and other different forms of Final Fantasy NES related sprites. I'm going to post some stuff from Final Fantasy IV and V too since those games most closely resemble the original (Although it would be interesting to do an NES game like FFVI now that I think about it). I hope that this project will be an asset to the Final Fantasy community and will be enjoyed by all. I've been very happy learning all that I have, and being able to do some amazing things with the NES hardware.

Enjoy,

Duke
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on March 21, 2015, 10:19:34 pm
You're welcome.  I think your project has some great potential and ideas.  :D  I'm especially excited to hear the music. 

I don't do social media so I will keep tabs on the project here.   ::)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on March 23, 2015, 11:02:44 pm
Removed
Title: Re: Final Fantasy Reconstructed
Post by: Grimoire LD on March 24, 2015, 01:15:31 am
This is looking fantastic! Great use of resources borrowed from FFIII and IV, I must say! My only complaint is the Werewolf sprites seem to be cut off, but the rest of the monsters look wonderful!
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on March 24, 2015, 01:55:50 am
Thank you very much. I am really blown away when I look at the screenshots, and play through the game, at how much I have been able to push the game engine to its limit graphically. I really tried to borrow from places where I could, and go in a new direction when I couldn't. And yes, the Werewolf sprite is cut off at the knees. A few of the Final Fantasy III monsters were too big to use, but looked ok if they were missing a little bit [ cough* Zombies =-) ]. I'm going to try to fix that eventually and make it like the wolf is lunging. I wanted to keep the same sized sprite so that everything wasn't 8x8. That was one of the only real complaints I had with Final Fantasy ++ was that there were so many large enemies. It felt like a constant 4 on 1 battle, and even at higher levels I was getting slaughtered. But seriously, thank you for the kind words. I'm really enjoying the time I'm spending and I love the project more and more every day.
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on March 24, 2015, 03:23:42 am
Damn those pictures look amazing!  No lie those look like somebody the best graphics for Final Fantasy I've seen yet.  :)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on March 25, 2015, 07:29:59 am
Removed
Title: Re: Final Fantasy Reconstructed
Post by: mrrichard999 on March 25, 2015, 07:48:28 am
Very nice work :)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on March 30, 2015, 12:13:30 am
HELL YEAH!!! Sorry, but thank you so much to JCE3000GT for suggesting uploading to Photobucket. I'm not going to go as far as my own actual webpage at this point, although that might be an option in the future. Anyway, for the first time within the actual message board, here is an EXTENSIVE look at what Final Fantasy Reconstructed actually has shaped up to be!! Please enjoy and any feedback is more than welcome.

Coneria Town

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot9_zpswqrdqr3a.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot9_zpswqrdqr3a.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot10_zpsd2qw6bvn.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot10_zpsd2qw6bvn.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot6_zpsh9wdtmyi.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot6_zpsh9wdtmyi.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot8_zpstfolddw7.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot8_zpstfolddw7.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot4_zpsi6sqanjs.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot4_zpsi6sqanjs.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot3_zpsocr99la2.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot3_zpsocr99la2.png.html)

Coneria Castle

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot4_zpsw13iafc8.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot4_zpsw13iafc8.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot5_zpsj5r7gcrt.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot5_zpsj5r7gcrt.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot3_zps5hfweneg.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot3_zps5hfweneg.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot1_zpsmi2a78vv.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot1_zpsmi2a78vv.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot2_zpsofr4shtf.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot2_zpsofr4shtf.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot8_zpsyvydb0fr.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot8_zpsyvydb0fr.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot6_zps6plkva6h.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot6_zps6plkva6h.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot7_zpswb2atnjh.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot7_zpswb2atnjh.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot_zpsmhzvcdr2.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot_zpsmhzvcdr2.png.html)

Matoya's Cave

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot11_zpssicu2uhq.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot11_zpssicu2uhq.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot10_zpsouvjfx2u.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot10_zpsouvjfx2u.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot9_zpsh9xlvr3g.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot9_zpsh9xlvr3g.png.html)


Pravoka

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-0_zps5wmclsmk.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-0_zps5wmclsmk.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-1_zpsppttklyr.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-1_zpsppttklyr.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-2_zpskkfh6np7.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-2_zpskkfh6np7.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-8_zpsdwhhbjfj.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-8_zpsdwhhbjfj.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-11_zpscibzwx8o.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-11_zpscibzwx8o.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-10_zps1tnvrumc.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-10_zps1tnvrumc.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-3_zpsmt2auaw7.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-3_zpsmt2auaw7.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-5_zps6ignozmo.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-5_zps6ignozmo.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-7_zpsjfnhqyy1.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-7_zpsjfnhqyy1.png.html)

Elfheim

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-12_zps6lzc9wjg.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-12_zps6lzc9wjg.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-14_zpsdtsnsyrc.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-14_zpsdtsnsyrc.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-15_zpsm3matye7.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-15_zpsm3matye7.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-17_zpsceeskkc8.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-17_zpsceeskkc8.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-19_zpsebxqkci3.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-19_zpsebxqkci3.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-20_zpstud3m8bc.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-20_zpstud3m8bc.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-21_zpszwl2slmh.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-21_zpszwl2slmh.png.html)


I took screenshots using two different emulators, which is the only explanation I can think of for the different sizes. Pause for dinner. Will post more in a bit




Title: Re: Final Fantasy Reconstructed
Post by: riffman81 on April 02, 2015, 04:17:41 pm
Your screenshots look amazing! Good to see you here finally! I didn't realize how long it's been since I've posted here. My Mega Man 2 hack, as you know is back in development and I'll start a new topic on that when I get further along. Still trying to find someone to help with some ASM, (making the Proto Shield Useful and some other tweaks) but after nearly 3 years, nothing. So, for now I'm focusing on GFX level edits, and music. Once you finish up with FF you should try your hand at doing some level design with Mega Man 2.

Your hack is looking great though and if you need a beta test you know where to find me!
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on April 02, 2015, 08:48:45 pm
Those pics are do salivating.  It had been a long time since I got excited about a Final Fantasy 1 hack.  Great job so far.  :D
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 02, 2015, 11:59:08 pm
Next set of new pics. Thank you everyone for the kind words, inspiration, and assistance!!

Northwest Castle

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot1_zpsurw0vysv.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot1_zpsurw0vysv.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot2_zpsb6stva1s.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot2_zpsb6stva1s.png.html)


(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot4_zpsofnbzudj.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot4_zpsofnbzudj.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot5_zpsczcolxl9.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot5_zpsczcolxl9.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot6_zpssjenktcq.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot6_zpssjenktcq.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot7_zpsafyinsvn.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot7_zpsafyinsvn.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot26_zpszb6tu2n1.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot26_zpszb6tu2n1.png.html)

An original to compare how far the graphics have been altered from where I first was with the hack.  ;D


Marsh Cave


(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot_zpsnddvfpyn.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot_zpsnddvfpyn.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot1_zps6vskl2ki.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot1_zps6vskl2ki.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot2_zpsuvqjquex.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot2_zpsuvqjquex.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot10_zpsuy73fxiw.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot10_zpsuy73fxiw.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot6_zpsmgy7ramh.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot6_zpsmgy7ramh.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot4_zpsyqnueafn.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot4_zpsyqnueafn.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot17_zpseooi616n.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot17_zpseooi616n.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot24_zpszlj6cwez.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot24_zpszlj6cwez.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot22_zpshg5g2hfz.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot22_zpshg5g2hfz.png.html)


Thorbardin (Dwarf Cave)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-0_zpsbani50s9.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-0_zpsbani50s9.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-1_zpscawfh6ik.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-1_zpscawfh6ik.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-2_zpseitdotsa.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-2_zpseitdotsa.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-4_zps1pailtnr.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-4_zps1pailtnr.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-6_zpsqvqcip0y.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-6_zpsqvqcip0y.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-9_zpsxaaocnur.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-9_zpsxaaocnur.png.html)

Castle Elfheim

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot14_zpsikejyavp.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot14_zpsikejyavp.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot15_zpsh9g3dgl4.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot15_zpsh9g3dgl4.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot16_zpsnoxyxlzu.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot16_zpsnoxyxlzu.png.html)

My contribution to the Final Fantasy I mythos, female elves in Elfheim haha.


(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot20_zps6xrmerh9.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot20_zps6xrmerh9.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot21_zps4cuajkj4.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot21_zps4cuajkj4.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot22_zpspqzrz6ut.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot22_zpspqzrz6ut.png.html)


Terra Cave

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot2_zpsc6o5avtx.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot2_zpsc6o5avtx.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot6_zpszp3svdoi.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot6_zpszp3svdoi.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot5_zpsq4sa2ycz.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot5_zpsq4sa2ycz.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot9_zpsovmqhscm.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot9_zpsovmqhscm.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot17_zpsbbdetoj2.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot17_zpsbbdetoj2.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot15_zpsyctinij7.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot15_zpsyctinij7.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot11_zpsredlpk5d.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot11_zpsredlpk5d.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot16_zpsynjuzbt4.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot16_zpsynjuzbt4.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot23_zps8jmkolvh.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot23_zps8jmkolvh.png.html)


Ice Cave

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot18_zpsfoqrxboo.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot18_zpsfoqrxboo.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot15_zpsakfwulze.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot15_zpsakfwulze.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot16_zpsgsshbb9m.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot16_zpsgsshbb9m.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot15_zpsakfwulze.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot15_zpsakfwulze.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot12_zpsgztfihva.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot12_zpsgztfihva.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot13_zpscjmc5o2g.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot13_zpscjmc5o2g.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot14_zpsjab2qqcn.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot14_zpsjab2qqcn.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot7_zpsq27ajbys.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot7_zpsq27ajbys.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Mikes%20Final%20Fantasy-screenshot8_zpsinevjkei.png) (http://s1381.photobucket.com/user/duke2go2/media/Mikes%20Final%20Fantasy-screenshot8_zpsinevjkei.png.html)




This is about the extent of the level editing that I've done. I'll do a separate enemies only post later herein.


Duke
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on April 03, 2015, 05:40:06 pm
I'm looking forward to this one; it looks fantastic. Have you considered incorporating CaptainMuscles' Dynamic Action hack (along with Grond's unofficial update?)
It might add a little more freshness to the rest of the technical tinkering and fancy new coat of paint
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 03, 2015, 06:12:55 pm
I'm looking forward to this one; it looks fantastic. Have you considered incorporating CaptainMuscles' Dynamic Action hack (along with Grond's unofficial update?)
It might add a little more freshness to the rest of the technical tinkering and fancy new coat of paint

I was not aware of the Dynamic Action Hack, although it does sound vaguely familiar. I also didn't know about Grond's unofficial update. This hack is actually built upon an early version of Grond's Final Fantasy that was basically just a rebalance, although I've rebalanced a lot myself. I am interested though. Could you elaborate on what this might help me with? I'm definitely trying to make this the DEFINITIVE Final Fantasy 1 hack that stays true to the original, just with a flashy new coat of paint. I've already been able to push the graphics far beyond what I thought was possible, and would love to go further with this project. Thank you again for the feedback. Since this is a new reply, I'm going to post the pics of the Sky Palace now as well. This, besides the Mirage Tower, is the last area that I've edited so far.

Sky Palace


(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot34_zpslkkja193.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot34_zpslkkja193.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot35_zpsdw57vp5x.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot35_zpsdw57vp5x.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot36_zpsaijx2tr9.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot36_zpsaijx2tr9.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot41_zpsw9eef388.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot41_zpsw9eef388.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot42_zpsjtohlfqu.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot42_zpsjtohlfqu.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot44_zpsmmqg9omn.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot44_zpsmmqg9omn.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot51_zps8djlb6px.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot51_zps8djlb6px.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot54_zpslyhsyish.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot54_zpslyhsyish.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot57_zpsrszd25ch.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot57_zpsrszd25ch.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot55_zpsyqof8aum.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot55_zpsyqof8aum.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot68_zpshy6yxuqe.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot68_zpshy6yxuqe.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot65_zpsum5gvtmw.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot65_zpsum5gvtmw.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot67_zpseg1gimyk.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot67_zpseg1gimyk.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot69_zpslaf06fsz.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot69_zpslaf06fsz.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot70_zps9egbkzoe.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot70_zps9egbkzoe.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot72_zpsipzotkdp.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot72_zpsipzotkdp.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot75_zpsoj5wc6kx.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot75_zpsoj5wc6kx.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot76_zpsgty0cwzi.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot76_zpsgty0cwzi.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot78_zpswlcovsto.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot78_zpswlcovsto.png.html)


Will try to post Mirage Tower pics later tonight if I can edit level 1. I used the Sky Palace Sprites to give it a Tower of Babil feel i.e. Final Fantasy IV. I'm still tinkering with another idea for it, but not sure if I'll have room for the editing that I want to do. Once again, thank you to Grond especially for showing what could be done with this game. His games have definitely been an inspiration for my own work.


Duke
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on April 03, 2015, 07:19:12 pm
The dynamic action hack changes battles so that instead of entering all the party's commands at once, each character takes his turn when he is ready, basically a quasi-ATB system.
It eliminates the "innefective" attacks and streamlines battles.
It can be found here: http://www.romhacking.net/hacks/1769/

And Grond made an update that fixed a minor issue: http://www.romhacking.net/hacks/1972/
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 03, 2015, 07:25:27 pm
Wait, you're telling me that there is a patch that will eliminate the player characters attacking enemies that no longer exist in the battle?!?!?! THAT IS AWESOME!!!!!!!! That was something that I really was going to start to inquire about on the message boards because I actually thought I remembered an ATB patch, or at least one that did actually get rid of the ability for the party member to attack air, but I couldn't find it the last time I looked. And if its a quasi-ATB, that is even better. I would love to add that and will certainly try it out to see if it fits with what I'm going for. Once again, edited this post. I went ahead and applied both patches. It is a very interesting take on the ATB battle system, and I think that I will leave it in. Thankfully it didn't corrupt the rom again to where I couldn't use the saves that I had. By the way, could you please elaborate on the comments about the town sprites, either here or in the poll thread? I'm trying to make this thing perfect and I definitely appreciate the input on what I'm doing right or wrong aesthetically. Thanks again.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on April 03, 2015, 08:39:56 pm
Re: the sky castle pictures.

The tiles look good, but it's all very monochrome.  You're only using 1 or maybe 2 palettes (and even when you use 2 they look very similar), and each palette is all different shades of the same color -- there's no contrast.  As a result the graphics look boring -- even though they're not.

Get some contrast in there.  Use more colors.  Sky castle being heavy on blue makes sense, but you need something else besides just blue.


EDIT:

Actually, you have this problem with a lot of your caves, too.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 03, 2015, 10:50:25 pm
Never let it be said that I can't take constructive criticism.  :laugh:

After looking back at the screenshots, Disch is absolutely correct. I see where there isn't enough contrast in a lot of locations. I'm actually using 3 different palettes (4 if you include the control). 1 of the palettes is devoted to floor tiles, 1 to wall tiles, and 1 to torches/barrels etc. I'm still tweaking everything, but I went back and re-did the colors in 3 of the locations. I'm including the waterfall, but after looking at it, I think its too similar to the Ice Cave, and I'll probably change it.  I'm just uploading one shot of each because the colors will be seen throughout. Feedback is appreciated on the new contrast and colors used.

Thorbardin

(http://i1381.photobucket.com/albums/ah224/duke2go2/Dwarf%20Cave_zpszjwwvkoa.png) (http://s1381.photobucket.com/user/duke2go2/media/Dwarf%20Cave_zpszjwwvkoa.png.html)

Ice Cave

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot5_zpseydmrqjc.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot5_zpseydmrqjc.png.html)

Waterfall

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot4_zps9su8iuyh.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot4_zps9su8iuyh.png.html)

Sky Palace

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed-screenshot3_zpsdxfasnsj.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed-screenshot3_zpsdxfasnsj.png.html)


I still might change the colors before the final release, but I do agree that the lighter floors and darker walls do give it more contrast and depth. As I told my buddy, I trust the comments of the people responding because of your different involvements in other projects. I am really glad that my project has caught the attention of so many people. Can't wait to get some feedback from beta testers. Not too much longer and that might actually be a reality.
Title: Re: Final Fantasy Reconstructed
Post by: Bregalad on April 04, 2015, 06:05:47 pm
My $2 : I think that this hack looks promising. However, in some place, the floor pattern is way too bright/detailed/disturbing. I think usually walkable floor should be dark and simple, while other non-walkable background object should have a maximum detail. The original FF1 respects this convention pretty well so you'd better pay attention to this when hacking it.

As for sprites, I think it's weird to have reconizable characters such as Yang or Edge as "generic" monks/thieves.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 05, 2015, 01:32:18 am
My $2 : I think that this hack looks promising. However, in some place, the floor pattern is way too bright/detailed/disturbing. I think usually walkable floor should be dark and simple, while other non-walkable background object should have a maximum detail. The original FF1 respects this convention pretty well so you'd better pay attention to this when hacking it.

As for sprites, I think it's weird to have reconizable characters such as Yang or Edge as "generic" monks/thieves.

Thank you so much for the constructive criticism. I'm not sure I understood exactly what you meant about "too disturbing" and I would be interested to get more insight. I'm also not sure if you saw that I had posted a few screenshots in my previous post that took Disch's comments into account. I actually think the layouts look better with some more contrast. I don't understand the idea of Edge as a generic thief however? The base of my project is a rebalance hack that Grond did. In that hack, he defaulted the names of the characters to Cecil, Edge, Yang, and Kain. I'm not sure if you thought that the names were permanent, and I didn't remember many screenshots that used those names since I'm acknowledging friends and family in my in-battle screenshots. The in-battle screenshot I'm uploading shows the default names. My thief is actually 100% original head from 1 with a modified thief body from 3. The thief and Ninja were my favorite characters in FF1, so I kept the original look of the Thief. I didn't like the available Ninja characters, so I made an amalgamation that I really like. The idea for a Monk idea was actually based upon the idea of the generic monks of Fabul from Final Fantasy IV. I actually made a more generic looking monk, but he looked like a puss, so I made him more Yang-like with the vest that the male monk characters from V had. My favorite Final Fantasy is, and always will be, Final Fantasy IV. This game does reflect my love for that game. I've taken the liberty of incorporating things from Final Fantasy II, III, IV, V, and VI, and other graphics hacks most notably Grond's works, into this game because I felt that it added something to what I'm creating. Since I'd been meaning to do some side-by-side comparisons of the original versus Reconstructed however, here are those comparisons:

(http://i1381.photobucket.com/albums/ah224/duke2go2/Comparison%201_zpslfdlkuxp.png) (http://s1381.photobucket.com/user/duke2go2/media/Comparison%201_zpslfdlkuxp.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Comparison%202_zps9m46zj55.png) (http://s1381.photobucket.com/user/duke2go2/media/Comparison%202_zps9m46zj55.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Comparison%203_zpsgrjuhh2n.png) (http://s1381.photobucket.com/user/duke2go2/media/Comparison%203_zpsgrjuhh2n.png.html)




(http://i1381.photobucket.com/albums/ah224/duke2go2/Battle%20Comparison%201_zpszqpx9zzh.png) (http://s1381.photobucket.com/user/duke2go2/media/Battle%20Comparison%201_zpszqpx9zzh.png.html)


(http://i1381.photobucket.com/albums/ah224/duke2go2/Coneria%20Castle%20Comparison%201_zpsqvlequxx.png) (http://s1381.photobucket.com/user/duke2go2/media/Coneria%20Castle%20Comparison%201_zpsqvlequxx.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Coneria%20Castle%20Comparison%202_zpsltnwzlo8.png) (http://s1381.photobucket.com/user/duke2go2/media/Coneria%20Castle%20Comparison%202_zpsltnwzlo8.png.html)



Honestly, after beta testing my version for as long as I have been, going back to the original was painful and unless I edit some super weapons to make the game go faster, I probably won't be doing many more comparison shots. I also hadn't posted many pictures of the overworld, so this seemed a good opportunity. Thank you Bregalad for the menu no music patch. I have incorporated it into this project and I had already included you in the running acknowledgments that I had started. If anyone is unhappy with the characters or tiles in the final release, please feel free to use Tile Layer Pro and FFHackster or another such utility to change them to match your own preferences. Once again, this is still a work in progress, constructive feedback is more than appreciated, and thank you for the support.


Duke



Title: Re: Final Fantasy Reconstructed
Post by: Bregalad on April 05, 2015, 08:35:38 am
Quote
I'm not sure I understood exactly what you meant about "too disturbing" and I would be interested to get more insight
What I mean is exactly that : The "floor" where you an walk is supposed to be dark, or at least darker than walls areas. If it cannot be made darker then it should at least be close enough to a single-colour area with little contrast in it.

If either of those rules are not respected, it makes the whole things hard on the eye and it's hard to figure out what the pixels on the screen represents, in particular where is the floor and where you can walk. Many of your screenshots, especially the Ice Cave, break this rule hard, and it's hard to see in the Ice cave what is going on.

For example in this image :
(http://i1381.photobucket.com/albums/ah224/duke2go2/Coneria%20Castle%20Comparison%201_zpsqvlequxx.png)

The purple floor is perfect, but the carpet is way too bright. It is absolutely not obvious that this carpet stands on the floor, and look like an obstacle. You should make it darker, so that it blends well with the purple floor, and do not blend with the brick walls. Ideally you'd add in a shadow of the walls as well, but that's not compulsory.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 06, 2015, 02:28:21 am
First, I do apologize if I was a little "snarky" in my last reply. Bad night, but no reason for rudeness. I am also a little biased because I'm able to actually see the graphics on-screen, whereas all of you are actually just seeing screenshots, which I will admit take away from the visuals of the game for some reason.

What I mean is exactly that : The "floor" where you an walk is supposed to be dark, or at least darker than walls areas. If it cannot be made darker then it should at least be close enough to a single-colour area with little contrast in it.

I kind of agree with this, but I kind of don't. The floor in the screenshot you referenced is darker than the walls, and is a completely different color. Again, it could be different actually playing the game versus seeing a picture, but at least in-game I didn't have any problems understanding what was floor or wall. The castle floor tile is actually taken from Final Fantasy ++, which actually took the tile from FFIV (seen here in 2 different locations each)

Final Fantasy ++

(http://i1381.photobucket.com/albums/ah224/duke2go2/Other%20screenshots/Final%20Fantasy%20-screenshot4_zpsldeynize.png) (http://s1381.photobucket.com/user/duke2go2/media/Other%20screenshots/Final%20Fantasy%20-screenshot4_zpsldeynize.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Other%20screenshots/Final%20Fantasy%20-screenshot7_zps8s9cdmyv.png) (http://s1381.photobucket.com/user/duke2go2/media/Other%20screenshots/Final%20Fantasy%20-screenshot7_zps8s9cdmyv.png.html)

Final Fantasy IV

(http://i1381.photobucket.com/albums/ah224/duke2go2/Other%20screenshots/Final%20Fantasy%20II%20U%20V1.1_001_zpszxuutlub.png) (http://s1381.photobucket.com/user/duke2go2/media/Other%20screenshots/Final%20Fantasy%20II%20U%20V1.1_001_zpszxuutlub.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Other%20screenshots/Final%20Fantasy%20II%20U%20V1.1_002_zpsf4w0kf3a.png) (http://s1381.photobucket.com/user/duke2go2/media/Other%20screenshots/Final%20Fantasy%20II%20U%20V1.1_002_zpsf4w0kf3a.png.html)


In the first screenshot, Grond did make the castle floor a darker shade of grey than the wall grey (his carpet also had different trimmings). In the second, the castle floor is more of a blue/grey, and the walls are I believe the same color as what I've done. Also, the carpets use the same colors. In Final Fantasy IV, the floor was a dark brown, but the wall colors were very similar to my own. I'm not trying to replicate any of Grond's work, but this project is certainly done in the same spirit. It worked there, and I feel that it works again. If I have missed what you were saying, please feel free to elaborate or explain.

[/quote]
The purple floor is perfect, but the carpet is way too bright. It is absolutely not obvious that this carpet stands on the floor, and look like an obstacle. You should make it darker, so that it blends well with the purple floor, and do not blend with the brick walls. Ideally you'd add in a shadow of the walls as well, but that's not compulsory.
[/quote]

After looking at the FFIV screenshots I can see where the red might be just a little too bright, but it's the second darkest red choice that I have in the original game palette. Even changing it to the darkest red only changes it ever so slightly.

Original

(http://i1381.photobucket.com/albums/ah224/duke2go2/Other%20screenshots/Final%20Fantasy%20Reconstructed-0_zpsg8w5qh8u.png) (http://s1381.photobucket.com/user/duke2go2/media/Other%20screenshots/Final%20Fantasy%20Reconstructed-0_zpsg8w5qh8u.png.html)

Only darker option

(http://i1381.photobucket.com/albums/ah224/duke2go2/Other%20screenshots/Final%20Fantasy%20Reconstructed-1_zpsq2ijphvh.png) (http://s1381.photobucket.com/user/duke2go2/media/Other%20screenshots/Final%20Fantasy%20Reconstructed-1_zpsq2ijphvh.png.html)

Since you've worked with FF1 NES yourself, you know the color choices are pretty piss poor in some colors, and that was the only red that wasn't either too orange or maroon for my liking.  As an aside, bright colors (especially purple) were signs of wealth and nobility in olden days, and I was kind of going with that motif when I chose brighter colors for the carpets of the castles. Personally, I still like the lighter shade, but I'm going to try it with the darkest red and darkest blue since the two shades are already almost as close as they can be to that point, and see how it looks. Like I said, I can see what you meant in some respects. The shadow of the walls sadly I can't do anything about at this point. I have crammed as many tiles as I can into the available set for the castles and I honestly don't have another square (that's one reason the little windows in the castle walls don't all line up the same).
 While I'm trying to respect the feel of the original Final Fantasy, I'm shooting for something more along the lines visually of Final Fantasy IV. I've actually been playing that game for inspiration when I get tired of beta testing. As I've been writing this for a bit now, I've played with some of the graphics in certain areas and I think that you might be right about some places. Here are some screen shots of some minor color alterations to Thorbardin/Dwarf Cave.

Thorbardin/Dwarf Cave:

(http://i1381.photobucket.com/albums/ah224/duke2go2/Other%20screenshots/Edited%20Dwarf%20Cave_zpsr7pqk3na.png) (http://s1381.photobucket.com/user/duke2go2/media/Other%20screenshots/Edited%20Dwarf%20Cave_zpsr7pqk3na.png.html)


Ok, so sadly the Ice Cave screenshot wouldn't load, and I've spent way too much time on this already. Again, with the limited colors, I can't change the Ice Cave but so much. The lighter blues make the walls stand out to the point where they don't look like they fit. I tried instead to take away the white from the floor and make it more subdued as you suggested. The color limitations of the NES are making it difficult to change some things. Like the Marsh Cave, if I change the floor main color to any other green, it is either too dark or doesn't fit. Like I said, in-game a lot of this looks different. But I can see where some changes might have been necessary. Its all a learning experience. To end this post, here are 2 changes to locations that I made.

Marsh Cave B3

(http://i1381.photobucket.com/albums/ah224/duke2go2/Other%20screenshots/Final%20Fantasy%20Reconstructed-screenshot6_zpsa1v6pjzl.png) (http://s1381.photobucket.com/user/duke2go2/media/Other%20screenshots/Final%20Fantasy%20Reconstructed-screenshot6_zpsa1v6pjzl.png.html)


Title: Re: Final Fantasy Reconstructed
Post by: Rodimus Primal on April 06, 2015, 08:14:25 am
Great work Duke2go. Figured I'd respond more in your topic about the title screen.

The opening text crawl I believe is a different routine and is present in all 3 NES Final Fantasy games, and is in Final Fantasy IV a little later in game. Personally if you were able to, I'd move it to after you hit new games since it's part of the in game story.

For the actual "title screen" itself, it is a seperate screen. I belive Grond's Final Fantatasy and Final Fantasy Restored both add to the title screen, so it is possible to do so for yours. I'd look at their work for placement, specifically Grond's since it is also animated.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 06, 2015, 10:00:17 am
Thank you Rodimus, and may the matrix always light our darkest hour  :beer:  (Sorry, major TF fan too)

Anyway, in my original ignorance (and inability to read apparently), I couldn't figure out how to patch the Grond's Final Fantasy .bps file that was available on here. Ironically, since I couldn't get that one to patch, I used Google and found an already patched rom for what was apparently an early version of Grond's Final Fantasy Bugfix Balance Hack. I played that, really liked it, and was just inspired to start tinkering, which resulted in what I've shown in this thread. I've actually had a lot of problems trying to apply other patches since I didn't start with a clean Final Fantasy rom, which again, shows my ignorance when I started doing this. Since you recommended Grond's Final Fantasy and Final Fantasy Restored, I patched those roms (successfully with Grond's this time). I must say, both games had some excellent aspects. I actually wish that I had started with a graphics enhancement of Grond's version because it actually is in many respects the game that I was/am trying to create. I really liked the moving water in that version better than Final Fantasy ++. I also REALLY liked the title (new game/continue) screen with the Final Fantasy logo. Unfortunately, the two games are not able to be cross-patched with my game, at least with my limited knowledge. There are other aspects of my game that are different surprisingly from Grond's other, and probably later, work. Like, in the hack I started editing, the screen scroll feature was already removed. The battle screen dividers were already gone. The B button dash was installed, 10 and 49 item purchasing ability was included, and probably a multitude of things that I don't remember off the top of my head. I really liked Grond's Final Fantasy, and I'm torn between using what I've done so far as the blueprints to change bases, or trying to apply the things that I like about Grond's, most ideally the moving ocean tiles. I'm really surprised that he and I saw the game in our head so similarly in many respects, yet I hadn't seen that version of the game until today. Thank you for recommending those games because they definitely got me thinking. I would like some feedback on how you all feel I should proceed. I'm going to see what I can do in the meantime to upgrade some of what I've already done even further.
Title: Re: Final Fantasy Reconstructed
Post by: Rodimus Primal on April 06, 2015, 10:14:43 am
I'd take a look at the documentation for Grond's Final Fantasy here:

http://www.romhacking.net/documents/681/ (http://www.romhacking.net/documents/681/)

and there's further notes too:

http://www.romhacking.net/?page=documents&game=561 (http://www.romhacking.net/?page=documents&game=561)

You might be able to take some of the stuff he did to change things to your liking.

Till All Are ONE!
Title: Re: Final Fantasy Reconstructed
Post by: Bregalad on April 06, 2015, 11:49:08 am
Quote
After looking at the FFIV screenshots I can see where the red might be just a little too bright, but it's the second darkest red choice that I have in the original game palette. Even changing it to the darkest red only changes it ever so slightly.
It's not just the colour of the center of the carpet that matters, but also the colours of the decorations that are in the border of it. They are currently way too bright and get in the way. Yes the original FF4 is also like that but it's not as bad, because there is only 2 decorations vertically, not on all four sides, and there is definitely no white outline of the carpet like there is in your screenshots.

Also I suspect part of the problem is because you used an emulator that do not reproduce the NES palette well and uses too bright colours for those screenshots. I might be wrong. Remember, the NES palette is somewhat undefined in the RGB colourspace (it is only defined in the YIQ colourspace) and thus, emus could use the value they want. Nestopia has the nicest palette I think.

Quote
Thorbardin/Dwarf Cave:
The mud on the ground in in my opinion too bright. Although it's not as bad as...

Quote
Marsh Cave B3
Those yelow sparks on the ground really gets in the way. It really is disturbing. I don't know, change them to green and leave only a couple of pixels to yellow, or change them to teal so at least it feels darker than this aggressive yellow. Just the skull should remain that bright/yellow.

I may be annoying but I'm really trying to help. Feel free to do whatever you want to.

Quote
Since you've worked with FF1 NES yourself, you know the color choices are pretty piss poor in some colors,
None of the work I did had anything to do with the graphics. (Also you can change the palette the game uses anytime.)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 08, 2015, 12:25:15 am
So today being my birthday, I've been a little busy the last few days and haven't had a chance to post updates. I mentioned in another thread that I was going to list all of the changes that I've made. This hack started out as simply an update of Grond's Final Fantasy Bugfix/Balancing Hack that I mistakenly at that point thought was an earlier version of Grond's Final Fantasy. The graphics have all come from Final Fantasy II and III (JP), Final Fantasy IV, V, VI (SNES),  Final Fantasy ++, and Final Facelift. Each game has been instrumental in creating what I want to be an amalgamation of the best things that have been done with this game to this point. I also have created a few images of my own, but other projects have been very helpful and I want to thank those who did it so well that I didn't feel any need to improve upon the excellent work. Also, a direct thank you to Grond for much of the inspiration to do this, and to Disch for his direct help with this project, the FFHackster utility that has allowed me to do most of this, and for his contributions to the hacking community in general. Ok, so these are the changes that I've made to anything that wasn't already changed in the balance/bugfix hack that I started with.

Canoe Bug: Developed by anomie

Improved Turn Order Algorithm: Developed by anomie, from observation by Lee Eric Kirwan and suggestion by beege_man

Item Menu Order Adjustment: Developed by anomie with adjustment by AstralEsper

Dynamic Action patch and Unofficial Update: Developed by Captain Muscles, unofficially updated by Grond

Final Fantasy - no menu music: Developed by Bregalad

Fixed House bug: Credit to AstralEsper. Houses now restore all life and magic, and magic restored before saving option.

While I'm at it, thank you to Bobolicious81 for recommending Dynamic Action and update patches and JCE3000GT for all of the assistance and recommendations. I couldn't get his patches to work initially, but still working on it. I know if I start with a clean rom image that they will work. I'm considering finishing my graphics edits and starting from scratch with a fresh image only because I already have everything assembled in this game, so I could re-do everything with a complete set of blueprints essentially. Ideally, I'd still like to put in the patches for:


Status Attack Bug: Developed by anomie

Target-All Caster Bug: Developed by anomie

Dialogue Bugs: Developed by Astral Esper

Door Bug: Developed by anomie

And perhaps the dual-wield patch by Captain Muscles.

I tried to put in some of these patches yesterday, but somehow I changed the mapping of the enemy placements (Ogres, Werewolves, and Ogre Chiefs started attacking right outside of Coneria and would have SLAUGHTERED a new game party, kind of like in II if you went the wrong way). That's another reason I think it might be better to start with a fresh image too, so that these patches will work like they are supposed to. I did some editing to the graphics too, and I'll post some images in a bit of what is different. Hope everyone else had a great day.

Duke
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on April 14, 2015, 12:20:54 pm
I'm really digging the Marsh cave. I especially like how you browned the vines and added skeletons in the deeper levels.

As for the Mirage Tower, I like the color choices. It does look rusty and abandoned. I think the difference in color between the walls and floor makes it clear what's what. However, I might suggest for the floor tiles either lightening the darkest color or darkening the lightest color to make it not so high contrast.
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on April 14, 2015, 07:40:43 pm
Digging those new screens.  That cave is pretty well done I got to say.  :)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 15, 2015, 08:37:22 am
Thank you for the kind words once again everyone. Glad to hear the edits to the Marsh Cave are meeting with such high praise. I am still tinkering with the colors of the Mirage Tower, and I agree with you about the floor colors needing to be tweaked a bit. I got a message from Disch last night about the tutoring he had offered, and between my birthday just happening and me starting a new relationship, I just haven't had as much time to devote to working on the project or learning to hack more. I'm fully planning to finish it, because I have love for the project, just going to be a little slower than it had been. I have tinkered on and off with the Gurgu Volcano the past few days when I had the chance, but it has been a bitch since it shares the sprites with the Terra Cave and I'm having a hard time not making it look like a Red version of that location. Hope everyone has a great rest of the week and updates will be coming as I get more done.
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on April 15, 2015, 11:10:40 am
Ir. Ma. Gird. I just got here and this looks fan-fucking-tastic, pardon my francais.

I want to play it! Like, now!

I understand you're going to do a new soundtrack? :| I don't know how I feel about that, but I guess it's ok with me. If you have scrapped that idea, then perhaps you'd consider raising the pitch of the music back up to where it was in the NES version? That's the one thing that bothered me about Grond's Final Fantasy.

Also, two things:

You put firewood by the inn in Coneria. That's interesting, it adds a lot of depth and tells a little story.

Also, you put a graveyard in Pravoka.  :( That's sad, but it adds some weight to the story that otherwise was not there.

You're a goddamn genius.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on April 15, 2015, 11:15:34 am
starting a new relationship

Congrats.
In my dream last night, a man had just gone on a first date and was holding a Ziploc bag of parmesan cheese, muttering to himself "If I had a new suit, I could marry that girl."

So maybe you should go buy a new suit.
Good luck.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 15, 2015, 06:52:27 pm
Ir. Ma. Gird. I just got here and this looks fan-fucking-tastic, pardon my francais.

I want to play it! Like, now!

I understand you're going to do a new soundtrack? :| I don't know how I feel about that, but I guess it's ok with me. If you have scrapped that idea, then perhaps you'd consider raising the pitch of the music back up to where it was in the NES version? That's the one thing that bothered me about Grond's Final Fantasy.

Also, two things:

You put firewood by the inn in Coneria. That's interesting, it adds a lot of depth and tells a little story.

Also, you put a graveyard in Pravoka.  :( That's sad, but it adds some weight to the story that otherwise was not there.

You're a goddamn genius.

WOW!!!!! Considering the source of this comment, and the others who have shown interest in this project, I am humbled and further inspired. I was not an active member of this site for a long time, although I had gotten some REALLY good patches and things from here, so I wasn't really familiar with who had done what. When I started following other threads and looking through the different Final Fantasy hacks, I started to see who had really done what. As much as many of you have been involved in hacking the different games, it really fills me with pride and honor that I've gotten SO MUCH positive feedback about my project.

In answer to your questions/statements:

- My version is based on a rebalanced / bugfix hack that Grond did. The music right now is classic Final Fantasy I. I also noticed in Grond's Final Fantasy that the pitch was different in some of the songs, but until I edit any music, the game's score is exactly like the original NES version, and I have beta tested through all of the levels before I started tinkering further. I'm thinking of releasing a compressed file, probably zip, that has at least a few different versions of the game, i.e. with the musical changes and without at least. I just wanted to see how far I could push the graphics of the original game at first and then thought it would be cool to incorporate other songs from the games that I loved (mostly FFIV). I haven't fiddled with the score in a while, but I found a few documents that were specific to Final Fantasy I music hacking, and others have been very helpful with questions.

- I added the woodpiles to the towns because, like you said, I felt it added a story to the town. It looked like somewhere that people actually lived rather than just somewhere for you to come and buy weapons/armor/items and stay at an Inn. As for the graveyard, I felt the same idea. This is a place that people lived. And that town was much more basically just stone floor tiles and buildings without any greenery, and in my opinion a LOT of useless buildings that weren't there other than as scenery. So I cut down some of the useless places and just got creative. Like on the other side of the town I kind of made like a public beach area. There's no point to it, but it would kind of make sense for a seaport town to me to have somewhere the public could go to enjoy the water.


I was inspired to do a new and updated version of the musical score after I was watching Famitracker videos on YouTube. Some of the original compositions that people have done, and especially 8-bit versions of 16 bit Final Fantasy music, and original compositions, really got me thinking that some of the SNES tunes could be put into this version because the title was "Reconstructed". The more I think about it though, the more I think I'll put two different patches in a zip file so the user can choose what they hear. I've totally changed every level with the exception of the Gurgu Volcano, Bahamut's room, Cardia, and the Temple of Fiends revisited. I'm going to do Gurgu and the Temple next so that I know if I need to expand or cut anything. Thank you all for the continued support. It has really kept this project moving.

If you haven't, check out the Facebook page at https://www.facebook.com/finalfantasyreconstructed. I typically post more photos there because it takes longer to go through the Photobox linking here.




April 15, 2015, 06:54:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Congrats.
In my dream last night, a man had just gone on a first date and was holding a Ziploc bag of parmesan cheese, muttering to himself "If I had a new suit, I could marry that girl."

So maybe you should go buy a new suit.
Good luck.


That was ironic and kind of eery. Was talking to my new girlfriend about zodiac signs today, love parmesan cheese (although in a container), and I would probably need a new suit to get married. If the man in your dream was tall with dark hair and a goatee, I'm spooked. Hopefully that dude was marrying somebody worth it, because so far, she is.     :thumbsup:
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on April 15, 2015, 10:39:07 pm
The guy in my dream looked like Pedro from Napoleon Dynamite.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 16, 2015, 09:45:54 am
The guy in my dream looked like Pedro from Napoleon Dynamite.

Anything like this. (Although I don't feel like i look like Pedro from Napolean Dynamite haha)


Also, this is at least the proposed music edits for the game, although this could possibly change if I am able to implement the changes.

FF1 New Soundtrack
As according to NSF File
1.   Opening theme- Intro
2.   Intro- Final Fantasy IV Prologue
3.   Epilogue- FFIV Epilogue 8 bit
4.   Overworld Theme- Final Fantasy IV over-world Main theme FTM
5.   Ocean theme- The Airship Blackjack FTM (FFVI)
6.   Airship theme- Lunar Whale Final Fantasy IV
7.   Town theme- Town Theme FFII  FTM
8.   Main castle theme- Red Wings FTM
9.   Dungeon theme (Earth Cave) – Tower of Zot (FFIV)
10.   Matoya theme- Giott the Great (FFIV)
11.   Dungeon theme (Marsh Cave)- Cave (FFIV) or Majestic Motherfuckin Castle (Premade FTM)
12.   Bad castle theme- Suspicion, or Golbez clad in dark (FFIV)
13.   Air Palace- Somewhere in the World,
14.   Final level theme- Inside the Giant (FFIV) or Indigant Divinity (Premade FTM)
15.   Shop theme- Lets Go Lightly (Premade FTM)
16.   Battle theme- Final Fantasy Reconstructed battle theme
17.   Save music- Palom and Porom (FFIV)
18.   Dead/game over music- Cry in Sorrow
19.   Victory music- FFIV Victory music
20.   Major victory/accomplishment theme- Paladin Theme
21.   Gain item sound-
22.   Save sound- Good Night (FFIV)
23.   Battle initiate- FFVI Battle theme intro


I'm sorry if this list didn't make a whole lot of sense. Its just a copy of the list that I made myself. I downloaded the original NSF file for Final Fantasy I and used that to figure out how many different songs actually existed within the game, and basically named them what I thought the songs were. If I understand correctly, the NSF file should ideally also be the same as the music files/engine within the original game. Again, haven't reallllllly started much music hacking yet, but that's an idea of the changes that I'd like to implement. I'll have to chop some of the songs to make sure that they fit within the available space I think, but I'm still hoping that it can be done. If nothing else, I would ideally like to give Chaos his own battle theme at least. He certainly needs an epic song like the Final Battle theme from FFIV in my opinion. And as an aside, anything that is a premade FTM file I have already asked permission from the original author to include it in the game if I am able to make it happen. Thanks again for all of the kind comments.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on April 16, 2015, 01:25:42 pm
Nope, the dude in my dream didn't quite look like you.

I like the music selections (the ones I know, at least)
If you want special music for Chaos, I think the best fit would be the 2nd boss theme from FF6, when you fight Atma Weapon.
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on April 16, 2015, 02:01:25 pm
Oh wow, the Atma Weapon theme would be awesome, yeah.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 16, 2015, 06:30:39 pm
Nope, the dude in my dream didn't quite look like you.

I like the music selections (the ones I know, at least)
If you want special music for Chaos, I think the best fit would be the 2nd boss theme from FF6, when you fight Atma Weapon.

I was actually going to re-use the Zeromus fight music. I used a program called J-Com (if I remembered the right utility that I used) to listen to, and individually record, individual layers and combinations of the different layers. I cut everything down to basically 4 sound layers, which now I think is 1 too many, and combined them using Audacity (LOVE THAT PROGRAM) and made mp3's of the combined layers, and they sounded great reduced. So I was going to use those for a template. The other songs were found on YouTube where other people had done 8-bit renditions of the FFIV and FFVI songs I listed (By the way, Google or YouTube search the ones you don't, they are pretty cool songs). I think that Atma's theme in 8 bit would sound pretty good. I'm worried that I'd have some of the same problems with the FFIV songs being what I believe is too long to include without cutting them down. I don't really know enough about the music at this point to know if I can expand that part or anything. When I finish the graphics editing I plan on worrying about the music, so this is still a little while off. There are still a few graphics tweaks that need to be made in my opinion first. I worked all night and then couldn't sleep when I got done about 2 pm, so I messed with the Gurgu Volcano and pics are now presented  :beer:



As always, comments are appreciated.
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on April 16, 2015, 09:34:42 pm
The BEST thing I like about the new area designs are the details.  The extra bits like bones, pots, signs/wall art, and etc really make each area seem full and scenic. 
Title: Re: Final Fantasy Reconstructed
Post by: Grimoire LD on April 16, 2015, 10:34:49 pm
Yes, it has more variety in its tileset than there are in the vast majority of FFIV's own! You've done a wonderful job sprucing up the areas and making each look unique. Also is that female sprite Princess Sara? Does she join the team in this?
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on April 16, 2015, 10:36:50 pm
The WORST thing about this is how badly I want to play it.
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on April 16, 2015, 10:45:51 pm
The WORST thing about this is how badly I want to play it.

You speaketh the truth!
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 18, 2015, 09:36:34 am
I just could NOT sleep the other night, so I did Cardia's re-imagining. I did however sleep through the entirety of Friday, so I have to work today  ;D

Yes, it has more variety in its tileset than there are in the vast majority of FFIV's own! You've done a wonderful job sprucing up the areas and making each look unique. Also is that female sprite Princess Sara? Does she join the team in this?

Thank you. I had no idea that I had somehow given the game more variety than FFIV. That's quit a compliment. And no, the sprite is not technically Princess Sara. I found a battle sprite in the FFIII Japan tileset for a princess that I thought looked cool. She also had a map sprite. So I was originally trying to include her, but not as a princess even though I kept the crown for her head. I kind of did a combination of Rosa from FFIV and the Princess sprite from FFIII. I wanted to make 1 character that WAS female and there was no ambiguity to that. As females are the only ones who can bear a child, bring life, and are often associated with healing, I thought making the White Mage/Wizard 100% female made the most sense.

The BEST thing I like about the new area designs are the details.  The extra bits like bones, pots, signs/wall art, and etc really make each area seem full and scenic.

As always, thy comments are heard and appreciated. I really tried to use every tile the best that I could. As I've learned to use FFHackster better and better as I've gone along, I've learned that I can re-use single block tiles to create images, rather than having to have a full 4 squares for a specific image. This has allowed me to cram more and more into each dungeon. I wanted every location to look like people had been there and it had been used. Originally, the Marsh Cave seemed like a valid place that the Elves might have stored their treasures, but then monsters found it and took it over, but there would be elements like barrels and such that indicated it was originally used to store things. Also, the skeletons seemed to indicate that treasure hunters had come to the areas, but had died for their endeavors. You're really going to like the Cardia sprites that I'm going to include in a few. SOOOO......



These are the types of comments that have really pushed me to try to create something unique and different with what I'm doing. Since we've got now I think 14 games, and SOOOO many spinoffs, to borrow from, I've been able to use different aspects of the later games to do different things, although I admit I AM biased towards IV because I still hold that as the pinnacle of the series. While I'm truthfully creating this game for ME, and how I wanted to see it, apparently my ideas have struck a chord and my ideas are similar to many of the individuals who have been so instrumental in Final Fantasy hacking. As I just posted pictures of Cardia, there are only THREE more levels that need to be fully edited and the major graphics hacking is DONE!!! I do think that I'm going to re-do the Waterfall cavern and make it use the tileset from the Marsh Cave since I don't need the other half for the Mirage Tower any more. Then I've got to tweak a few things and I can release a few beta test patches. I was originally thinking that I'd only offer beta testing to individuals who liked the Facebook site, but I had approached JCE3000GT about beta testing initially and I am definitely going to reach out to Spooniest and Bobalicious as well for beta testing. As always, comments and constructive criticism are welcome.


I'm adding this since I almost forgot. I don't know if the game does this automatically, or somehow Grond did this, but even though you can still ENTER Cardia through any of the available warp points, you CANNOT exit anywhere but where your airship is. Meaning no matter what exit you take, you'll ALWAYS exit by the airship where you first entered. I didn't do this myself, and it seems to lend credibility to the "enchanted" nature of the place.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on April 18, 2015, 11:00:30 am
RANDOM FF1 KNOWLEDGE:

Quote
I don't know if the game does this automatically, or somehow Grond did this, but even though you can still ENTER Cardia through any of the available warp points, you CANNOT exit anywhere but where your airship is. Meaning no matter what exit you take, you'll ALWAYS exit by the airship where you first entered. I didn't do this myself, and it seems to lend credibility to the "enchanted" nature of the place.

The game does it automatically.

There are two types of map-transition tiles.  Hackster calls them "warps" and "teleports".

Whenever you "teleport", your previous position is pushed to a stack (so it is remembered) and you jump to an explicit new position.
Whenever you "warp" (named after the black magic spell that has the same effect), the new position is pulled off the stack -- so you don't actually tell the game where you're warping to, it just warps you to where you came from.

"Warp" allows for smaller space because the game doesn't have to keep track of teleport information -- it just takes you back to where you came from.

Usually, dungeons are laid out so that "teleports" move you forward, whereas "warps" move you back out the way you came.  That is... a "teleport" staircase will put you right on top of a "warp" staircase on another map.

However there are 2 notable exceptions to this:

- Titan's Tunnel cannot use Warp tiles because it acts as a pathway that connects two overworld points.  If it used warp tiles to exit the map you would always come out the way you came... which would make it impossible to advance through it.  So it has to use teleports exclusively.

- Coneria Castle has a similar problem because Princess Sara teleports you inside after you save her.  If the staircase on the 2nd floor used a Warp tile, it would take you back to the ToF which wouldn't make any sense.  So that has to be a teleport.  Which means that if 1F used warp tiles to exit the castle, they would take you back to 2F!  So everything there has to be teleports as well.


Cardia, on the other hand, even though it has numerous enterances, it can use Warp tiles for all the exits because they're all dead-end passages.  In the original game, you can only go out the same way you came in.  But... since your hack is changing that... and you are connecting the paths... you are seeing the weird side-effect of using Warp rather than using Teleport.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 18, 2015, 11:19:14 am
RANDOM FF1 KNOWLEDGE:

The game does it automatically.

There are two types of map-transition tiles.  Hackster calls them "warps" and "teleports".

Whenever you "teleport", your previous position is pushed to a stack (so it is remembered) and you jump to an explicit new position.
Whenever you "warp" (named after the black magic spell that has the same effect), the new position is pulled off the stack -- so you don't actually tell the game where you're warping to, it just warps you to where you came from.

"Warp" allows for smaller space because the game doesn't have to keep track of teleport information -- it just takes you back to where you came from.

Usually, dungeons are laid out so that "teleports" move you forward, whereas "warps" move you back out the way you came.  That is... a "teleport" staircase will put you right on top of a "warp" staircase on another map.

However there are 2 notable exceptions to this:

- Titan's Tunnel cannot use Warp tiles because it acts as a pathway that connects two overworld points.  If it used warp tiles to exit the map you would always come out the way you came... which would make it impossible to advance through it.  So it has to use teleports exclusively.

- Coneria Castle has a similar problem because Princess Sara teleports you inside after you save her.  If the staircase on the 2nd floor used a Warp tile, it would take you back to the ToF which wouldn't make any sense.  So that has to be a teleport.  Which means that if 1F used warp tiles to exit the castle, they would take you back to 2F!  So everything there has to be teleports as well.


Cardia, on the other hand, even though it has numerous enterances, it can use Warp tiles for all the exits because they're all dead-end passages.  In the original game, you can only go out the same way you came in.  But... since your hack is changing that... and you are connecting the paths... you are seeing the weird side-effect of using Warp rather than using Teleport.

And coming from one of THE authorities in FF1 hacking, that explains (and means) a lot. I can't remember if I had reached out to Disch for initial beta testing, but you are MORE than welcome to if you have time and are interested (Since this project wouldn't have been able to happen without your utilities and assistance). I had actually learned through trial and error about the teleport vs warp points. That's how I screwed up the way that the stairways worked in the Gurgu Volcano, and had to fix that. I have found even more places that I'd like to have animated tiles, so if at all possible, I will be looking for you for that ASM tutoring tonight, but I have to finish my work first, so it will definitely be later. I hadn't paid that much attention to how the exits were labelled, but it certainly was a neat side-effect that I didn't actually mean to do. These comments also gave an indication to why when I changed the exits in the Titan's Tunnel how I royally screwed myself for a bit. Did you like the idea of Cardia being a larger labyrinth instead of single areas? I thought that connecting everything but Bahamut's chamber seemed to make an area rather than a bunch of rooms. Also, after careful consideration, I actually think that I'm going to have to call them Eidolons also, although I don't like it, because it will be easier to replace "Dragons" than with Summoned Monsters, and we know what Eidolon means in the later versions.


One more addition, I created a poll thread for the color scheme of the Master sprite. Since I thought I'd reach a broader audience, I didn't post it in here since even people who weren't interested in Final Fantasy might vote on colors. The thread is in the General Rom Hacking discussions, but here's a link for anyone who would rather not look for it.

http://www.romhacking.net/forum/index.php?topic=19611.0
Title: Re: Final Fantasy Reconstructed
Post by: Disch on April 18, 2015, 09:23:18 pm
Quote
Did you like the idea of Cardia being a larger labyrinth instead of single areas?

I like it enough.  The thing with me and ROM hacks is that I'm less interested in the hack itself and more interested in the techy details that go on behind it.

Quote
I have found even more places that I'd like to have animated tiles, so if at all possible, I will be looking for you for that ASM tutoring tonight, but I have to finish my work first, so it will definitely be later.

Coolio.  I'm online so pop in whenever.  If I don't answer right away I'm probably just gaming.  Just say "Disch" in the channel and it'll highlight and might grab my attention.
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on April 19, 2015, 08:25:28 pm
DISCH!!!!!!

Oh wait that won't work here.  :)  Guess what I stumbled upon?  FFTribute's project files from a long long time ago.  Great stuff there.  Too bad it wasn't finished.  :(
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on April 19, 2015, 10:01:50 pm
Beetlejuice!
Beetlejuice!
Beetlejuice!

...that doesn't seem to be working either.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 29, 2015, 08:02:59 pm
No, the project hasn't been abandoned, I just NEEDED a vacation. So I've been traveling around the U.S. basically. If you're in Pittsburgh area, I'll be here until Saturday. Anyway, no internet does NOT mean that I haven't done anything, but I haven't been able to post. I re-did the Waterfall cavern and added a little twist. I thought about it and for real, it was a throw-away dungeon. Nothing really there but the robot. So I thought about it and it came to me, "Why would the robot GO to the waterfall?" There's NOTHING there. So I thought, what if the Leifein's had like a "backup" base or something behind the waterfall. It would make more sense for the robot to go somewhere he could get help than to just randomly show up there. I mean, why wouldn't he have gone to Gaia? Or Leifein? So I put just the slightest spin and added some Leifeins who don't detract from the story. Also, if you go there before you have the Rosetta Stone, you wouldn't be able to understand them. The robot still gives you the cube, but I just thought it made more sense that they would still be at least attempting to get back into the Sky Palace. So, without further ado, here is my re-imagining of the Waterfall Cave.



So I hope no one minds the slight changes. I was going to alter the dialogue of the one Leifein who mentions that he wonders if the robots built by his ancestors still functioned, but I think I'll leave it. Who knows how long the 2 Leifeins have been at the waterfall, or how long ago the robot escaped the tower, so they might not even know. I liked how the screen was static, kind of indicating that they had lost contact with the robots in the tower/fortress. Ideally, once I have my ASM tutoring eventually (sorry for the delay Disch) I'd like to make the waterfall water actually move. Also, as an aside, I think I'm going to eliminate the time warp aspect if I can. I think transporting to another dimension would make more sense, but I'll have to edit the ending text if I do. Just something that I've been kicking around during my off-time. Thank you to my soon to be father-in-law for letting me piggyback on his internet for a bit today at his shop b/c this place is the BOONIES otherwise. As always, feedback is more than welcome and encouraged. I'll be back home probably Saturday and will be able to do more.
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on April 29, 2015, 08:51:56 pm
I like the design and layout but I think the floor is a bit too bright with too much contrast.  Let's see what others think though. 
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on April 29, 2015, 10:32:08 pm
I like the purple color on the floor but I'd darken the blue.
That waterfall will look awesome if you can get it animated, though.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 30, 2015, 02:03:16 am
I wanted the light spots to look like pooled water and didn't want to re use the Marsh cave floor.  I'm really happy with it in game. Some colors are still up in the air before the beta release. Disch has been cool about keeping up and after me about helping me, so a moving waterfall is likely.  I JUST got to the past temple of fiends in ++ and I'm floored at how similar my vision was to Gronds without meaning to. I will try a little darker blue, or maybe I'll make the walls a brown color.  Only a few of the current color choices am I stuck on. Thanks for the kind words. Hope my additions were well received too :-)

So, (5/4/15)

I've officially come into the home stretch for this project. I'm about 90% done with the graphics editing within the game. I've re-done every dungeon/level/location up until the final 3 levels of the Past Temple of Fiends (Although I messed up a teleport somehow and materialized in thin air). I don't know how that level is going to be received, but I really tried to get inventive the further I've gone along on this project. I really took a gamble with the Sea Shrine, but I think in the end it really came out looking great. I'm still going to have to tweak some of the colors in certain places, and I've still got to find a Town wall combination that I'm happy with. I'm thinking I'm going to try to recreate the look of FFIV Advance's town walls because they look like placed stones, which will go well with my vision I think. I'm also thinking of a way to entirely remove the whole closed door aspect by having the characters teleport to a separate room like they do in the later games when they go through the door. This is the same premise I think as my "elevators" in the Mirage Tower and Sky Palace, so I hope that it will work. I've eliminated almost every other locked door in the game and I'd really like to get rid of them all because they take up valuable space. Anyways, I'm including my re-vamp of Grond's Bahamut's Room B1 extra dungeon. I just didn't like the hedge maze aspect of it and I wanted to re-use the Waterfall sprite set. If anyone has read the Dragonlance Chronicle Dragons of the Winter Night, you'll hopefully remember the bleeding and twisted trees outside of Silvanesti, which is where I got my inspiration for that level. Well, without further ado:


 That thing ate up almost 3/4 of my remaining space because there were so many narrow walkways that I had to expand. In the end, I ended up just streamlining the dungeon into more of a maze/labyrinth than a building from the surface. Also, I thought that if the Shrine had sank a LONG time ago, 100s of years I think one of the NPCs said, then the walls wouldn't be pretty stone, stuff would have grown right over the walls. I omitted the torches in that level in favor of taller columns, although I want to put some "broken" columns in there too. The coral look on the Sunken Shrine walls was chosen because I felt like I could do something similar with the Present TOF. Not to give away too much, but the Temple was not originally made of brick and mortar in my version and I figured the walls would have started to break down and vines and such would have started growing. Also, the use of the sand on the floor seemed more appropriate since the Temple has been unused for many years and the walls would have started to decompose into powder. I started to run REALLY low on available data when I finished the Sunken Shrine, so I omitted some wall decorations to ensure that I could do the Past Temple the way that I had envisioned it.


So anyways, the project is almost completed as far as the graphics hacking goes. I'm tackling the Past Temple of Fiends, which I really like so far. I don't know if I'm going to post pictures of the past temple so that there is some sort of mystery when you arrive there. I promise you, it is NOTHING like you'll expect from the original Final Fantasy or Final Fantasy ++. I hope everyone else is as impressed with the look of the sunken shrine as I am. I really didn't expect a pink colored dungeon to look good, but it really does in-game. As always, constructive comments or criticism is welcome. Look for beta releases probably early to mid next week. I've been up for going on 50 hours straight, so I'm going to finish my work and go to bed. Bless everyone.
Title: Re: Final Fantasy Reconstructed
Post by: Grimoire LD on May 05, 2015, 01:44:32 am
I love the look of the Temple of Fiends, it looks like an extraordinarily important location rather than the original where it just looked like the Castle of Trials again, a bit underwhelming.  The white floor is a bit strange though, it makes it looks a little too much like Ice. I wonder what it would look like in brown to show a wooden floor? Just a thought in any case. As of now I feel it looks a Little too icy, though I imagine it may be because of shared palettes because it is an NES title.

You made Bahamut's Lair into a dungeon ala FFIV? Quite an interesting idea! Does this mean that the Cardian Islands is all one large dungeon rather than various "dragon dwellings" as in the original?

I hated the original Sunken Shrine as well, it has so little personality compared to the other elemental dungeons (Tunnel, Volcano, ...Castle again., Technologically Advanced Fortress) You have done a great job giving it a unique vibe!
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 05, 2015, 04:04:50 am
I love the look of the Temple of Fiends, it looks like an extraordinarily important location rather than the original where it just looked like the Castle of Trials again, a bit underwhelming.  The white floor is a bit strange though, it makes it looks a little too much like Ice. I wonder what it would look like in brown to show a wooden floor? Just a thought in any case. As of now I feel it looks a Little too icy, though I imagine it may be because of shared palettes because it is an NES title.


Not to give too much away about the Temple, but the floor was chosen as that color because originally the Temple wasn't made of stone, but over 2000 years the substance would have probably left a very fine white powder as it broke down. I was really trying to make it look like grey sand on the floor, not so much like wood. I agree, the original Temple was a throwaway location until you had to come back at the end of the game. Half of the time I didn't even go back and open the sealed doors once I got the Magic Key during my initial playthroughs.  The Present version of the Temple of Fiends I'm still playing with the colors and right now I think that I'm only using either 2 or 3 of the palettes available to me. This is similar to my work on the past Temple, although I still want to change it to alternate dimension or something because the present and past Temples look NOTHING alike. I am REALLY digging how the past version looks though and the final dungeon seems EPIC when you're playing through, not just ANOTHER shrine/castle you plod your way through.

You made Bahamut's Lair into a dungeon ala FFIV? Quite an interesting idea!

I actually didn't do this myself. My hack started out as one of Grond's early rebalance and bugfix roms. I liked how he'd already added some things like the run button, 5 letter names, multiple purchases of items, etc. Well, Grond made Bahamut's room B1 into an homage to some shrine or something from the DS version I think it was (too tired to look right now). Well, like I said, I wanted to do something different with the space's look, but not feel. I really tried to keep Grond's original layout of that room, but without the hedgemaze aspect that I felt was very plain. The location of Bahamut's/Grond's room is also NOT in Cardia a la what Grond had done already. That and I wanted to just go wacky with the color scheme. I initially was going to re-use the tile set from the Marsh cave, but when the Waterfall looked so good I wanted to re-use that one instead. I think it will look really cool if I'm able to make the moving tiles, and provided I get some sleep I'm going looking for Disch tomorrow for sure.

Does this mean that the Cardian Islands is all one large dungeon rather than various "dragon dwellings" as in the original?

Look a few posts above and you'll see images of Cardia. Yes, I decided to do away with the single room aspect and just make them all connected in some way. This allowed me to put treasures at the "poles" of the cave and make basically a home for summoned monsters like the Feymarch. Bahamut's room B2 still has Bahamut in it and is accessed via the original location of the B1 entrance. Again, check above and you'll see the reimagining of that as well. I really feel like the Reconstructed version comes off as more of a home for the friendly monsters rather than just some holes in the ground.

I hated the original Sunken Shrine as well, it has so little personality compared to the other elemental dungeons (Tunnel, Volcano, ...Castle again., Technologically Advanced Fortress) You have done a great job giving it a unique vibe!

I DESPISE THAT DUNGEON (as far as editing it goes). I agree, it was very bland with a LOT of wasted space. How many empty rooms did you originally go through to reach Kraken anyway? I know one of them was REALLLLLLLY  long, unnecessarily so IMO. So what I did was I basically ran with the idea that the Sunken Shrine had sunk long enough ago that it had basically started to be absorbed by the ocean floor. I was originally going to make the floor look like sand, but for some reason I really liked the blue, especially in-game. I think that I am going to remove that RIDICULOUSLY long tunnel on B5 as well. I still want it to go back a bit, but not across the entirety of the damned map. Keeping that tunnel and making it bigger I'm sure is wasting all kinds of available data. Anyway, I thought that making the Sunken Shrine more of a maze that had different aspects of a shrine (like the bookcases and food shelves, tables etc) would help to tie it all together. I was really impressed with how good the red/pink coral looked on the walls. Like I said before, it didn't make any sense to me that the stone walls would even still exist as stone walls if the shrine had been on the sea floor for a long period of time. And if nothing else, Kraken probably used his magic to make the coral grow around the Shrine.

I've really tried to give all of the changes that I've made some sort of reason, even if I can only justify it in my head. If anyone wants to collaborate on a custom booklet for a cart version, with the background stories I've come up with illustrated, that would be cool. There is still a LOT that I want to do, but my main priority was pushing the graphics as far as I could, and I think I've at least approached the WonderSwan Color version with all of the color and detail. Honestly, there are times that I'm beta testing and I have to remind myself that I'm playing Final Fantasy NES and not one of the SNES games. I really hope everyone else enjoys playing the game as much as I have because I honestly love it more than the original at this point. The praise means a lot, for real.
Title: Re: Final Fantasy Reconstructed
Post by: Rodimus Primal on May 05, 2015, 08:11:38 am
I like some of the redesign of the Sea Shrine. Simplifying the layout is extremely welcome too.  The waterfall cavern looks awesome.
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on May 05, 2015, 11:35:45 am
Dude.  Those areas look fan-freaking-tacstic!!  Especially the Sea Shrine, I too hate that dungeon.  Least favorite in the vanilla game. 
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 06, 2015, 12:00:12 am
I like some of the redesign of the Sea Shrine. Simplifying the layout is extremely welcome too.  The waterfall cavern looks awesome.

Thanks dude. By the time I started the Waterfall cavern I had started to try a lot of different things that seemed to work, so I just decided to try something unique and unexpected and really turn that into its own area. As was indicated in a few of the recent posts, a lot of the areas were just re-hashes of earlier levels, i.e. the Ice Cavern sprites being used there, Matoya's Cave, Sarda's Cave, the Dwarf Cave, and the Waterfall (although I feel now like I missed one). I did end up making the bright spots on the floor a darker blue color and they do look more like pools of water than they previously did.

Dude.  Those areas look fan-freaking-tacstic!!  Especially the Sea Shrine, I too hate that dungeon.  Least favorite in the vanilla game. 

Thank you once again for the wonderful praise. I didn't realize until I posted that yesterday that I really have just avoided that dungeon when I've played as an adult. I go there long enough to get the Rosetta Stone, go learn Leifenish, and go on to get the class change and final weapons and armor from the Mirage Tower/Sky Palace. Once I've beaten Tiamat, I go back and basically avoid everything on my way to Kraken because the level is just BORING and LONG. That was why I tried to give it its own look since I only had the rest to use for the Temple of Fiends. Speaking of the Temple, what do you guys think of this minor change:


I intentionally left the pillars on the raised dais the brown color because I figured they would be magical. It also seemed that there would be 4 pillars since 4 elements etc. I think I might change those fires to Crystals since I have access to the FF3 crystal sprite. I wonder if I can write a routine to change the color of the crystals as you complete the different elemental dungeons. I probably couldn't make them different colors completely from one another, although I do have brown, red, and two types of blue and grey that I could use for water and air too. That is definitely something I need to ask Disch about. I need to PM him anyway, so I think I'll mention it. Have to finish my work tonight so I will probably see about doing some ASM learning tomorrow. I have decided however that I'm not going to leak any of the Temple revisited images so its a surprise when you get there. I'll see what my beta testers think and go from there. The game just amazes me more and more whenever I pull my phone out to play for a bit. I hope I never get tired of it because I will guarantee its an experience to be had. Thanks again everyone for all of the kind words and inspiration.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on May 06, 2015, 12:33:11 am
I like the new pillar placement more. The Crystal idea would make it even better, and if there was a way to make the crystals change, that would be even betterer still
Title: .
Post by: Chpexo on May 06, 2015, 01:19:16 am
.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 06, 2015, 09:18:16 am
I wonder if I can write a routine to change the color of the crystals as you complete the different elemental dungeons. I probably couldn't make them different colors completely from one another, although I do have brown, red, and two types of blue and grey that I could use for water and air too. That is definitely something I need to ask Disch about.

You mean the ones in the main menu?

Yes that is definitely possible, and not even particularly that difficult.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on May 06, 2015, 06:15:50 pm
I thought he meant changing the color of crystals in the 4 pillars around the time warp, kind of like how Super Metroid has the statues of the bosses at the entrance to Tourian that change color when each one is defeated.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 07, 2015, 04:30:26 am
I thought he meant changing the color of crystals in the 4 pillars around the time warp, kind of like how Super Metroid has the statues of the bosses at the entrance to Tourian that change color when each one is defeated.

That is actually a REALLY GOOD analogy. Yes, that is exactly what I want to do. I've got the 4 pillars with the crystals in the present version of the Temple (which I'll take a second to upload in a minute). I thought it would be cool if there was a way to write a routine that changed the palette used for the different crystal images when the different Fiends were defeated and the crystals were lit again. I know I probably won't be able to make them different colors to represent what Fiend was defeated, but it was just an added touch that I thought was cool (and I guess I was kind of thinking of Super Metroid in the back of my head). I figured since it was similar to the door bug routine and the moving tiles, and it only involved changing the colors of the one tile, it might be do-able. I don't know if I'll be able to get my ASM tutoring started tonight like I'd planned. I'm a freelance writer and I basically wrote 2 20 page documents for a local university here since yesterday, and 1 more to do by tomorrow (Although I'll clear over a grand tomorrow for literally 2/3 days worth of writing, so its not all bad). As an aside, I write college papers too if anyone knows anyone who is struggling to complete their classwork.


This is actually kind of what I thought I wanted the crystals to change to after each fiend was defeated. I check my available color choices and I'm basically stuck making the crystals grey when they are dormant and the crystal blue when they've been activated. It would even be cool if there was a way to put the crystals in the main menu on the pillars instead, but again, I don't know how much of that is actually possible until I can get together with my tutor =-) During the few breaks I took today, I managed to free up a ridiculous amount of space within the rom image today and I'm back over 1,000 kb even after all of the edits that I've made. So, I can definitely go back and spruce up some of the previous areas and still fulfill my vision of the past Temple. The only spoiler I'll give about the final level is that the pillar/banner combination in this picture shows up within the final level and I basically used the crystal as the symbol of Chaos and the Fiends. I've already managed to alter the palettes on the individual elemental levels to show a color that represents the element on the banner (i.e. the Earth level has a brown crystal on the banner). I kind of thought it would be a neat flip if the crystals that we have always thought were a source of good in FF1 were in fact used by Chaos and the Fiends originally, but some adventurers (maybe previous Light Warriors) took the crystals from them and used them to seal Chaos in another dimension. Kind of like Chaos planned for the crystals to be restored because that will break the seal keeping him where he is. Honestly, the whole crystal legend might have even been messed up as it was told and the actual story was lost over time. I'm seriously going to alter that because the time warp aspect never made sense and for the warriors to travel to a location that looks NOTHING like anything else in Final Fantasy 1 (Reconstructed or otherwise) really doesn't make sense if its simply them going to the past. I had intended to release the limited beta somewhere around this weekend, but with all that's been going on and all of the work that I've had, that's probably not going to happen. Probably at least 1 more week, but it will definitely be in limited beta testing by June 1. Have a great day everyone.

First of all I must say these graphics look gorgeous especially for the NES :thumbsup:. I see you really went for detail here. I do have a few critiques, I hope you don't mind:

I see that the tables and chairs have brick underneath them. Is this intentional? It would look more nicer if you had the same background as the floor for objects. If you are reusing the graphics in another area, make the floor surrounding the objects a solid color like you did with the pot in another screenshot.

That aside, a great improvement an already good looking game for its time. I can't wait to play it!

While I was trying to figure out how to use IRC to see if I could find Disch for tutoring, I remembered that you had commented and I had rudely ignored what you had said (unintentionally I assure you). You have absolutely hit the nail on the head twice today. I've been pulling sprites from other versions of Final Fantasy NES (most notably Final Fantasy ++ since Grond used a lot of the tiles from Final Fantasy IV and that's my favorite game, which is reflected in this project). But yes, I am aware of the graphical differences and I fully intend to do what you suggested and make the floors match under the tables/chairs/etc. I was basically trying to get the initial layouts of the dungeons/towns done before I went and did what I considered "nitpicky" changes. I know where the sprites are going to be, but I need to make sure that everything matches. I will have all of that fixed before a beta is released (and that's coming SOON). But I really appreciate the constructive criticism and I try to end every post encouraging such comments. I will say that you were a whole lot nicer about it than the last person who basically tore me a new one because I didn't follow the "traditional" Final Fantasy formula. If you look back through this thread and look at the earlier comparison screenshots you can see where yes he was right that the floors did tend to be darker than the walls, but the graphics were also INCREDIBLY dated by this point. I've used Final Fantasy IV Advance for a lot of the inspiration that I've had with color choices, mostly because I'm able to replicate those colors. I really intended to keep the original layouts of the levels and just make them look better, but as I've gone along, I've been inspired to try new things. The positive feedback that I've received for the changes that I was inspired to make kept me motivated to keep trying new things (i.e. the way the Sunken Shrine looks now as opposed to the original version). Also, as I've said a few times, the final level will not look ANYTHING like the Past Temple of Fiends that we know from our past. I've beta tested it to a point, but I changed something and all of my save data/states won't work any more, so I basically started beta testing for real (by for real I mean without the "Super Weapons" that I created and put in the Coneria weapon shop so that I didn't have to grind the whole way just to see how a level looked). I started changing the Marsh Cave again but I realized that I put WAAY too many pillars in the level now and I need to take some of them out because one wall in particular was almost nothing but pillars when I played it earlier. Its been really nice having an emulator on my phone so I can beta test a little when I don't have a lot of time. Thank you for your comments and I look forward to hearing what you think of the finished product. Also, check out the Reconstructed Facebook page if you haven't already. I post a LOT more screenshots and updates there because I can easily upload the screenshots right from my phone. There's a link on page 1 when I first started this thread about a month ago. I can't believe it has been such a short amount of time and I've almost completely revamped the graphics of an entire NES game.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 07, 2015, 09:34:02 am
Quote
I thought he meant changing the color of crystals in the 4 pillars around the time warp, kind of like how Super Metroid has the statues of the bosses at the entrance to Tourian that change color when each one is defeated.

Oooooh.  Okay.  That's still possible, but is trickier.  The hardest part is the not the asm part, but is finding enough space with the palettes to have all the colors you want.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 07, 2015, 09:41:02 am
That was weird... I don't know how I somehow quoted myself from a few weeks ago when I re-did Cardia. Glad that you understand now what I was getting at Senor' Disch. That just seemed like a neat idea to have the crystal banners change color when a Fiend was defeated. It works into the storyline I've been concocting too because the placement of the pillars could represent a barrier to keep Chaos from entering this world. I'll put some more screenshots up later if I can get anything significant done today besides work.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on May 07, 2015, 11:56:23 am
I must say that temple with the crystals in the pillars looks fantastic.
And I like the ideas for tweaking the storyline. I like those kind of twists on the standard prophecy formula. I'm reminded a bit of Dune, where the "great prophecy" was really just bullshit made up by the Bene Gesserits so they could take advantage of the local population if needed, and Paul ended up fulfilling a prophecy that was never meant to be fulfilled. (Which was a VERY important plot point that the 1984 movie ignored entirely...)
But anyway, great work!
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 08, 2015, 12:00:23 am
I must say that temple with the crystals in the pillars looks fantastic.
And I like the ideas for tweaking the storyline. I like those kind of twists on the standard prophecy formula. I'm reminded a bit of Dune, where the "great prophecy" was really just bullshit made up by the Bene Gesserits so they could take advantage of the local population if needed, and Paul ended up fulfilling a prophecy that was never meant to be fulfilled. (Which was a VERY important plot point that the 1984 movie ignored entirely...)
But anyway, great work!

I've actually read the very first Dune book, and I was actually thinking about that storyline when I started slightly altering things within the story. Like you said, the Bene Gesserits totally distorted the prophesy in order to maintain power, but they were feeding the population a line of shiite. I was also reminded of how history is written by the victors, and it would have been entirely likely that the sages or whoever originally sealed Chaos away would have done what was necessary to maintain that control, much like the Bene Gesserits that you discussed. And finally, truth be told, I was also thinking about the creation of the Bible and the canonizing of Jesus' teachings, even though he had risen like 100 years before the first Bible was ever written. Even during the original meeting to discuss canonizing a bible, the different wise men in attendance kept different portions out in order to maintain their control. All of this together got me thinking that it was entirely possible that the legend had either gotten screwed up over the years or the sages/royals were intentionally telling the general population the wrong thing, again for power's sake. So that led me to the idea that the crystals were used to seal Chaos away, maybe because each crystal contained some of his spirit or essence (Kind of like Sauron in the Lord of the Rings). This similarity to Sauron was the reason that I created the "crystal" banners in the first place. I thought that perhaps there the crystals are a means of gaining power and control, and could in fact instill fear into the hearts of people. Or, perhaps since the fiends were tied to the elements, they were able to corrupt the power of the crystals to venture to the main dimension. Again, lots of ideas running through my head, although I promise I'm not going to make the game unrecognizable as Final Fantasy I other than its a whole lot prettier now. Haven't had a chance to mess with my project today and got on to reply since I had an email saying people had been commenting. Everyone have a nice night.
Title: Re: Final Fantasy Reconstructed
Post by: Grimoire LD on May 08, 2015, 01:05:15 am
I personally would love a bit more intrigue into the plot of FFI, and the idea that the Circle of Sages were purposely subverting their own prophecy is an interesting premise. I suppose they would want to keep things in the status quo (they are worried not about the time loop in the original game, but are anxious over the Fiends arising earlier than they should have within these same time loops) and hope that these particular four might restore the time loop to an equilibrium as it was before. They don't seem interested in breaking it in the original game.

If the story is taken in this kind of direction a bit more backstory on Garland could be interesting and why he took the actions he did.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on May 09, 2015, 04:42:14 pm
You'd mentioned earlier giving Chaos his own battle music. Were you doing anything else different like a special background or redoing his sprite? Of course his original sprite would be pretty hard to improve on, but I've always really liked this picture (http://img3.wikia.nocookie.net/__cb20100423125452/finalfantasy/images/f/f9/Final_Fantasy_Anniversary_XMB_art.jpg)

Edit:
After seeing that picture again, I can't help but wonder if the bottom tier of the FF6 final battle was based on him...
(http://www.ffcompendium.com/chara/6kefka-b3.jpg)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 09, 2015, 09:40:26 pm
I personally would love a bit more intrigue into the plot of FFI, and the idea that the Circle of Sages were purposely subverting their own prophecy is an interesting premise. I suppose they would want to keep things in the status quo (they are worried not about the time loop in the original game, but are anxious over the Fiends arising earlier than they should have within these same time loops) and hope that these particular four might restore the time loop to an equilibrium as it was before. They don't seem interested in breaking it in the original game.

If the story is taken in this kind of direction a bit more backstory on Garland could be interesting and why he took the actions he did.

I was discussing doing a "Nintendo Power" type strategy guide that used the original guide as a template and updated the different changes that I'm making. That would probably give me a good place to expand upon the backstory of Garland. I've always thought that it was interesting that in the opening FMV of FFI (from Dawn of Souls I think) showed Garland, and the title logo of that game did too. While we've seen bad guys in the logos before, why show Garland in the opening FMV fighting a dragon. Even the knights in the castle say that Garland was once a good and honest knight. I think you've added a new nuance to the story. I would just have to rewrite Garland/Chaos' dialogue within the other dimension. It wouldn't be difficult to just change it to Chaos taking on Garland's form and then taunting the warriors that his death started the events that led to his release. Like "the blood of the just man must be spilt" or something like that. Definitely something to consider.

You'd mentioned earlier giving Chaos his own battle music. Were you doing anything else different like a special background or redoing his sprite? Of course his original sprite would be pretty hard to improve on, but I've always really liked this picture (http://img3.wikia.nocookie.net/__cb20100423125452/finalfantasy/images/f/f9/Final_Fantasy_Anniversary_XMB_art.jpg)

If I make even one change to the music, it will be to give Chaos his own battle music. I'd really like to use my own version of the battle music if possible for normal fighting, but it doesn't sound epic enough for the Chaos battle. I would also ideally like to change the images of the 4 fiends/Chaos to different sprites that are in the same vein, just look different. If anyone would like to try their hands at creating some original work I will consider entering it into the game. I want to keep the themes, but not necessarily replicate the later systems like FFI advance or PS1. Personally, I didn't really like the updated looks as much as the originals, that's why I haven't messed with the Fiends or Chaos yet.

Going to things that I have changed, here's a sneak peak at the Alter of Earth. I messed up something when I was editing the other day and I had to start beta testing over. So I decided to test without using the "Super Weapons" that I created that aren't available until after all 4 crystals have been restored. The game plays great and I did some streamlining of a few places. This isn't a representation of the right colors for the actual altar, but I think that was the color I used for the Crystal of Earth. Since I had to share the tiles with the Gurgu Volcano, I had to choose a color scheme for both that would stand out from the floors.

I really liked how the altar tiles looked in the Temple of Fiends Present/Past and I had just enough room to put the 9 tiles into the Earth Cave tile set as well. I don't think however that I will have enough room in the Sky Palace tiles to add those as well. Is it going to throw off the continuity of the game to not have that altar present within the sky palace? I think I will try to make a more hi-tech one if I don't have enough room. Thanks for all of the input and inspiration. As always, comments and constructive criticism are appreciated.
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on May 09, 2015, 11:01:01 pm
Go go go!

I love all of it and can't wait to play it

I do not know what to add other than that
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on May 10, 2015, 12:15:58 am
I was discussing doing a "Nintendo Power" type strategy guide that used the original guide as a template and updated the different changes that I'm making.

...

I support this 100%!  I think I might have to devote more time to beta test this myself.  I could use a break from Skyrim.  :)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 10, 2015, 12:28:11 am
Go go go!

I love all of it and can't wait to play it

I do not know what to add other than that

Thank you. I ran into a fairly major problem today and might have to re-do a lot of the work that I've done up to this point.

I support this 100%!  I think I might have to devote more time to beta test this myself.  I could use a break from Skyrim.  :)

I actually downloaded the old Nintendo Power Strategy guide earlier and it was all in .jpg format and could probably be edited pretty easily. That will be the next project after I get the graphics and music edited the way that I want it.


Ok, so to the problem that I ran into:

I was editing around some during a little down time today and I was strictly using FFHackster (not a hex editor at all). So, I had beta tested through the Ice Cave and went and got the Floater, raised the airship, and went back to Elfheim. No problem. I went back to Coneria town however and got a black screen, no town. To troubleshoot, I started a brand new game and tried to enter Coneria. Again, black screen, no town. This hasn't been a problem before now and I haven't edited any of the teleports. I don't know what could have possibly changed. I've got a backup of my work, but its from before I went on my vacation, and I've done quite a bit of editing since then. If anyone has worked with Hackster before and can lend a hand I certainly would appreciate it. I don't want to have to go back and re-do everything that I've worked on these last few weeks. I reached out to Disch and hopefully he will know what's wrong, but I figured I'd ask in-thread too. Thanks for any help to save me the headache of having to go back and re-edit everything that I've done recently.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 10, 2015, 02:11:46 am
I reached out to Disch and hopefully he will know what's wrong, but I figured I'd ask in-thread too.

Technical explanation of what's going wrong that you probably don't care about:

It's a bug in Hackster.  The map compression routine is reading past the end of the buffer, resulting in Hackster thinking there are more 00 tiles at the end of the map than there really are.  This causes it to write an increased run length to the ROM.

So when you enter the map in-game, the decompression routine will write too many tiles to RAM, spilling out of the normal $7000-7FFF range (which contains the decompressed map data) into the $8xxx range ... which is MMC1 control registers.

Writes to MMC1 control regs are no good -- and ultimately destroy how the game PRG swaps.  So when the game tries to jump to code later, it swaps to the wrong bank and ends up hitting bad code and crashing.


How to fix:

Or really, how to "work around" since the problem is not with your hack, but with Hackster itself:

Simply don't end your map with tile 00.  That is, the lower-right tile on the map should not be the upper-left tile on the tileset.



I haven't double-checked but it's almost certain this bug exists for overworld maps too.  And since overworld maps are stored per row, this means that tile 0 should not exist anywhere in the right-most column of the overworld map.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 10, 2015, 09:20:32 am
Technical explanation of what's going wrong that you probably don't care about:

It's a bug in Hackster.  The map compression routine is reading past the end of the buffer, resulting in Hackster thinking there are more 00 tiles at the end of the map than there really are.  This causes it to write an increased run length to the ROM.

So when you enter the map in-game, the decompression routine will write too many tiles to RAM, spilling out of the normal $7000-7FFF range (which contains the decompressed map data) into the $8xxx range ... which is MMC1 control registers.

Writes to MMC1 control regs are no good -- and ultimately destroy how the game PRG swaps.  So when the game tries to jump to code later, it swaps to the wrong bank and ends up hitting bad code and crashing.


How to fix:

Or really, how to "work around" since the problem is not with your hack, but with Hackster itself:

Simply don't end your map with tile 00.  That is, the lower-right tile on the map should not be the upper-left tile on the tileset.



I haven't double-checked but it's almost certain this bug exists for overworld maps too.  And since overworld maps are stored per row, this means that tile 0 should not exist anywhere in the right-most column of the overworld map.

No, I absolutely DO care!! Its like me reaching out to you to help me learn how to do new things with the rom via ASM. I really want to continue to LEARN while I'm doing this. I might be learning something that is out of date at this point, but I'm still learning something. And I SINCERELY thank you for giving me some assistance with this problem. I'm so glad that I've come to be in contact with the person who actually created the utility that I've primarily used to create this entire project, because it was certainly nice to be like "OH SHIT!! WHAT DO I DO?!?!?!" and I actually got some help from the person who knows the most about the program, and virtually right away at that. If it wasn't for you I'd literally have been beating my head against the wall. I have made that one simple change, and poof, Coneria is back. I wonder why it has only done that in Coneria? I'm pretty sure that I've ended the bottom right tile with the same as the top left tile in just about every map that I've made because I've been cutting down on the different used tiles in order to keep freeing up as much space as possible. Its also kind of weird that it just happened out of the blue and was working fine before I started screwing around with the Ice Cavern. Just to be safe, I think that I'll make sure all of the bottom right tiles are different than the top left so that I don't have that problem again. Once again, thank you SOOOOOOOOOOO MUCH Disch!!!!!!!! I was planning to put you at the top of the thank you's as it was, but there's no doubt that you will be first on my thank you list now. And since I can continue, the saga continues and more frequent backups will be made from here on. Have a wonderful Mother's day everyone.
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on May 10, 2015, 09:37:33 am
Glad that's cleared up, I'm tapping my foot for this one.

It's been a while since I was this excited for a game. :)
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 10, 2015, 09:37:52 am
Quote
I'm pretty sure that I've ended the bottom right tile with the same as the top left tile

To clarify:

The bottom-right tile can match the top-left tile of the map.  That's no problem.  I might have worded this weirdly.

The bottom-right tile can't be tile 0.  But I figured you might not know what tile 0 is, so I called it the top-left tile of the tileset.  Specifically:

In your town tileset, tile 0 is the normal grass tile.
In your castle tileset, tile 0 is the bottom half of your potion shelf
In the ToF tileset, tile 0 is the bottom of the stringy/rocky pillar thing
etc
etc

Quote
Once again, thank you SOOOOOOOOOOO MUCH Disch!

No probalo.

(http://www.hrwiki.org/w/images/8/85/Senor_Cardgage_shirt_close.PNG)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 10, 2015, 09:50:54 am
OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!


I get it now. Then I don't think that I've probably done that in any of the other maps. If I do however have that problem again I'll at least know how to start trouble shooting before I send you another HELLLLLP e-mail.  :thumbsup:

And kudos on the Strongbad!! I didn't recognize him at first haha

Glad that's cleared up, I'm tapping my foot for this one.

It's been a while since I was this excited for a game. :)

Realistically, since I've kind of put myself behind by re-editing some of my previous level designs, I'm realistically looking at June 1 for the beta release. I need to clean up some of the graphics and just make sure that I'm completely happy with the level design. I started looking back through some of the maps I had done more towards the beginning of phase 2 and I see where I wasted A LOT of kb for no real reason other than to try to keep the layouts of the original levels (Marsh Cave B3 springs to mind since its basically just a big square). I'm also really trying to keep about 500 kb open so that I can try to make a dungeon of my own. I've learned enough about teleport tiles and the way that Hackster works that I think I can basically make a series of rooms that runs back through some of the empty space in the previous levels (i.e. a series of rooms that go from the Terra Cave to the Ice Cave to the Gurgu Volcano to the Sky Palace and then dumps you back out at the Terra Cave since that's the starting example). Come to think of it, since there is already an existing exit tile for the Temple of Fiends (past) and all of the different shrines, it really shouldn't be that hard to just start and end with a dungeon that doesn't use a warp point to get back out, but uses an "exit dungeon" tile. I wish there was a way to make the game recognize that you've beaten it like with the Advance games and then open up the new dungeon as a bonus. I might just have to start the chain within the past Temple of Fiends (since that's what I've got to call it at this point) and then return to somewhere in the blackness of that level to pop back outside of the present version. The setup I know has to be like Grond's Bahamut's room with no warp tile or I'll just warp back to the dungeon that I just came from.  I've seen how what I used to think was like 5 or 6 different floors is actually often 2 distinct maps within 1 level of flooring that are just separated by empty space.

May 12, 2015, 06:32:13 am - (Auto Merged - Double Posts are not allowed before 7 days.)
My replies will probably get combined, but I posted a message on the general discussion board about a Fantasy artist needed for a collaboration. As I said earlier in this thread,  since I'm changing a LOT of things in that game, I thought that I would re-do the Final Fantasy Nintendo Power Strategy Guide with the new levels, items, enemies, etc. I'm an artist myself, but I just normally don't have the time to spend penciling, inking, and coloring that I used to and if I do it myself it will take me a year just to do the strategy guide. I was just wondering if anyone would be interested in contributing artwork. I wouldn't even mind a few different people who might want to help. I've found a lot of concept artwork on the net and I think I can put together something that is at least passable.



While you can get to both of these dungeons fairly early (Chaos shrine after you get the ship and Crystal ruins after you get the airship), you CAN'T get into them before the 4 crystals are lit. I originally was going to put my "super weapons" in existing locations, but since I made these two extra dungeons, I'm just going to put the chests in there. That way the player can't just go there and beat the crap out of the rest of the game. Also, both dungeons are FULL of the most difficult monsters in the game, so you're not just going to walk in there at a low level. I'm not posting pics of interiors of the bonus levels because they share the tileset with the final level, and that is just something you'll have to wait to see. Also, although its kind of a small aspect, I removed the whole door open/close issue in Coneria and made it similar to the later games where the player was transported to a "treasure room". I also went ahead and just opened up the treasury in Elfheim and in the Northwest Castle. This was mostly done b/c I just don't have enough teleport tiles to take away to make every room a treasure room like that. I eliminated 2 of the teleports in the Sea Shrine that took you to "waypoint" rooms that were just there to make you go up one more level. As always, constructive criticism and feedback are welcome and encouraged.
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on May 14, 2015, 10:42:36 pm
This.  Is.  Epic. 

I love it!!

Off topic: Are you planning on doing a new game with these awesome graphics?  If not you REALLY should.  :)
Title: Re: Final Fantasy Reconstructed
Post by: Jonesy47 on May 14, 2015, 10:59:30 pm
Welp, this is awesome!
Somehow Ive missed this for a while but yeah, now i know and Im hyped.
Looks good, dude!
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 14, 2015, 11:45:19 pm
This.  Is.  Epic. 

I love it!!

Off topic: Are you planning on doing a new game with these awesome graphics?  If not you REALLY should.  :)

Thank you once again. A few days ago I thought about doing an almost "prequel", kind of a Final Fantasy -1 that would take place 2000 years prior. It would require a completely new script and a lot of changes, but it would be pretty cool to try to tell the story of the first warriors to originally seal Chaos away, and also to add some depth to the story that I'm creating. I find myself beta testing and I'll just stop and stare at the screen because I am just so taken aback by what I've created and how pretty it is. I wish I could distribute it for mobile gaming, but that would probably get Square on my ass, although it would be cool if they were to offer me a bunch of money to use my re-imagining. Oh well. Well, a little over 2 weeks and the beta should be ready for release to the few people that I've discussed it with.
Title: Re: Final Fantasy Reconstructed
Post by: Grimoire LD on May 15, 2015, 12:00:36 am
Well your reimagining beats there's by a ton (Have you fellows Seen what they're doing to FFI? It's a bit gross, FFI should not be a flashy technologically culture game, it's not FFVII/VIII/XIII Don't turn it into that Square Enix!)

If I were to ever make an FFI hack I would just have it be "Warrior of Light". A game where you play as what has become the titular main character of FFI (Fellow who looks an awful lot like Erdrick's Descendant from DW1) alone. Just something simple like that. I always somewhat suspected that he was one of the original sealers of Chaos (or was somehow a younger version of Garland himself)

Honestly though I'd wait on the prequel, you can set up a good foundation for your story, snippets here and there hinting to the larger story you plan to tell in your prequel.

All in all I love what you've done to Cardia, it looks like an actual country rather than some holes in the ground. Your locations for the two dungeons also look Spot on!
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on May 15, 2015, 12:48:06 am
Thank you once again. A few days ago I thought about doing an almost "prequel", kind of a Final Fantasy -1 that would take place 2000 years prior. It would require a completely new script and a lot of changes, but it would be pretty cool to try to tell the story of the first warriors to originally seal Chaos away, and also to add some depth to the story that I'm creating. I find myself beta testing and I'll just stop and stare at the screen because I am just so taken aback by what I've created and how pretty it is. I wish I could distribute it for mobile gaming, but that would probably get Square on my ass, although it would be cool if they were to offer me a bunch of money to use my re-imagining. Oh well. Well, a little over 2 weeks and the beta should be ready for release to the few people that I've discussed it with.

That sounds like a good idea.  If you needed someone to draw some maps on that project let me know.  :D
Title: Re: Final Fantasy Reconstructed
Post by: magictrufflez on May 15, 2015, 01:09:18 am
Hi there--so I really like what you've done with the sprite editting a lot, and as a huge fan of the "Frank Fnatasy" (sp?) hack, I'm very curious about this hack.

One question, and apologies if this has been covered elsewhere, but are you doing any non-graphic hacking of the original?  Like, tweaking the gameplay balance or writing?
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 15, 2015, 01:43:56 am
Hi there--so I really like what you've done with the sprite editting a lot, and as a huge fan of the "Frank Fnatasy" (sp?) hack, I'm very curious about this hack.

One question, and apologies if this has been covered elsewhere, but are you doing any non-graphic hacking of the original?  Like, tweaking the gameplay balance or writing?

Answering the newcomer first so hopefully he'll continue to follow the thread. Yes, ideally I want to change the soundtrack for the final release and the script has been slightly altered here and there to make more sense. I'm seriously probably going to scrap the "2000 years in the past" thing for the final level because it doesn't make sense any more. And I never played Frank Fantasy or however its spelled. I was originally inspired to go this far with the graphics because of Grond's games, his Final Fantasy and Final Fantasy ++. Check out the Facebook page on the first page of this thread and you'll be able to see more screenshots and updates. Thanks for the interest and the kind words.

That sounds like a good idea.  If you needed someone to draw some maps on that project let me know.  :D

If I decide to go ahead with that project sometime after this one is completed, I certainly will let you know and would love to collaborate.

Well your reimagining beats there's by a ton (Have you fellows Seen what they're doing to FFI? It's a bit gross, FFI should not be a flashy technologically culture game, it's not FFVII/VIII/XIII Don't turn it into that Square Enix!)

If I were to ever make an FFI hack I would just have it be "Warrior of Light". A game where you play as what has become the titular main character of FFI (Fellow who looks an awful lot like Erdrick's Descendant from DW1) alone. Just something simple like that. I always somewhat suspected that he was one of the original sealers of Chaos (or was somehow a younger version of Garland himself)

Honestly though I'd wait on the prequel, you can set up a good foundation for your story, snippets here and there hinting to the larger story you plan to tell in your prequel.

All in all I love what you've done to Cardia, it looks like an actual country rather than some holes in the ground. Your locations for the two dungeons also look Spot on!

Thank you. I really took time to create the dragon's head in the ocean and the look of the two additional dungeon entrances. I wanted to do something different with the only way to get to the Chaos shrine be by boat because by the time you can get there, you're really not using the ship any more. I know I already mentioned that to you in PM, but I wanted everyone else to understand that nuance. But, even though you can visit both locations before the 4 crystals are restored, you can't GET IN until that point. This essentially gave me a place to put all of the "final armor and weapons" that would keep the player from going there at any point before going to the alternate Temple. I REALLY LIKE the fact that I can keep the locked door aspect in the Present Temple and Coneria Castle. I'm really thinking of sacrificing one more inter-level teleport to keep the treasure room in the Northwest Castle too. Although I've changed it, there was one more "useless" changeover in the Ice Cave that I could probably re-point for that one. I'll just have to put my Frost staff somewhere in B3. Glad y'all are liking the updates. What is Square doing with FFI? I hadn't heard anything new.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on May 15, 2015, 01:55:07 am
Lookin snazzy. I imagine this is what it might have looked like if the Squaresoft of yore had buckled down and put their whole asses into one last FF in the waning years of the Famicom, instead of scrapping their 8-bit FFIV in favor of the shiny new Super Famicom.
I especially like the dragonesque Cardia map.
Title: Re: Final Fantasy Reconstructed
Post by: Grimoire LD on May 15, 2015, 02:27:51 am
What is Square doing with FFI? I hadn't heard anything new.

It's called FF:Mobius.

http://finalfantasy.wikia.com/wiki/Mobius_Final_Fantasy

I guess we'll see what it amounts to, but I'm not holding much hope for it.

https://www.youtube.com/watch?v=XLJQMjIcE0Q

For reference the girl in the crystal is Sarah Cornelia (I guess an analogue of Princess Sarah) the heavily armored fellow is Garland. And apparently it deals something with the Palamecia Empire from FFII.

Who knows? I could be pleasantly wrong, but the look of it does seem... off.
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on May 16, 2015, 02:55:40 am
Have you done any editing to the in-game World Map to reflect the changes you're making to the world?

You know, you know, "TCELES B HSUP."

Just checking.

Gooch would approve something like this I think, it's most extensively making it into a better experience overall. FF:RC is my next gaming thing I blieve.
Title: .
Post by: Chpexo on May 16, 2015, 06:34:12 pm
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Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on May 16, 2015, 11:11:02 pm
I can certainty take whack at this when I have time. I have an spc (SNES music file) laying around that was supposed to be the final boss theme for another hack, how it being converted to 8-bit?

A download link to it:
http://www.mediafire.com/download/82a76vg7q8mbgdj/Final+Boss.spc

May 16, 2015, 10:57:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Well I'm done the song. I tried my best to it in the games style:

https://www.youtube.com/watch?v=esh8JCvU1nc

Wow that sounds great!  How was it done?
Title: .
Post by: Chpexo on May 16, 2015, 11:14:36 pm
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Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 16, 2015, 11:51:44 pm
Take my input with a grain of salt, as I'm not a musician, but I do have very high (and often unreasonable) standards in music.  And please note I am not trying to be mean or anything, but am trying to give honest and helpful feedback.  Please do not let me discourage you:


Your proposed theme for Chaos isn't half bad, but I do have some input for how it could be improved.

1) Pick up the tempo.  This is battle music, it should be fast paced and trying to get you pumped.  Upping the tempo is a cheap and easy way to accomplish that.  Another cheap and easy way to do this is to just double the speed of the bassline without actually changing the tempo.  The bass playing more notes in rapid succession gives the illusion that the song is moving faster than it really is  (example of this below)

2) FF1's music engine doesn't support a noise channel.  Sucks, but unless you can write it into the engine, you'll have to do without it and work with just the squares+tri.

3) The melody at 0:32 -- and especially after it's expanded at 0:39 -- is nice and catchy enough, but is stylistically misleading.  This is supposedly the epic boss fight, yet when I hear that melody is seems more like a frolic through a sunny pasture.  Again, it's not bad, it just doesn't fit with the mood you have to set.

4)  The melody comes to a complete halt at 0:46 and you basically are left with dead air until 0:49 (with nothing but the bassline keeping the beat).  I get why you did it -- you had to wait for the measures to be right -- and in another kind of song it could be passable, but for battle music it simply can't fly.  And especially for the final boss.  A trick you can do here is rather than have the melody finish and then wait for the measures to line up -- you can have the melody run into the measure for the loop and have them play over each other.


Examples of #1 and #4 can be found in the ever popular Wily 1 stage music from Megaman 2:
https://www.youtube.com/watch?v=N4VtxWRfPOk


Regarding point #1:  Notice how the bass is really just playing the same note over and over -- but because it plays lots of really short notes, it gives the illusion that the music is fast-paced (even if it isn't really), and therefore gets you really pumped up.

Regarding point #4:  You can hear the classic and famous hook to this song at 0:07 to 0:10.  It repeats every couple of measures.  In the timeframe between those measures, the game slips in different melodies.  Sometimes, though, the melodies run a little long and end up playing simultaneously over the hook.  Notably... at around 0:38, it finishes up the melody just in time for the hook... but the next melody doesn't quite make it (around 0:49) so the two overlap each other.

You could do something like this in your song.  Rather than having the melody stop to wait for the loop to line up, you can just have the loop start a little early and have your ending melody run long and play over it.







EDIT:

And since I feel like rambling some more about music theory, and because I'm interested in this project... here's some more blabbing.

One of the best retro-style boss theme songs I can think of is from Cave Story:
https://www.youtube.com/watch?v=IdAzVhCof_4

Now granted this is a cheat because this is not an NES game and it literally had no limitations on what it could do.  But that doesn't mean we can't learn from it.  In fact, it highlights a lot of key things that make for good boss music:

- Point #1 from above:  Bassline has a lot of really short notes to make the song seem fast paced.  Though this song goes further and does it with harmony tracks, too.  Particularly with the support at 0:31.

- It builds up like a mofo.  In fact that is what I like most about this song.
At 0:01, It starts out low key, establishes a rhythm for later in the song.  You might think the first 10 seconds here are nothing to write home about and and just an introductory bassline like what you hear in the first few seconds of the FF fight theme... but they're not.  More on this below.

at 0:11 it switches to what I guess you could call the main melody (if this song has one).  And while this melody is not really a hook, it sets the mood reasonably well, while keeping it low key and suspenseful.

At 0:26 - 0:31 it has a really clever segue... I almost want to say it's a bridge, but it's sort of like a bridge to the bridge.  It's just a short few seconds but in that time it does a tremendous amount of build-up.  Strangely (or geniusly?) it does this not by raising the pitch of the melody or even the bass, but by raising the pitch of the supporting harmony and keeping everything else the same.  Really listen to the 'buzzy' instrument that's kind of in the background of those 5 seconds (particularly at the end).  What it's doing isn't even really that complex... or even interesting on its own.  But its role in the music is key -- it is responsible for the entire shift in tone of the song.

After that, at 0:31 we have the proper bridge, which does even more buildup.  The bleepy-bloopy harmony that plays does a great job at setting up suspense, by actually having a descending chord progression.  But again, while that focused and in-your face bleepy-bloopy harmony is actually dropping in pitch... listen again to the downplayed 'buzz' harmony.  It's doing its thing again here, playing a very simple tune that rises in pitch while everything else is dropping -- again changing the entire tone for the song.

While finally reaching the climax at 0:54.  And get this... for as awesome and epic as this climax is... it is just 3 notes.  What makes it great is not only does it mix the decreasing melody with an increasing support (the bass, this time), but it reprises the rhythm from the intro of the song.  This is brilliant not only because it contrasts with the melody so well, but also because it leads to a seamless loop transition -- the melody can simply stop, the bass can keep playing what it was, and the song has looped.


This song is brilliant, and is one of my all-time favorite retro-style boss themes.
Title: .
Post by: Chpexo on May 17, 2015, 12:59:59 am
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Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 17, 2015, 01:08:50 am
Quote
Here's an improved song:


Much better.  That is a big improvement, IMO.  Great work.   :thumbsup:


I feel is is very kind when you say something along the lines "I don't like this but here's how you can improve it". It shows you like the song enough and know what you're talking about!

I'm kind of a big-mouthed, opinionated critic.  People who know me on IRC know that I frequently rant and complain about pretty much everything in the commercial world.

But for indie groups like us where we're all just doing this out of love and are trying our best to make something meaningful -- I try really hard to be more productive.  I'm glad that came across and I didn't just sound like a loud-mouth jerk.

As for "knowing what I'm talking about", that's questionable.   ;)  Like I say I'm not actually a musician.  Nor did I even study music.  I'm just a critic, and I tend to over-analyze things.  So I can usually tell you why I like a certain song -- or don't like it.  I like to think that helps me find the good and bad in things and allows me to be more discriminatory.

But it might just be me blowing smoke.   :laugh:  Who knows!
Title: .
Post by: Chpexo on May 17, 2015, 03:23:04 am
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Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on May 17, 2015, 04:18:07 am
Nobuo Uematsu said something about cutting two tracks spaced something like (however many "four or eight bytes of time" is) apart, creating a vibrato sound. You have to use two tracks to do it, but it does get the job done, according to the interview i watched.

Basically two unison tracks play a very small time delay apart from each other, less time than it takes the human ear to know the difference, beyond a slight "warbling" sound.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 17, 2015, 08:43:45 am
@Disch What effects does the Final Fantasy engine have to offer? Does it also note slides, vibratos, etc.?

Its effects are... well... not great...

I just went over the details in another thread recently:
http://www.romhacking.net/forum/index.php/topic,19623.0.html


Pretty much you can just play simple tones, but the squares can have an envelope pattern assigned to them... so tremolo/fade-in/fade-out/etc effects are easy.  Vibrato and stuff is not so easy as there's no built-in support for it (though you could do it if you're clever).

But, if you're asm savvy -- the music driver is 100% documented and commented in the disassembly hosted on this site, so it shouldn't be too hard to make tweaks to add or change some functionality.  As long as you can find the ROM/RAM space for it.


EDIT:

Spooniest's idea could definitely work.  I don't know if FF1 does that anywhere (Though later FF games might do it).  Honestly I was never that impressed by FF1's music so I never listened too closely too it. 

Though it sounds like you're describing an echo effect, not a vibrato effect.  I know that echo trick were you have both squares playing the same tune slightly out of sync was done in tons of NES games (like the hook at 0:07 for the above linked MM2 Wily theme)
Title: Re: Final Fantasy Reconstructed
Post by: Bregalad on May 17, 2015, 09:09:17 am
Here's an improved song:

https://www.youtube.com/watch?v=Kw9N7_8aCX0
Sounds great, very in the continuation of what FF1 's soundtrack is.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 17, 2015, 10:45:24 am
Wow, I leave for a few days and my thread gets BUSY...

To answer everyone in somewhat of an orderly fashion:

Welp, this is awesome!
Somehow Ive missed this for a while but yeah, now i know and Im hyped.
Looks good, dude!

I do apologize that I didn't acknowledge this comment earlier. I honestly missed it and for that I am truly sorry. I am very glad that you like what I'm doing and I will continue to update this thread with the changes that I'm making. Please check out the Facebook page if you haven't already to see more updates and such.

It's called FF:Mobius.

http://finalfantasy.wikia.com/wiki/Mobius_Final_Fantasy

I guess we'll see what it amounts to, but I'm not holding much hope for it.

https://www.youtube.com/watch?v=XLJQMjIcE0Q

For reference the girl in the crystal is Sarah Cornelia (I guess an analogue of Princess Sarah) the heavily armored fellow is Garland. And apparently it deals something with the Palamecia Empire from FFII.

Who knows? I could be pleasantly wrong, but the look of it does seem... off.

I checked it out. Don't like it. Simply put, I stopped playing Final Fantasy games after 10. Up until that point, I could deal with the changes. Like I've said before, after FFIV, Square (SquEnix) started to make a LOT of changes that seemed to only last for 1 game (i.e. job system in V, Limit Breaks in VII, Materia) although these aspects did show up again in different forms later, it seemed to me like Square never settled on a theme that could be used for a few games like they did in the first four games (although I understand those games were also radically different between 1-4 as well). When there was no longer a world-map that you could walk through in X and then (IMO) the "craziness" that has come after, those games weren't Final Fantasy to me any more. After X I felt like SquEnix tried to make Final Fantasy into an MMORPG, and I don't particularly care for those. I will still play FF 1-6 before I'll even attempt to play a game after (although I do still like 7 until after Aeris' death when I felt the pacing of the game is just GONE). This new Mobius game or whatever it is, seems to be trying to put the new style into the old games, and I won't be supporting it. I'm an old codger I know, but its how I feel. 

Thanks for the suggestions. I feel is is very kind when you say something along the lines "I don't like this but here's how you can improve it". It shows you like the song enough and know what you're talking about! I am not particularly good at making fast paste songs, so your feedback helps immensely.

Here's an improved song:

https://www.youtube.com/watch?v=Kw9N7_8aCX0

I completely agree with you about the way suggestions are worded sometimes. I always appreciate an "I don't like this but here is how you can improve it comment" rather than a "This just isn't right and/or just looks bad" comment.

I like the improved song. I listened to the original as well this morning, and I tend to agree with Disch. The original didn't really have that "Final Boss" feel to it. While I like it, I'm still not quite convinced that it will work as the Chaos theme (although I would certainly like to include it, maybe even as the replacement for the "normal" battle music", or the theme for the Fiend battles if I can free up data to have a "Fiend" battle theme like in IV)  If I can update the music I certainly would like to use your song and I will pm you in a bit to discuss some music changes since you obviously know what you're doing with Famitracker whereas I've yet to really learn how to use that utility.
Its effects are... well... not great...

I just went over the details in another thread recently:
http://www.romhacking.net/forum/index.php/topic,19623.0.html

Pretty much you can just play simple tones, but the squares can have an envelope pattern assigned to them... so tremolo/fade-in/fade-out/etc effects are easy.  Vibrato and stuff is not so easy as there's no built-in support for it (though you could do it if you're clever).

I was worried when I began this idea that the FF I music engine would be fairly simple compared to other games within the series. I could never find out if the game was MMC 1,2,3 etc. when I searched. I was hoping it would at least be MMC3 since I think that this game came out around the time that Megaman 2 first showed up. I am surprised that nobody has ever done an MMC3 or MMC5 conversion of this game. I would certainly be interested in trying to do something different with the sound engine because my music updates probably won't work with the limitations that are there now.


And since I feel like rambling some more about music theory, and because I'm interested in this project...

I am really glad that my humble little project has garnered so much attention, and it means a lot that I have gained as much interest as I have, especially from so many people who have done so much for FF hacking in general regardless of the game. I truly appreciate all of the support and input that you've given me throughout. I don't think its probably typical of most people to receive a "HELP I FUCKED UP" message and actually take the time to stop and help that person. Disch will certainly be #1 on my thank you's and contributions list, because frankly without FFHackster alone I couldn't have done this in the first place. And thank you for the link to MM2 Wily 1&2, that was a GREAT way to start my morning since I'm as big a fan of the 8-bit MM titles as I am of FF 1-6.

Lookin snazzy. I imagine this is what it might have looked like if the Squaresoft of yore had buckled down and put their whole asses into one last FF in the waning years of the Famicom, instead of scrapping their 8-bit FFIV in favor of the shiny new Super Famicom.
I especially like the dragonesque Cardia map.

I know this isn't actually in order, but it was a good way to end my rant I thought  :beer:

I completely agree that this is what Square of yore could have done with another FF NES title. I mean, this is Final Fantasy I, the ORIGINAL game, and I was able to do this much graphically with what already existed within that game's capabilities. Square CERTAINLY could have made FFIV on the NES from what I've seen (the comment was actually made by Grimoire LD I believe earlier within the thread that I've pushed the graphics almost to the point of FFIV's in some respects, so it was certainly possible)

Thankfully, when editing the overworld map in FFHackster, the changes are automatically updated on the in-game map screen (B-select). I know Grond removed the in-game map in Final Fantasy ++, but I felt like you lost something without the map option. So the new areas are included on the world map in-game, although they are small so they just show up as flashing "location" points for real (although the skull is big enough to be recognizable as such on that map)


Ok, into my own comments:
First,
As for the Final Boss theme, originally I was planning to, and still might, use this rendition of the FF IV NES styled final boss theme for Chaos.

https://www.youtube.com/watch?v=gSs0tjK20zI

Also, stumbled across this this morning too:

https://www.youtube.com/watch?v=4zfjJpUdTCU       (FF9 final boss 8-bit styled)

Both of these songs have the "Epic" last boss feel that I believe Disch was referring to and still sounds like an 8-bit track. It also has that "earlier" feel to it where it made sense that FFIV might have updated it using the SNES sound hardware (although my game was made WAYYYY after IV, I'm trying to in some ways "tie in" things to this game like this was where they originated).

Second,

Although this project originally started as something for me to do that was just a way for me to honestly "kill time" and just do something that I wanted to do for myself, it has evolved into (as I said in a PM this morning) an "it takes a village to raise a family" type of project. By this I mean that I have tried to take the feedback of other people into account wherever possible and I am TOTALLY open to collaboration on things. It really means a lot when someone like Chpexo is that interested in this project to take it upon themselves to just actively try to do something that they feel might be an improvement for this project (and I'm not discounting by ANY MEANS the input and assistance that the rest of you have given, I was just trying to not make the thread longer by discussing how each of you have specifically helped me).

It REALLY means A LOT to me that this project has been so well received and so many people are actively waiting for the beta release now. I have constantly set the bar higher and higher for myself as I've gone on with the project. From versions 1.0 to 2.0 I essentially said to myself "well, if I can do THIS, why can't I do THAT?! And that idea of trying to constantly push myself, and the game engine itself, has resulted in the game that you see in the screenshots.  I'm COMPLETELY done with the re-designed layouts of the different levels, but I still have quite a few "nit-picky" graphics changes/additions that I feel need to be made before I can release version 2.0 (since I still think that my original graphics hack should be 1.0 even though nobody else saw it). For example, I  just went through the other night and adjusted the enemy color palettes so that the different monsters had looks that were different from their original FF1/2/3/4/5/6 counterparts' colors. I did leave I believe 4 monsters from the original game because I just liked the look of them, or couldn't find another 3x3 monster sprite that I believed would work in most instances. Even with all of the necessary tweaks, I'm still realistically looking at June 1 for my limited beta release for testing.

Last,

I don't mean for this to come out wrong, but I would really appreciate it if nobody else would actively post anything to the net with the words "Final Fantasy Reconstructed" within the title. I certainly APPRECIATE the interest that others have shown, and I don't want to limit or squash that collaborative spirit that has come about, but this has become sort of my baby because it is largely the creation of my own imagination, with input from other true Final Fantasy fans. I will certainly post things that I'm happy with and label them as such, but right now I'm running the Facebook page, this thread, and a thread on Board II (although that doesn't get updates as much and I've found that site is actually distributing my pictures online. Do a Google search for Final Fantasy and you'll eventually see some of my screenshots).

I only ask that I be the only one releasing "official" Reconstructed things so that there is a continuity in what is released and nobody mistakes something that someone else did for what will be in the final release. If you've got something that you think might be cool to include, please PM me here, the Facebook page, or at my e-mail Duke2go@gmail.com. If you're trying to show off something in-thread before you've had a chance to talk to me, even adding the word "proposed" to the beginning of what you're posting would be fine. I've already posted a few "Official" releases for proposed changes online and I just don't want people to wonder why something that they found on YouTube or through Google wasn't included. Thank you all for the feedback and constructive criticism and please continue to make comments or suggestions. I really want this game to be THE Final Fantasy I NES game that people want to play because I truly love it myself and can't wait for others to experience it as well.

For anyone who hasn't seen the initial Facebook link on page 1 of this thread, its

https://www.facebook.com/finalfantasyreconstructed?ref=hl

Its a lot easier for me to post updates and pictures there than within this thread, so a LOT more pictures and smaller updates get put up there rather than here. It means that I've got to change A LOT more there, but its relatively easy to change the Facebook page without major problems.

God bless everyone.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 17, 2015, 11:29:47 am
Quote
Thankfully, when editing the overworld map in FFHackster, the changes are automatically updated on the in-game map screen (B-select). I know Grond removed the in-game map in Final Fantasy ++, but I felt like you lost something without the map option. So the new areas are included on the world map in-game, although they are small so they just show up as flashing "location" points for real (although the skull is big enough to be recognizable as such on that map)

Final Fantasy does build pattern tables dynamically from in-game map data.  So changes made to the map will be automatically reflected in the minimap.

HOWEVER, the game assumes the overworld is arranged a certain way, and if you make heavy edits to reshape the continents, then it's possible/likely that you'll trip up the minimap and it'll look stupid.

Hackster doesn't support editing that part of the minimap, but it's all reasonably easy to edit by hand.  The nametable (including attributes) is stored raw at 0x27010.

The tiles at which to draw the Dragon and Title decorative text CHR are stored at 0x27B9A (for Title CHR), and 0x27CF9 for decorative CHR.

From the disassembly:

Code: [Select]
;;  Minimap Title CHR Dest LUT  [$BB8A :: 0x27B9A]
;;
;;    There are $28 tiles that make up the "Final Fantasy" title that is displayed
;;  in the minimap.  These tiles (along with those for the dragon graphic thing)
;;  are scattered around in the pattern table so as to not interefere with the map's CHR.
;;
;;    These LUTs tell where the game is supposed to put each of those $28 tiles in
;;  the pattern tables.  Each entry is the desired tile ID of each graphic left
;;  shift 4 (to make it a CHR address).  One table has the low byte and the other
;;  has the high byte.


Lastly, the table to do color assignment for individual tiles in the minimap is at 0x27F90:

Code: [Select]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;;  Minimap Tileset color assignment LUT  [$BF80 :: 0x27F90]
;;
;;    Each entry in this table coresponds to an overworld tile.
;;  This table specifies what color (of the 4 colors available
;;  colors) this tile will be represented by in the minimap.
;;
;;    The low 2 bits specify the color... bit 2 ($4), is set if
;;  the tile represents a town/dungeon and indicates that a sprite
;;  should be drawn on that tile.
;;


Ramble ramble.






This is much more interesting:


Quote
I was worried when I began this idea that the FF I music engine would be fairly simple compared to other games within the series. I could never find out if the game was MMC 1,2,3 etc. when I searched. I was hoping it would at least be MMC3 since I think that this game came out around the time that Megaman 2 first showed up. I am surprised that nobody has ever done an MMC3 or MMC5 conversion of this game. I would certainly be interested in trying to do something different with the sound engine because my music updates probably won't work with the limitations that are there now.

FF1 is MMC1, but that has nothing to do with the capabilities of the music engine.  Megaman 2 and Blaster Master were also MMC1 games, but their music engine was much more sophisticated.

It just depends on how the engine is coded.  Everybody loves MMC5, but really, Namcot has the better audio.  More than once I have kicked around the idea of doing a Namcot mapper change and rewriting the music driver and songs to be 'fuller', but I never wanted to spend the time to do it.

Honestly, though, the major turn-off for me with the music driver was redo-ing the score.  Writing the engine is super fun.  If someone else would be willing to actually rewrite the music, I think I'd be willing to rewrite the driver to support it.

The downside:  to do what I want I'd probably have to expand the ROM, which means compatability with Hackster would be questionable.  We might have to develop the main hack stuff and the music stuff in two separate ROMs, and then merge them later.  Which means we'd have to be careful not to trip over each other (though I don't think that'd be much of a problem since the music driver is pretty isolated)


Let me know if you'd be interested in this.  I could probably start working on it today.

The big downside here is that the Namcot mapper uses additional audio -- which, while awesome in emulators, makes it next to impossible to make a repro cart (at least for an NES -- you could do it for a Famicom).  So if you want this hack to be playable on a real NES, then you probably don't want what I would do to this game.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 17, 2015, 12:23:06 pm
Final Fantasy does build pattern tables dynamically from in-game map data.  So changes made to the map will be automatically reflected in the minimap.

HOWEVER, the game assumes the overworld is arranged a certain way, and if you make heavy edits to reshape the continents, then it's possible/likely that you'll trip up the minimap and it'll look stupid.

Hackster doesn't support editing that part of the minimap, but it's all reasonably easy to edit by hand.  The nametable (including attributes) is stored raw at 0x27010.

The tiles at which to draw the Dragon and Title decorative text CHR are stored at 0x27B9A (for Title CHR), and 0x27CF9 for decorative CHR.

From the disassembly:

Code: [Select]
;;  Minimap Title CHR Dest LUT  [$BB8A :: 0x27B9A]
;;
;;    There are $28 tiles that make up the "Final Fantasy" title that is displayed
;;  in the minimap.  These tiles (along with those for the dragon graphic thing)
;;  are scattered around in the pattern table so as to not interefere with the map's CHR.
;;
;;    These LUTs tell where the game is supposed to put each of those $28 tiles in
;;  the pattern tables.  Each entry is the desired tile ID of each graphic left
;;  shift 4 (to make it a CHR address).  One table has the low byte and the other
;;  has the high byte.


Lastly, the table to do color assignment for individual tiles in the minimap is at 0x27F90:

Code: [Select]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;;  Minimap Tileset color assignment LUT  [$BF80 :: 0x27F90]
;;
;;    Each entry in this table coresponds to an overworld tile.
;;  This table specifies what color (of the 4 colors available
;;  colors) this tile will be represented by in the minimap.
;;
;;    The low 2 bits specify the color... bit 2 ($4), is set if
;;  the tile represents a town/dungeon and indicates that a sprite
;;  should be drawn on that tile.
;;

This actually makes a lot of sense. I swear at one point the "Dragon's head" and "Skull head" were actually shown in the in-game minimap, so I assumed that Hackster did this for you. However, having gone back into the game today to look, this is what the in-game minimap looks like now:

(http://i1381.photobucket.com/albums/ah224/duke2go2/FF%20Reconstructed%20Overworld%20Screenshots/Final%20Fantasy%20Reconstructed-screenshot3_zpsk4ynzmth.png) (http://s1381.photobucket.com/user/duke2go2/media/FF%20Reconstructed%20Overworld%20Screenshots/Final%20Fantasy%20Reconstructed-screenshot3_zpsk4ynzmth.png.html)

One of the dragon's "horns" are clearly gone now and the "Skull" is just a flashing dot (which I'm actually ok with to tell the truth since a lack of any landmass is going to give the player a "wtf is that" feeling hopefully). I will certainly have to look into fixing at least the way that Cardia looks on the mini-map in-game.

This is much more interesting:


FF1 is MMC1, but that has nothing to do with the capabilities of the music engine.  Megaman 2 and Blaster Master were also MMC1 games, but their music engine was much more sophisticated.

It just depends on how the engine is coded.  Everybody loves MMC5, but really, Namcot has the better audio.  More than once I have kicked around the idea of doing a Namcot mapper change and rewriting the music driver and songs to be 'fuller', but I never wanted to spend the time to do it.

Honestly, though, the major turn-off for me with the music driver was redo-ing the score.  Writing the engine is super fun.  If someone else would be willing to actually rewrite the music, I think I'd be willing to rewrite the driver to support it.

The downside:  to do what I want I'd probably have to expand the ROM, which means compatability with Hackster would be questionable.  We might have to develop the main hack stuff and the music stuff in two separate ROMs, and then merge them later.  Which means we'd have to be careful not to trip over each other (though I don't think that'd be much of a problem since the music driver is pretty isolated)


Let me know if you'd be interested in this.  I could probably start working on it today.

The big downside here is that the Namcot mapper uses additional audio -- which, while awesome in emulators, makes it next to impossible to make a repro cart (at least for an NES -- you could do it for a Famicom).  So if you want this hack to be playable on a real NES, then you probably don't want what I would do to this game.

I would ABSOLUTELY be interested in updating the music driver for the game. I had discussed earlier in this thread of making a "traditional" version of the game with all of the original audio intact, and then a true "Reconstructed" version that has updated music that is amalgamated from the many different sources out there. I am interested in making at least 2 cart versions of the game (1 for myself and one for my friend Riffman whose Megaman 2 hack originally brought rom hacking to my attention). He did warn me however that having a cart created for an MMC5 game would be much more expensive because it required an additional chip or something when making the new cart. I only used MMC5 as an example because I knew that mapper had more advanced sound capabilities (From my own limited understanding of mappers and such). I reached out to Chpexo to help me with the sound portion of the game, so if he is willing (or not), I would be willing to do the compositions for the new music. Is there ANY way that someone who is making an NES cart could alter the pins or anything to allow a Namcot style to play on an original NES? I really like this idea, but I'm worried about "pigeonholing" the game to be strictly played on emulators. I'm going to PM you in a minute and we can discuss it further. Thanks again for the input and advice dude.

I'm almost done with the majority of the graphics hacking aspects of the game (although I came up with an interesting idea for the Castle of Ordeals that would be more like a version of the "Dark Side cave" in Empire Strikes Back, i.e. the player would go through either an actual cave, or more likely a tower, that would teleport the player to different locations and bring back Garland and Astos for another battle. I actually thought that this might give me what I needed to expand upon the story as well because I'd be able to call the "real knowledge" of the Sages into question.

I'm still really trying to do something where the Fiends are only under the control of Chaos because the crystals were his to begin with, and the Fiends were initially given the crystals to safeguard, but ended up becoming corrupted by them because of Chaos' influence from the "other dimension". Either that or I'm going to alter the dialogue of the Fiends so that they actively question the motivations of the player as to whether they are doing good or evil by restoring the crystals.  I'm not trying to alter the story but so much, but there's SO MUCH room for little alterations that make more sense than a 2000 year old time warp that keeps repeating itself. Personally, I always found that idea pretty dumb and REALLY want to alter it into something that makes more sense. I especially want to make Garland into an unfortunate casualty. Like he knew that Sarah's lute was the only thing that would break the seal on Chaos, so he was trying to destroy it in the beginning of the game, but was taken for an Evil-doer because he kidnapped the Princess rather than asking (Although he might have asked but was turned down by the King and by Lukahn). I actually started altering the Garland/Chaos sprites in the final floor of the Alternate Temple the other day so that they weren't all Garland. It was a way I thought of having Chaos basically taunt the player that they were the reason that he was released because he planned it. Kind of like Chaos has been pulling the strings the whole time, but expected that his "pawns" would be simple to defeat once they had broken the seal upon his "prison".

Off-topic, I started noticing that apparently my alterations were moving bits of code the other day because the overworld map tiles actually shifted it looked like one or two tiles and whole rows of established map had moved. I thought this might have been because I'd added (and removed) NPC's to/from areas. I ended up going back to a version that fortunately I had started earlier in the day and made an ips patch for in which the map hadn't shifted. Do you have any idea what could have caused this? I'm always interested in learning why things are happening that I didn't expect.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 17, 2015, 12:42:15 pm
He did warn me however that having a cart created for an MMC5 game would be much more expensive because it required an additional chip or something when making the new cart.

Cost of cartridge would go up with mapper rarity.  MMC5 wasn't as broadly used as MMC1 or MMC3 (which were freaking everywhere), so an MMC5 repro is going to be more expensive for sure.

An N129 / N163 (what I would want to use) would probably be even more expensive as they were only in Famicom cartridges and were never seen in the States.

If you want to get crazy we could even do VRC7 (infamously used by Lagrange Point):
https://www.youtube.com/watch?v=FQrUU2Fqdt0&list=PL2917FA48A56DB74C&index=9

But personally I like Namcot more -- and VRC7 would be crazy expensive as only 1 game ever made used it.

Quote
Is there ANY way that someone who is making an NES cart could alter the pins or anything to allow a Namcot style to play on an original NES?

As far as I know, no.  It's not an issue with the cartridge, but with the NES itself, as the NES does not run audio through the cartridge like the Famicom did.  So it would only work on a Famicom or on a modified NES.

Quote
I really like this idea, but I'm worried about "pigeonholing" the game to be strictly played on emulators.

Yeah.  If that's a concern than maybe this isn't the best idea for this hack.

Personally I don't care about that as IMO emulation is pretty much a superior way to play these games anyway, so going through the trouble to put the game on a cartridge seems like a waste of time to me.  But I know some people really like it.. so whatever.  Different strokes for different folks.

Quote
I'm going to PM you in a minute and we can discuss it further. Thanks again for the input and advice dude.

No probalo.

Quote
Off-topic, I started noticing that apparently my alterations were moving bits of code the other day because the overworld map tiles actually shifted it looked like one or two tiles and whole rows of established map had moved.

o_O  That's... weird.

The only way I can think of that happening is if you trashed the map pointer table somehow.  But that would probably have much more dire consequences than just shifting tiles over.

No idea what could be causing it apart from that.
Title: .
Post by: Chpexo on May 17, 2015, 05:21:35 pm
.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 17, 2015, 05:33:01 pm
I'm not really for reworking the sound engine and changing the music chip. But if you insist, do convert it to VRC6 as it's one beautiful chip. There's a partial VRC6 cover of Final Fantasy NES on the famitracker forums , it's one of my favorites.

VRC6 can't be expanded beyond 256K, which means ROM space for music data will be painfully small.  And with 3 extra channels, that space will burn up very fast.

Namcot has superior audio anyway.  You can simulate VRC6 with it reasonably well and do so much more on top of that.
Title: .
Post by: Chpexo on May 17, 2015, 11:41:30 pm
.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on May 18, 2015, 12:34:32 am
I have no idea how the 'Chaos in another dimension' thing is going to affect the overall story, and you might not want to tell in order to keep an air of mystery until its release, but I was thinking about the original story and have come to the conclusion that thinking about time loops is not good for one's sanity.
I spend a lot of time alone at work, and my mind wandered toward trying to make some logical sense of the story (just going on what's said in the game itself.)
Near as I can tell, after the initial conflict a nearly dead Garland was found by the Fiends and sent back 2000 years. But to go from puny Garland to badass Chaos, he must have been given additional powers by the Fiends from the elemental orbs they drained. However the Fiends would have no reason to do this unless it benefitted them, so perhaps Chaos' job was to spend his time in the past working on weakening the 4 elements so when the Fiends arrived in the future, they would have an easier time draining the power from the orbs. Perhaps the Fiends were even responsible for pulling some strings and causing Garland's fall from grace, thus ensuring his own involvement.
But Garland/Chaos was not content with his role, and his power had grown beyond what the Fiends had intended... but if he betrayed the Fiends he would never have received his powers in the first place.
When the Light Warriors restored the orbs and slayed the Fiends in the past, Chaos was presented with an opportunity. The orbs from the future had shown up at his doorstep and if he could kill the Light Warriors and take the full power of all 4 orbs, and then add that to the power he could take from the orbs in the past, the combined effect of all that craziness would either allow him to break free and exist outside of time as a god, or maybe just screw up the fabric of time beyond repair and destroy all of existence...
Did any of that make sense?
Title: Re: Final Fantasy Reconstructed
Post by: NARFNra on May 18, 2015, 07:12:52 pm
Hello, I'm very interested in this project and was thinking about maybe trying to compose some music for it, but wanted to make sure; Do you guys have serious plans to replace the sound engine, or is it alright to compose within the original limitations first? And is it alright to just start working on stuff or is it a bit presumptuous of me? Thank you!

As a note about the songs you linked, unless I'm mistaken from the quick overview of the sound engine I did, pulling those tracks off would be REALLY difficult to get something good out of.

Well, anyway, if you did replace the sound engine it'd probably be an excellent tool for future hackers, and I would be willing to recreate the songs for you guys. Summer's coming up for me so I'll have a lot of free time soon, and it shouldn't be too hard once I get the format down.

EDIT: Decided I should probably present some credentials, hah. I compose music sometimes:
https://www.youtube.com/watch?v=mGYiX7Z8egQ (https://www.youtube.com/watch?v=mGYiX7Z8egQ)

I've had a bit of experience with transferring music into games through hex editing too, such as with the Mega Man sound engine, so that wouldn't be a stumbling block.
https://www.youtube.com/watch?v=cSw6aGqUIEM (https://www.youtube.com/watch?v=cSw6aGqUIEM)

I also notice that you mentioned some tracks you wanted to use earlier, and you found some other variants of them; I could take a shot at converting those into the FF format.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 18, 2015, 07:30:16 pm
Quote
Hello, I'm very interested in this project and was thinking about maybe trying to compose some music for it, but wanted to make sure; Do you guys have serious plans to replace the sound engine, or is it alright to compose within the original limitations first?

I've already written a large chunk of the new engine.  I'd say I'm about 30% done, but I suck at predicting time frames.  From my private talks with Duke2go it seems like he has every intention to implement the engine when it's complete.

We've settled on 8 channels total:  The 4 on the NES/FC (2 squares + Tri + noise), and 4 channels from the Namco 163 mapper (configurable waveform).

The new engine is similar to the one currently in FF, but adds a few new things, notably arpeggios and the ability to change/animate the duty for the squares.
Title: Re: Final Fantasy Reconstructed
Post by: NARFNra on May 18, 2015, 07:32:09 pm
Yeah, I'm familiar with the N163. Only audible downside is the channel buzz. You can get some real gameboy-like sounds using it though. :)

Are you adding any sort of fine pitch control?
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 18, 2015, 07:39:26 pm
Quote
Only audible downside is the channel buzz.

Is that so bad with 4 channels enabled?  I know with all 8 it's pretty horrific, but most Namco games only used 4 for that reason, and they sound OK to me.

Quote
Are you adding any sort of fine pitch control?

I didn't, no.

Perhaps it would be prudent to hash out ideas with the composer(s) and see what kind of features they actually want rather than just trying to guess.

Since this isn't my project I can't really say "you're hired", but if you were to compose these songs, what features would you want?  Better yet... here is a rough blueprint for the music format that I whipped up:

Code: [Select]
0x = C
1x = C#
2x = D
3x = D#
4x = E
5x = F
6x = F#
7x = G
8x = G#
9x = A
Ax = A#
Bx = B
Cx nn nn nn FF = arpeggio   (nn = high 4 bits is tone, low 4 bits is octave
Dx = sustain
Ex = rest
Fx = octave  (x=0-8)
F9 xx       = set tempo
FA xx yy    = set env id/speed
FB xx yy    = set inst id/speed
FC xx       = set arp speed
FD nn xx yy = partial loop   (loop to $yyxx... loop nn times)
FE xx yy    = full loop

FF          = extra
FF 00       = end song

Could you whip up something similar that would let you compose the music the way you'd want?
Title: Re: Final Fantasy Reconstructed
Post by: NARFNra on May 18, 2015, 07:56:31 pm
Went ahead and checked, NESDev says below 5 channels buzz is outside human hearing, so I guess we're good.

Fine pitch control isn't really particularly necessary, but it can be useful for a few cool effects. Looking at what you've got, I'd say that's enough to make some pretty decent music. The biggest thing you seem to be lacking is vibrato, I think, though I don't know how hard it would be to implement that. Perhaps FF xy, where x is speed and y is pitch range (as it works in trackers)?

Also, does the instrument command set duty cycle for pulse tracks and waveform for N163 tracks?
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 18, 2015, 08:06:55 pm
Fine pitch control isn't really particularly necessary, but it can be useful for a few cool effects. Looking at what you've got, I'd say that's enough to make some pretty decent music.

Coolio.

Quote
The biggest thing you seem to be lacking is vibrato, I think, though I don't know how hard it would be to implement that. Perhaps FF xy, where x is speed and y is pitch range (as it works in trackers)?

The biggest hurdle with vibrato is RAM consumption.  I'm stretched pretty thin as it is, and vibrato seems less important than everything else added (I was never a big fan of it to begin with).  Though, you could sort of simulate vibrato with a slow-speed arpeggio.  The biggest problem with that is you'd only be able to go up/down full tones.

Quote
Also, does the instrument command set duty cycle for pulse tracks and waveform for N163 tracks?

Yes.  It is that exactly.

For pulse tracks you can set a fixed duty have the duty "animate" by walking through a table at the given speed.

For N163 tracks, the waveform is fixed only -- no animation.
Title: Re: Final Fantasy Reconstructed
Post by: NARFNra on May 18, 2015, 08:19:56 pm
Hmm, alright, no problem there. Another suggestion, perhaps some form of loop break command? Let's say you wanted something like this, with letters representing musical phrases:

ABAC (such as at 26 seconds in this song http://tsubu.ath.cx/~worldout/music/ym_stage2.mp3 (http://tsubu.ath.cx/~worldout/music/ym_stage2.mp3))

If phrase A is sufficiently long, you would probably not want to waste space on writing it in again. In the Mega Man 3-6 sound engine, they deal with this by having a loop break command which checks if it's in the middle of a loop command and jumps if it's on the final runthrough of the loop. Like, in that example, the first time it reads the break command it'll ignore it and go to B, where it'll find a loop command to go back to A, and then when it hits the break command at the end of A it'll trigger the break now that it's looped and follow a pointer to phrase C.

Does that make sense?
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 18, 2015, 08:24:02 pm
Yes, that makes sense, is easy to add, and does not require any more RAM!

How about 'F8 xx yy'  where $yyxx is the address to break to?
Title: Re: Final Fantasy Reconstructed
Post by: NARFNra on May 18, 2015, 08:31:44 pm
F8 xx yy sounds great. Glad that works well!
Title: Re: Final Fantasy Reconstructed
Post by: Chpexo on May 18, 2015, 09:09:38 pm
Duke2go told me via PM that there will be two versions, one with the N163 chip and one without it as the ROM with the N163 can only run on emulators. Until we get the okay from Duke2go for my new Chaos battle theme, it can be inserted. I was thinking of using thew newest track I made for Chaos and the other one for the fiends. Here's a download to the latest themes that were tweaked a little bit:

http://www.mediafire.com/download/2u49cdw9ba66vqa/Battle+Themes.zip

Also greetings, NARFNra; I presume my video brought you here. ;)
Title: Re: Final Fantasy Reconstructed
Post by: NARFNra on May 18, 2015, 10:36:48 pm
Duke2go told me via PM that there will be two versions, one with the N163 chip and one without it as the ROM with the N163 can only run on emulators. Until we get the okay from Duke2go for my new Chaos battle theme, it can be inserted. I was thinking of using thew newest track I made for Chaos and the other one for the fiends. Here's a download to the latest themes that were tweaked a little bit:

http://www.mediafire.com/download/2u49cdw9ba66vqa/Battle+Themes.zip

Also greetings, NARFNra; I presume my video brought you here. ;)

More or less, Chpexo. I'd heard of the project on Acmlm's board, but hadn't really looked too far into it, so you're to thank for making me interested in helping out :p

I have some thoughts on your music, please don't take this personally, just I feel it's important to give useful critique.

To be honest, your fiend theme sounds like a normal battle theme to me! It's a bit light and not quite driving enough to work as a boss theme. There are some other issues with it, but in general it's not too bad. It does share issues with the chaos theme though, which I'll go into as I talk about that.

 The chaos theme suffers from being... shall we say, unfocused. It's full of really jarring changes and it doesn't really feel like a single song. One of my biggest stumbling blocks was figuring out how to make a song feel like it's one song, and the key to that is transitions.

The intro is a little weird. The bassline doesn't really go together with the melody, which is a sort of intro. Ignoring that though, the second frame feels really weird because you're off time. I understand you're trying to make it segue to the double time segment, but it just comes across as weird and not very final bossy intro to me. In particular, the fact it's not in time with the bassline is really jarring. In frame 3, you try to switch to a transition, but that doesn't work because the transition doesn't continue logically from the intro. The intro doesn't feel over, it just ends, and the same thing happens at the end of that transition measure too. The bit from frames 4-7 is actually pretty good for this type of song, bar perhaps some timing issues. Coming up with a good intro can be kind of hard, so let's look at some existing dramatic battle themes:

https://www.youtube.com/watch?v=AFNOF6ifDXU#t=0m48s (https://www.youtube.com/watch?v=AFNOF6ifDXU#t=0m48s) - FF1's wonderswan remake has a weird syncopated version of the original jingle which crescendos (gets louder) then jumps down to the quiet background bassline (forgive me, im bad at musical terminology) that ties the song together. This is a case of having a strong intro sound, which can be a bit difficult to do so I wouldn't suggest trying to imitate it.

https://www.youtube.com/watch?v=L6Lr7nRjvEk (https://www.youtube.com/watch?v=L6Lr7nRjvEk) - FF6's Fierce Battle (atma/ultima weapon theme) is actually a great example for this; it starts out by having a quick timpani fade in, which plays the same role as the rising notes the FF normal battle theme has. Then it plays long sustained notes, which are a good way to make a song seem strong. Then it transitions at 12, shifting to a repeatedly quiet segment that escalates into the main melody.

https://www.youtube.com/watch?v=FncYFCrkF5c (https://www.youtube.com/watch?v=FncYFCrkF5c) - I'm going out of order, but w/e. As we can see, Zeromus has a similar sustained notes -> transition -> main melody structure. This song is actually a bit more complex in that it has a dark beginning that's looped before shifting into the more positive segment that really gets your blood pumping, so to speak.

But enough of those advanced sound engines, let's look at something more relevant!

https://www.youtube.com/watch?v=ll4KT2w4xUg#t=0m52s (https://www.youtube.com/watch?v=ll4KT2w4xUg#t=0m52s) - Final Fantasy 2 has a final boss theme, and it follows a similar pattern of sustained notes that transition into the melody. To be honest with you, I think the melody of this song is a bit weak at first (1:09) for a final boss theme, but it still has this sort of ominous vibe to it. The bit at 1:30 is a good example of how to make a dramatic melody for an NES rpg theme. Also of note is that during the intro, the bass is playing low fast notes to stop the song from sounding "slow".

So as you can see, much of the time, a final boss theme starts out with some sort of powerful chords to set the mood of how dangerous this foe is. Then when the actual fight starts, they shift into a battley driving melody. I remember one of your versions started out with the original FF bassline, I thought that was pretty cool.

Also, this isn't an FF theme, but...
https://www.youtube.com/watch?v=mhVRXp8E6tE (https://www.youtube.com/watch?v=mhVRXp8E6tE) - This song isn't really NES, but it's pretending to be. The intro here is very similar to the FF intro in that it starts out with a big descending scale; most importantly though, when the intro ends it doesn't feel like it comes out of nowhere. It cuts off and the melody starts on beat without feeling weird.

Anyway, back to analyzing your track. After you've set the scene, you need some cool energy to get you through the battle. The original FF's theme was kinda plodding; it has a sort of strategic push to it, made by a pretty simple melody and a bassline that hit on the beat. If you want to make a more energetic theme, I'd suggest trying to add more variety. Right now you've pretty much locked the pulse tracks together and the result is that the music doesn't have very much depth, so it kinda feels like a really long intro or something. The bassline also isn't really doing anything to help the music, it's just kind of playing low notes that aren't connected to the music. Here's a general music theory rule of thumb; the bassline should try to be playing the root note of whatever chords you've got in the melody. In layman's terms, whatever's at the beginning of the measure is what the bassline should be playing, though maybe an octave down.

The bit in frame 8 doesn't feel right, it's just melodically not all that good sounding, and it shifts too fast to work as a transition. It then tries to build up, but that doesn't really go anywhere, and the ending where it repeats the same note a lot doesn't sound too great. The melody at C-F has some potential, but I don't think it sounds like a final boss theme melody, more like a casino or something. It's also another moment where you're lacking a good transition, so it just feels like you randomly changed songs.

I'm not really sure what to think of 10 to the end. They might work as a transition somewhere, but they also feel out of place. In particular, they're a really horrible loop point.

Essentially, the whole song feels like you're putting down whatever melody you feel like writing and then immediately skipping to another thing, which doesn't sound very good. I would suggest studying how songs transition and working on that. In your fiend theme, the melodies tend to fade out before the end of the measure or use an audible transition note, which isn't the best but works much better than just letting the previous melody cut to the next one like you do here. And please make use of the fact that you have 3 channels! With the bassline not really helping the music at all, the end result is that this song honestly kinda only has one piece of movement happening at any one time.

Also, you may want to consider putting these songs in the same ftm, which you can do using the module properties window. That way you can distribute them all in one file, without having to zip them, and you can reuse the same instruments in every track.

Sorry if this was a bit harsh! It's just my honest thoughts. The biggest and most important thing to understand about making music is that it takes time, and you need to keep trying to get good. I'm certainly a total amateur myself, but all we can do is keep on trying. Don't give up!
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on May 18, 2015, 10:47:52 pm
I've already written a large chunk of the new engine.  I'd say I'm about 30% done, but I suck at predicting time frames.  From my private talks with Duke2go it seems like he has every intention to implement the engine when it's complete.

We've settled on 8 channels total:  The 4 on the NES/FC (2 squares + Tri + noise), and 4 channels from the Namco 163 mapper (configurable waveform).

The new engine is similar to the one currently in FF, but adds a few new things, notably arpeggios and the ability to change/animate the duty for the squares.

This is awesome.  I will be paying attention to this! 

Quick question.  With this new engine can it improve the vanilla songs as-is or would one need to recompose the songs to utilize any new commands.  Are there any audio examples of a part of your engine?  I'm really in to game music as I'm sure the SNES Final Fantasy hackers know. :D
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 18, 2015, 11:05:03 pm
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Quick question.  With this new engine can it improve the vanilla songs as-is or would one need to recompose the songs to utilize any new commands.

All songs will have to be recomposed.  I effectively trashed the entire original music engine and rewrote it from scratch.

Quote
Are there any audio examples of a part of your engine?

Not yet.
Title: Re: Final Fantasy Reconstructed
Post by: NARFNra on May 19, 2015, 01:03:07 am
Would it be too much work to implement multiple levels of loops? I'm working with Chpexo on a song at the moment and it'd be really useful for space reasons to have at least 2 levels of loop. For reference, the bit I'm working on is like this:

Square 1: ABACABAD
Square 2: ABACADAE

Of course, this might add a headache to the idea of having a loop break (perhaps only the lowest level type of loop would read breaks?), so it's not totally necessary. I just worry a lot about running out of space for music.



Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 19, 2015, 01:23:47 am
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Would it be too much work to implement multiple levels of loops?

I could do 3 different loop sets with the RAM I have -- and that would pretty much use all of it.  It would complicate the loop break though.

How about instead of multiple loop sets, there's a sort of "do subsection jump" -- like a subroutine in programming terms?

That way you could compose the 'A', 'B', etc sections separately, and then the main track for the channel would just be:

<jump to A> <jump to B> <jump to A> <jump to C> etc <loop>


A loop set requires 1 byte (to track the counter), whereas this "subsection" thing requires 2 (to track the 'jump-back-to' point).  Right now, without finnageling anything I have 3 bytes set aside for looping and control stuff, so I could do 3 loops sets or 1 loop set + 1 level of subsections.

Which would be more useful?


EDIT:
Quote
I just worry a lot about running out of space for music.

For this particular hack -- I wouldn't worry about it.  At least not for the N163 version.  I've expanded the ROM so there's literally 256K of open space that I doubt will be used for anything else.  I am making zero effort to keep the code for the music engine small (in fact I'm favoring making it bigger and faster instead of smaller and slower).
Title: Re: Final Fantasy Reconstructed
Post by: NARFNra on May 19, 2015, 01:32:34 am
Huh, I didn't think about that possibility, but I think that the subsection idea is great. You wouldn't have to worry about loops too much yourself, and the break command could just jump immediately back to the main data so if I'm correct it wouldn't even need a pointer?

The subsection style would also prevent us from having to juggle a variety of loop commands while still letting us optimize subsections with smaller loops, which is awesome. I can't think any any issue I'd have with it.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 19, 2015, 03:48:01 pm
Glad the work continues without me. To answer again in some sort of semblance of order:

I have no idea how the 'Chaos in another dimension' thing is going to affect the overall story, and you might not want to tell in order to keep an air of mystery until its release, but I was thinking about the original story and have come to the conclusion that thinking about time loops is not good for one's sanity.
I spend a lot of time alone at work, and my mind wandered toward trying to make some logical sense of the story (just going on what's said in the game itself.)
Near as I can tell, after the initial conflict a nearly dead Garland was found by the Fiends and sent back 2000 years. But to go from puny Garland to badass Chaos, he must have been given additional powers by the Fiends from the elemental orbs they drained. However the Fiends would have no reason to do this unless it benefitted them, so perhaps Chaos' job was to spend his time in the past working on weakening the 4 elements so when the Fiends arrived in the future, they would have an easier time draining the power from the orbs. Perhaps the Fiends were even responsible for pulling some strings and causing Garland's fall from grace, thus ensuring his own involvement.
But Garland/Chaos was not content with his role, and his power had grown beyond what the Fiends had intended... but if he betrayed the Fiends he would never have received his powers in the first place.
When the Light Warriors restored the orbs and slayed the Fiends in the past, Chaos was presented with an opportunity. The orbs from the future had shown up at his doorstep and if he could kill the Light Warriors and take the full power of all 4 orbs, and then add that to the power he could take from the orbs in the past, the combined effect of all that craziness would either allow him to break free and exist outside of time as a god, or maybe just screw up the fabric of time beyond repair and destroy all of existence...
Did any of that make sense?

I actually figured it out. I'm not going to discuss any more of the story or ending because I found a way to tie EVERYTHING together that doesn't involve time loops, but will make sense that everything goes back to the way it was prior to the adventure now. I actually almost started weeping when I figured it out (got goosebumps now). Like I said, it ties in EVERYTHING, and NOT just this game either. I am going to have to lose the 5 Leifen warriors probably, but IMO they are kind of throw-away (a lot like the sages at Crescent Lake, although their dialogue changes) Instead, there will be NPC's throughout the game that use their dialogue to basically tell the "true" story in-game.

As for my new music composers, welcome to the journey. And to clarify, I realized from the jump that I wouldn't be able to put the songs that I wanted within the original concept, but I was going to basically cut down to a loop-able part that was recognizable. Now that we've got the new sound engine to work with, I'm sure that we'll have no problems doing everything that I had hoped that we could. I have the Famitracker files for a number of the songs that I wanted to include, and although Disch has told me that this won't be compatible with what he's doing, I would think this would still give you basically "sheet music" to work from. I'll have to speak directly to NARFNra and Chpexo independently about what songs I definitely want to include and what they can flex their creative juices on.

As for my own work (now that my head has stopped throbbing from being sick and learning ASM, jk. So far not as bad as I expected)

I had an idea before for the Mirage Tower that I didn't end up using. Well, I decided to turn the Castle of Ordeals into another "Temple" structure" like the TOF Present. I did kind of what I had discussed earlier in the thread and turned it into a "dark side cave" type of thing like from Empire Strikes back. Namely, the guardian is going to tell the player that they will discover things upon this journey, and some truth will be learned by it as well. I did this for two reasons, 1: I wanted it to be different than just go through this teleport to that teleport, 2: I freed up some teleports for use other places, and 3: I got to be really creative and allow the player to re-visit some of the early maps (although in a VERY limited fashion, and for a specific purpose).

The major thing that this allowed me to do is.... ALMOST ALL OF THE LOCKED DOORS GO SOMEWHERE. Meaning, there are actual rooms that you go to rather than just going through the door and entering a treasure room that you can see normally from the main map. I gave Elfheim a simple opening door because the Elves discuss how Astos attacked and raided their treasury, so why would there be anything left in their treasury? I've still got I think 4 or 5 more available teleport spots now, so I might make the Queen and Prince's rooms into rooms and that gives me either 2 or 3 teleports that can be used to add additional levels to my extra dungeons so they're not just 1 room areas. I also actually cleared out the Castle of Ordeals 3rd floor too, although I don't know if I'll put anything back there (although I believe that I have 1 more entry point left on the over-world map, and I might turn it into another town that sells the "hard to find" equipment, haven't decided yet.

3 negatives that I just can't figure out how to fix:
1: the save sound for tents/cottages/etc. is pointed to the wrong place I think. If I pull out of the menu too quickly, the sound gets killed when the save music finishes. I think I read somewhere that there were 2 locations for that sound, and somehow I think it got pointed at the wrong one.

2: I've F'd up the dialogue I believe by changing a few things. Even though I went back and restored all the dialogue to the way that the hack already had it, I have still lost X-Zone and Death as available level 8 black magic spells. I can't figure out what I did to get rid of them, so either I'll have to find a way to fix those, or figure out a work-around.

3: The Original Titan's tunnel E exit that I messed up early on is just a dead teleport at this point. I wanted to use it for the Northwest Castle teleport, but it won't point right. I thought I'd figured it out, but that exit is just jacked up for some reason and wants to drop me off in Coneria town now, although the warp point to leave Coneria just pushed you back to wherever you came from. So, there is still 1 locked door treasury in the NW Castle.

I'm glad to see that I've got a good crew to work with, and anything that you do, please just message me in case I don't see the response in-thread. Thank you everyone for your help and I'm sure that this will be something wonderful when its done. Have a great evening.
Title: .
Post by: Chpexo on May 20, 2015, 11:36:14 pm
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Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 20, 2015, 11:59:30 pm
Quote
Could you put in the Sunsoft DPCM in the music engine? I love that bass. What do you think NARFNra?

"could I?"  Yes.  I've written NES emus -- I can do anything  ;D
"will I?"  No.  It'd be way more work than it'd be worth.

I actually considered this before your post... but ultimately decided against it.

The DMC has 2 big problems:

1)  It requires LOTS of free space in the fixed bank for samples... of which there is precious little.  Which means to clear up space, I'd have to move out a bunch of code to another bank.  And while this certainly could be done, it would be a lot of work, and would undoubtedly lead to numerous conflicts when merging with Duke2go's hack... since I'd have to move a lot of code his hack probably changes.

2)  DMC playback eats CPU cycles... which isn't that big of a deal for most places, but it would screw up the timing used for some mid-frame screen splits and raster effects.  Notably the opening and display of the dialogue box when you talk to someone... the game is actually splitting the screen twice per frame to draw the box (both to switch the source Nametable, and also to hide sprites for the scanlines the box is displayed).


Both of these problems are certainly solvable, but would require a lot more work than I'm willing to do.  The DMC is largely impractical for Final Fantasy.
Title: Re: Final Fantasy Reconstructed
Post by: SunGodPortal on May 21, 2015, 12:06:56 am
Quote
The DMC is largely impractical for Final Fantasy.

I agree. Sure sounded awesome in Gremlins 2 though.  :)
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 21, 2015, 12:11:25 am
Actually now that I think about it more, the Namcot mapper adds IRQs that I could use to get around the timing issue, so that wouldn't be as big of a deal as I thought.  But still -- it'd be a significant amount of work.

Quote
I agree. Sure sounded awesome in Gremlins 2 though.

Oh I freaking love the DMC, don't get me wrong.  It's great in most games it's used.

Just... practicality issue.
Title: Re: Final Fantasy Reconstructed
Post by: NARFNra on May 21, 2015, 12:14:37 am
DPCM can be cool but I don't really think it's necessary. I rarely compose with it.

Also, isn't the Sunsoft Bass actually multiple bass samples and such? Something about not being able to pitch it down properly with just a single sample. That'd be even more space used up for not too much gain.

Either way, I tend to think of DPCM as a good thing to add on top if you have the space, but we probably should focus on the melody anyway. Besides, we have 4 extra tracks of wavetable synthesis to use, I think we've got more than enough available to us for musical expression.
Title: .
Post by: Chpexo on May 21, 2015, 07:36:11 am
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Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on May 21, 2015, 08:03:16 am
I have nothing to add, other than this is all fascinating

"We all speak English. Continue please."

- Gung Ho
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 21, 2015, 09:16:20 am
I have nothing to add, other than this is all fascinating

"We all speak English. Continue please."

- Gung Ho

Agree and don't agree haha. This is certainly fascinating, but not completely English and I'm a little lost, although the link that explained certain NES sounds was certainly helpful. I've been contacted a few times about the songs that I definitely want included, and I'm contemplating this right now. I think in the end that Matoya's theme should remain because it is the first really recognizable Final Fantasy tune and I remember thinking how cool that song was when I was like 10 years old. Maybe we could add some depth to it, or a more orchestral feel? When I originally broke down the Final Fantasy IV tunes before talking to people about pre-made fsm files, I basically kept a "french horn", "Drum", "Symbols/High Hats", "Snare", "Woodwind", "Bass guitar" types of sounds (I think that was all of them). When I reconstructed the different sounds into 4 track sound files, they sounded amazing. You could still recognize the song with only 4 instruments/sounds. I'm going to offer these to my composers, but I saw a few replies in my thread and wanted to chime in. I've noticed that the boss fight with Kraken is glitchy during beta testing and I need to figure that out. Probably add more later, but certainly continue please. This is truly allowing me to recognize my original vision for this project and I thank you all.

One last thing, @ Disch mostly, would it be possible to program a basic "Ending" for the game that would play after Chaos was beaten? We've included enough people in this project that it would be nice to have some sort of ending credits that played (either before or after the actual ending that basically locks the game after "The End" scrolls)
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 21, 2015, 10:24:58 am
Quote
One last thing, @ Disch mostly, would it be possible to program a basic "Ending" for the game that would play after Chaos was beaten? We've included enough people in this project that it would be nice to have some sort of ending credits that played (either before or after the actual ending that basically locks the game after "The End" scrolls)

The answer to "is it possible" is almost always "yes".  As long as you aren't stepping outside the limitations of the NES.

The game already has an epilogue that plays before the "The End" graphic -- the easiest way to make changes here would be to modify that.  Though if you wanted to add stuff after the "The End" graphic, that is also definitely possible... it just would require more work.

I outlined the format for the epilogue text for someone else in another thread:
http://www.romhacking.net/forum/index.php/topic,19623.msg277130.html#msg277130
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 21, 2015, 11:11:14 am
I'm trying to remember what game I was thinking about, but I was thinking more towards kind of a blend between the ending for Mario 3 and the endings from the NES Megaman games. Ideally, like some pre-made routines that showed like a little box with either the player characters or NPCs interacting somewhere. Like the Knight overworld sprite walking through Coneria Castle or something and then have a specific credit roll, and have a type of fade-out fade-in type of thing for the next credit. I was even thinking that this could be included before the actual ending text kind of a "WTF" to the player, who sits through the credits and then sees the real ending text. It was kind of a "wishlist" type of thing that I thought of this morning, but I realized it would need code written and might not work within the existing game framework. Figured you'd know =-) I'll probably get up with you after I write a paper this morning and we can go over some more things. Thanks for the input.
Title: Re: Final Fantasy Reconstructed
Post by: Bregalad on May 21, 2015, 11:42:49 am
Quote
the game is actually splitting the screen twice per frame to draw the box (both to switch the source Nametable, and also to hide sprites for the scanlines the box is displayed).
Ha! I caught you saying something fasle! It does only one split per frame, and the sprites are not hidden, instead their priority bit is set so they appear behind the background (including sprites which are on the first and last 16 pixels, where this should not happen because they're outside the dialog box). This does not change anything in regard to what you said, though.
Title: .
Post by: Chpexo on May 21, 2015, 12:04:47 pm
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Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 21, 2015, 12:52:13 pm
Ha! I caught you saying something fasle! It does only one split per frame, and the sprites are not hidden, instead their priority bit is set so they appear behind the background

You're right!  Whoops.  I must have confused this for the enter/exit map effect where it splits twice to do the black bars effect.

My mistake.

Quote
I myself created a wave effect with some seagulls:

I don't have Famitracker installed so I can't look at ftm files (they're no good for me anyway since they aren't really usable in FF).  If you can upload an nsf or ogg or something of the playback that'd be much easier for me to hear it.  Although it wouldn't really be useful for me to implement it  =/

Quote
Can you add this into the game with the new N163 chip and music engine?

In the original FF, the sound effects were not part of the music engine.  The only real sound-effect support that the music engine had was a place in memory that indicated "stop Square 2 from playing music because it's playing sfx right now".  But the actual sound effects themselves were actually hardcoded into the game logic.

I didn't want to change that because I didn't want to have to go through the game and redo all the sound effects (plus it would mean a bit more RAM consumption, and I'm kind of running out of RAM to use for this).  So I'm basically doing the same Square2 thing as the original game, but also adding a similar thing for the Noise channel (which is going to be a minor pain to work in -- that's one area I haven't gotten to yet).  I could do the same thing for square 1 pretty easily.  In fact, it'd be very easy.

So... I guess the answer to your question is "yes and no".

Yes -- I can have the music engine allow for both squares and noise for sound effects.
But no I can't (or really don't want to) work the sound effects themselves into the music engine.

Now that doesn't mean they can't be worked into the game, it's just the changes would have to go into the game logic -- and I'm going to leave that kind of thing up to Duke2go.  I don't mind helping him (or someone) through the process of what needs to be done, I just don't want to do it myself.

Also, if this hack is going to have 2 versions, one with N163 and one with standard, no-expansion audio, you won't be able to get away with using both squares for the sound effects, as the original music engine doesn't support it (not to mention it would be stupid to hear only the triangle playing music).
Title: Re: Final Fantasy Reconstructed
Post by: SunGodPortal on May 21, 2015, 02:10:09 pm
Quote
In the original FF, the sound effects were not part of the music engine.  The only real sound-effect support that the music engine had was a place in memory that indicated "stop Square 2 from playing music because it's playing sfx right now".

That's one thing that always bugged me about the old systems. I loved the music so it always annoyed me when SFX would make parts of the music cut out. If extra channels were made available and put to creative use this could be avoided, especially since FF doesn't have constant gunfire SFX or anything like that.
Title: .
Post by: Chpexo on May 22, 2015, 02:03:06 am
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Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 22, 2015, 01:31:02 pm
@Chpexo:

Yeah that's something that will either have to be worked into the song... or coded into the game sfx.  I don't think it's something that should be worked into this music driver.
Title: Re: Final Fantasy Reconstructed
Post by: Bregalad on May 22, 2015, 04:10:00 pm
In Final Fantasy IV when you do on the coast of land a wave sound effect plays. I myself created a wave effect with some seagulls:
http://www.mediafire.com/download/i4gg735a6e32guw/beachy.ftm
Sounds great, but it would be much improved if the tweets wouldn't come so regularly. They should be somewhat random.

Also I don't see how this is related to Final Fantasy in any way. There is no such sound in FF4 and I am well placed to know it since I ported manually every single song and sound effect of the game to GBA format.
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on May 22, 2015, 04:40:59 pm
Bird sounds would get irritating after grinding for a while

Idk about birds man they're frankly a little annoying IRL. And they are downright evil in games, historically.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 22, 2015, 08:03:18 pm
Bird sounds would get irritating after grinding for a while

Idk about birds man they're frankly a little annoying IRL. And they are downright evil in games, historically.

The first Final Fantasy game that I specifically remember that had "bird sounds" was in VI. I like the idea of adding additional SFX if possible, but I have to agree that unless its random it might get old. I think adding the sound to play randomly during the sea voyages would probably sound pretty good though, as long as it was interspersed in occurrence. Really glad that this project has generated so much interest.

Although I haven't had a chance to do much with the game for the last few days, I did decide to swap my "Sage" and "Black Wizard" sprites, although this time both sprite sets use the Brown/Gold/Blue color scheme. I decided to give the "Sage" a brown colored robe because of his resemblance to a "young" Tellah from IV, and it made sense that the color between White and Black would be a "Grey" or Brown color. Using the brown robe seemed to illustrate that he walked the path between the magical poles.

Also, I am considering relegating the Red Mage/Sage character to the different axes within the game. For real, there's never a reason to give any of the characters an axe throughout most of the game because there's always a sword that has better attack and hit percentage stats. Having one character who only could use axes seemed a way to force the player to use the weapons instead of just selling them every time a new one is picked up. I'm also largely cutting out "duplicates" within the game. Like the 2 Light Axes within the Sunken Shrine are going to be reduced to one. The only item that will probably allow for duplicates is a second Heal Staff that Grond included in his Bahamut's dungeon and the Ribbons. I'm going to leave what I believe is 4 Ribbons in the game just in case the player wants to use all mages or crazy party combinations. I've also allowed the Red Mage/Sage character to use some more advanced armor, and the Thief can now use the wooden shield and copper armor. It just didn't make much sense to me that most of the armor that is available at the beginning of the game can only be used by the Fighter.

The "dynamic action patch" certainly changes the way that the battles play out. Where a 4 monster party of Frost Dragons used to be scary, as long as its not an ambush, the threat level is largely removed. The way that I've been beta testing is basically fight whatever battle occurs and level up accordingly. The only real time that the player has to "grind" is around the Marsh Cave to get to around level 10-12 to defeat Astos. After that, the Giant's tunnel in the Terra Cave basically allows for quick grinding up to level 15 or so, which is pretty much sufficient to make it through the rest of the Terra cave. I did tinker a little with the starting stats of the Red Mage and Thief as well and I basically nerfed the Red Mage a little and made the Thief stronger, and with greater life. While I think that I made him a little TOO strong, I'm definitely going to keep that idea of the Thief as a capable fighter that is balanced by the inability to use heavy armor. The upgraded equipment that is geared towards the Ninja/Master (Genji Armor pieces) make it worth it to have a Thief/Ninja in the party. Just some updates to the project. I am eager to hear some of the new musical compositions that are coming, so stay tuned.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 22, 2015, 08:42:49 pm
Music engine complete, documented, and *mostly* tested.  Though I didn't actually try writing any music for it.

https://www.dropbox.com/s/ic1q58jztkfq0y4/ffnamcot.zip?dl=0

ROM + documentation.  Be ready to hex edit.

Ask me if documentation is unclear, and let me know if there are any bugs/problems.


EDIT:

Ugh I just realized I forgot to document out sound effects work.  ugh.  Oh well, that's not an issue for composers anyway.  I'll deal with it later.


EDIT 2:

Re-uploaded with a fix (forgot to initialize something).
Title: Re: Final Fantasy Reconstructed
Post by: NARFNra on May 22, 2015, 10:30:31 pm
Looks good. I've been a little out of it so I haven't started working yet, but I'll try and test it out with a cover of FFIV's Into the Darkness.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on May 23, 2015, 02:04:53 am
Also, FYI, I forgot to mention it in the doc, but the triangle plays 1 octave lower than everything else.  So C-3 is middle C for Triangle, but C-2 is middle C for everything else.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 26, 2015, 02:16:02 pm
removed

Title: Re: Final Fantasy Reconstructed
Post by: Rodimus Primal on May 26, 2015, 02:44:46 pm
Wow. The more I look at screenshots the more I want to play it. It's almost like a whole new game.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 26, 2015, 02:51:17 pm
Wow. The more I look at screenshots the more I want to play it. It's almost like a whole new game.

Thank you as always  :beer:

It was said earlier in this thread (and pardon me for not looking back through to see exactly who said it) that this was what Square could have done if they had made one more Final Fantasy NES game. In a lot of respects, I'm treating this almost like FF 4 NES, meaning that I'm trying to push the graphics as far as I can within the limitations of the NES hardware to go beyond even FFIII JP wherever possible. While the game stays true to the original FFI NES in most respects, it definitely has a feeling of a brand new Final Fantasy adventure while you're playing it. I'm still aiming to have initial beta releases to the people that I've spoken to on June 1, but the ASM coding and new music won't be done for a bit, so that will give the beta testers plenty of time to give feedback before a final version is released. Thank you again for the support and constructive feedback. Can't wait to see what you think of the finished product  :thumbsup:
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on May 26, 2015, 04:25:26 pm
I was having trouble making sense of where the Red Wizard's limbs are going, but upon closer inspection it looks like his arms are crossed. Is that right?
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 26, 2015, 04:41:56 pm
I was having trouble making sense of where the Red Wizard's limbs are going, but upon closer inspection it looks like his arms are crossed. Is that right?

Yep, you guessed it. Although, that isn't going to be the final Red Wizard any more. He was inspired by a GIF image that I found on the Final Fantasy Wiki under custom sprites. That person, who I have credited but couldn't get ahold of, made what appeared to be a 16 bit version of what looked like a Black Mage/Red Mage hybrid. I liked it, so I decided to give one of the wizards a more "edgy" look. I just ended up liking him better as the Black Wizard and have since changed him to reflect those colors. The Sage (which is what my Red Wizard is now) is actually the brown and blue "Tellah" looking sprite now. After a conversation with Grimoire LD about his Final Fantasy IV hack, I thought that making the Sage a younger version of "Tellah" would work out ok. Instead of making him red though, I changed his robe to a brown to reflect a mixture of black and white magics.  I really wanted the class change characters to look like they were more capable than their pre-class change counterparts, and the "edgy" looks of many of them kind of reflected that. Glad that you liked the bestiary pics  :beer:
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on May 26, 2015, 06:39:00 pm
Great looking screens!  Really makes me want to play it.  :D
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 26, 2015, 06:56:02 pm
Great looking screens!  Really makes me want to play it.  :D

Thank you my friend. I'm hopefully going through my last beta run-through right now. Still tweaking some small stuff, and I need to re-do the treasure placement throughout the levels I'm sure, but I'm seriously hoping for June 1 to send you guys the beta testing patches. I'm taking today to do some alterations since I actually had some time. I know a few of the teleports aren't pointed right, so I'm changing things as I go through. Glad there is interest building even more  :thumbsup:
Title: Re: Final Fantasy Reconstructed
Post by: Grimoire LD on May 26, 2015, 07:17:13 pm
I love that bestiary you have set up! A great variety from FFI-IV. Also all of the classes are looking pretty good, but the Sage sprite, something looks a little off... the perspective almost makes it look like the Sage has a hunchback, which would be odd, considering the Red Mage doesn't have that sort of issue.

All in all this project is shaping up tremendously and I'm looking forward to trying it out!
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 26, 2015, 08:22:11 pm
I love that bestiary you have set up! A great variety from FFI-IV. Also all of the classes are looking pretty good, but the Sage sprite, something looks a little off... the perspective almost makes it look like the Sage has a hunchback, which would be odd, considering the Red Mage doesn't have that sort of issue.

All in all this project is shaping up tremendously and I'm looking forward to trying it out!

Which version are you referring to? The correct classes should be as of right now:



Sorry, I didn't really put a lot of effort into that graphic and basically just copy/pasted images from some of the battle shots that I'd done. It doesn't reflect the name changes that I've made, but you get the gist. If its what I think you were referring to, its a cowl I think you would call it, or essentially just a hood that is pulled back so that you can see his hair and face.

Thank you for the interest and kind words. I'm going to eventually put together a "true" bestiary with all the HP/MP values, exp, gold, and possible special abilities/spells used. That is all eventually going to be put into the strategy guide that I'm going to eventually compile that I've talked about briefly before.






May 30, 2015, 06:59:31 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Well, its the 30th of May and I have good news and bad news to report.

The good news is, I made up a simple teaser trailer for the project which can be seen at:

https://www.youtube.com/watch?v=31g4MtejuAI&feature=youtu.be

It was really just a way to mess with some of the FMVs from the other games and make something pretty.

Now for the bad news. I successfully beta tested all the way to Chaos the other night, but there was something buggy with the game and I couldn't get it to work in order to beat the game. So, rather than giving out beta versions that couldn't be beaten, I exported all of my maps using FFHackster and re-applied them to an unaltered version of the hack that I began with. While this has removed some of the bugfix and balance patches, it is my hope that this will remove the bug and allow me to re-work everything from an unaltered state. In the end, I think that this is going to be better because I really don't know how the different patches that I applied previously affected the game. What I'm going to do is create a "vanilla" version that is based upon the original Final Fantasy I framework, a second version that has the "dynamic action" patches applied, and then the final "Reconstructed" version that will have the updated soundtrack. I'm sorry that my beta testers will have to wait a little longer, but I think in the end this will work out the best for everyone involved. Have a great weekend everyone.
Title: .
Post by: Chpexo on June 05, 2015, 01:04:21 pm
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Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on June 05, 2015, 10:59:59 pm
Glad you are waiting to release a quality product, it is appreciated by the community.  :)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 05, 2015, 11:44:21 pm
That stinks that you had to start over due to a bug. Hopefully you got everything worked out by now.

Glad you are waiting to release a quality product, it is appreciated by the community.  :)

Thank you. I was quite upset when I played the original version all the way to Chaos and it bugged out on me. I honestly think that the problem actually really lies with the fact that I never bothered to eliminate the "Nasir checksum" value, even though Disch told me to before. I'm a lot happier so far with the new version that I've come up with. Re-importing the maps into the "vanilla" Rebalanced and Bugfixed rom image that I started with so far seems a lot more stable anyway. I have been testing with only the patches to remove the menu music change and the Dynamic action patches, just to make sure that there weren't conflicts with the code changes that I'd made. Basically I want to make sure that it can be beaten before I give anyone a beta for testing. It really was anti-climactic to enjoy the whole thing and then not be able to defeat Chaos. With the checksum eliminated, so far, no problems during battle. It seemed to bug more when I was fighting the later Fiends too (Kraken/Tiamat). I haven't gone through and redone the different palettes for the monsters yet, but I probably will tonight. I want to get the image changed beta ready and then I can learn to do the ASM changes for the final releases. Thank you both for your interest and assistance during this process.

Addendum: I had the chance to hear some of the new compositions for the project today, and boy do they sound EXCELLENT!!! I'm really excited for the final release.

Have a great weekend.
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on June 07, 2015, 09:32:18 pm
Sweet!  I'm excited to hear the new music myself. :)
Title: Re: Final Fantasy Reconstructed
Post by: Chpexo on June 08, 2015, 12:53:41 am
Well I have about 22 tracks to do, mostly covers on top of a limited music engine compared to famitracker's. I have quite a bit of work to do.  ::)

I would request someone to make a program that converts a famitracker file into data that can be inserted into Disch's engine because I'm certainty not going to :P. Sorry if blunt but I'm already doing the whole OST here and music insertion is a tedious task. It's much easier (and not as boring) to just make a program to insert the music as opposed to hand doing it.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 08, 2015, 06:38:04 am
Well I have about 22 tracks to do, mostly covers on top of a limited music engine compared to famitracker's. I have quite a bit of work to do.  ::)
I would request someone to make a program that converts a famitracker file into data that can be inserted into Disch's engine because I'm certainty not going to :P. Sorry if blunt but I'm already doing the whole OST here and music insertion is a tedious task. It's much easier (and not as boring) to just make a program to insert the music as opposed to hand doing it.
Sweet!  I'm excited to hear the new music myself. :)

I'm SOOOOOO THANKFUL to have such excellent help with this project. Disch was awesome enough to make a new sound engine for us to use that was more advanced than the original and Chpexo has been creating some EXCELLENT works so far and I'm REALLY excited to have his help with the music process. So as an intro, THANK YOU!!!!!!!!  :beer:

Ok, now for the updates. THE GAME CAN BE COMPLETED!!!!! I think that my original problem came from editing text without eliminating the Nasir checksum like Disch suggested. I'm also going to stick with my new edits as I like them more, and I was slowly changing the feel of the game to what I disliked about ++, which was that so much had been changed that the game's weapons and armors weren't recognizable any longer. I think that rather than making a separate "Sage" shirt I'm just going to allow that character to use either the White or Black shirts that appear in the Sky Palace, since I doubt a LOT of people will play with a Red mage, Wh. Mage, and Bl. Mage in the same party. I am going to keep my idea for a "Kenpo" gi/shirt that can be used only by the Monk/Master class (although he can use the Genji Armor too, which basically takes the place of the Diamond Armor types). I just felt like there were too many weapons and armors that were Fighter/Knight specific and the Ninja and R.Wizard characters basically got the cast-off stuff that the Fighter/Knight didn't use. I'm also making it so that the pre-class change characters can use some of the later equipment for those individuals who want to do a quest that doesn't involve a class change.

Also, I've got another question about color choices as I'm nearing completion of the graphics editing. I got a comment on my Facebook page last night that the Red Wiz./Sage should be switched back with the Bl. Wizard sprite ("Tellah"). I figured since I've gotten such good feedback, I wanted to ask y'all's opinions as well. So, please comment (and they're labelled too). I might do a separate poll in the general discussion forum too since it is more of a general question. But remember, can only go with A or B and C or D since they will be 2 separate characters.

(http://i1381.photobucket.com/albums/ah224/duke2go2/Alternative%20colors%20for%20Wizards_zps0qlqhmjx.png) (http://s1381.photobucket.com/user/duke2go2/media/Alternative%20colors%20for%20Wizards_zps0qlqhmjx.png.html)

I actually like all of the color choices, so I'm biased.

As far as actually inserting the music goes, this is not going to be easy, and all of my own research into NES music editing didn't turn up anything about a utility to insert or change music. If I understood Disch correctly in a prior post, he didn't want to actually "compose" the music, but I don't remember him having a problem actually inserting the music into the game itself. I will double check with him later this morning because I have some extra time today and I'd like to continue my ASM tutoring so that I can have the moving tiles that I want to include. I sent a VERY long message to Chpexo this morning about uploading some of the new music compositions, and I will, as soon as I get the word from him that its ok to do so. I also created a Final Fantasy Reconstructed e-mail address, so all of the contact info is:

E-mail:    ffreconstructed@gmail.com

Facebook: https://www.facebook.com/home.php

YouTube Channel: https://www.youtube.com/channel/UCE5EfKXDcMuSFcwjg_c41Qw (which will have all official releases from here on)

In addition, I did decide to alter some of the final colors for the hack so that there can be more variety to enemy encounters. I'll be posting an Official bestiary to the Facebook page and then I'll transfer it over here. Ok, I think that I've hit everything. The graphics updates are almost completed totally and the limited beta release will probably come on the 15th of June. All I've got left to do is change the text so that the story makes sense (although the ending will be a bitch sort of). So everyone who has been waiting patiently for the beta, your wait is almost over  :thumbsup:

Hope everyone has a great week.

Title: Re: Final Fantasy Reconstructed
Post by: Midna on June 08, 2015, 07:42:12 am
I'd pick D for Red Wizard and A for Black Wizard. D looks like a logical evolution of the Red Mage's design. A is similar to how the Black Mage takes off his hat during the class change in the original game.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 08, 2015, 08:50:23 am
I'd pick D for Red Wizard and A for Black Wizard. D looks like a logical evolution of the Red Mage's design. A is similar to how the Black Mage takes off his hat during the class change in the original game.

Thank you. I was hesitant to do that with the Black Wizard only because I do kind of like the look where you can't see his eyes, although I could deal without the hat. I could substitute a sprite from III NES that I originally based the "Tellah" design off of as well. I like him, but he just hasn't really fit in with everything that I've been trying to do with this project. If nothing else, he'll end up as the Black Magic shop owner (which I'm trying to change the palette that is used for already, so he could still be the same colors technically with the brown). Thank you again for the feedback.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on June 08, 2015, 10:44:10 am
I'd pick D for Red Wizard and A for Black Wizard. D looks like a logical evolution of the Red Mage's design. A is similar to how the Black Mage takes off his hat during the class change in the original game.

Seconded
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 08, 2015, 01:07:50 pm
Seconded

Ok, so far, counting the Facebook vote, that's 3 for that combination. I went ahead and changed the in-game sprites too already. Guess nobody minded the Black Wizard's face being visible  ;)
Title: Re: Final Fantasy Reconstructed
Post by: Rodimus Primal on June 09, 2015, 01:36:58 pm
I too like A for Black Wizard and D for Red Wizard. Maybe change the glasses to all black on the sprite with a slight reflective glare on them. 
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on June 09, 2015, 05:20:34 pm
Maybe change the glasses to all black on the sprite with a slight reflective glare on them.

Because the future's so bright, he's gotta wear shades  8)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 10, 2015, 07:24:54 am
So, since my other message was unceremoniously discarded by accident, I'm going to be more brief. I changed the colors back since there were NO votes that contradicted the opinions expressed here.

Presenting the first of the new musical compositions that will be included in Reconstructed:

https://www.youtube.com/watch?v=w-qLR8xYEMs&feature=youtu.be (https://www.youtube.com/watch?v=w-qLR8xYEMs&feature=youtu.be)

A special thanks to Disch for creating the music engine that is being used, and Chpexo for the excellent music that he's been creating. We've decided that only some of the music will be provided prior to the official release so that there is some surprise for the players. I'm sorry to say that these songs will not be included in the beta release, but will be included in the final release. I hope everyone enjoys what he's created as much as I have.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on June 10, 2015, 01:57:49 pm
I love it! Awesome music and it fits the game perfectly methinks. So is that exactly how it'll sound in the game?
It sounds kind of mysterious and it reminds me of some other NES game that I can't quite put my finger on.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 10, 2015, 04:46:13 pm
I love it! Awesome music and it fits the game perfectly methinks. So is that how exactly how it'll sound in the game?
It sounds kind of mysterious and it reminds me of some other NES game that I can't quite put my finger on.

We're using the Namco engine. Disch told me to listen to the music in these games to get a feel for what it could do.

Mappy Kids, Final Lap, and the Famicom version of Rolling Thunder

I think that he did an EXCELLENT job with that song. We have really been working in a concerted effort between the two of us to really work on things until they sound "right". He was a good sport with that song too, b/c he must have changed it 3-4 times before we were both happy with it. I have literally teared up at a few of the songs that he's produced, but the one I'm talking about you'll have to wait for b/c I made the decision that song wouldn't be released until the game was at least 6 mos old to keep it under wraps. I've been ASM tutoring today, so hopefully I'm getting closer to being able to implement the graphics changes that I want to make too  :thumbsup:
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on June 11, 2015, 12:49:56 pm
A and D are my vote.   ;D
Title: .
Post by: Chpexo on June 11, 2015, 03:29:55 pm
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Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 12, 2015, 09:13:50 am
A and D are my vote.   ;D
I prefer A and D as well.

The voting has been overwhelming in that direction. I went ahead and made the changes back. I might give you all another option for the Black Wizard at some point before the release, but Sage is now set as the Red one. Glad that my Red Sage character (that was inspired by another work) was so well received. In addition to some ASM tutoring, I made a special "Pirate's Cave" to the East of Provoka where Bikke and the Pirates dwelled. I didn't see any reason that the pirates would be terrorizing the town, yet be allowed to stay when they had been beaten. Its not anything special, and there are no enemy encounters there because I didn't know how to turn the encounters off once the pirates had been beaten. There are some Pirate sprites that are there that in theory will attack the player if they are talked to before you fight Bikke, but I still have to work all of that out. That seemed a viable way to use the Kyzoku's and Pirates a little more besides just that one encounter. I've also been actively writing the mythology behind Chaos and the 4 fiends, so the story is being wrapped up as well. Hope everyone is ready to try the game out. Have a great weekend. all!!!
Title: Re: Final Fantasy Reconstructed
Post by: kuja killer on June 13, 2015, 03:43:23 am
I've never really looked at this thread before until now, but anyway i wanted to comment about the Marsh Cave screenshot graphics.

That's absolutely my favorite compared to everything you've shown so far. Because that instantly reminds me of the Sylvan Cave from Final Fantasy 2 SNES.

Is that what you based it on ?? :)
https://www.youtube.com/watch?v=8cWO-_VzpPE

It would be totally more "perfect" in my opinion, if you had a NES version of that song from that cave on SNES FF2...for your marsh cave :)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 14, 2015, 05:58:03 am
I've never really looked at this thread before until now, but anyway i wanted to comment about the Marsh Cave screenshot graphics.

That's absolutely my favorite compared to everything you've shown so far. Because that instantly reminds me of the Sylvan Cave from Final Fantasy 2 SNES.

Is that what you based it on ?? :)
https://www.youtube.com/watch?v=8cWO-_VzpPE

It would be totally more "perfect" in my opinion, if you had a NES version of that song from that cave on SNES FF2...for your marsh cave :)

YES, that is EXACTLY where the inspiration for the look, color scheme etc came from for that dungeon. I was ready to argue a few months ago about the colors for that dungeon, until I actually LOOKED at the dungeon that I based it off of. As much as I'd like to say that the comments about the color scheme were wrong, they weren't, and I changed the dungeon accordingly once I looked at that original dungeon by itself. Just to be sure, you were looking at the updated version and not the "white webbing" design that I originally went with I hope. I've changed the colors so often in so many of the different dungeons that I'm not even sure what people are looking at any more. Anyway, I recognized your name when I saw it, and I'm very glad that you're interested in the project.

There is a part of me that wants to go to a hilltop and shout "HEY THERE IS A NEW FINAL FANTASY GAME THAT I REALLY THINK YOU'LL ENJOY THAT IS ABOUT TO COME OUT!!!!!" but I can't. I want this project to be something that EVERYONE can enjoy, but I feel pigeonholed in some respects, because there are probably a LOT of people who might be interested in this project who won't ever experience it... I do feel however that with the Facebook page, YouTube videos, and the RHDN thread that I've tried to gain as much exposure as I can without actively posting the game on the Google Play or iTunes store (which even as much as we've changed the game I still don't think that we can, although it would be cool if we could. Not even for a profit, just so that people would know that the game exists)

But anyways, for those of you who ARE interested, and waiting, the game is coming. I hope that the beta will be ready by tomorrow (the 15th), but I'm not entirely positive that all of the dialogue changes will have been made (and the Ninja overworld sprite is STILL giving me fits), but as close as I am, the beta WILL be coming out this week for my limited beta testers. Then we get to implement the ASM changes and Chpexo's excellent soundtrack, and then its done. I won't be releasing version 2.1.2.6.3.2. Once the game is to the point where I'm satisfied, THAT'S IT (unless I learn how to ASM hack something else into the game that I don't plan on doing now). I have received a few requests to update NES/FC 2&3, and I might graphically update those games if the utilities get to that point, but right now the only utility that I have to use is FFHackster (which I could NOT have done this project without). But there WILL be 2 versions. Version 1 will be a graphically updated FF1 NES with everything intact just as in the original game (although, like I told Disch, I have completely "bastardized" some of the tile tables as opposed to the original versions). With this version, I don't care. Knock yourselves out changing it however you want. Version 2 will be the official "Reconstructed" version with the updated soundtrack, ASM updates, moving tiles etc. This version will be most likely be locked (much like Grond locked his FF++ and Grond's Final Fantasy). Basically, I'm just doing this because Version 2 represents my vision, a LOT of the game code will have been changed/music engine removed and replaced, and Version 1 won't be locked and it has all of the same graphics, just not the updated moving tiles and soundtrack.

Once the project is completed, I had even planned to write a "Beginners guide to Rom hacking" based upon my experience with FF1 hacking (and some if you hack FF1, make sure that you do this, this, and this type advice). I don't think that many people realize this, but this is my FIRST attempt at NES hacking and I didn't know ANYTHING about ASM until Disch started teaching me, so all-in-all, the fact that this project even exists is kind of a miracle in itself. It has really been through the support and inspiration that I've found on RHDN that the project has continued to the point that it has. I am really glad that people have been as receptive as they have, and I really hope that the game is as well received as much as I've enjoyed making it. I hope that Grond, Goongyae, Disch, and everyone else who did this before me would be proud of what I've made because of the efforts that they made first. I don't think for one second that I did it better, but I took the best things that others had done, added my own spin, and combined it all into what you see (and will play). Please stay posted for updates, and if you haven't, check out the Facebook page listed on page 1 and throughout this thread for more constant updates (if you're into social media). God bless everyone and I hope that you've had a great weekend all!!!

Also, I have been kicking around the idea for Final Fantasy 0 since I started fleshing out the ideas for the mythology for Reconstructed. Basically, I took the idea of the 5 Leifen warriors and fleshed it out (since the sages and even the Leifen's admit that the story has gotten a little "muddled" in the last few hundred years). Basically, without giving away too much of the plot, my origin story involves 5 playable characters. I thought that rather than having 4 "rotating" characters (like 2 NES/FC), or having a 5th character that was an NPC, that I COULD use FFIV as the basis for 0. That would allow me the luxury of having 5 characters to flesh out, and also would allow me to use the Knight/Mage/Warrior/Dragoon/Ninja etc. classes that existed in IV (and made that game such a great game) I actually wanted to include a Dragoon character in Reconstructed, but didn't feel that it worked right with a Dragoon that wouldn't actually leave the  screen when he "jumped" (and thegame engine didn't seem like it could effectively make that happen without some serious ASM tweaking, although I think in III the character did leave the screen when "jumping") That's why the Coneria guards are "Dragoons" by the staircase in Coneria Castle and some other places around the globe. I also thought that this was kind of another "homage" to the NES/SNES b/c the game would update from 1 hardware/software combo to the next like FF1 NES did to FF2 SNES. I don't necessarily want to make a game that is LONGER than Reconstructed (or FF1 Dawn of Souls), but I do really WANT to have 5 characters to flesh out, even if they don't change throughout the game other than a "class change" type of change, if that would even work in this game. Now that I think of it, using FFIV as a basis would also allow me to include a Summoner type character that would segue into the "loss" of Summoning power in Reconstructed (and its restoration after the events of said game). I really feel like the mythos that I'm building in Reconstructed deserves a "prequel" and I think that I can flesh out an excellent story for it, but I will likely need help. I thought about using III NES/FC as a base, but that game also has 4 PCs, and I really don't want to have to have 1 character MIA through most of the game, unless what they're hoping to accomplish will help to save the life of the 5th character (and even that is a stretch without changing the ideas that I'm using now). I actually largely copy/pasted a message that I sent to a few members, but figured since I'd explained it enough that I'd put it in the thread too.
Title: Re: Final Fantasy Reconstructed
Post by: Bregalad on June 14, 2015, 11:34:14 am
There's probably a dozen of hacks already called "Final Fantasy Zero" of some sort. Also, it's not leggal to claim this to be YOURS (sic) because Final Fantasy is a registered trademark.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 14, 2015, 01:28:57 pm
There's probably a dozen of hacks already called "Final Fantasy Zero" of some sort. Also, it's not leggal to claim this to be YOURS (sic) because Final Fantasy is a registered trademark.

You're right dude. That was the result of me coming down off of the Long Island Iced Tea binge that I went on last night, and I basically stuck foot in mouth. I've edited out that part of the last post and I've actually come up with a cool name that I like better than Zero anyway. Thanks honestly for calling me on my bullshit. Hope that I didn't offend anyone acting foolish. A great weekend to you all.
Title: .
Post by: Chpexo on June 14, 2015, 07:56:00 pm
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Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 14, 2015, 08:53:39 pm
finalfantasyzero.com says "hi" as well as "Sorry, I'm dead".

http://web.archive.org/web/20110203040614/http://finalfantasyzero.com/

Hahaha. Thank you my friend. I definitely needed that smile. What was that project anyway? Seems like its been abandoned. I had a neat "play on words" idea for the prequel title of the prequel anyway, so I think zero isn't even an issue any more. I'll let you know when I pm you later about the new OST file.
Title: Re: Final Fantasy Reconstructed
Post by: kuja killer on June 15, 2015, 12:26:51 am
So does this mean this isn't really any much more than just graphics only ?? I did read your post about the whole 2 versions thing.

I'm defintely more interested in the "real" patch with ASM hacks and stuff. not the plain regular "graphics only" patch.

But ...will there be anything changed like enemie's HP amounts or stuff like that ?? Or a whole different world map to explore (not the original FF1) i was just wondering was all.
Title: Re: Final Fantasy Reconstructed
Post by: Rodimus Primal on June 15, 2015, 01:36:43 pm
Well if there's plenty of "Final Fantasy Zero" hacks, then you could always take Capcom USA's approach and call it Final Fantasy Alpha, or Final Fantasy Beginnings, or even Dawn of Chaos.


Title: Re: Final Fantasy Reconstructed
Post by: Disch on June 15, 2015, 02:09:28 pm
Personally I like to come up with original names for my projects.  Not only to be more original, but also to avoid ambiguities when referring to them, and also to make google searches easier.

No offense to anyone here, but names like "Final Fantasy Zero" or "Final Fantasy Origins" are bland, unimaginative, boring, and don't help with making your hack stand out in a crowd.

"Dawn of Chaos" is a little better, as it thankfully removes the 'Final Fantasy' from the title.  But still seems a little too traditional for my tastes.


But I'm kind of crazy and my tastes are weird an eccentric.  So whatever you want to do for your project is fine.  I don't really care.  I'm just saying what I would do.


EDIT:

One last thing.  "Epic" names are almost always cheesy, and almost never epic.  If you're trying to inspire a sense of awe and wonder with your title (ie:  "Dawn of Chaos"), you're going to fail.  This is an NES game... and a hack at that.  Few people these days are going to be awe-struck by anything playable in NEStopia.

So don't take it too seriously.  A catchy, clever, creative, and even possibly humorous name is much better and much more memorable.


EDIT 2:

Overly verbose descriptive names are arguably even worse.  I'm glad you're renaming the hack from "Final Fantasy Reconstructed", as I really don't like that name -- it's like calling your daughter "My Female Offspring" rather than by her name.  wtf.  "Super Metroid Redesign" is another example.  What a horrible name.  Same with Project Base.  Get a clue, SM hackers!

And as for the absolute worst thing you can do... it's putting "my" or your possesive name in the title: "My Final Fantasy" or "Jeff's Final Fantasy Hack".  Talk about bland.


I think I'm done ranting now.


EDIT AGAIN:

FuSoYa had this [sort of] figured out early on (in that he did it sometimes, but not all the time).  Obviously, his name is taken from the lunar guy from FF4... but what's cool about it is he adapted that motif into some of his project names.  "Lunar IPS" is somewhat bland, but the fact that it abbreviates to LIPS is pretty much completely awesome.  And "Lunar Magic" is one of my favorite editor names.

"Samus Aran Beauty Salon" / SABS is another fantastic name.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on June 15, 2015, 10:39:29 pm
A quick trip to thesaurus.com turned Final Fantasy into "Terminal Hallucination"
...cool, but probably not the vibe you're looking for.  :D

But anyway, I'd agree with what Disch said, and as an example, Nintendo finally releasing Mother stateside is awesome but "Earthbound Beginnings" is a horrible title.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on June 15, 2015, 10:51:47 pm
A quick trip to thesaurus.com turned Final Fantasy into "Terminal Hallucination"

Bwahahah... I love that name.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 16, 2015, 06:12:17 am
So does this mean this isn't really any much more than just graphics only ?? I did read your post about the whole 2 versions thing.

I'm defintely more interested in the "real" patch with ASM hacks and stuff. not the plain regular "graphics only" patch.

But ...will there be anything changed like enemie's HP amounts or stuff like that ?? Or a whole different world map to explore (not the original FF1) i was just wondering was all.

Sorry, I think I might have misunderstood what you were referring to in my original response. In case you didn't read in the earlier posts, this game actually began as one of Grond's rebalance/ bug fix hacks where he'd already done a lot of modifications and bug fixing, so some of the things in the game he'd already implemented like bulk item purchases, removed in-battle borders etc. I liked it so much that I just started tinkering with the graphics to just basically make it "prettier". That evolved into the full-fledged project that I've made. Grond specifically mentioned within the readme file that I had with what I downloaded that he didn't mind it being used as the basis for more advanced hacks, and he and Disch will be the first two in my "thank you" sections.

As for different versions, it was specifically requested by a few people that I do two versions. The first was just basically a graphically updated version that didn't change any of the musical aspects for Final Fantasy I "purists". The second version is going to have the new music etc. I hadn't really thought it out much, but I think that version 1 will probably incorporate the ASM changes that I'm making too, just not the musical changes unless we introduce a theme for Chaos that fits into the original music engine scheme.

As for the changes that you can expect in the game:

I'd say about 25-30% of the game's dialogue will be altered by the end of the project (maybe more). I'm trying to keep the same tone as the original, but to flesh out the dialogue into something that makes more sense.

I am NOT overly changing the world map. The game isn't really supposed to be a new game, just an updated spin on FF1. I want old-school gamers like us to have that "familiar" feeling when the game loads up and to be able to largely just dive straight into it, but stick close enough to the original that an entirely new Walkthrough wouldn't be necessary to complete it. So far I've added a cave near Provoka, re-done the Cardia overworld layout (to look like a GIANT dragon's head), and I'm going to put in an island that is my "Chaos shrine/Crystal ruins" level that is new. I AM going to have to make some changes to the in-game map data so that the map actually looks right when you press b-select, but I'll do that towards the end I think since its not messing with the main game right now.

Grond also added a "Leifen dungeon" that is found in the Leifen village. I left the dungeon and just slightly altered the layout and look of the dungeon so that it wasn't just what looked like a "bush maze" like it was in the original game. He also incorporated "dark soldiers" that attack the player when spoken to that cannot be passed without speaking to them. I liked all of this, so it remained in the finished game, just graphically altered to look more like the other dungeons.

The ASM work that I'm doing (that Disch has been kind enough to tutor me in) is going to allow for "movement" in the ocean tiles, waterfall tiles, and more than likely with the rivers as well (although I don't know if I'll do that in-town or not yet). He also helped me write code the other day as an exercise for what is probably half of a routine that will allow the treasure chests to be seen as "opened" once they have been opened (i.e. the in-game view will change to an "open" chest). I have to get back up with him to actually finish the exercise. But when its finished, it is going to be released as a separate patch too for others to use so that we've got opened chests available in FF1.

As for changes to the enemies. I think that I kept like 5-6 of the original enemies (not counting Fiends/Chaos) because I just liked the looks of those enemies better than later NES graphics (Like the Frost Dragons and Kyzokus). A good number of the enemies have had their HP increased, and a fair amount of them can now do new attacks. A specific example is my "Sylla" enemy that replaced the Sharks. A shark does not look like a giant sea serpent, but the Sylla does. So I gave the Sylla enemy the ability to breathe fire by giving him the ability to tap into Cerberus' abilities with the "scorch" attack I believe it was. The Shadow Imp (Grey Imp) also has use of one of the Golems' abilities to caste haste and cure I think it was. I wanted those enemies to be a little more "beefy" and to be feared when encountered. I had given a few too many enemies the ability to cast scorch, so I altered that a little. Additionally, I pretty much eliminated the abilities of enemies who were weak against fire spells (like undead) to cast Fire spells. I largely just changed it so that instead of casting Fire, they cast Ice or Bolt instead. I didn't see a sea monster being able to breathe fire as being as questionable as an enemy that is weak against fire casting a Fire based spell.

Specific to the Reconstructed version, Disch was kind enough to re-write the entire music engine for us from scratch to reflect the Namcot sound engine's capabilities. Chpexo has been producing some PHENOMENAL original tracks and covers that will be found within this version only (that's another reason I was thinking about "locking" version 2 b/c SO much will be changed that it might be difficult for someone else to come and alter it further without knowing what we did). As of 6/16, he's actually come up with a total of 13 new tracks (although 2 are not entire songs to be fair, but are the music that plays when the player is "surprised" or gains a "major item"). I did release one of the new tracks as a "teaser" a week or so ago and I'm going to talk to him about what we should release as the second song. That song can be found here:  https://www.youtube.com/watch?v=w-qLR8xYEMs[url=http://]]] (http://[/url)https://www.youtube.com/watch?v=w-qLR8xYEMshttp://

I've been VERY nit-picky about how things get included, what color schemes are used, what enemies were swapped out, music included, and how. I was actually inspired a LOT by playing through the first half of Final Fantasy ++. I really liked that game, but I felt like it changed too much and reached too far. It DID however show me how the graphics COULD be changed. I also didn't like how I seemed to encounter 4 large enemies ALL THE TIME that had ridiculously high damage and HP levels in that game. I've been very careful to stick to the things that made FF1 a great game to begin with, but add to that in little increments so that the core game remains, just with little enhancements. Once I start getting feedback from the beta testers when the game is released in limited beta later this week (I hope), I'll know what else to alter and what worked or didn't. 

I wish that Grond was still active around the boards, because even though I never finished ++, or even played + or Grond's Final Fantasy, as I've gone along and looked into what he did, I'm finding that our inspiration was very similar. When I looked at the tileset for + in fact, I realized that some of the tiles that I created myself were strikingly similar to what he did previously. When I did play a littler farther in ++, I also realized that he had changed the tiles used for the Mirage Tower just like I did, and to the same tileset. I'm going to send him a message though and see if maybe I get a response. If nothing else just so maybe he can see the changes that I made to what he provided to start with.

Well if there's plenty of "Final Fantasy Zero" hacks, then you could always take Capcom USA's approach and call it Final Fantasy Alpha, or Final Fantasy Beginnings, or even Dawn of Chaos.

You know, this Final Fantasy Alpha idea actually kind of stuck, and I kind of like it. Doesn't hurt that I LOVED the SF Alpha games too. Dawn of Chaos has a decent ring to it also.

A quick trip to thesaurus.com turned Final Fantasy into "Terminal Hallucination"
...cool, but probably not the vibe you're looking for.  :D

But anyway, I'd agree with what Disch said, and as an example, Nintendo finally releasing Mother stateside is awesome but "Earthbound Beginnings" is a horrible title.


Haha. Final Fantasy: Terminal Hallucination is a title that we might have to try out some day hahaha. I don't really like "so and so beginnings as a title" for most things. It kind of reflects back to a video I watched about the "All New" Captain America that Marvel is going to be putting out. I just think that adding "All New" or "Beginnings" to a title is LAZY on the part of the publisher. If for nothing else than a book that has All New in the title seems silly after about 3 or 4 years of publication and seems like it will necessitate a name change from the outset of publication. I agree with Disch (whose response is a little long to quote) that the title needs to be original sounding. It might be silly, but I was tossing around the idea of Final Fantasy Pre-Constructed as the name for the prequel. Seemed more original sounding than Zero and kind of established a link between the two games.

As a last item,

@Disch, I'm still having a problem with the game freezing up during some fights. It doesn't happen often as it was before, but the freezing up like that during the Chaos fight was the original reason that I started from a fresh ROM image and just exported and imported the map layouts from the old game. I didn't have this problem until I started changing dialogue/text/battle formations. Could this be a result of me not changing values for the different Nasir checksums before I started text editing? I saw in another thread that you told a guy to change the value at offset 0x3CFDB to '60' in addition to the other change that you suggested via pm (that I have somewhere on my computer, but it was a different offset I'm pretty sure). I'd like to try to fix it myself without you having to play through the game to find the bug, although I had intended to send you a beta copy once the limited beta is released. Just didn't want people to play through the game, enjoy it like I did, and then not be able to complete it b/c of a bug that crashed the game.

Ok, now that I've spent an hour replying to my thread, I hope everyone enjoys the game when its released, that I've answered all questions, and that you all have a great week.

 :beer:
Title: Re: Final Fantasy Reconstructed
Post by: Disch on June 16, 2015, 09:21:33 am
Quote
@Disch, I'm still having a problem with the game freezing up during some fights. It doesn't happen often as it was before, but the freezing up like that during the Chaos fight was the original reason that I started from a fresh ROM image and just exported and imported the map layouts from the old game. I didn't have this problem until I started changing dialogue/text/battle formations.

Make sure your battle formations always generate at least 1 enemy.  If you use the "Show Min" option in Hackster to see the minimum number of generated enemies, it should never give you an empty enemy party.

If you run into an empty enemy party, the game will do very strange things, including possibly crash.

Quote
Could this be a result of me not changing values for the different Nasir checksums before I started text editing?

Not likely.  The Nasir checksum should only get triggered when you enter a non-overworld map.  It shouldn't matter for battles.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 16, 2015, 09:34:09 am
Make sure your battle formations always generate at least 1 enemy.  If you use the "Show Min" option in Hackster to see the minimum number of generated enemies, it should never give you an empty enemy party.

If you run into an empty enemy party, the game will do very strange things, including possibly crash.

Not likely.  The Nasir checksum should only get triggered when you enter a non-overworld map.  It shouldn't matter for battles.

Good morning my friend. Hadn't message you b/c I didn't expect that you were awake yet. I know that I have some battle formation issues that I need to fix b/c I'd noticed some errors when I was beta testing. It hasn't been crashing prior to the fight, but most often during the fight when one of my player characters attacks typically. It will register the hit, show the animation for the enemy getting hit, and then it will just give me an "rrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr" sound and the game just freezes (or last time, the whole screen got corrupted, and still gave me the sound). I've noticed the problem most often during the later part of the game too if that makes any difference. I wanted to put this question in-thread like you suggested so that anyone else would be able to see this if they searched via Google or other search engine (also like you suggested). I will go through when I have time (since I've got a LOT going on with the semester ending) and will let you know if I keep having the same problem. Glad to know how the Nasir checksums work now too =-) Have a great day!!
Title: Re: Final Fantasy Reconstructed
Post by: Disch on June 16, 2015, 11:29:55 am
It will register the hit, show the animation for the enemy getting hit, and then it will just give me an "rrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr" sound and the game just freezes (or last time, the whole screen got corrupted, and still gave me the sound).

I have never seen this problem before.  The only thing I can think of is you are using conflicting patches.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 16, 2015, 11:45:31 am
I have never seen this problem before.  The only thing I can think of is you are using conflicting patches.

I was kind of wondering if the Dynamic Action patches might be conflicting with the game b/c I started with Grond's balance/bugfix hack rather than a clean FF1 rom image. To this point those two and the "no menu music" are the only changes that I've made as far as applying patches However, when I was beta testing the maps that I re-inserted into the unaltered game, I was applying those patches b/c I really liked how it changed the dynamic of the game, and wanted to basically test if there were any conflicts with those patches since I knew the base rom didn't have any issues b/c I'd beaten it and never experienced a freeze when I'd just changed the graphics. Are there any other "rules" for battle formations, like the total number of enemies in certain configurations can't exceed X? I was trying to be careful when I messed with those numbers, and I can't remember if the "freeze" happened before I messed with battle configurations or not. If it happens again I will try my best to take a second to write out exactly what happened and take a screenshot of what it did. Maybe that will help to track down the bug. I have come to "dread" certain fights b/c I knew that the game froze during fights with certain creatures. I'll make sure that all of my battle data isn't conflicting with itself and keep you posted. Will try to get up with you to continue my tutoring probably after Thursday b/c I'll be working probably straight through until tomorrow night. Thanks for answering though  :beer:
Title: Re: Final Fantasy Reconstructed
Post by: Disch on June 16, 2015, 12:18:02 pm
Are there any other "rules" for battle formations, like the total number of enemies in certain configurations can't exceed X?

Nope.  Not that I can think of.  As long as there's always at least 1 enemy to fight you should be fine.

Quote
Will try to get up with you to continue my tutoring probably after Thursday b/c I'll be working probably straight through until tomorrow night. Thanks for answering though  :beer:

I might not be around later this week or this weekend.  My parents are coming to town and I'm going to be spending most of my time with them.  You can pop in to see if I'm online, but if I'm not that's probably where I am.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 16, 2015, 04:44:50 pm
Nope.  Not that I can think of.  As long as there's always at least 1 enemy to fight you should be fine.

I might not be around later this week or this weekend.  My parents are coming to town and I'm going to be spending most of my time with them.  You can pop in to see if I'm online, but if I'm not that's probably where I am.

That's cool dude. Glad that you'll be able to spend some family time this weekend.

As for the glitch, I don't know what the problem is. I went back through the battle lists and there were 2 battles where I'd made it possible to have 0 enemies. I went back and fixed that, updated the beta game that I've been using, and had it bug on me when I was fighting Kraken, and then again when I was facing Chaos. The weird thing is, the battles both went along like they were supposed to for a while before it bugged. Both times it bugged right after I'd attacked either Kraken or Chaos and it showed the damage animation. During the Chaos fight, he'd actually gotten to the point where he cast Cure 4 and then had about 3 or 4 other turns before it bugged. I'm going to go back and check all of my tilesets and make sure that I didn't alter anything that I shouldn't have, but I'm at a loss as to where the problem lies... If I can't figure it out, I'll just have to re-import the maps back into the version that was simply graphics updates and start again from there. I wish I knew where this bug was coming from because its becoming a REAL thorn in my side now with 2 different versions of the game having that same problem. Well, it will delay the beta release, but I have to fix this before I expose anyone else to the same problem. If anyone else has any input, please chime in.  :-\

Added: I guess it could be a problem with the emulator trying to update the old and new information and basically giving itself a conniption fit. I might just start up a completely new game and try to go through it one more time to see if it still bugs on me when I start fresh. I hate having to do that, but it will answer that question. GRRRRR....
Title: Re: Final Fantasy Reconstructed
Post by: Disch on June 16, 2015, 06:28:22 pm
Quote
Added: I guess it could be a problem with the emulator trying to update the old and new information and basically giving itself a conniption fit. I might just start up a completely new game and try to go through it one more time to see if it still bugs on me when I start fresh. I hate having to do that, but it will answer that question. GRRRRR....

Savestates are questionable, but SRAM should be fine unless you did some CRAZY asm changes between versions (which I doubt you did).  So rather than starting over, you could just soft reset and start from the last in-game save point.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 20, 2015, 06:16:32 pm
Savestates are questionable, but SRAM should be fine unless you did some CRAZY asm changes between versions (which I doubt you did).  So rather than starting over, you could just soft reset and start from the last in-game save point.

You're absolutely correct my friend. I did attempt to trouble-shoot as methodically as possible (at least with my limited abilities), so I started trying to eliminate likely causes of the crashes. I did end up re-starting fresh (but dropping Holy Rods in the Coneria Weapon store for 5 gp) so all I basically did was have whatever warrior who came up use the item, casting Holy upon the enemies, easily demolishing the first half of the game, and being pretty darn effective all the way into the alternate Temple. When the "bug" started happening, resulting in this the last time, ironically as I was fighting Chaos:

(http://i1381.photobucket.com/albums/ah224/duke2go2/Errors%20-%20Bugs%20encountered/Bug%20corruption_zpsh726qzga.png) (http://s1381.photobucket.com/user/duke2go2/media/Errors%20-%20Bugs%20encountered/Bug%20corruption_zpsh726qzga.png.html)

The majority of the times that the game froze during my beta testing (a significant amount of times early on during the battles with Kraken and then Tiamat, and finally Chaos) the screen would just freeze and the last musical note would just continue without stopping, resulting in a buzzing sound.  Up until this post I've only seen the bug distort the game screen twice. So after consulting with Disch and some of the other members of the Final Fantasy community about any knowledge of a bug that froze the game after an attack was performed, it was somewhat determined that the bug was not a widely known one.

So this morning I started tinkering with different ideas of how to identify what was wrong with the code, like trying to log the error as it occurred using FCEUX. Luckily, a Google search using Final Fantasy game crash bug I think (pardon me, I have forgotten exactly what search terms I used in the intervening hours) started to provide me with clues. The first clue matched me with this post right here from RHDN's own boards:

http://www.romhacking.net/forum/index.php?topic=17295.0 (http://www.romhacking.net/forum/index.php?topic=17295.0)

While you can read the info yourself, in a nutshell a description is given of the Dynamic Action patch by Captain Muscles, and how cool it is and how much it changes the gameplay (and it does). Anyway, about halfway down the page, a user named dudejo started describing a bug that sounded virtually identical to the one that I had been encountering. After reading further, I felt like this was confirmed.

dudejo concluded that thread with the following:

I didn't use the latest bug-fix. Only the original code that I lifted from GameFAQS.

If it can help, I also ran AstralEsper's restoration patch along with a variety of personal changes made through FFHackster.

Changes included weapon stats, armor stats, class stats, spell stats, monster stats, shop line-ups and relocated treasure chests.

However, I had a back-up IPS with the old combat routine. I patched it over the ROM file and the game worked fine.

I also applied the Dynamic combat routine on a vanilla ROM and I couldn't replicate the issue.

For now, I'm trying a playthrough where I only apply AstralEsper's restoration, equipment stats, class stats and shop line-ups. Sadly, the crash happened at Tiamat's battle so I won't know if it works until the late-game segments.

April 09, 2014, 06:44:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Sadly, even those reduced settings cause the crash. I fought Lich, casting Fire 3 on it and the game crashed immediately. I also tried a quick test where I only applied the Restoration and Dynamic Action patch by themselves. Same results.

The way I see it, AstralEsper's Restoration patch and CaptainMuscle's Dynamic Action patch are unfortunately incompatible.

If you use any spell of Level 5 and above, the game is guaranteed to crash.

Again, the use of higher level spells right before a game crash further confirmed that I was experiencing a bug caused by an older version of the Dynamic Action patch. Once I had determined that a bug existed with that patch, I performed another Google search for fixes for the patch I believe (not completely sure how I got to the next part, but I did, and I'm sharing haha). Anyway, my queries and the process of following the clues eventually led me to this posting by Captain Muscles himself.

http://www.gamefaqs.com/boards/522595-final-fantasy/59962851 (http://www.gamefaqs.com/boards/522595-final-fantasy/59962851)

In this post, changes to the coding of the patch were provided (which I'm going to post here too)

Dynamic Action Selection

; This modification alters the combat action selection sequence. Instead of selecting all warriors' actions at the beginning of each round, each individual warrior's action is selected when their turn comes up in the battle sequence. The action will then be executed immediately.

313e4: d0 47

31417: 90 0c

3141b: 90 10

3141f: ce ae 6b 4c 1a 94 a9 23 ee ae 6b ( after 6b was originally left out, but was added later. I put it here to save time)

(INSERT)
31430: 48 ad ae 6b c9 01 f0 23
(END INSERT)

31451: 68 48 20 77 94 a9 02 20 0f f2 68 85 88 0a 0a a8 60

(DELETE)
31462: 20 77 94 a9 02 20 0f f2
(END DELETE)

31468: 4c 52 94

3147f: 41 94 41 94 41 94 41 94

321cc: 30 0a

32369: 20 20 94 ea ea

323f3: 30 3d


;-------------------------------------------------------

Notes:
-Make sure you are in insert mode for the INSERT/DELETE code.
-The address listed for any DELETE code takes into account any previous INSERT/DELETES.
-For anyone who wishes to further mod this code, it's worth noting that the "player strikes first" flag stored in ram at $6bae, will now be -1 (255) if the player gets first strike, or 1 if the monsters get first strike.
-This should not conflict with any fixes/enhancements posted in Astral's opening posts of the bug fixes and enhancement thread.


So essentially, this information should ideally fix the bug. The information that I'm including now is for those aspiring hackers who lack any real programming experience or time using a hex editor other than inputting patch codes that others had come up with (like me, although I have started to learn some things about ASM from Disch, although I'm FAR from experienced at this point). Anyway, I'm going to admit my own ignorance specifically with the quoted response to a question I asked Disch about the hex editing process that was laid out within the bug fix discussion. I was pretty sure that changing the size of the ROM was a bad thing, and as part of the troubleshooting process I went ahead and did that to a test ROM. Needless to say, it didn't work. I had however missed the INSERTION that Disch describes

Family trip is over now.  Parents were only in town for 2 days.  But it was a fun 2 days!

You generally do not want to change the final size of the ROM as this disrupts how it will get loaded in emulators and stuff.

However, in the post you linked to, he actually means literally delete them.  So deleting how you were (and changing the file size) is correct.  The thing is, you are also supposed to insert the same amount of bytes you deleted.  Therefore the overall file size should not have changed when you are done.

So after deleting 8 bytes at 0x31462, and inserting 8 bytes at 0x31430, the file size will be unchanged.

All the other parts of his post are normal 'overwrite' changes, meaning the value you input will replace what is there, and will not change the size of the file.

You can toggle between 'insert' and 'overwrite' modes in HxD (and most other hex/text editors) by pressing the Insert key.  I do not recommend trying to insert/delete in FCEUX unless emulation is paused... otherwise the game is likely to crash immediately.


PS:  I really do prefer answering these questions publicly.  Don't feel embarrassed or anything -- posting questions on a forum is what the forum is for.   :thumbsup:

I hope Disch doesn't mind me including that in this post, but I wanted to give an "explanation for dummies" for people like me who know just enough to mess something up, but can understand the concept when it is spelled out like he was kind enough to do for me. Disch has been an invaluable resource during this project and like my Grandmother used to say, he has earned the stars in his crown (mostly for putting up with me haha) But for real, officially THANK YOU for continuing to offer patient guidance through this process  :beer:

The error that I made that caused the game code to be corrupted was that I found the location where the values should have been inserted, but since I found what looked like those values already there, I didn't insert anything, thus not cancelling ROM size changes when I deleted the code that I was supposed to. I have found throughout my life that I've been pretty representative of an average American, good at a lot of things but great at none  ;D So I figure that if I had this difficulty, chances are someone else in the future will too. I'm sorry that this reply was so long, but I wanted to basically expand the knowledgebase of this community as to this bug's existence, and also to provide a roadmap that will eliminate a lot of the hassle for the next person who attempts a project like this. And this should be recorded in searches now too like Disch has said to me before. I'm also going to go ahead and make a patch for DAS that corrects the bug and implements Grond's unofficial update for individuals who don't want to code it themselves. This seems like a useful contribution, at least I hope it does. Hope everyone is having a great weekend. 

Edit 7:00 pm. I went ahead and made an attempt to make that combination patch that I described. I was able to make everything work correctly, but there is a really weird delay that wasn't present within the DAS patch that I originally used. This kind of worries me, although the users of the other forum indicated that the changes worked fine. Its like the game stutters trying to figure out what to do next after each action is taken (even though the battle rate was turned all the way up. I also specifically downloaded the Final_Fantasy_(U)_[!].nes ROM since the DAS patches were built off of that ROM image). I was incorrect in my earlier descriptions. Upon looking at the hex values, the DAS patch that I applied has already made all of the changes that were indicated to be necessary for the changes to be effective. I also confirmed that the use of higher level magic is the catalyst for the crashing process. I tried 3 times to cast a magic spell above level 5 and then followed with an attack by whatever Light Warrior came next. Each time, as soon as the attack animation was about to finish, game crash and buzzzzzz. Since I'm not playing the game on my computer during beta testing, I don't have anything to map the way the game is trying to interpret the data. It does appear however that something that was done by Grond during the creation of the original ROM image has had the same effect that the FF Restored patch had upon the DAS patches. I think that one of the pages that I referenced earlier recomended the DAS patch be used in coordination with I believe the evasion fix patch, so I'm going to go back and look and see if I can work around the problem. Ideally, as I am learning to use Disch's disassembly, I'd like to go back and physically code the different aspects of the game that I've changed directly into the game code so there are no conflicts between patches, but I'm not there yet. I might also try using an earlier version of the DAS patch and see if that helps any. I REALLY WANT to keep the dynamic action abilities, but if its going to create a fatal error, I'll just have to take it out of the beta release and see if I can re-implement it for the final version. Any input or advice is welcome.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on June 20, 2015, 11:11:10 pm
Quote
I hope Disch doesn't mind me including that in this post,

I don't mind.  I'm a big believer that all tech info should be posted publicly so that everyone can benefit form it.


As for your actual problem:

I don't really have any advice as for how to solve it.  Though I do have a rant prepared about how I disapprove of IPS patching as a whole and why/how it leads to these kinds of problems regularly, but I'll spare you  :P

But I DO have some general advice.  I'd say do things in layers and test between layers to iron these problems out:

Start with a clean ROM
Apply one patch
Test
Apply another patch
Test
Apply another patch
Test
... repeat until all external patches merged.


Since you have a quagmire of a bazillion different source patches, all of which are doing mysterious things that could break the game if there's conflicts, it's best to isolate them to minimize damage.

Really, you should have at least 3 ROMs here:
#1: The ROM with all external patches applied (no Hackster edits)
#2: The ROM with only FFHackster edits (no external patches)
#3: The final ROM with all changes.


Get ROM #1 complete and tested via the above "layer" approach (patch one/test), and once you have it working... LEAVE IT ALONE.  Only modify it if there's another base patch you want to apply (and even in that case... back it up in case the new patch causes conflicts)

FFHackster should be modifying a ROM that has zero external patches applied to it.  So the only changes made to the ROM it's working on are changes made by Hackster itself.  This is your #2 ROM.

Create a patch of ROM #2 based on the original ROM.  Apply that patch to a copy of ROM #1, and that is ROM #3 -- your final product.



This will spare you the headache of losing all your Hackster data because of some weird external patch conflict.

If both ROM 1 and ROM 2 work... then it's almost certain ROM 3 will work, as it's very unlikely that Hackster changes will trash anything the external patches modify.




If you know basic commandline tricks, you can write a batch file to automate the file copy, patch creation, and patch application to generate ROM 3 from ROMs 1 & 2 so you don't have to wrangle with that process every time you make a few changes.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 22, 2015, 03:40:20 am
The further along in this process that I go, the more I'm just realizing that a LOT of my problems have probably come from "hacking a hack" has my friend Allen put it. When I was just trying to graphically update the game, it was fine. If I had stopped there, it would have been fine. Once I started to really realize what I could do, that was when I started pushing beyond the limits of what I had. As much as I hate to do it, I think that Disch is right. I think it will be a much more stable build if I just build the whole thing from a clean ROM and then basically recreate what I've got now. I don't like the fact that I now have to recreate the damned game a 3rd time, but I can't argue with the logic behind it. Still a little concerned however b/c I didn't find out there was a conflict with the DAS patches until WAY late in the game. So I could apply a patch (through hex changes, not ips), test to see if any immediate conflicts, and then find out later during the testing process that there is a conflict that I wasn't aware of. I see now also why the development process is such a lengthy affair. Kind of frustrated and feeling overwhelmed....

Is there any process/program/utility that I can use to basically make the game run through the code itself to see if its going to cause a crash without having to actually play through the game to find the bugs? If not, there should be... Thanks for the help and insight.
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on June 22, 2015, 05:28:59 am
Could it be some sort of flag that loads the ending "crumble" of Chaos malfunctioning due to graphics being moved around? Idk, just throwing something out there.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 22, 2015, 05:36:28 am
Could it be some sort of flag that loads the ending "crumble" of Chaos malfunctioning due to graphics being moved around? Idk, just throwing something out there.

No, that's not it either, b/c the bug would happen whenever I used a higher level spell and then tried to do a physical attack. Ironically, now that I think about it, my version from before I started text editing actually WORKED and didn't bug. I DO still have that version now that I think about it b/c I saved the version that I knew worked and had just been level edited. And I had applied the dynamic action patches to that version when I beat it if I remember correctly. Maybe I somehow broke it when I start editing text, although from what Disch told me that shouldn't have been an issue.
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on June 22, 2015, 05:53:30 am
Apply Dynamic Action to the un-text-edited version and try to trigger the bug? Idk, best guess.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 22, 2015, 05:57:10 am
Apply Dynamic Action to the un-text-edited version and try to trigger the bug? Idk, best guess.

Same problem. I think that I might have just been lucky that time I played through. I went ahead and sent Grond an email to the address from the readme, but apparently that's no longer a valid e-mail. I'm at a loss b/c I figured that considering it was his hack that I started with, and he made the unofficial update for the DAS patch, I figured maybe just maybe he'd know how to fix the conflict. Otherwise, I just don't know. I did send you a new version Spooniest b/c I found out the second one I sent had color mismatches. I'm still going to see if I can find out what is causing he crash and maybe then it can be fixed. Thank you everyone for all of your help and support.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on July 10, 2015, 05:38:21 pm
Been a bit between updates. I've had as my wonderful Music Composer called it, "programmer's block"  :thumbsup: Since Chpexo has been SO diligent about working on the game's updated score, we concurred that we should put out an update of another of the game's new tracks. So, I present to you the new Overworld theme for the project. Comments and constructive criticism are welcome. I hope everyone enjoys what really came out as an AWESOME track!!

https://www.youtube.com/watch?v=OpS9k_PzwKI (https://www.youtube.com/watch?v=OpS9k_PzwKI)
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on July 10, 2015, 05:56:22 pm
That's some crazy epic music. Totally different feel from the original, but that's not a bad thing. The original theme was kind of like you were going on a Sunday picnic. This sounds more like bad shit's going down and you're on an important mission.

Glad to see you're still alive!

And, just out of curiosity, how many letters will character names consist of? I've seen some edits expand it to 5 or 6 letters. Call me crazy, but naming my people is always one of my favorite parts of a game.
Title: Re: Final Fantasy Reconstructed
Post by: Avster on July 10, 2015, 06:12:06 pm
I'm sorry if this seems harsh, but as a composer, I am particularly sensitive about someone declaring that a piece of music is "an original composition" when it is in fact lifted note for note from another game.

https://youtu.be/68Hs7GrLLkk
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on July 10, 2015, 06:16:03 pm
Yep, still alive. I just got busy with work, really frustrated that the ATB patch caused a fatal bug and I'd need to change a LOT, and then decided that I just needed to "step back" from the project for a minute and took a week off. I'm probably going to take this week to do some more work and just relax. Since I'm going to essentially be building the game from Disch's disassembly, I'd ideally like to put in 6 character names. The version of Grond's game that I started with had 5, but I couldn't change it when I tried to apply a different set of patches, which I pretty much understand why now haha. The song that Chpexo came up with is just EPIC IMO. Whenever he sends me a new OST, I will just stop and listen to this song for about 5 minutes on Famitracker, even when nothing has been changed. IIRC, he said this was based upon the Rygar song, and I forgot what game it was, so my mistake. Thank you for pointing that out so I can go and change the YouTube page as well.
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on July 10, 2015, 06:18:41 pm
Err

I don't think I like the direction this project is going in, as regards its title.

You aren't reconstructing FF here so much as turning it into another game.

I'd come up w a new title yo
Title: Re: Final Fantasy Reconstructed
Post by: SunGodPortal on July 10, 2015, 08:49:15 pm
Quote
Err

I don't think I like the direction this project is going in, as regards its title.

You aren't reconstructing FF here so much as turning it into another game.

I'd come up w a new title yo

Could just be a working title. At any rate, it's a better thread topic than "My Cool Final Fantasy (NES) Hack". :D
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on July 10, 2015, 10:45:51 pm
I think the title is appropriate.  He is reconstructing the graphics, music, characters, and etc. 
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on July 10, 2015, 11:11:23 pm
Maybe "Final Fantasy Reconstituted" ...?  ;)
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on July 10, 2015, 11:55:18 pm
Something snappy and attention grabbing. Original. Not like the zillion others already on the site.

Final Fantasy: Lost age of chaos or something.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on July 11, 2015, 03:47:08 am
I still vote for removing "Final Fantasy" from the title entirely and coming up with an original name:

http://www.romhacking.net/forum/index.php/topic,19442.msg280446.html#msg280446
Title: .
Post by: Chpexo on July 11, 2015, 08:25:19 am
.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on July 11, 2015, 11:29:36 am
Legend of the Chaos Emeralds

... :D
Title: Re: Final Fantasy Reconstructed
Post by: JCE3000GT on July 11, 2015, 07:39:19 pm
Legend of the Chaos Emeralds

... :D

Pretty good.  Maybe Legend of the Crystal Orbs?  Or Mystic Orb Legend...no I'm joking on that one. 

Though I still like the current title a new name completely removing the Final Fantasy name could work.  On the end it's his project.  :D
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on July 13, 2015, 12:56:29 pm
Wow. I go to NYC for a few days and my thread goes crazy. I thought that "Reconstructed" pretty much described what I was doing with the game, reconstructing the graphics, music, etc., as JCE3000GT mentioned earlier in the thread. I haven't really had a lot of motivation recently, although I've been able to plan out the game essentially. I thought that Spoon's earlier comment was about the use of the musical tune that we were kicking around for the Overworld. Chpexo has been AMAZING through this process, and we've both decided to try to incorporate some music outside of the traditional Final Fantasy games, like the Rygar tune, that many people might not have heard before. I personally tried playing Rygar the other night, and never beat level 1. So his suggestions of tunes that people might not have heard seemed valid to me. The game remains at its core the original Final Fantasy, and I like the working title. I'm certainly open to input though, and Disch has said a number of times that an original title might be better. When I really get down to being closer to releasing a beta, I might change the title, but its just easier to leave it right now. Interested to hear what people thought of the tune though, since that kind of seems to have gotten lost in the commotion. God bless everyone and I hope you all have a great week!!
Title: .
Post by: Chpexo on July 22, 2015, 01:34:54 am
.
Title: Re: Final Fantasy Reconstructed
Post by: resq on April 08, 2016, 05:38:33 am
Hey, this is almost done right? Or is it still in beta testing? That Facebook page said betas are going out . .

That overworld music sounds good but seems like it's a copy of Rygar. I don't have a problem with that, I guess. Since we're copying music why don't I send you my copy of 8-bit version of The Wrist by Mushroomhead so you can use it in the dungeons  >:D

"The Wrist" - Mushroomhead (8-Bit) https://www.youtube.com/watch?v=2-uIovk3KI4

or how about Solitaire/Unraveling by Mushroomhead instead?

"Solitaire/Unraveling" - Mushroomhead (8-Bit) https://www.youtube.com/watch?v=NIlBC3mFN_M

Oh and people were talking about changing the name. I would like to second that motion. I think this hack looks too good to call it "Reconstructed" - the final version should have a proper name - something that sounds better than Reconstructed.

Just my opinion.

April 08, 2016, 09:49:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
How about instead of calling it Reconstructed, call it Final Fantasy: Temporia or something like that?
Title: Re: Final Fantasy Reconstructed
Post by: Leviathan Mist on April 08, 2016, 05:20:57 pm
Why didn't I know about this before? Seems to be an epic undertaking going on here. I haven't read all the comments, but I see you're already making your own musical tracks. Let me know if you need any help with that.
Title: Re: Final Fantasy Reconstructed
Post by: Googie on April 08, 2016, 09:20:14 pm
I've been waiting for this hack a long time, I can't wait to play it when it's finished. :)
Title: Re: Final Fantasy Reconstructed
Post by: zonk47 on April 08, 2016, 09:26:02 pm
In fairness to the op and his collaborators, it's kind of hard at this point to create a (good) tune for the NES that hasn't already been heard before.
Title: Re: Final Fantasy Reconstructed
Post by: Disch on April 08, 2016, 10:21:50 pm
Guys this thread was necrobumped.  Last update was about a year ago.  It's probably a safe bet this fizzled out.

Also...

Quote
In fairness to the op and his collaborators, it's kind of hard at this point to create a (good) tune for the NES that hasn't already been heard before.

Have you heard the mysterious 412.nsf?

https://www.dropbox.com/s/qlhho5j0nr5djvo/412.nsf?dl=0

I don't remember where I got it from or what the name of it is.  Probably from one of the famicompos.
Title: Re: Final Fantasy Reconstructed
Post by: Midna on April 09, 2016, 06:15:19 am
Plus OP was last active nine months ago.
Title: Re: Final Fantasy Reconstructed
Post by: resq on April 09, 2016, 08:54:48 am
Here's a link to the Facebook page https://www.facebook.com/finalfantasyreconstructed
Title: Re: Final Fantasy Reconstructed
Post by: Disch on April 09, 2016, 11:31:11 am
I stand corrected!

Well if he didn't drop the project, it appears he did drop these message boards.  XD
Title: Re: Final Fantasy Reconstructed
Post by: resq on April 11, 2016, 07:53:11 am
oh yea this deserves a bump. The mod author is letting people test the beta patch but you have to message him for him to send it to you.

Someone should go to his Facebook and tell him to go back to this thread. Like, someone who uses Facebook (not me, lol)
Title: Re: Final Fantasy Reconstructed
Post by: A.D.R.I.A.N on April 11, 2016, 07:45:54 pm
I just found this, and judging by the screenshots, i really want to play this!  ;D
Can't contain the hype!
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 12, 2016, 12:09:28 am
Sooooooooooooooooo..........

Y'all thought I was gone huh? Thought I had abandoned my project? Nahhhhhhhhhhhhhhhhhh.  :laugh:  :happy: :thumbsup: :laugh: :happy: :thumbsup:
Honestly I went through the gates of Hell and it took me quite awhile to claw my way back out. And yes, the process has taken about a year. Haven't quite read all of the comments yet, but Spoons reached out to me on the Facebook page and let me know that a buzz had started about the project over here. I took time off to settle my own affairs, and right around probably February I picked FFHackster back up (shout out to Disch for all of his help in the past and for that wonderful utility, without which I would never have gotten as far as I have). But yes, I finally got the game to a point where I was happy with a "proof of concept". The version that is being beta tested right now does not have new music, but is a significantly modified version of the original Final Fantasy. Its not SNES, but I've found ways to basically use the game's programming to cheat the system and push the NES to its limits, and I'm still learning more ways of adding details. I really haven't been active over here recently, but since the buzz has restarted itself, I will be an active participant over here again as well. If you've got questions or specific things you'd like to ask, fire away. Glad that what I had created back then was good enough that it would restart its own buzz  :beer:

Oh, and if you would like to participate in the limited beta testing, message me either on here or at ffreconstructed@gmail.com. I'm still tinkering with the game, but its about 95% done now.

And since the screenshots shown in this thread are HORRIBLY outdated, here are some examples of the game in its current incarnation
Current Project screenshots

Kaipo

This village was created late in development. Originally an homage to one of my favorite games in the series, Final Fantasy IV, it now fits in with my current attempts to tie all of Final Fantasy to the original game through very meticulous and thought out text editing.

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo_zpscchas2dl.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo_zpscchas2dl.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%204_zpsznogdvrk.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%204_zpsznogdvrk.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%203_zpsezcdlx8f.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%203_zpsezcdlx8f.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%206_zpsslcqqorq.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%206_zpsslcqqorq.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%201_zpstai93yhq.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%201_zpstai93yhq.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%205_zpsmeyrtikl.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%205_zpsmeyrtikl.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%202_zpsb5kyaaop.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Kaipo/Kaipo%202_zpsb5kyaaop.png.html)

Coneria Town

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Coneria%20town/Coneria_zpsqa3lcnci.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Coneria%20town/Coneria_zpsqa3lcnci.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Coneria%20town/Coneria%201_zpsbs0ob5yj.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Coneria%20town/Coneria%201_zpsbs0ob5yj.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Coneria%20town/Coneria%203_zpsaro52qfy.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Coneria%20town/Coneria%203_zpsaro52qfy.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Coneria%20town/Coneria%202_zpsqxq6lx7l.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Coneria%20town/Coneria%202_zpsqxq6lx7l.png.html)

Assorted Monsters

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Cobra_zpsfy2l7wak.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Cobra_zpsfy2l7wak.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/DeadHead_zpsntibdvur.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/DeadHead_zpsntibdvur.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Fire%20Elemental_zpsjrhpw1bw.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Fire%20Elemental_zpsjrhpw1bw.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Frost%20Gigas_zpsfw18hvac.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Frost%20Gigas_zpsfw18hvac.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Ghost_zpsbvxmr1dc.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Ghost_zpsbvxmr1dc.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Great%20Molbol_zpshr9v43qe.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Great%20Molbol_zpshr9v43qe.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Gray%20Ooze_zps0pjnmuov.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Gray%20Ooze_zps0pjnmuov.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Hornet_zpssmdir3qx.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Hornet_zpssmdir3qx.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Lamia_zpsintqoayi.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Lamia_zpsintqoayi.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Ogre%20Chief_zps3bghnbpr.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Ogre%20Chief_zps3bghnbpr.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/SandWorm_zpsuqqbucvt.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/SandWorm_zpsuqqbucvt.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/SeaSnake_zpsfhvtcamo.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/SeaSnake_zpsfhvtcamo.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Spirit%20Naga_zpsflvszrvl.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Spirit%20Naga_zpsflvszrvl.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Water%20Elemental_zpsuspmdyhp.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Bestiary/Water%20Elemental_zpsuspmdyhp.png.html)

Title: Re: Final Fantasy Reconstructed
Post by: resq on April 12, 2016, 12:28:12 pm
Welp it looks magnificent.

I was wondering what are the chances of you naming the game something other than Reconstructed. You know like maybe a cooler sounding name, something like that.

Like erhh maybe Final Fantasy Ages or Final Fantasy Centuries or Final Fantasy Aeons or . .

well you get the idea  ;D
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 12, 2016, 12:36:57 pm
I'm really glad that you appreciate what I've been able to do with the game. I was certainly humbled to come back to the RDHN board after I was told that the thread was active and interest was still there for the project. The "Reconstructed" name came from the idea that I was originally basically deconstructing and reconstructing the game piece by piece (the original idea was actually deconstructed, which evolved into the current placeholder). The name hasn't been popular, although I've grown kind of fond of it. I'm still open to suggestions though so when something really pops out at me I might adopt it and give credit where credit is due. If you'd like to participate in the beta tests either email or pm me and I will include you in my next beta patch update. I'll try to upload some more current screenshots of different locations later since I have now added a few locations that weren't in the original game at all.
Title: Re: Final Fantasy Reconstructed
Post by: A.D.R.I.A.N on April 12, 2016, 02:51:31 pm
I would suggest "Final Fantasy Rebirth". Sounds cool to me at least.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 12, 2016, 05:58:29 pm
Maybe "A Legend Reborn"? Like I said, not going to make any changes right now, but I will have a finalized title by the time I post patches for the general public because I eventually plan to have a customized title screen for the game as well. I've seen that others were able to accomplish that, and some were actually really cool. I'm still planning to learn how to incorporate animated tiles and such as well, although I always welcome assistance. Was very inspired by Dragon Warrior 4's opening when I played it recently for inspiration. Also, for anyone who is interested, I played through a Korean bootleg Famicom version of Final Fantasy IV last night (well 2/3 episodes the whole way through). While the game isn't the best, and there are some abysmal graphics in places, it does a remarkable job of staying true to Final Fantasy IV, and there are some absolutely stunning visuals at different places. After playing that, it showed where I needed to work to improve my version to put out the best product possible. I put together an image that had most of the enemies and characters that I thought came out well, although the colors are not great in many cases. Figured I'd share it here also so the amount of 8-bit Final Fantasy sprite resources are expanded. Feel free to use any of these in your own projects.

(http://i1381.photobucket.com/albums/ah224/duke2go2/Other%20screenshots/Final%20Fantasy%208%20bit%20assorted%20enemies_zpsfnbaqrgj.png) (http://s1381.photobucket.com/user/duke2go2/media/Other%20screenshots/Final%20Fantasy%208%20bit%20assorted%20enemies_zpsfnbaqrgj.png.html)
Title: Re: Final Fantasy Reconstructed
Post by: Mirby on April 12, 2016, 06:20:39 pm
This looks rather remarkable. I'm quite intrigued, look forward to even more progress :3
Title: Re: Final Fantasy Reconstructed
Post by: Synnae on April 12, 2016, 09:36:33 pm
Wow. It looks really amazing! I'm looking forward to see this finished and play it. ;D

Good luck!
Title: Re: Final Fantasy Reconstructed
Post by: resq on April 13, 2016, 02:51:30 am
Maybe "A Legend Reborn"? Like I said, not going to make any changes right now, but I will have a finalized title by the time I post patches for the general public because I eventually plan to have a customized title screen for the game as well.

"A Legend Reborn"? That sounds just fine it's a lot better than Reconstructed in my opinion. Although if I'm gonna get a vote I would have to vote for calling it Final Fantasy Aeons. I think that sounds a little bit more epic.

I would love to help with the testing but I just don't have time for it. Got a couple of current projects I'm trying to pay some attention to. Basically learning how to do stuff like what you've done but for another game. This stuff's not easy heh.
Title: Re: Final Fantasy Reconstructed
Post by: Bobolicious81 on April 13, 2016, 11:12:09 am
Final Fantasy Renascent?

Or you could pretend we're still in the 90s and call it Final Fantasy Xtreme!
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 14, 2016, 09:41:08 am
Wow. It looks really amazing! I'm looking forward to see this finished and play it. ;D

Good luck!
This looks rather remarkable. I'm quite intrigued, look forward to even more progress :3

Thank you both. I'm actually coming into the end of the process (I hope), although I keep tinkering with things here and there. I actually just finally got the Temple floors to a version I actually liked after all this time. I need to update the screenshots I've got here on RHDN too since they're woefully outdated. Please check out the Facebook page if you'd like to get an expanded look at what I've done since the beginning.

"A Legend Reborn"? That sounds just fine it's a lot better than Reconstructed in my opinion. Although if I'm gonna get a vote I would have to vote for calling it Final Fantasy Aeons. I think that sounds a little bit more epic.

I would love to help with the testing but I just don't have time for it. Got a couple of current projects I'm trying to pay some attention to. Basically learning how to do stuff like what you've done but for another game. This stuff's not easy heh.

You are absolutely correct that this process is not a simple one. I wouldn't have been able to do nearly as much without Disch's FFHackster utility, so I totally feel you. I'd be happy to share any insight about editing if you would like. I'm going to keep the Reconstructed title as a placeholder for now, but might change it later after the changes to the game itself are finished.

Final Fantasy Renascent?

Or you could pretend we're still in the 90s and call it Final Fantasy Xtreme!

Had to laugh at the 90s reference. Xtreme would be quite funny actually. And while I like Renascent, I think I'll stay away from words that people will have to look up to understand (A Master's level education here and I still had to look it up myself haha)

Anyway, glad so much interest is still being generated by my little project. I will try to upload some more images later today.  :beer:
Title: Re: Final Fantasy Reconstructed
Post by: Leviathan Mist on April 14, 2016, 05:11:27 pm
Don't think I'll have time to beta test it, unless it will take longer than 2 months to finish. Would love to play it when it's finished though. Good stuff.
Title: Re: Final Fantasy Reconstructed
Post by: Rodimus Primal on April 15, 2016, 09:21:21 am
Glad you hard work is gaining the attention it deserves. I'll continue beta testing some of it this weekend. I vote for Final Fantasy A Legend Reborn. It has a nice ring to it.
Title: Re: Final Fantasy Reconstructed
Post by: Sam Atoms on April 15, 2016, 02:29:06 pm
I'll suggest Final Fantasy: Ascendant, in honor of Tris Prior.  I saw Allegiant in the theater last night and apart from the visual effects it was just meh, so I presume they'll try to close the series strong.
Title: Re: Final Fantasy Reconstructed
Post by: Mari42 on April 15, 2016, 07:13:45 pm
I'll suggest Final Fantasy: Ascendant, in honor of Tris Prior.  I saw Allegiant in the theater last night and apart from the visual effects it was just meh, so I presume they'll try to close the series strong.

I'll go with that title name, because its very likewise from FF4. I can tell it looks amazing atm.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 16, 2016, 01:33:03 pm
Glad you hard work is gaining the attention it deserves. I'll continue beta testing some of it this weekend. I vote for Final Fantasy A Legend Reborn. It has a nice ring to it.

And I certainly appreciate your input my friend.

Since I said I would upload some more screenshots, I'm adding some more images of the different locations. I actually made the first full map of a location today for the strategy guide. like I said on the Facebook page though, the emulator I use has an image smoothing feature, so some of the images might look different on your own emulator. Since I'm using the screenshots to make maps using in-game graphics, I thought the smoother look lent itself well to that type of image.

Cardia

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot310_zpsha1fjaa7.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot310_zpsha1fjaa7.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot308_zpsjjgey4qg.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot308_zpsjjgey4qg.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot316_zpsn3rzkq1x.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot316_zpsn3rzkq1x.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot319_zpsm1vzq4v7.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot319_zpsm1vzq4v7.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot320_zpshpf4tmj7.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot320_zpshpf4tmj7.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot321_zpsxce6fo8f.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot321_zpsxce6fo8f.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot323_zpsawyelum4.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot323_zpsawyelum4.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot326_zpsxhfsd1qu.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot326_zpsxhfsd1qu.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot328_zpsrdacepff.png) (http://s1381.photobucket.com/user/duke2go2/media/Final%20Fantasy%20Reconstructed%20Misc%20pictures/Location%20Screenshots/Cardia/Final%20Fantasy%20Reconstructed%20Alpha-screenshot328_zpsrdacepff.png.html)

I created a library and a school in the Cardia realm, which I'm pretty happy about. The "teacher" witch actually talks like she's teaching a class too, so it added some interesting aside elements into that area.
Title: Re: Final Fantasy Reconstructed
Post by: resq on April 16, 2016, 04:03:15 pm
Hunh! Extra areas, that's pretty sweet!
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on April 18, 2016, 02:03:58 am
Hunh! Extra areas, that's pretty sweet!

Thanks. In total there is 1 additional area that Grond made within the original bugfix rebalance hack that I started from, I added a completely new town, a new cave, and my own bonus dungeon that's only accessible after all of the crystals shine again. I've got a little less than 1,000 kb left and I'm trying to add as many little extra touches as I can, without making the game seem cluttered or over the top. I wanted to create something that stayed true to the original Final Fantasy game but was more visually similar to an SNES Final Fantasy. It has definitely been a process of trial and error to get it right though. Will try to upload some new screens soon and an updated beta patch is about to be released to fix some things that I had noticed during my own playthru's. Hope everyone had a great weekend.

 :beer:
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 19, 2016, 01:05:04 am
Haven't posted in a bit, but beta testing is proceeding wonderfully. Feedback has been somewhat sparse, but it has been helpful. I'm posting some of a Q&A I had with one of my testers. It was posted at JCE3000GT's message board too, so if anyone is having deja vu that's why haha. Hope this gives some more of an idea of what the altered game is like and what kind of work went into the project. I threw in some screenshots also to put context to some of the comments also. I welcome any comments anyone else would like to make in addition.

- There's an npc in Bikke's hideout who talks about a spooky castle in the Northwest. This is also said by somebody in Elfland (which does make sense).

- Right now there are only so many NPCs within the world. I have a few of them doubled up in certain spots right now in order to basically just use them as either stand-ins or as basically repurposed NPCs. The woman in Bikke's cave was supposed to be like a lady bartender, and I tried to have the bartenders in the game give advice to the player or tell them about the world. I will probably alter that before the final version 1.0 is released, but I haven't addressed it yet.

-  Level 1/2 magic is weak.

- I haven't messed with the spells really and they should be set around the original specs from Final Fantasy I. I was considering tinkering with the magic system and the spells, but I had decided to leave that part alone for the moment. Were you saying that I should make those spells stronger by the way? I can certainly do that, just don't want to unbalance the game again

- Enemies in the Temple of Fiends hit kinda hard.

- I've found in my own playthroughs that I need to get to about level 4 or 5 to get up to the level of fighting Garland. I tried to balance the game so that if the player found themselves in a situation where combat was getting tough, that was an indication to maybe gain a level or two and then try again. I was trying to take away some of the "grind heavy" aspects of the original game but not make the game a complete cakewalk too.

- The Power Staff is in all ways weaker than the Iron Staff, so its only use it being sold I guess?

- The Power Staff was kind of an afterthought and I don’t think that I changed that yet. I meant to make it a little stronger so that the mages would have something stronger earlier in the game, but I don’t think that I ever did.

- There's an NPC in the Elfland castle that says the treasure is locked with the Mystic Key. But there is no door to unlock? There is a treasure room, but all three are empty.

- The NPC in Elfland is a leftover actually. She was meant to stand there originally when there was actually a door on the Elfland treasury that was locked by the Mystic key. Since I took out almost all of the actual “doors” in the game, I just never gave her new dialogue. I will be correcting that in the future. Since Astos was supposed to have “raided the treasury” that was why all the chests say that they are empty. I moved the chests that were originally there to  the Coneria treasury instead.

- I can see that the spells are the same as the original. Now in my and many others opinion, magic is unbalanced in FF1: the best parties consist of multiple fighters and usually no black or white mages. Most hacks that take the liberty to change such things heavily buff casting. But it's up to you what you want to make of the game!
- I agree with you that the spells in the original game were horrendously unbalanced, especially the level 1 versions. Since the original FF1 didn’t have the option to use spells as target 1 or target all, I didn’t mess with much of the magic. I think you’ve got a great idea to make the offensive spells target all and I might implement that before the final patch is put out. If I'm able to do it, I'd ideally like to actually code all spells to be either target 1 or target all when I do my ASM editing of the disassembly. I'd also maybe like to change some of the spells to either reflect the magic in the later NES and SNES games, or at least make them useful.

- I like how the Thief gets 4 attack rating per level. On the other hand, he can't equip good weapons the first half of the game, which still bugs me, hah! I myself would let him use the flame sword.
- Glad you liked what I did to the Thief. He was always my favorite character, but in the original game I felt like he was useless compared to the Fighter/Monk/Red Mage, so I expanded the weapons and armor that he could use and made him second in strength to the Fighter. I think eventually I’m going to swap the level up aspects for the Red Mage and the Thief (other than MP/intelligence growth). I did give him the opportunity to equip more things than he could in the original game, but I wanted to keep a tradeoff between speed and power so that he wasn’t just a “blue haired fighter”. The chain mail does remain a better defensive option for the Thief than almost any of the bracelets he would normally have access to (at least until the silver IIRC), but that's even kind of unbalanced because it is so cheap. I did make some of the later game equipment available to the pre-class change characters for players who liked going through the game without using the class change.

- Again another opinion, but the heal staff casting Heal 2 is kinda OP. I find myself using it every round and just strolling through dungeons.
- I agree that the heal staff casting Heal 2 is kind of OP. I had changed that for my own benefit when I was testing and never changed it back. I also didn’t know how other people would react to the monster difficulty, and I know the enemies need to be rebalanced, so I left it like it was in case the game was too hard. I did upgrade the amount of HP restored from the healing spells (i.e. heal and cure spells) to offset the fact that you can’t use phoenix downs in the game, and life spells don’t work in battle. If I can do it, I will also be fixing that in the ASM edited version so that the players have access to Phoenix downs and life spells can be used in battle, but I don't know if I'll be able to as of now.

- Bug: when looking at the b-select map, there's no cursor for current location, instead flashing rivers.
- The bug on the b-select map is something that I just found myself a little while back. I actually don’t know why the rivers glow like they do (other than I probably replaced tiles which were towns at first with those river tiles). Disch told me that the mini-map wouldn’t look right unless I manually coded it into the game, I believe he said using the hex editor but it has been quite awhile, so until I have a chance to figure that part out the mini-map isn’t going to look correct. I was really just thinking of fixing that when I did the ASM programming.

- Opinion: Maybe it's because I grew up with CGA monitors, but the colors of Crescent Lake really bug me. On the other hand, it makes the place more unique.


- I killed the Blue Dragon in one round. Quite a let down!


- The Blue Dragon probably should be given some more HP or something. Another illustration of how some enemies aren’t strong enough while others are too powerful. I was really thinking of taking every enemy and increasing their HP by 25%. Compared to all of the later FF games, 1’s enemies have the lowest HP totals of all from what I’ve seen when I’ve been researching.

- Love the graphics, but the Air Temple is extra fantastic!

Mirage Tower
(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Air%20Temple/Final%20Fantasy%20Reconstructed%20Alpha-screenshot185_zpsib6vi1zw.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Air%20Temple/Final%20Fantasy%20Reconstructed%20Alpha-screenshot185_zpsib6vi1zw.png.html)

Air Temple
(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Air%20Temple/Final%20Fantasy%20Reconstructed%20Alpha-screenshot186_zpsh789o4wi.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Air%20Temple/Final%20Fantasy%20Reconstructed%20Alpha-screenshot186_zpsh789o4wi.png.html)

- Glad you liked the upgraded graphics. I really tried to make everything look like a later-gen NES game instead of the very simplistic look of the original game. That was why I tried to make every wall at least 2 tiles tall, to add some scale that didn’t exist in the original game. I’ll post some pics eventually of what the original hack’s graphics looked like when I was originally inspired to go this far in my own graphic updating. I was originally trying to replicate the look of the Tower of Babil from IV, but have kind of strayed away from that as I’ve gone on. I actually just added some new tiles there that I took from a Famicom game (I forget the name right offhand) that will be reflected in the next update.
{The game in question was actually Metal Max which has a wonderful amount of sprites to choose from for anyone looking for rpg interior tiles}

- I kind of feel like the Monk / Master graphics should be switched.

(http://i1381.photobucket.com/albums/ah224/duke2go2/Monk%20Master%20Options_zpsz10xwljc.png) (http://s1381.photobucket.com/user/duke2go2/media/Monk%20Master%20Options_zpsz10xwljc.png.html)

(These are some examples of Black Belt and Master as they are now. * are current color choices)

- You’ve given me the first feedback about the Monk/Master. I actually made the Master look like he did for 2 reasons. First, I honestly wanted to make Ryu from SFII Champion edition because I always felt he looked like me, and I always loved that color scheme. Second, I figured that a “monk” in training would have a bald head, but he would be able to dress and grow his hair like he wanted after he was awarded the title “master”, which was why the pre-class change monk looks like Yang from IV and the post-class change looked like Ryu. There are also a lot of blue/brown/tan player characters post-class change, so I might alter him later.


My own comments:
With the Temple of Fiends and the enemy difficulty, there are a few reasons why this probably happened. First, I basically built the game around my own play style (because I don't honestly know how other people play the game, so I made things work the best way for me". Second, I accidentally unbalanced the enemy formations earlier in the game and haven’t had a chance to switch things back yet. I was trying to find a balance with enemies being a little stronger, but giving the player more gp/exp earlier on in the game to make grinding less of an issue. I didn’t realize that I had unbalanced the Temple that much though. I will take a look at the formations and see if I can edit them to make it a little more balanced.

I honestly don’t like the idea of being able to beat Garland at level 2 (although I was also able to in the original game). I always felt that if I went to the Temple of Fiends at level 3 I was more prepared to get to the pirates/pravoka etc, so I tried to basically force the player to get to level 3 or 4 before moving on. This was mostly because in the original game you can just jump from Garland all the way to Elfland without gaining any levels for real, but then you end up having to grind around Elfland to be able to use level 3 spells (the first time you can "target all"), and to be able to make it through the Marsh Cave and beat Astos. I was stuck with the choices to either make the enemies stronger earlier in the game or make that part easier, leaving the player at a disadvantage when trying to beat the Earth cave, Gurgu volcano, Ice cave unless they grind then.

I would like to balance it so the game plays like IV in that the player basically gains the necessary levels as they progress towards the next area without excessively grinding out levels, but haven’t quite gotten it down correctly yet. When I added the “pirate’s cave” level I figured the players would gain a level or 2 traveling to and from Pravoka to there, so it would reduce the grinding when you get to Elfland.

So that was the extent of the first Q&As about the game. I hope everyone learned a little more about the project and I welcome any additional input from the forum.  :beer:
Title: Re: Final Fantasy Reconstructed
Post by: A.D.R.I.A.N on May 19, 2016, 12:31:36 pm
Glad you're back.
Anyway, do you think you can add auto-target? It'll be so cool to see it in your hack.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on May 19, 2016, 01:16:07 pm
Right now I'm focused on getting the graphics the way that I want them and one of the project's supporters is working to basically reverse engineer a working version of the ATB system. What he's found so far is pretty impressive, and he frequents these boards too, so here's a shoutout to Edward for all his efforts and hard work  :beer:
Title: Re: Final Fantasy Reconstructed
Post by: A.D.R.I.A.N on May 19, 2016, 01:49:32 pm
Thanks for letting me know. I hope you can finish this  :thumbsup:
Title: Re: Final Fantasy Reconstructed
Post by: Midna on May 19, 2016, 02:12:26 pm
I kinda figured the Master was supposed to look like Ryu. But I do think it'd make more sense if the designs for the Black Belt and Master were switched,  just because the design you have for the Black Belt looks more... serious, I guess.
Title: Re: Final Fantasy Reconstructed
Post by: STARWIN on May 19, 2016, 02:44:21 pm
@ Master / BB, I agree with Midna to some extent. BB looks older and disciplined while Master looks like a fresh punk with a lack of discipline.

@ Crescent Lake colors, something feels a bit off, perhaps it is having cyan/pink/dark as 3 colors in the buildings, as the pink is exactly the same in some walls and some roofs.. pink wood pile and bridge stand out a bit as well, but the rest is just fine as-is. i guess you might be able to improve it if you play with it a bit, as you are going for something radical to begin with.
Title: Re: Final Fantasy Reconstructed
Post by: Midna on May 19, 2016, 03:08:36 pm
Maybe if you changed the eyes on the Master's sprite, it would look better. Right now he uses the kind of droopy eyes that are otherwise only used for Onion Knights, female characters, and children, and it makes him look like a little kid dressed up as Ryu instead of a tough-as-nails martial artist, like he should.

(http://i.imgur.com/J8Gs9MW.png)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 03, 2016, 02:48:40 am
<Deleted by author>
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on June 24, 2016, 05:23:07 am
Greetings all. I hadn't posted in awhile, so I thought I would share some more updates. First and foremost, the graphics alterations are getting into a "nit pick" phase, meaning I'm happy, but certain things can still use some changing IMO. Second, I've officially decided to have an "open beta" for anyone who wants to try the game before I put out the official v. 1.0 patch here and on 3000Gt's wonderful site. Third, I'm actually taking a basic program development class right now, so I hopefully will learn enough to do the small ASM changes that I want to include. Disch if you're still paying attention to this thread, your initial tutoring did pay off since I understood up to about week 3 in the class (and learned a few things that I needed to know from what you told me). Cheers though mate for the initial understanding  :beer:


The game is really starting to look like I wanted it to, which is basically Final Fantasy 3.5. Going through the game it is definitely on par IMO with its later SNES counterparts, but it still has that classic 8-bit Final Fantasy at its core. I've found myself in the later stages of the project just going into different areas and having to remember that I made those changes, because the locations look like I always envisioned them in my 8-10 year old brain back in the day. This has really been a labor of love, so I look forward to hearing what people think of the game to see if you all like it, which is all I really want now, for other people to rekindle their love of the original Final Fantasy series.  :crazy:
Title: Re: Final Fantasy Reconstructed
Post by: ArkthePieKing on June 25, 2016, 04:35:45 pm
Ahoy! This is looking really awesome so far. I want to chime in and quickly say that I think the graphics and colors for Crescent Lake are gorgeous. I love the palette you chose. One thing I don't, however, really care for is your choice in sprite for Red Wizard. It totally stops being red altogether, and I think it loses a lot of it's personality. Red Mage/Wizard has always sort of been a swashbuckling esque mage, stylish and effective, but when it looks like Tellah it loses that. Bare in mind I'm totally biased about this. I actually have an FF1 Red mage tattoo on my back! It's my favorite class in the series.

As far as mechanics go, understand I haven't played this at all yet, but some general ideas. If you want your players to gain experience as they go along without needing to grind, the best way I've found to do that is honestly to just increase exp values from monsters. More than you'd expect. A perfect example of this is Breath of Fire II. The original had a fair amount of grinding in it, and the GBA version just literally doubled the exp gain and it was almost a perfect curve from that point on, reason being is that double exp =/= double level gains. It just allows them to get to the next set of monsters a little faster. Just some food for thought!
Title: Re: Final Fantasy Reconstructed
Post by: resq on June 27, 2016, 03:03:38 pm
I would be more than happy to test it out and give some feedback if that's what you're looking for. I might not have time to play this all the way through but I'll certainly give my honest opinion about the parts I do see. I don't use Facebook so just send me a PM on here if you like.

I'm pretty familiar with the Final Fantasy 1 game and hacks (I've played many of the finished hacks on here - Epica, FF++ , etc.) so I know a bit about how the game plays and the various aspects of the vanilla game. I like to try playing with non-standard party loadouts so maybe I'll be able to give a unique perspective . .

 :)
Title: Re: Final Fantasy Reconstructed
Post by: Retrolife on July 02, 2016, 12:01:22 pm
A good idea nes is life
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on July 14, 2016, 08:28:34 am
Ok. So the time of the "open beta" has finally arrived. Hopefully this link works:

https://www.dropbox.com/s/7fx708bjy8z0bqp/Final%20Fantasy%20Reconstructed%20Beta%20%5BU%5D.ips?dl=0

Anyway, had a few things come up  :banghead:, and also wanted to make a few more improvements before I opened up the beta process for everyone to enjoy. This is still the "proof of concept" version of the game, but its about 90% complete IMO. I still have to work on the script a little bit, but the graphics are pretty much done. I've had a lot of "life" situations come up recently, so rather than pushing back the open beta trials, I'm putting this out in order to get feedback and work from there. I really hope that everyone else will enjoy the game as much as I have.

2 things to remember, I used the Final Fantasy (U) [!] version of the rom to make the patch, so I can't guarantee it will work correctly with other versions (and we did experience problems before when patching to other versions, so if you use another rom image do so at your own risk), and second, I have NOT put in an NPC to direct you to see Princess Sarah before you leave Coneria, so it is possible not to get the Lute in the beginning of the game if you don't go to her room. Personally, I would approach this game like you would any other RPG that you've never played before. The game is roughly still the same, but there are a few changes that were made, additional rooms, a new town, new cave, new bonus dungeon, etc. So look around, explore, talk to everyone. If you get stuck, feel free to post in this thread or pm me. I hope everyone enjoys what I've come up with and I look forward to any and all feedback about what you like and what you don't. The official v 1.0 will be out by the Christmas holidays and hopefully by then I'll have worked out my ASM coding issues. Thank you to all of my beta testers and to Disch for helping me get as far as I have. I could not have done this without all of you.

 Enjoy.  :beer:
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on November 01, 2016, 03:15:21 pm
Hello all,

Hadn't been on here to post in awhile. The open beta was very well received, and I'm about to release beta v 2.0 in the next few days. I've actually been making steady progress and changes on the game, and I'll make it a point to upload some new screen shots soon. The Facebook page has been much simpler to update, so I've been directing more effort there. For those who don't know, a Lets Play series was done for the open beta version of the game and I wanted to share that for anyone who was interested, and to give some exposure to Active_ate for putting the series together (absolutely unsolicited I might add). Here's a link to the video series

https://www.youtube.com/playlist?list=PLNWBryyo3nIWqFsOLhjM1wouFLMFJFmh7 (https://www.youtube.com/playlist?list=PLNWBryyo3nIWqFsOLhjM1wouFLMFJFmh7)

Thank you to everyone who has shown interest in the game and I look forward to any feedback or comments about the project.
Title: Re: Final Fantasy Reconstructed
Post by: A.D.R.I.A.N on November 01, 2016, 03:24:00 pm
Long time no see Duke2go, keep up the good work  :thumbsup:.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on November 02, 2016, 01:56:17 am
Long time no se Duke2go, keep up the good work  :thumbsup:.

It has been awhile. Glad to be back.  :thumbsup:
The Lets Play series sparked new life into me and the project, so I've been busy. Going to be putting out open beta v 2.0 soon with even farther upgraded graphics. I'm including some screenshots of the current version now since I had said I would. And thank you once again to essellejaye, Disch, and everyone else for the fix of the ATB patches, which means ATB is back in the game again. So far I've tested it, and it works just like it is supposed to!!!! :beer:

Coneria Town

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot803_zpsq0hlzdpp.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot803_zpsq0hlzdpp.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2902_zpsp2vkvzgz.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2902_zpsp2vkvzgz.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2502_zpsdsyi2osn.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2502_zpsdsyi2osn.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2702_zpsmbscteu0.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2702_zpsmbscteu0.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3303_zpsbkjyybxk.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3303_zpsbkjyybxk.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3802_zps7dgacim4.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3802_zps7dgacim4.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3102_zpsgm8r8mum.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3102_zpsgm8r8mum.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3002_zpsfliejzek.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3002_zpsfliejzek.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot4003_zpsykixdc6b.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot4003_zpsykixdc6b.png.html)

Coneria Castle

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot66_zpsy4adfvhu.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot66_zpsy4adfvhu.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot70_zpsf19vmkhi.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot70_zpsf19vmkhi.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot68_zps3b7bh5sk.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot68_zps3b7bh5sk.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot67_zpsnt5dynin.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot67_zpsnt5dynin.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot69_zpskshb6apg.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot69_zpskshb6apg.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot65_zpsb1fic9pk.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot65_zpsb1fic9pk.png.html)


Temple of Fiends (Present Day)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3201_zpsbn6ju47e.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3201_zpsbn6ju47e.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2601_zpspdxgh1z9.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2601_zpspdxgh1z9.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2801_zpswjlw3tor.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2801_zpswjlw3tor.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2701_zpsdvtrmruw.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2701_zpsdvtrmruw.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot52_zpsmjzd83v6.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot52_zpsmjzd83v6.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2901_zpsqrh77ev7.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2901_zpsqrh77ev7.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2901_zpsqrh77ev7.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2901_zpsqrh77ev7.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot56_zpsh0c8fygb.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot56_zpsh0c8fygb.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot53_zpsyeqwxoey.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot53_zpsyeqwxoey.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot61_zps88nfvlpu.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot61_zps88nfvlpu.png.html)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot63_zpsrcqxmu8p.png) (http://s1381.photobucket.com/user/duke2go2/media/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot63_zpsrcqxmu8p.png.html)


(and before anyone mentions it, the wall tiles were originally in Little Samson I believe and have been altered only so slightly)  :laugh:

Those are just some of the current updates to the graphics in the project. I’m still tinkering with things and I’ll upload new screenshots here soon. I’m still trying to divide between working to pay bills and working on the project, so its slow going. I am in need of a music coordinator if anyone is interested in lending their talents to the project. While I still have some of the compositions that have been made for the game, my composer was unable to complete the project with my time schedule. I definitely understand since even I didn't expect to still be working on this after this long. But it has been worth it. Since ATB has been re-introduced, I just need to work out some coding to give the moving effects that I’ve dreamt of since the beginning. As far as I know, Disch still has the music engine written, so its just a matter of composing and inserting the music, which is currently beyond my abilities. I will learn how to do it on my own if I must, but some help would certainly be appreciated so I can put a bow on this one and call it a success. As always, comments and critiques are welcome.
Title: Re: Final Fantasy Reconstructed
Post by: cospefogo on November 03, 2016, 07:54:24 am
OH MY!
Just found this marvelous work!

Final Fantasy 1 on NES is the most important game of
my youth. I used to play it, side by side with Ultima Exodus
for months. I was even planning to play it again sometime,
and this "new version" just arrived at the right moment.

I will keep close to the postings here.
Eager to play it!

Regards,
Cospefogo.

Title: Re: Final Fantasy Reconstructed
Post by: Disch on November 03, 2016, 10:48:50 am
As far as I know, Disch still has the music engine written, so its just a matter of composing and inserting the music, which is currently beyond my abilities. I will learn how to do it on my own if I must, but some help would certainly be appreciated so I can put a bow on this one and call it a success.

It might be worth talking to Ben Boldt.

This thread is worth a read (and a listen, there are several audio clips):

http://www.romhacking.net/forum/index.php/topic,21907.0.html
Title: Re: Final Fantasy Reconstructed
Post by: Rodimus Primal on November 03, 2016, 08:08:42 pm
Looks sweet so far. I'll have to make time to play it next release.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on November 03, 2016, 11:14:09 pm
It might be worth talking to Ben Boldt.

This thread is worth a read (and a listen, there are several audio clips):

http://www.romhacking.net/forum/index.php/topic,21907.0.html

I'm out of order in quotes, but since I thanked you later a number of times, I figured I'd put your comments first. I reached out to Ben, and started reading through that thread. I also posted there as well. Glad to see you're still active bro. Sorry to have disappeared and left things up in the air. This project will be completed, and it is majorly thanks to you.  :thumbsup:

Oh, and your ATB fix works perfectly with this project also from what I've seen while testing so far, so thank you for doing that :beer:

OH MY!
Just found this marvelous work!

Final Fantasy 1 on NES is the most important game of
my youth. I used to play it, side by side with Ultima Exodus
for months. I was even planning to play it again sometime,
and this "new version" just arrived at the right moment.

I will keep close to the postings here.
Eager to play it!

Regards,
Cospefogo.

Thank you. Its definitely been a long and intense process, but the game has almost completely been renovated from top to bottom graphically. Thanks to Disch for the absolutely INTEGRAL FFHackster utility!! That has been the only reason really I have been able to do all that I have because I'm not much of a programmer beyond inputting hex corrections at this point. If you haven't already, please check out the Facebook page at

https://www.facebook.com/finalfantasyreconstructed/ (https://www.facebook.com/finalfantasyreconstructed/)

You can also download the current version of the open beta at

https://www.dropbox.com/s/7fx708bjy8z0bqp/Final%20Fantasy%20Reconstructed%20Beta%20%5BU%5D.ips?dl=0 (https://www.dropbox.com/s/7fx708bjy8z0bqp/Final%20Fantasy%20Reconstructed%20Beta%20%5BU%5D.ips?dl=0)

I'm going to be putting out beta v 2.0 in the next week or two and that should have the graphics changes and script changes completed. The only thing that will be left is the ASM coding and introduction of the new music (which I'm working on now thanks again to Disch's input).

Looks sweet so far. I'll have to make time to play it next release.

Thank you as well my friend. I'm looking forward to you playing the second beta all the way through, because the game doesn't even look the same. It was mostly because of me watching the Lets Play series and seeing where I wasn't satisfied and wanted to put in some more effort.

Well, as I said earlier, ATB is back in the game and it works just fine. I thanked those who contributed to those fixes earlier in this thread, and sincerely thank you again for all of that work. I've reached out to Ben Boldt, and hopefully I'll hear back from him soon. Thank you to everyone who has supported this project from the beginning, and I'm interested to hear what everyone thinks when it has finally been completed. And check out the Lets Play series if you haven't. Active_ate did an amazing job and I highly recommend his videos!!   :laugh:
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on November 04, 2016, 02:10:53 am
Stopfades in scene transitions?

I'd spoken with you about them...did you ever look into a way to implement it?

The logic is:

1. You have eliminated the "iris out" effect that used to be used for going from one location into another.

2. The player may dash using the B button.

The effect of this is that every time you enter a new location (which, for the above reasons, now happens far more frequently), the music (as is normal behavior for FF1 on the NES) starts over. This used to include only entrances and exits to locations (where the music would be different anyway) and staircases at the end of a floor (doesn't occur that often).

However, since you have added interior doors to new locations with the same music, and a dash feature, what ends up happening is that the music ends up starting over, without any transition but a single frame of a black screen, very often.

A "stop fade" (where the music picks up where it left off during a scene transition within a location [doors, stairs, the like] that has the same music as the previous room) would be a good fix for this.

Also, the dialogue box opening was messing with the music playback on my last test, which admittedly was a while ago. Wondered if that were ever addressed either?

Right, off you go. ;D
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on November 04, 2016, 02:32:58 am
Stopfades in scene transitions?

I'd spoken with you about them...did you ever look into a way to implement it?

The logic is:

1. You have eliminated the "iris out" effect that used to be used for going from one location into another.

2. The player may dash using the B button.

The effect of this is that every time you enter a new location (which, for the above reasons, now happens far more frequently), the music (as is normal behavior for FF1 on the NES) starts over. This used to include only entrances and exits to locations (where the music would be different anyway) and staircases at the end of a floor (doesn't occur that often).

However, since you have added interior doors to new locations with the same music, and a dash feature, what ends up happening is that the music ends up starting over, without any transition but a single frame of a black screen, very often.

A "stop fade" (where the music picks up where it left off during a scene transition within a location [doors, stairs, the like] that has the same music as the previous room) would be a good fix for this.

Also, the dialogue box opening was messing with the music playback on my last test, which admittedly was a while ago. Wondered if that were ever addressed either?

Right, off you go. ;D

I actually had thought the lack of the fade effect was more in-line with the later games in the series, but after just watching a Lets Play of IV real quick, I saw where there was still an iris in-out (I think that's what you'd call it). That was actually an alteration that Grond had put in the original patch I started with, and truthfully, I really wasn't bothered by the quick black screen during transitions, but I understand what you mean about the music starting over every time the player changes rooms/floors etc. It would make sense to make it so the music continued uninterrupted once the player entered a location (although that might be difficult in towns since it changes to "shop music" once you go through the shop doorways). I'm sure that can be fixed through a patch or ASM changes, but that part is still up coming since I'll either need a programmer familiar with this sort of thing, or to learn how to do it myself (which I'm open to, just know it was quite an endeavor for me and my "tutor" last time). With regards to the dialogue opening and closing messing with the music, I think that might have something to do with the removal of the sound effect for the open and closing "scroll" sounds from the text box if I understand correctly. There is a bug I'm aware of from when the player uses an item in that screen and then transitions back out to the overworld before the item sound has finished (like when using a tent or cabin especially), the bgm just stops. I think I remember speaking to Bregalad a while back about that being a possible effect of using the "no menu music" patch. IIRC, he said it was a relatively simple fix, but its been so long I don't recall. I pretty much figured I was going to eventually have to go into the disassembly and code things, and I would figure out how to eliminate the routine for calling up the menu music within the actual code itself, maybe even freeing up some space in the meantime. But again, that's all intention, and I lack the capability to make those changes myself at this point. You know I always welcome your input old friend. And thanks again for letting me know that the interest in the project had started back up a few months ago so I knew to come back. Bless you and yours as always  :angel:
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on November 04, 2016, 04:05:59 am
Naturally, the shop transitions would not count; they never used the "iris out" effect, that is a separate type of scene transition that cycles the color palette around in a strange way, and the bgm does not halt during such a transition (only once it's finished and the screen goes black). If you notice, the same behavior occurs when you go to the menu or enter the 15-number mini game on the boat. This "shop transition" and the "iris out transition," I must therefore conclude, are governed by separate routines in the game's program.

However, there are often "iris out transitions" where the music is supposed to change (typically when entering a location from the world map, or exiting a location to the world map).

I can think of two exceptions right away, though:

1. Mirage Tower to Sky Castle

2. Temple of Fiends (Present) to Temple of Fiends (Past).

Those are times when the "iris out" effect occurs, going from one interior location to another, and the music changes.

I could be wrong, but the simplest way to stop the music from restarting during an "iris out without track change" would be to just include an exception for every time it occurs in FFRC.

You wouldn't be able to automate the process any further on such old hardware, I don't think. Every time you're going from one interior location to another, you would have to direct the game to continue from where the music left off.

Notice, as well, that FF1 does not ever have such behavior in the vanilla version, at all. Whenever a new track begins playing, it is always started from the beginning. That means you'd have to code a stop fade instruction for it from scratch, and find a way to get the game to recognize it at appropriate times (when the player goes from one interior location to another without a track change).

However, the "No menu music" patch DOES produce this behavior, but it's during a "shop transition" (the rainbow colored palette cycle), the one that the shop doors and the menu share.

So, in conclusion, if you want to add stop fades to interior location transitions that originally used the "iris out" style of transitioning, I would begin with a message to Bregalad. Clearly, he is the only person who knows how to make FF1 do this, if not specifically in the situations I'm talking about.
Title: Re: Final Fantasy Reconstructed
Post by: cospefogo on November 04, 2016, 08:29:40 am
You can also download the current version of the open beta at

https://www.dropbox.com/s/7fx708bjy8z0bqp/Final%20Fantasy%20Reconstructed%20Beta%20%5BU%5D.ips?dl=0 (https://www.dropbox.com/s/7fx708bjy8z0bqp/Final%20Fantasy%20Reconstructed%20Beta%20%5BU%5D.ips?dl=0)

Just tested quickly the current beta and I loved hat I did see.
I loved specially that, when a dialog with a NPC opens, there is no that annoying sound anymore. I really like it. The opening and closing dialog box FX  did became really tiring after all these years.

Question: the currently beta is playable to the end with no crashes? Or, will your next beta 2.0 do it? Beatable to the end? I really can't wait to start playing!

Thanks, man!
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on November 04, 2016, 09:21:22 am
Just tested quickly the current beta and I loved hat I did see.
I loved specially that, when a dialog with a NPC opens, there is no that annoying sound anymore. I really like it. The opening and closing dialog box FX  did became really tiring after all these years.

Question: the currently beta is playable to the end with no crashes? Or, will your next beta 2.0 do it? Beatable to the end? I really can't wait to start playing!

Thanks, man!

The open beta you downloaded is playable all the way to the end. I'm really glad that you enjoyed that version because I have made a lot of changes for the better (I believe) since I put that out for testing and feedback. I'm interested in any thoughts that you have about the game, so please feel free to make comments in this thread or message me directly on the Facebook page, a pm here on RHDN, or directly to the project email at FFReconstructed@gmail.com. So glad that interest is growing in the project. If you get stuck, the Lets Play series basically walked new players through the entire game since there is no real FAQ at this point. The locations within the game were mostly untouched at that point, so you shouldn't get lost. Just make sure you talk to everyone in Pravoka so you don't miss the Pirate's Cave to the East.  :beer:
Title: Re: Final Fantasy Reconstructed
Post by: cospefogo on November 04, 2016, 09:36:06 am
So glad that interest is growing in the project. If you get stuck, the Lets Play series basically walked new players through the entire game since there is no real FAQ at this point.

Super!

And I think I will not get stuck, I did beat this game twice, on real hardware.

My first time, back in 90's was tough, since my English knowledge was almost null at that time and I played using a dictionary by my side all the time. Years later I did beat it again, on the GBA version.

I will love to play your version now.
The modifications are fantastic!

And yes, I will get in touch eventually.
Regards,
C.
Title: Re: Final Fantasy Reconstructed
Post by: cospefogo on November 17, 2016, 09:17:15 am
Comment removed.
I mixed up things regarding different versions.

 :thumbsup:
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on November 17, 2016, 11:11:27 am
Comment removed.
I mixed up things regarding different versions.

 :thumbsup:

That's what we were talking about on the Facebook page I'm assuming. Sorry to have mixed ya up.  :beer:

And while I'm here, an announcement...

The project officially has a real website now. For anyone who is interested, please take a look.

http://www.ffreconstructed.com/ (http://www.ffreconstructed.com/)

I'm not much better of a web designer than I am a programmer, but I'm trying to turn the site into an all-inclusive location where people can find out about this project, and Final Fantasy hacking in general. The site is not completely finished, but I spent WAYYY more time with it last night than I had time for, so I'll have to get back to it later. I've also made up a video to show off the working ATB patches, but wasn't sure how to credit those involved in fixing them (or if they wanted to be credited), so I haven't uploaded the video farther than the Facebook page and on the website. I set it to private so it can be viewed, but not liked or commented on until I have time to contact everyone directly. Hopefully this will be beneficial for anyone interested in rom hacking in general, not just Final Fantasy.

 :beer:

November 19, 2016, 08:06:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Since I've been focused on the Facebook and now homepage, I'm gonna put a few linked slideshows to show off the first 1/3 of the game for those not following social media or the project website yet.

Since I went through and deleted most of the old broken picture links since I didn't know what they linked to any more, I'm gonna post some of the current screens from the project here for everyone to see.

Coneria Town

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot803_zpsq0hlzdpp.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2902_zpsp2vkvzgz.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3902_zps7v1sair4.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3002_zpsfliejzek.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3702_zpsn5pptkhi.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3102_zpsgm8r8mum.png)


(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3202_zpsng00lsix.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2602_zpsb5hhmk7h.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Town%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2502_zpsdsyi2osn.png)



Coneria Castle

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot46_zpsnengq9b3.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot48_zpsmoko2iov.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot47_zps7frfknpp.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot53_zpsn7bfz37a.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot81_zpst6gn0lde.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot82_zpsfhscvzot.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot83_zpsszznfao3.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot85_zpsgcvtkkge.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot86_zpsalm0mhj6.png)

Second foor

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot9_zpsbcqt9uq2.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot10_zps0niwuahv.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Coneria%20Castle%20Oct%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot12_zpsb5hfmqjg.png)

Temple of Fiends

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot61_zps88nfvlpu.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3201_zpsbn6ju47e.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3701_zps02fni0x1.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3801_zpss094ihha.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot3901_zpslcibzwgx.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot4103_zpsoaqhk8qq.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot4302_zps7ujhdf19.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot4702_zpsxnjbcuwq.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot51_zps4o52xviu.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot52_zpsmjzd83v6.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot55_zpsbzz3anlu.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot57_zpsrfsx0c7a.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot58_zpsszrk9hh0.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Temple%20of%20Fiends%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot59_zpsfawcfgkn.png)


ATB example gif

<a href="http://s1381.photobucket.com/user/duke2go2/media/Website%20images/Animated%20GIFS/Active%20Turn%20Battle%20example_zpsmqjewepg.gif.html" target="_blank"><img src="http://i1381.photobucket.com/albums/ah224/duke2go2/Website%20images/Animated%20GIFS/Active%20Turn%20Battle%20example_zpsmqjewepg.gif" border="0" alt=" photo Active Turn Battle example_zpsmqjewepg.gif"/></a> (http://<a href="http://s1381.photobucket.com/user/duke2go2/media/Website%20images/Animated%20GIFS/Active%20Turn%20Battle%20example_zpsmqjewepg.gif.html" target="_blank"><img src="http://i1381.photobucket.com/albums/ah224/duke2go2/Website%20images/Animated%20GIFS/Active%20Turn%20Battle%20example_zpsmqjewepg.gif" border="0" alt=" photo Active Turn Battle example_zpsmqjewepg.gif"/></a>)

I threw the last one in because I've been learning how to create gif files, and I was able to successfully integrate the ATB functions into Reconstructed. As always, comments, critiques, or recommendations are welcome. Please check out the numerous threads and pages if you wish to learn more. Open beta v 2.0 will be released soon and I've already had requests to do another Lets Play series, so I hope interest will remain through the finale of the process.

 :beer:
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on November 27, 2016, 11:36:15 am
Question for those who follow the thread.

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Sky%20Palace%20WIP%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot4_zps4l2disxb.png)

That's the current look of the Sky Palace. I'm not sure if I should change the floor palette to something that stands out. I was kind of going for a "hidden against the sky" look for it, but I don't know. I am kind of partial to the green though. Opinions are always welcome. Hope everyone had a great weekend.  :beer:
Title: Re: Final Fantasy Reconstructed
Post by: Rodimus Primal on November 27, 2016, 04:20:46 pm
I like the green. Any other color would make it look strange IMO.
Title: Re: Final Fantasy Reconstructed
Post by: cospefogo on November 28, 2016, 03:06:42 am
I like the green. Any other color would make it look strange IMO.

Me too.
It's perfect on the screenshot.

Regards,
C.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on November 28, 2016, 04:05:36 am
Added some screenshots a few replies before, so check there for Coneria to here

Thanks guys. I really liked the green color too. Gave the location a "unique" look IMO. Still not entirely sure about the floor color, but I haven't found a good replacement. I ended up using blue so often within the game for the same reason that MegaMan was blue, there are just a LOT of good blue colors in the game that work well together. I initially had made the floor a grey color, but it didn't stand out against the cloud background. The Sky Palace, Mirage Tower, and Tower of Ordeals, and almost all of the towns are pretty much complete. I might tinker here and there with colors used, but I don't feel like they need any more editing. Will have to fix a few of the locations though since I made a number of changes in tilesets that threw off other locations (like the undersea shrine). Had a few issues with FFHackster recently too and need to get in contact with Disch to see if he might know what happened. Hope everyone enjoys open beta v 2, and I could still use some help with the sound editing etc if anyone is interested.

 :beer:

November 28, 2016, 06:07:29 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Since I went through and deleted most of the old broken picture links since I didn't know what they linked to any more, I'm gonna post some of the current screens from the project here for everyone to see.

But first, a short film

(http://i1381.photobucket.com/albums/ah224/duke2go2/Website%20images/Animated%20GIFS/Coneria%20intro%20and%20out_zpsstguljjz.gif)


Elfheim

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot7901_zpsnisiev3e.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot8001_zpsikvjefkd.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot8101_zpscigo4aop.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot8201_zpsppay8gdh.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot8201_zpsppay8gdh.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot8401_zpstmz5vyns.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot8501_zpsqjbistqu.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot8601_zpsncxae6ev.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot8901_zps8djsbtcj.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot9001_zpshpstqffm.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot9401_zpstjggaub9.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20town%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot9601_zpsdpjjzvjo.png)

Elfheim Castle

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot_zpsdy8e73nt.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot1_zps3vzgjx8i.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot4_zpspnf6vtwh.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot8_zpseadbq1vd.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot18_zpsaenudtuc.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot20_zpsm1yr6y4a.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot21_zpsb4rbbenl.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot24_zps5cj7ofzm.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot2_zpshcque6sj.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot25_zpsavhklpza.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Elfheim%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot27_zpstyirobxt.png)







Title: Re: Final Fantasy Reconstructed
Post by: STARWIN on November 28, 2016, 08:50:54 am
For the tower floor, I, too, would intuitively have gone with gray. Perhaps because the stairs are gray so they would match the floor. But it is hard to throw guesses without seeing the end result.

The new screens are really good looking, Elfheim town colors are absolutely beautiful. A few things stand out here.

The tops of the trees fill the tile in a square form (and not round as treetops). This also happens with the flower tiles vs grass tiles, but it is less distracting as it can be seen as soil around the flowers. With the trees you clearly have the shiny green grass under them, so the top grass being dark green doesn't match like that.

Some of the furniture stands out a bit. Especially the chairs (if they are chairs) look strange. Maybe some kinds of stools would work better instead. Bookshelfs and cabinets might look better with a darker color in Elfheim castle, although it seems to work for the throne fairly well. They stand out a bit less in Coneria castle, but I wouldn't be afraid of trying a bit darker tones there as well. I don't, of course, know the exact limitations.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on November 28, 2016, 09:41:13 am
Thank you for the kind feedback about the images. I'm going to try to clarify and see if I can elaborate on your comments.

For the tower floor, I, too, would intuitively have gone with gray. Perhaps because the stairs are gray so they would match the floor. But it is hard to throw guesses without seeing the end result.

I'm confused by the tower in the comment, so I didn't know how to answer. I will though if you can clarify just a bit  :thumbsup:

The new screens are really good looking, Elfheim town colors are absolutely beautiful. A few things stand out here.

The tops of the trees fill the tile in a square form (and not round as treetops). This also happens with the flower tiles vs grass tiles, but it is less distracting as it can be seen as soil around the flowers. With the trees you clearly have the shiny green grass under them, so the top grass being dark green doesn't match like that.

The trees are still being worked on. The reason why I "boxed" the tops of the trees like I did was because the tiles aren't transparent, so I can't put them against say a brick wall without using the green in that tile. Also, the way the "forest canopy" fits together, when I had a slimmer top to the trees, it just looked wrong when the tops were linked together. I've since freed up just a tiny bit of space in the town tileset, and I plan on giving trees that are at the edges their own tops. I'm also going to change the way the ground looks at the bottom, the trunk, and the way the shadows are incorporated when I have time for smaller alterations. I'm trying to get the overall layouts of the maps together, and I often jump to different maps at different times.

Some of the furniture stands out a bit. Especially the chairs (if they are chairs) look strange. Maybe some kinds of stools would work better instead. Bookshelfs and cabinets might look better with a darker color in Elfheim castle, although it seems to work for the throne fairly well. They stand out a bit less in Coneria castle, but I wouldn't be afraid of trying a bit darker tones there as well. I don't, of course, know the exact limitations.

I've honestly never been particularly fond of the chairs in the castles. They were from either Metal Max or Radia Senki I believe and I just wanted to use something different than the traditional "stool" tile from other FF games. I'm probably going to change them back. The look of the tables and stools in the Temple of Fiends were actually the result of trying to put "rugs" in that location, but not having the room at the time. I'm going to fix the way everything fits into the floor before the next beta is released as well. :-)


And since I was able to post a reply, I can post more screenshots  :beer:

But first, another short film

(http://i1381.photobucket.com/albums/ah224/duke2go2/Website%20images/Animated%20GIFS/Intro%20gif%20with%20title%20and%20fades_zpsvntiasvq.gif)

Marsh Cave

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot30_zpsowbgyxw7.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot31_zps4bsl694h.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot33_zpsatfxrz2k.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot34_zpsdnjr4ibo.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot35_zpss32uzohr.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot36_zpslbjehpgu.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot39_zpsaevgxdvg.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot43_zps1ojrtyre.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot45_zpsg80ibypj.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot48_zps1xvv5ube.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot47_zpsuyj1vwos.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot49_zpshtlo7rvb.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot50_zpshy1wsq1f.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot51_zpsgeusf6rc.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot52_zpsimre59hj.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot56_zpsfe6jpyua.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot57_zps09vq6y8k.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot60_zpsczxslk3l.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot65_zpsqekrn3ef.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot66_zpsd0ctpthz.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot67_zpsdllhmifa.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot79_zpscgxsnq0b.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot81_zps1uftdkfh.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot82_zpspflu0dzg.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot83_zps9pxxawuu.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot85_zpshue448vw.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot86_zps681no1km.png)

http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot87_zps9zkzzawc.png

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot88_zps0vbuyghx.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot90_zpslvxuldxc.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot96_zpsebddyh2i.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot97_zps7fxokbp8.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot105_zpsnlmex2ar.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot109_zpss8tkrqpj.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot111_zpsurbxu39b.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot112_zpsaf5zpgpz.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot113_zpsbcwspdai.png)


Thank you again for the interest and feedback. The interactive nature of this process has really made it better because I can incorporate the feedback and make the layout or gameplay that much better. Please check out the website if you haven't already and I will be sure to post some more screenshots as soon as I'm able.  :beer:

Duke
Title: Re: Final Fantasy Reconstructed
Post by: STARWIN on November 28, 2016, 09:58:16 am
Ah, I meant Sky Palace instead of tower, your earlier question.

In the new batch of images, the only thing that immediately catches my attention is the floor pattern in Marsh Cave: specifically in some images the brightly colored upper edge in the pattern makes the ground look like it is filled with anvils. The green variants are okay.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on November 28, 2016, 10:20:42 am
Ah, I meant Sky Palace instead of tower, your earlier question.

In the new batch of images, the only thing that immediately catches my attention is the floor pattern in Marsh Cave: specifically in some images the brightly colored upper edge in the pattern makes the ground look like it is filled with anvils. The green variants are okay.

I understand now. The Marsh Cave isn't quite done yet, and I need to change the wall colors so that the colors don't blend like they do. And I agree about the "anvils", I had noticed that too. I wanted a different looking stone floor tile, and I might replace it or change it later. Since RHDN is funny about posting multiple times in one day, I'm including images on page 14 all over, so please take a look around and see everything. And since I have the opportunity, more images...  :laugh:

Northwest Castle

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Northwest%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot65_zps1a6mgbsk.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Northwest%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot88_zps3ldahtdd.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Northwest%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot66_zpsxakodgow.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Northwest%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot68_zpscyo4lvhk.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Northwest%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot15x_zpstixgmlay.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Northwest%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot16x_zpsvqaxjmls.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Northwest%20Castle%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot89_zpsebq0m4q0.png)

Melmond

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Melmond/Final%20Fantasy%20Reconstructed%20Alpha-screenshot20_zpsuzxusf5l.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Melmond/Final%20Fantasy%20Reconstructed%20Alpha-screenshot21_zpsvuny1t4q.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Melmond/Final%20Fantasy%20Reconstructed%20Alpha-screenshot22_zpsvdc60aqy.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Melmond/Final%20Fantasy%20Reconstructed%20Alpha-screenshot23_zpsmilxvxrw.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Melmond/Final%20Fantasy%20Reconstructed%20Alpha-screenshot24_zpsu8sktwuz.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Melmond/Final%20Fantasy%20Reconstructed%20Alpha-screenshot25_zpsdjiddoil.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Melmond/Final%20Fantasy%20Reconstructed%20Alpha-screenshot27_zpsxnjukerz.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Melmond/Final%20Fantasy%20Reconstructed%20Alpha-screenshot30_zpsn40zlsij.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Melmond/Final%20Fantasy%20Reconstructed%20Alpha-screenshot32_zpsknszfwoj.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Melmond/Final%20Fantasy%20Reconstructed%20Alpha-screenshot34_zpseajgkkhx.png)

Titan's Tunnel

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Titans%20Tunnel/15027409_531157667080547_2302578492487593131_n_zpsjuhntcvd.jpg)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Titans%20Tunnel/14963395_531157680413879_4473845773727097103_n_zpsd42wrxir.jpg)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Titans%20Tunnel/14993372_531157693747211_1871121367069381587_n_zpsonnsj9qp.jpg)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Titans%20Tunnel/14963260_531157683747212_3865674489764281419_n_zpssy6ltjff.jpg)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Titans%20Tunnel/14947905_531157740413873_8669341029237690443_n_zpsbvpfjmky.jpg)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Titans%20Tunnel/15036379_531157733747207_7529074618405275225_n_zps2ne8dqcm.jpg)

(http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Titans%20Tunnel/15037097_531157730413874_908898199595826092_n_zpspys2bjo5.jpg)

Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on January 20, 2017, 08:11:07 am
As I'm closing in on putting out beta v2, I wanted to share some new screenshots. This is the first 2 floors of the final level that I've dubbed the Temple of Chaos. Still working on the rest, but there are 2 distinct tile sets used in the final level. As always, feedback is welcomed and appreciated.

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot1_zpsxptr5rtm.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot2_zps1u2fvsey.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot3_zpsxm3w8fra.png)


(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot7_zpspsyqdjsd.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot8_zpsknrnacik.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot10_zpskhbeydfo.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot11_zpshbjmpflh.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot13_zpsjwvtij5z.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot15_zpsxhilzz5c.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot16_zpsprvx1qws.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot17_zpsf6nkpqq9.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot19_zpsznbjlwz3.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot23_zpsen3m4qts.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot26_zps5rpgybxh.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot28_zpscize67cf.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot30_zpsw6dbcchu.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot31_zps9nm99yc1.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot33_zpsgx7dluf3.png)

http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot35_zpsienqtlam.png

http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot36_zpsyudd10es.png



Title: Re: Final Fantasy Reconstructed
Post by: Googie on January 24, 2017, 11:49:51 pm
All this eye candy just made me drool...  :thumbsup:
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on January 25, 2017, 04:21:51 am
All this eye candy just made me drool...  :thumbsup:

Thank you my friend. Certainly high praise.  :beer:

I've definitely put a lot of work into this project, which hopefully shows in the different images through the years. I'm really closing in on the final version of the open beta before the actual code alterations and such have to happen. Going to post a few more screenshots too while I'm updating the website. Check it out at ffreconstructed.com (http://ffreconstructed.com) if you have a chance. (shameless plug I know)

So, as for the new images

Pravoka Lighthouse

The "new home" of Bikke and his pirates

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot9_zpsprxoovju.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot1_zpsi4xoaegy.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot5_zpsmund81my.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot4_zpsnera6r69.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot10_zpsie1bjqdt.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot8_zpsmyb2kcwg.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot11_zpsgnzlujv6.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot12_zpsvs97cwap.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot17_zpsyphjzyih.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot16_zpsmy92obyg.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot13_zpsks8wc9jz.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot15_zpsnt8ec96d.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot14_zpsbvgln0wv.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot18_zpsk9hulwtu.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot20_zpsgtpuskwl.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot21_zpstmdg2bwr.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Pravoka%20Lighthouse%20WIP%20Jan%202017/Final%20Fantasy%20Reconstructed%20Alpha%205-screenshot22_zpscyuwuf0s.png)

Kaipo Oasis

The 2nd additional area in the game, the Oasis Village of Kaipo, home of Underhill and his amazing Caravan

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Oasis%20Village%20of%20Kaipo/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot14_zpssv48h6sx.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Oasis%20Village%20of%20Kaipo/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot18_zpsqffxmehh.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Oasis%20Village%20of%20Kaipo/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot28_zpsdzwkj6dx.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Oasis%20Village%20of%20Kaipo/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot27_zpsgmrhiz3l.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Oasis%20Village%20of%20Kaipo/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot25_zps2drvj96c.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Oasis%20Village%20of%20Kaipo/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot24_zpsznjwq0o0.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Oasis%20Village%20of%20Kaipo/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot23_zpszgpmilse.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Oasis%20Village%20of%20Kaipo/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot21_zpssotgbfsm.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Oasis%20Village%20of%20Kaipo/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot20_zpsumc4fbck.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Oasis%20Village%20of%20Kaipo/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot17_zpspbv5w6yo.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Oasis%20Village%20of%20Kaipo/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot16_zpsyskcvvcw.png)

Matoya's Cave

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Matoyas%20Cave/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot74_zps2z6dedxi.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Matoyas%20Cave/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot76_zpsjoy07mud.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Matoyas%20Cave/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot77_zps1dcc2gyq.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Matoyas%20Cave/Final%20Fantasy%20Reconstructed%20Alpha10-screenshot78_zpsvm5qqeeu.png)

Undersea Shrine

Well, floors B2-B5 since the top floor I need to renovate still

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot7_zpsrtnyrt9y.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot10_zpsmpasdv4t.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot11_zpsyozc6d7n.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot12_zpsldxytvqw.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot9_zpsi6n54u5d.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot13_zpsbguuzrdj.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot17_zpszuu2ncnx.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot21_zpswbp0yo5h.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot24_zpsn5pdc7c0.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot23_zpsw36llthu.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot29_zpszy2bndym.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot27_zpshfqlizyk.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot30_zpsaw2rpibg.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot31_zpsnjggxmsk.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot32_zpszuhgionk.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot37_zpstgzow7dz.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot38_zpsiwf1tjtn.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot40_zps6tjcrqfi.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot42_zpsyrrxqhic.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot44_zpshyxofncd.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot45_zpsjgeecpg1.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot50_zpsage8tvqp.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot54_zpsjzxqrj66.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot57_zpsrlmtwni5.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot59_zpsy7hnj8sp.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot61_zpsvt6dfntm.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot62_zps5rorq9f3.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot63_zpsidemgpar.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot65_zpsadp09loe.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot64_zpsthkzfl5h.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot67_zps8nytxqdt.png)

(http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Sea%20Shrine/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot70_zps3hacxycg.png)


So that's a current look at some of the areas that aren't going to change much more, one new town (based off another) and one completely new early game dungeon. I added Kaipo as a nod to Final Fantasy IV, and I couldn't think of any other towns in the games that were located in a desert. Thought about taking a name from Dragon Quest since there are a few nods to that series sprinkled in Reconstructed as well.  The Pravoka Lighthouse in-game is referenced as "haunted" by a frightened townsperson, and I gave the Town a "Mayor" (a shout out to my good buddy Spooniest) who sends the players in search of Bikke to end the raids upon the town. The Mayor is actually the one who offers the ship, but I couldn't figure out how to move the chain of events from Bikke event (fight), text, Mayor gives ship. So right now the player still talks to Bikke after the fight, he grumbles about losing, and the ship appears outside of Pravoka without talking to the Mayor. I did give him additional dialogue though when you talk to him after "winning" his ship. The additional dungeon actually helps with not having to grind so much when arriving in the land of the elves and going to the Marsh Cave. I also put a good amount of gold and treasure there, which helps offset buying equipment and spells after sailing around. It helps balance the game a lot more IMO. Beta version 2.0 will be out by the 31st if I can help it, which will have the completed dialogue and script alterations. Look forward to any and all comments. Thank you all for your continued interest and support.  :beer:

Duke
Title: Re: Final Fantasy Reconstructed
Post by: cospefogo on January 25, 2017, 05:34:31 am
(...) Beta version 2.0 will be out by the 31st if I can help it, which will have the completed dialogue and script alterations. Look forward to any and all comments. Thank you all for your continued interest and support.  :beer:

Duke

I am crazy about this!
Do you think it is worth to play the full game while in BETA2 version?
I don't think I can handle myself to wait until the final version forward to 2017, December...

=D

Thanks, Duke.
Thanks SO much.

Again I say, the original japanese team of FF1 developers really should see this someday.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on January 25, 2017, 05:45:56 am
I am crazy about this!
Do you think it is worth to play the full game while in BETA2 version?
I don't think I can handle myself to wait until the final version forward to 2017, December...

=D

Thanks, Duke.
Thanks SO much.

Again I say, the original japanese team of FF1 developers really should see this someday.

Yessir!!  :thumbsup:

Beta v2 will absolutely be worth playing. The story will have been completely fleshed out, the ATB battle system that our peers here on RHDN were so kind to fix is included, and the new tilesets I've been posting are in the game. There are new areas and dungeon layouts since beta v1, so I think fans of the series both old and new will enjoy the newer version. The final version will have the programming and music changes, and is going to take longer to complete (especially without help). Thank you as always for the interest my friend and I certainly look forward to hearing what you think. I'll might make a new thread when open beta 2 comes out also so this is archived for others. Working at the moment, but I'll post some more screenshots later since there was a reply to my last post.

I'm so glad the project generated so much interest. I'm probably going to actually start a project that is completely my own after I finish this and make it available for smart phones and such. My heart is in retro gaming, so it would be nice to work in that media for real.

Title: Re: Final Fantasy Reconstructed
Post by: cospefogo on January 25, 2017, 05:59:14 am
(...) The story will have been completely fleshed out, the ATB battle system that our peers here on RHDN were so kind to fix is included (...)

Duke!

I still don't get what is the ATB battle system. Is it something like the one in Final Fantasy 6, where, when in battle and while you think what to do, which spell to use, which attack to perform, the monsters keep hitting you flawlessly... is this what we are talking about?

And, regarding the story changes — you have only "enriched" the story, with nuances and subtle changes, correct? No radical modifications... am I correct?

And, about the new music, will you add new tunes to the existent ones? Or will you just replace some of them? In my view the FF1 soundtrack is superbly fantastic...

Thanks thanks thanks.
Looking forward for the BETA2.

And yes, I have not forgot about our game guide...
=D
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on January 25, 2017, 06:09:54 am
Duke!

I still don't get what is the ATB battle system. Is it something like the one in Final Fantasy 6, where, when in battle and while you think what to do, which spell to use, which attack to perform, the monsters keep hitting you flawlessly... is this what we are talking about?

And, regarding the story changes — you have only "enriched" the story, with nuances and subtle changes, correct? No radical modifications... am I correct?

And, about the new music, will you add new tunes to the existent ones? Or will you just replace some of them? In my view the FF1 soundtrack is superbly fantastic...

Thanks thanks thanks.
Looking forward for the BETA2.

And yes, I have not forgot about our game guide...
=D

I just happened by and can answer your questions.

1. The "ATB" is more like, say Final Fantasy Tactics. The thing is, the code necessary to generate the "waiting" between bars filling up wouldn't fit in the NES cart's rom. So it's skipped. Also, enemies cannot attack, nor may any team member attack, while you are selecting your commands, but the order is no longer determined by whether it's the beginning of a round. It is all determined by each PlayerCharacter/Monster's Agility Stat.

Get it? Got it. Good!

2. I would call what Duke has told me about the story to be kind of drastically changed, but the story is essentially the same story: Four young warriors get four crystals and go save the world from destruction. Duke has added to it, but not taken away from that plot, I don't think.

3. I think the deal with the music is...gosh, I have no idea. Is new music being done? I would guess that perhaps some form of track replacement might be there, like, taking music from FF2 or FF3 and putting it in? I have literally no knowledge of what Duke's doing music wise. I'm an analog musician myself.

:)
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on January 25, 2017, 06:13:33 am
Since my compatriot was kind enough to field that one, I'll just add this input and a link and get back to work.  :beer:

The link shows the "active turn battle" in video form.

https://youtu.be/R_Y1e91M_N0 (https://youtu.be/R_Y1e91M_N0)

I hadn't actually "published" that because I wanted to see if any negative feedback came from the idea.  :thumbsup:

Spoon's explanation of the story changes are pretty accurate. I'm incorporating some concepts from Final Fantasy V and IX too before I forget.

And the music is the part that is kind of up-in-the air right now. Songs have been composed, an engine has been written, but composing and creating are something to tackle later. I wanted to include some songs from the later games, and there were some compositions including songs from other games. But until I learn to compose, or find a composer who is looking for a challenge, the sound changes will be made later.
Title: Re: Final Fantasy Reconstructed
Post by: cospefogo on January 25, 2017, 06:26:12 am
Thanks Spooniest!

About the ATB battle system video, I have watched it before, but on a first glance I was not able to see what was the differences between a normal, regular FF1 battle. Let's see what I find out when I do play it for real.

Regarding music, oh, Final Fantasy II world map tune is the best ever. Let's import it to FF1, Duke!
=D

Regards!
Cospefogo.
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on January 25, 2017, 07:02:19 am
Thanks Spooniest!

About the ATB battle system video, I have watched it before, but on a first glance I was not able to see what was the differences between a normal, regular FF1 battle. Let's see what I find out when I do play it for real.

Regarding music, oh, Final Fantasy II world map tune is the best ever. Let's import it to FF1, Duke!
=D

Regards!
Cospefogo.

Do you mean FF2 for NES, or FF2 for SNES? Those are separate songs.

FF2 Overworld Theme

Lonely. One synth swells up like autumn leaves in a miniature whirlwind, and hits a solid note, as the bass synth starts to do a walking rhythm. That is literally all there is to it. It sounds lonely as all get out.

FF2 SNES (FF4) Overworld Theme

Sweeping, Operatic. Not only are there drums this time, but the strings section has the same lonely feel as the above song. The woodwinds take the melody, which is a simple ascending thing that then pulls back down, to give you the idea that your feet are moving up, and then down, without making you feel like you're being told to MARCH, soldier. It makes you want to breathe in, and breathe out, you know?

Side note and letter to the editor: Duke, can you kinda work on having not so many darn images in your thread in the future? Idk if you were planning on continuing making FF Reconstructed: The Magazine Subscription, but to be fair, most people have a faster internet connection speed than I do. :)
Title: Re: Final Fantasy Reconstructed
Post by: cospefogo on January 25, 2017, 07:16:23 am
Do you mean FF2 for NES, or FF2 for SNES? Those are separate songs.

FF2 Overworld Theme

Lonely. One synth swells up like autumn leaves in a miniature whirlwind, and hits a solid note, as the bass synth starts to do a walking rhythm. That is literally all there is to it. It sounds lonely as all get out.

FF2 SNES (FF4) Overworld Theme

Sweeping, Operatic. Not only are there drums this time, but the strings section has the same lonely feel as the above song. The woodwinds take the melody, which is a simple ascending thing that then pulls back down, to give you the idea that your feet are moving up, and then down, without making you feel like you're being told to MARCH, soldier. It makes you want to breathe in, and breathe out, you know?

Side note and letter to the editor: Duke, can you kinda work on having not so many darn images in your thread in the future? Idk if you were planning on continuing making FF Reconstructed: The Magazine Subscription, but to be fair, most people have a faster internet connection speed than I do. :)

Spooniest,

Sorry for not explaining, but for me it is valid ONLY the original Japanese nomenclature, so, yes, Final Fantasy II FAMICOM. The other one is Final Fantasy 5.

And yes, what a lovely MAGIC tune...
https://youtu.be/SaCLoLBdxTU

Duke, I must say I agree with Spooniest as well, please don't publish too much pictures of everything. It slows down a lot the topic loading and, spoiler-wise, spoil a lot of the surprise we will get when we play the real thing FOR REAL! (Please don't get us wrong!)

Regards,
C.


January 25, 2017, 07:19:44 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Guys,

Have you ever listened to FINAL FANTASY PRAY?
If not, PLEASE, do it RIGHT NOW!
Full album here on Joutube:

https://youtu.be/ER51433l5fM

(I don't know how to embed a Joutube video...)
Title: Re: Final Fantasy Reconstructed
Post by: Spooniest on January 25, 2017, 08:57:50 am
stuff that contained a vocal recording of final fantasy music

Are you trying to make me CRY THIS WHOLE DAY AWAY WHAT'S WRONG WITH YOU

:) You are in the right thread, don't go anywhere
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on January 26, 2017, 12:30:56 pm
I'm gonna try to answer everyone, and I made the text bigger in the responses so it stood out from the questions. Got jumbled up before I made that alteration.  ;)

Thanks Spooniest!

About the ATB battle system video, I have watched it before, but on a first glance I was not able to see what was the differences between a normal, regular FF1 battle. Let's see what I find out when I do play it for real.

Regards!
Cospefogo.

Is this Gio?  :laugh: (Cool if so, he's been so excited about the project being completed, but I didn't know the alias on RHDN.)

The "Active Turn Battle" system I can't claim any part of, other than trying to apply it to Reconstructed and breaking the game before the glitch was ironed out. BUT, in the original Final Fantasy 1 for NES, the player decided what actions all 4 Light Warriors would take before a round took place, which left the ability to totally waste an attack on an enemy who had already been defeated. With the Active Turn Battle, the game progresses through its turn calculations, but stops every time a Light Warrior is supposed to act. In this way, you don't make decisions at the beginning of a round, but as each warrior's "turn" comes up. I hope that made more sense. I can't really think of another way to describe it without making a direct comparison video, which I unfortunately don't have time for right now.

Do you mean FF2 for NES, or FF2 for SNES? Those are separate songs.

FF2 Overworld Theme

Lonely. One synth swells up like autumn leaves in a miniature whirlwind, and hits a solid note, as the bass synth starts to do a walking rhythm. That is literally all there is to it. It sounds lonely as all get out.

FF2 SNES (FF4) Overworld Theme

Sweeping, Operatic. Not only are there drums this time, but the strings section has the same lonely feel as the above song. The woodwinds take the melody, which is a simple ascending thing that then pulls back down, to give you the idea that your feet are moving up, and then down, without making you feel like you're being told to MARCH, soldier. It makes you want to breathe in, and breathe out, you know?

Side note and letter to the editor: Duke, can you kinda work on having not so many darn images in your thread in the future? Idk if you were planning on continuing making FF Reconstructed: The Magazine Subscription, but to be fair, most people have a faster internet connection speed than I do. :)


Yes Spooney, I will cut down on the images. Only reason I had been posting so many initially was because I didn't have an "official website", and some people were resistant to the whole social media concept. I also deleted a TON of the early game screenshots because the links were dead, so there was a lot of discussion about images, but no images. I put most of the current levels up so there was a point of reference for people. But seriously I shouldn't have many more images to put up, maybe some overworld images and the few dungeons I haven't finished up yet. Although I could just upload them to the website and then post here that I did so... It doesn't matter to me, but I didn't know if people were even visiting the site since I've received like 2 messages from that mail relay... And you DO know I'm making a Strategy Guide for the game with my layouts and images right? So there's a flippin REASON why there are so many damned images. JEEEZZZ hahahaha Jk buddy. :laugh: :happy: :thumbsup: :beer:

Quote
Regarding music, oh, Final Fantasy II world map tune is the best ever. Let's import it to FF1, Duke!
=D

Nope haha  ::)

While I can see the allure of the Final Fantasy II overworld theme from the standpoint of the American fan who has limited experience with II and III for Famicom/SNES, hell even handhelds. I just really don't like the song and think it is too slow and foreboding for the world I've made. I took a lot of time to "lighten" the different palettes, which might be "too light" in some places, but its better than everything being SUPER DARK like it was when I first started. I agree sort of with Spooney, though I don't think the FFIV theme is gonna fit the Reconstructed overworld right. The original FF1 tune is very upbeat and I feel "appropriate" for an adventure of this scale. If we don't end up remixing the original song and adding depth to it, or "arranging" a track from another game, I'm gonna just leave the overworld tune alone. That isn't to say that the FFII overworld tune couldn't be used in a Town or in a Dungeon, just not in the overworld in my game. Hope that made sense and I gave sufficient reasoning beyond "I say what goes on here" haha.  :police:

I'm all for including other tunes from other Final Fantasy games, but the music has to fit the mood of the areas, so I'm being careful about what to incorporate and what to leave. And if my tentative music "arranger" will seriously help me with that part, then we'll be in business for real.

And finally,

Quote
Duke, I must say I agree with Spooniest as well, please don't publish too much pictures of everything. It slows down a lot the topic loading and, spoiler-wise, spoil a lot of the surprise we will get when we play the real thing FOR REAL! (Please don't get us wrong!)

Regards,
C.

I didn't mean to give away too many details, I'm just a completionist, and since I had the room, I tried to make the images flow together wherever possible to give the audience a look at the "whole" dungeon and not just parts. I'm not going to post any images of any more stages within the final level, and might only upload 1 or 2 of the "Crystal Ruins", since I really want that to be a true "bonus" dungeon this time and not just a small area to walk through with tough enemies like it was in the Lets Play Active_ate did. Wonderful series but I felt let down after watching the last video and it being so short, making it even worse that it would have been a better video if I had done more with the area in the first place. I've got memory, so I can definitely add places, dungeons, floors, etc. Wish I could figure out how to hex edit in the teleport doubling edit Astral Esper and her crew came up with. Something seems to have been changed by Grond in the original Rebalance hack I started from and every time I try to hex edit (even checking to make sure I entered it all correctly), the player can no longer enter Coneria town in the beginning of the game. Just realized, I'm surprised I haven't heard comments from a certain individual who I went back and forth with quite a few times in the beginning of the thread, and project. Would be interested in hearing his opinion about my level design at this stage...  >:D But I digress,

For those who haven't seen the project's website, or would like to check out the Photobucket directly, here are a few links for ya (one of which is in the signature)

http://www.ffreconstructed.com/ (http://www.ffreconstructed.com/)

http://s1381.photobucket.com/user/duke2go2/library/ (http://s1381.photobucket.com/user/duke2go2/library/)

I uploaded images to both the other day, so most things are up-to-date. I've been trying to put together a "change log", honestly I have, but I change things on a whim, and then either change them back or keep the changes and forget what I had done. At this point its pretty fair to say that there are probably only a handful of vanilla tiles left in the game, dialogue and script have been edited to enhance the plot and tell a coherent story, classes have been buffed, enemies have new abilities, etc. I'm going to include a notepad document in the zip file for beta 2.0 that will outline what Grond changed originally and what I changed after. Hope that answered some questions since I spent much more time than I should have. But as always, you guys are the greatest. Thank you so very much for the continued support and interest for this project, and it means a lot that people are still amped up to see it completed too.  :beer: :thumbsup:
Title: Re: Final Fantasy Reconstructed
Post by: cospefogo on January 26, 2017, 12:33:52 pm
Yes!
Bingo!

GIO = COSPEFOGO.
There, here.
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on January 26, 2017, 12:47:13 pm
Yes!
Bingo!

GIO = COSPEFOGO.
There, here.

Man, I actually was wondering how you were doing. You're always so full of energy and full of life. Glad you're excited about everything being close to finished. I'm trying to put out something that is "complete", not something I have to go patch a bunch of times. As much as I've enjoyed making the game, the whole process has burned me out some and I'm ready to start working on the Strategy Guide. Which if you're still interested in helping with, I would most certainly appreciate the assistance. So far its going to be me and Riffman putting it together since Spoons didn't mention graphic design being in his bag of tricks, which is why I asked him to help with music, which IS his area of expertise haha. I knew you had a great interest in the Famicom games though, so when FC stuff came up in the thread I figured that must be Gio  :beer:
I won't really be posting any more pics until the dungeons are done, although I'll probably still upload to the Facebook page until I have final layouts in place. I'm so excited to get some feedback on beta 2.0 since its NOT the same game we got in 1987, and its so far beyond what was shown in the LP series, especially with all of the new mechanics I've put in.  :crazy:

Just be patient for a few more days and you'll be very happy that you did, I promise you.   :banghead: :crazy:
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on February 11, 2017, 07:23:01 am
Just a quick update for those still following the thread over here. I did a quick calculation this morning and I've changed/altered nearly 1/3 of the game's total text in the most recent version of Reconstructed, not to mention I actually believe every single location tile now (open beta 2 will be out within the next week... hopefully next few days) So I've been hard at work developing the narrative. A good friend was kind enough to offer some assistance with the sound arrangement, so hopefully we can put together some interesting tunes for the full-version 1.0 release. I'm not giving a date on that, beyond by the end of 2017, because I've just now had the time to devote to really understanding and applying the fundamentals of what Disch was kind enough to start teaching me quite a while back (still appreciate that buddy  :beer:). It helped when I found a few videos on YouTube that put things in perspective and I could watch how the code works and how to do things that should be 2nd hand to most programmers/hackers (a group in which I am an associate member at best). But even though its taken almost 3 years, the game is gorgeous, and I look forward to having some more feedback from beta v 2.0. I think I might start a new thread at that point since the game is pretty much finished visually and narratively, unless I add more text, which I might. We'll see when it happens. Thank you for all those who have shown interest and support through the process. I'm seriously going to put the project down soon, so hopefully it lives up to the hype.
:thumbsup:  :beer:
Title: Re: Final Fantasy Reconstructed
Post by: cospefogo on February 11, 2017, 07:31:41 am
Thirsty here, man!
 :beer: :beer: :beer:
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on August 05, 2017, 04:45:41 pm
Good afternoon all,

I know its been awhile since I posted here. After hearing the site had problems and had apparently gone down for a bit, I focused more on the Facebook page. After coming to post the update today, I found out that Photobucket now wants me to pay for 3rd party hosting. Since the only reason I had that account was to post on forums, I'm just not going to be able to post picture updates like I was before. Anyone who is interested in seeing what I've already come up with can still visit my page on Photobucket (although I doubt I'll upload much there after their changes to ToS).

http://s1381.photobucket.com/user/duke2go2/library/?sort=4&page=4 (http://s1381.photobucket.com/user/duke2go2/library/?sort=4&page=4)

The simplest way to see updates is still the Facebook page since I update that fairly regularly.

https://www.facebook.com/finalfantasyreconstructed/ (https://www.facebook.com/finalfantasyreconstructed/)

Or you can visit the game's official website here

http://www.ffreconstructed.com/ (http://www.ffreconstructed.com/)

I've also released Open Beta 3.2 with a few more bug fixes etc. that weren't in the last OB release. If you're interested in checking out the game, here's a link for that as well.

https://www.dropbox.com/s/zcjbb891twv0ms9/Final%20Fantasy%20Reconstructed%20Open%20Beta%20v%203.2.zip?dl=0 (https://www.dropbox.com/s/zcjbb891twv0ms9/Final%20Fantasy%20Reconstructed%20Open%20Beta%20v%203.2.zip?dl=0)


I know I've gotten some feedback from people about not using social media, but that really is the easiest way to find out what's new with the project as it nears completion. I will still make updates to this thread, but with the limits to what I can do on RHDN at this point, it probably won't be very regular. Thank you to all who have shown interest and support for this project, and I hope that you will continue to do so in the future.  :beer:
Title: Re: Final Fantasy Reconstructed
Post by: KirkyMonster on August 05, 2017, 06:06:39 pm
I was instantly impressed just on entering the first town. You are quite an artist. Great Job so far, can't wait to see what you do in the future and I haven't played more than 12 seconds lol.  :thumbsup:
Title: Re: Final Fantasy Reconstructed
Post by: Mari42 on August 05, 2017, 06:45:50 pm
Good afternoon all,

I know its been awhile since I posted here. After hearing the site had problems and had apparently gone down for a bit, I focused more on the Facebook page. After coming to post the update today, I found out that Photobucket now wants me to pay for 3rd party hosting. Since the only reason I had that account was to post on forums, I'm just not going to be able to post picture updates like I was before. Anyone who is interested in seeing what I've already come up with can still visit my page on Photobucket (although I doubt I'll upload much there after their changes to ToS).

http://s1381.photobucket.com/user/duke2go2/library/?sort=4&page=4 (http://s1381.photobucket.com/user/duke2go2/library/?sort=4&page=4)

The simplest way to see updates is still the Facebook page since I update that fairly regularly.

https://www.facebook.com/finalfantasyreconstructed/ (https://www.facebook.com/finalfantasyreconstructed/)

Or you can visit the game's official website here

http://www.ffreconstructed.com/ (http://www.ffreconstructed.com/)

I've also released Open Beta 3.2 with a few more bug fixes etc. that weren't in the last OB release. If you're interested in checking out the game, here's a link for that as well.

https://www.dropbox.com/s/zcjbb891twv0ms9/Final%20Fantasy%20Reconstructed%20Open%20Beta%20v%203.2.zip?dl=0 (https://www.dropbox.com/s/zcjbb891twv0ms9/Final%20Fantasy%20Reconstructed%20Open%20Beta%20v%203.2.zip?dl=0)


I know I've gotten some feedback from people about not using social media, but that really is the easiest way to find out what's new with the project as it nears completion. I will still make updates to this thread, but with the limits to what I can do on RHDN at this point, it probably won't be very regular. Thank you to all who have shown interest and support for this project, and I hope that you will continue to do so in the future.  :beer:

Those picture from fb is amazing... Btw, do you know how to do disassembly since you get advance to it?
Title: Re: Final Fantasy Reconstructed
Post by: Duke2go on August 05, 2017, 08:33:12 pm
I was instantly impressed just on entering the first town. You are quite an artist. Great Job so far, can't wait to see what you do in the future and I haven't played more than 12 seconds lol.  :thumbsup:

Thank you kindly!! I wish the images were still up within the thread so you could see the evolution of the in-game imagery. I can't totally take 100% credit for the images though since I did pull image tiles from a number of other NES/Famicom games like Radia Senkai, Ultima Quest of the Avatar, Willow, Lagrange Point, and other rom hacks as I've gone along. However, there really aren't but a few images in the game that I didn't alter in some way, shape, or form to fit the visual style I was going for. I hope you were playing using the 3.2 patch because that is my favorite one so far. If you have any comments or critiques, I'm always happy to hear from other players. I kinda tailored the game to my own play style, and I'm sure that not everyone plays the game like I do. I'm not much of a programmer admittedly, but I like to think I've got a good artistic eye  :happy:

August 05, 2017, 08:56:59 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Those picture from fb is amazing... Btw, do you know how to do disassembly since you get advance to it?

Again, thank you!! I really do feel humbled that so many people have had positive things to say about my visual overhaul of the original Final Fantasy for the NES. Like I said in the previous reply, I'm not much of a programmer. Most of the actual 'hacking' I've done has been done using a forum post on GameFAQs where Anomie, Grond, Disch, and others basically found most (if not all) of the bugs in the game and created hex edits to patch the bugs out. The original rom image I started with was actually an early version of a bugfix/rebalance hack that Grond had made. I tried a year or 2 ago to replicate everything he did and I honestly couldn't. Starting with Grond's hack as a base has been both a blessing and a curse in that regard because while he documented a lot of things, there have been times I've tried to hex edit patches and caused a conflict with something he'd done. I do have a copy of the disassembly that Disch made, and was in regular contact with him early on in the project (to the point he actually created a custom music engine for the hack that I'm still eager to utilize), but I am still learning to program in ASM and still have a LOT to learn if I want to get the game to the level I aspired to. When I started to learn to program using the disassembly, I was trying to juggle a lot personally and with the project, so I put that on the back burner until I was satisfied with the in-game visuals. I figured once I had gotten everything to look the way I wanted, then I could learn to do the programming I needed to and fine-tune everything to fit my vision. Sorry that was a long response and hopefully it all made sense. If you haven't tried out open beta 3.2, definitely give the game a try. I think you'll enjoy it  :beer:

I've also been creating my own "Explorer's Guide" (aka Game Manual). An early copy of the guide was included with the 3.2 patch files. The pics are on the Facebook page, but for anybody who would like to check it out without relying on social media, here's a link to the work-in-progress version that's current as of today.

https://www.dropbox.com/s/nlqkm4igc6mqor4/FFR%20Explorers%20Guide%20WIP.pdf?dl=0 (https://www.dropbox.com/s/nlqkm4igc6mqor4/FFR%20Explorers%20Guide%20WIP.pdf?dl=0)

I was originally trying to make a color version of the NES game manual as an homage to the old-school game documentation. As I've worked on it though its become a hybrid of an NES and a GBA manual. I'm quite proud of it if I do say so myself though. Check it out if you haven't already  :laugh:
Title: Re: Final Fantasy Reconstructed
Post by: KirkyMonster on August 05, 2017, 09:56:37 pm
Thew Manual looks great, it really makes me miss the days when you would get a manual with your game full of production art and concept art. Keep it up.
Title: Re: Final Fantasy Reconstructed
Post by: SpRoUt on August 18, 2017, 09:27:57 am
Maybe make the thief have the ability to steal?
Title: Re: Final Fantasy Reconstructed
Post by: Mari42 on August 19, 2017, 01:55:09 pm
Maybe make the thief have the ability to steal?

There is an another thread that is about that one, but its for disassembly ONLY.
Title: Re: Final Fantasy Reconstructed
Post by: Jiggers on August 21, 2017, 08:18:04 pm
Hey there, I have some questions about the music!

Depending on what exactly you need, I'm feeling a bit like maybe I can help? I'm pretty nervous about offering it, since I don't know if I'll be able to do what you want done.

I've been working on my own FF1 hack, completely replacing all the music with my original songs. I've made a few videos here-- https://www.youtube.com/channel/UCQniGW1okFe8K_uBvh4kf2A (scroll to the right to see the first one, which has a bunch of different ones in one longer video!) So I'm pretty familiar with things so far. I've learned how to edit a few of the "instruments", added another octave for deeper bass notes, changed the note lengths to allow shorter and longer notes... and even wrote two different forms of looping that save a ton of space and allow for more complicated songs. (Though one of them is weird and bugged and might not be viable after all.)

While Final Fantasy music is the reason I learned to write songs, and the reason I began to like music in general, I feel that a few of FF1's songs aren't really that great. And are, in fact, supremely annoying. But there are a few absolute treasures as well. I'd be nervous about changing much about things like the Undersea Palace music, or the Temple of Chaos music... But the reason I've done so much work with my hack's music is because I feel the cave music (Marsh Cave, I think Earth Cave too?) is just SO horrible. I had to write a song to replace it!

So, er, my questions would be, which songs do you feel should be replaced, which ones should be kept? I could see about writing a new song, or adapting other FF songs. Many of the songs I've done so far, I actually wrote for 5 or more instruments, and stripping them down into 3 single-note channels has been painful, but a good learning experience.

I would also love the chance to work with Disch's music engine! Actually, if you have someone else for music already, I'm wondering if you (and him!) would just be willing to share that alone, so I can see about using it in my own project... XD I'm very curious to see what he's done with it.

Edit-o:
Oof. Actually, I'm not sure I can manage to help after all. I found the music engine Disch wrote in another thread, and its... whew, its a lot! So far as coding it goes, I think I'd be slow and useless... :(