News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Vanya

Pages: [1] 2 3 4 5 6 ... 64
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 18, 2019, 06:10:55 am »
I'll start a branch just for the bug fix and enhancement stuff.
Fortunately the notes Astral Esper and Anomie made for their work is very comprehensive.

One thing, tho. I don't think that being able to warp back up a hole in the Ice Cavern is really a bug.
I mean you are using magic to teleport.

Raising max gold sounds fine to me.
It could almost even be taken as a fun challenge to try to reach it.

Here's my take on the content of the traits system idea:
Code: [Select]
(Armor refers to defensive equipment for the Body slot, not all defensive gear in general.)
(Use refers to equipping gear in normal equipment slots, not to using them as battle items.)

> Swordsman
  - Attack and Hit% bonus when using swords.
  - Evade +10%, minimum +1.
  - Armor use reduced to same as Thief.
> Barbarian
  - Attack and Hit% bonus when using axes.
  - HP +10%, minimum +1.
  - Armor use reduced to same as Red Mage.
> Cataphract
  - Attack and Hit% bonus when using hammers.
  - Defense +10%, minimum +1.
  - Cannot use swords.

> Brigand
  - Chance to steal gil as part of using the Fight command.
  - Axe and hammer use increased to same as Fighter.
  - Effect of using the Hide command reduced to same as all other jobs.
> Partisan
  - Auto-hide at start of battle.
  - Chance to auto-hide after taking damage.
  - Chance to auto-hide when landing a critical hit instead of stealing gil.
> Scout
  - Increased chance for party to get a surprise attack on the enemy.
  - Agility and Luck +5%, minimum +1.
  - No special effect when landing a critical hit.

> Brawler
  - Weapons do not negate bare-handed attack bonus.
  - Armor use increased to same as Fighter.
  - No unarmored defense bonus.
> Pugilist
  - Chance to counter attack when hit.
  - Armor use increased to same as Thief; glove use increased to same as Fighter.
  - Inverse of glove weight added to attack.
  - No unarmored defense bonus.
> Mystic
  - Fight command treated as having hurt flag vs unknown, undead, were, mage, and regenerative types.
  - Armor use increased to same as Red Mage.
  - No unarmored defense bonus.

Red Mage:
> Magus
  - Chance to attack twice when using the Fight command.
  - Shield and glove use increased to same as Fighter.
  - Can only learn spells up to level 4.
> Battle Mage
  - Increased potency of attack spells.
  - Can equip Black Robe.
  - Weapon use reduced to same as Black Mage.
> Physic Mage
  - Increased potency of healing spells.
  - Can equip White Robe.
  - Weapon use reduced to same as White Mage.

White Mage:
> Chaplain
  - Axe and staff use increased to same as Fighter.
  - Armor, shield, and glove use increased to same as Fighter.
  - Decreased potency of healing spells.
> Enchanter
  - Increased potency of status spells.
  - Armor use increased to same as Red Mage.
  - Cannot use hammers.
  - Decreased potency of healing spells.
> Holy Mage
  - Chance to add regen effect as part of casting healing spells.
  - Harm spells can effect all enemies regardless of type.
  - Decreased potency of harm spells.
  - Cannot use hammers.
  - Decreased potency of status spells.

Black Mage:
> War Mage
  - Attack spells that target single enemies instead target all enemies.
  - Decreased potency of attack spells that normally target single enemies.
  - Sword use increased to same as Red Mage.
> Duelist
  - Attack spells that target all enemies instead target single enemies.
  - Increased potency of attack spells that normally target all enemies.
  - Cannot use knives.
  - Decreased potency of status spells.
> Hex Mage
  - Non-death status spells that target single enemies instead target all enemies.
  - Increased potency of non-death status spells.
  - Cannot use staves.
  - Decreased potency of attack spells.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 18, 2019, 01:03:34 am »
Quote logic stuff...

Looks pretty good.
The only thing I would suggest is to make sure that the quantities under each item in the list reflects how many you have total between inventory and equipped stuff.
Oh, also make sure the shop list redrawn every time you gain an item.

...trait system...

That sounds really good.
The names and exact effects need some work, but that is actually a really good idea.
Kinda like a precursor to the support abilities in later games.

Speaking of intelligence... anyone wanna try adding that in to the battle code?

I volunteer. Haven't done ASM in a while, so I could use the practice.
I really want that feature, too.

Come to think of it, are there any of AstralEsper's / Anomie's bug fixes or enhancements already incorporated into the disassembly yet?

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 17, 2019, 04:14:40 am »
Don't burn yourself out.  If you need a break, take one.

I concur.

ROM Hacking Discussion / Re: Uncensoring Mortal Kombat 1 (SNES)?
« on: April 16, 2019, 02:08:21 am »
Can the rom be expanded to allow for the use of uncompressed graphics?

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 16, 2019, 02:05:10 am »
I’ll check it out when I get home.
Out doing laundry now.

Ok, I had a listen.
I gotta say I'm kinda torn on this. I love reverb in my NES music for sure, but I'm not sure that all the songs need it.

I think maybe that it should be reserved mostly for dungeon themes; "Sea Shrine", "Sky Castle", "Temple of Fiends", "Marsh Cave [New]", and "Earth Cave / Gurgu" all work well and sound 'right' with this effect on.
"Prelude" might sound great with reverb, and in "Slain" it really emphasizes the somberness.
"Castle" probably works, too; emphasizes the grandeur you might expect from royalty.

Quick question, where do I find the spell attributes?
It has always ticked me off that Red Mages can't learn Blink.

The magic shops in your branch are not selling me spells even if I have enough $$$.

Also, you don't have the Skill command and the blank command at the end makes characters walk forward with repeated use.

And, the Battle Menu color option is great, but couldn't/shouldn't it affect all menus?

Suggestion, place the right arrow icon one more space to the right so it looks cleaner and more symmetrical.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 14, 2019, 11:36:12 pm »
(someone please make a better icon)

I'm on that one.
Will probably evaluate them all for myself.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 14, 2019, 10:34:25 pm »
Which Status icons represent what?
I got stunned yesterday and the icon looked like it was half way between a sparkle and poison.

One more update pushed. I think Vanya will like this one.

Yes. Yes I do.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 14, 2019, 03:16:05 am »
Groovy! Glad I can be of use.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 14, 2019, 12:36:12 am »
Are the images visible now?

What town is the magic messing up in?

Cornelia. Never mind, it doesn't happen in the current master anymore.

Fantastic work, Disch! Can't wait to see these in action.

About the player character positions, I think having the status icons in a column instead of in a row so they can be pushed back a bit would be a good idea.

And last thing before I get to testing. Should I start a branch too for all the tinkering I'm doing?
Also, can specific files be merged into the master or does it always have to be the whole thing?

Just noticed this. When I talk to an NPC their sprite disappears behind the background layer.
It just makes them disappear entirely unless the background tile uses black.
In those cases they just look like they are behind the background.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 13, 2019, 03:03:44 am »
Something's not right cause buying spells in the magic shops got borked.
It's asking for a wierd string as a price and not deducting anything from my gold.
And it gives me the spell anyway for free.

I was messing around with rearranging the Party Generator screen and I noticed something.
I added some Default names so I could see their positions without having to input anything.
However, when I did press the A button to enter the naming screen, the default name was already erased.
Doesn't do much good to have default names if they get erased.

Anyway this is what I came up with to allow up to 11-letter jobs:
(These are in-game, not mock-ups.)

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 12, 2019, 05:06:46 pm »
Ah, yeah, the item box doesn't undraw the command box, so there's the command box border behind it now...

Also, how do you feel about having it be renamed to "Def." and squishing the command box a tile to the left again?

Hmmm... nah. I'd like it better if the item box was wider than the command box be squished.
Ultimately, I'm going to want to have the command box have 2 pages.
I feel that having the extra space for longer command names is worth the extra effort.

And speaking of longer names, I was wondering if something could be done for the class names?
Unless I'm mistaken, it would just require rearranging the character creation and status screens as the class names don't currently appear anywhere else.

Woo! That's the point of this; to make it easier for people to do the changes they want to see!

Groovy! There are a ton of text changes in my future by way of re-translating many of the enemy, equipment, spell and item names. :D

The guard command was tricksy. It needs to take effect at the start of the turn, but there's nothing already set up for applying effects before enemies get a chance to act, so I triggered it to happen basically once you choose the option. But then it has to undo itself if you go back, otherwise you just set up a defensive boost while doing something else!

It uses the battlestate stat--same as hiding, but its $80 instead of $10. Which meant the code for showing an icon was already set up, so I figured why not--then I had the icons update immediately after each command input, because they weren't updating at the start of the turn for some reason. So if you had two characters guarding, neither one would have a shield icon show up until someone else took an action. *shrug*

So the way it works is, when an enemy does a physical attack, it loads the player's stats into the defender stats at $6030. While its doing that, is when it applies the defensive buff. That way its not directly editing the defense stat, the way Fog does, so it doesn't persist between turns.

I like it! It's kinda like what is called in Pathfinder RPG a "swift action".

Thanks! I actually wrote a bunch of new songs for the hack I was doing before, but I don't think any of them fit in FF1. And FF1's music is mostly good. The only songs I don't like besides the old cave song are the airship and floating castle. And that's just more a personal "eh, the melodies aren't that great to me" thing than an "ouch my ears are crying" thing. I still need to finish up work on that Fiend battle song I was doing and put it in... I really didn't like the remakes' new music, so I have no desire to try to put it in here or ask the person who put it in their hack. But if someone else wants to reach out to them for the score I can set it up as a branch in github?

With all due respect to the person that did those down-mixes (something I could never do without excessive effort and time), I don't really like the 8-bit versions of those songs. They sound a bit too noisy to me, if that makes any sense.

Truthfully, I'm not super in love with most of the new battle music in the remakes.
I think that any new battle music added to the game should be different and bad ass like the battle songs from the other games.

Of the new music in the remakes, the ones that I think would be worth while to receive new 8-bit arrangements are:
"Opening Demo",
"Church" (I'd use this for the Elfheim town theme),
"Ruined Castle" (but only as a basis for a new creepy song for the Earth Cave, just take the castle theme out of it and replace it with something new),
"Deep Place" (as the basis for a new song for the Sea Shrine, right now it's just has a copy of Chaos' Temple with a different tone),
and "Inside a Boss Battle" (this is the one battle song I feel stands on it's own, it would make a good theme for non-fiend bosses; I still want the old dungeon theme for mini-boss battles).

Actually, how can I change the battle music?

I have always liked the Floating Castle theme, I just think it could use some reverb.

Personal Projects / Re: Pac-Man NES color hack
« on: April 12, 2019, 06:55:28 am »
Nice. For what it's worth I dig this and will use this instead of the original from now on.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 12, 2019, 05:55:35 am »
Love it!

The only thing I can nit pick so far is that the Items box could probably be one tile wider just to make it look a smidge cleaner.
Everything seems to be drawing and un-drawing correctly, too.

I prefer a different arrangement for the commands, but I already figured out how to change those myself for my personal use.

This is my arrangement if anyone is curious:
Code: [Select]
Column 1:

Column 2:

Oh! One thing I noticed is that the Guard command draws the shield icon immediately instead of waiting until the character's actual turn to come up. Is it applying the improved defense immediately, too?

Finally heard your new Marsh Cave song!
Love it! It fits right in with the rest of the music in the game.
I can totally imagine it also working well as the BGM for the ruined castle, too.

Are you planning to add any more songs?
I've always felt this game could use more music than just the extra battle themes they added into the remakes.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 11, 2019, 03:27:13 am »
Groovy! I'm testing the game now. I love the way the battle screen looks so far!

I want to mention one thing right away.

Don't know if this is something you'll want to consider implementing, but...
FF3 likely also had the same issue with the enemy names being visible only briefly at the beginning of each battle.
What they did in that case was make it so the battle starts in a sort of paused state waiting until the player presses a button before it displays the command window.

There does seem to be an error with targeting.
Even when I'm just attacking, they seem to sometimes pick the wrong target.
Almost like the target is random or something.
Is it possible they are always treating their target as if it was already dead?

About the start of battle enemy names, I noticed a possible alternative solution.
When the enemy group gets an ambush on the party, their names are not displayed at the start of battle.
So maybe just have it not display the enemy names at the start?

Took a while but my party finally got a surprise round off on the enemy.
In this case, the game doesn't draw the enemy names at first instead drawing the surprise attack message.
But, then it draws the enemy names followed by the command window.
Seems like the enemy name box is tangled up with the command window?

Actually, could you give me a quick rundown on how these boxes are displayed?
I know you mentioned graphics being in the PPU memory.
Are things just moved around the screen? Are things sort of un-drawn?


Game crashes when I try to cast a spell from within the party menu and it doesn't have an out of battle effect.
Mesen says that there was an unrecognized opcode.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 11, 2019, 01:37:10 am »
I signed up, too.
I'm not great at asm, but I may be able to at least contribute a little.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 10, 2019, 07:30:14 pm »
Problem: Gaps between characters means the ailment icons won't line up unless they're sprites, too. If they're sprites, then there miiight be flicker during attacks, if enemies have sprites for ailments (which I think they would need to be, or else their ailment icon would be coloured by their attribute bytes?) You can't see it now, but the bush icon will show up to the left of the heart when they're hidden. Unless the "no more than 8 sprites on a scanline" thing means sprites that are 2 tiles wide...? I'm so confused about that.

Well, you could change the gaps between the characters so they line up like the enemy tiles have to.
That way you don't need to have sprites for the status icons.

My understanding of how sprites work on the NES is that all "sprites" are 8 pixels wide, and depending on the mapper can be 8 or 16 pixels tall. So each player character is actually made up of several sprites.

BTW, what is the heart icon for exactly?

A couple more mock-ups with the alignments adjusted and consideration for the over scan:
(Might be better to shift the enemies up one tile more than I have them in these pics.)

If you can get the scrolling command menu working, that does have the advantage of not having to worry about squishing the command names or coming up with shorter names.

FIGHT -> Fight
MAGIC -> Magic
GEAR* -> Equipment
ITEMS -> Items

HIDE -> Hide
FLEE -> Escape

Personal Projects / Re: Super Mario World DX Rebuild
« on: April 10, 2019, 02:32:40 am »
Awesome. his does a lot of the stuff I always wanted in a DX SMW.
I'll give it a go as soon as I have some free time.


ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 10, 2019, 02:11:28 am »
Damn, almost the exact same thing happened to me with Mesen.
Good luck wrasslin' with those battle menus.
Wish I could help out more directly.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 09, 2019, 08:05:57 pm »
See that is what I was thinking of the picture you just did. That would've made it neater. But, where can MP can display though? There should be number display next to the enemy names, so it can identify how many enemies left. Do you think that a good idea, Vanya?

Well, the MP is displayed in the Magic menu when you select which spell to cast.
Since this game doesn't use a single MP stat, but rather 8 of them, there really isn't any space to display MP. Plus not every job even has MP.

An enemy counter might be a good thing to add, yes.

Quote from: Disch
Throwing out my 2 cents on Vanya's mockups:

I differ to you on all that.
I was pretty sure someone would mention the over scan issue since I ignored it entirely.

Quote from: Disch
As for the menu with only some commands visible (with that little arrow) ---  I find that to be very unintuitive.  Unless that arrow is blinking it's really easy to miss.

The arrows, I imagined, would be just like the ones in FF3 that let you know that you can scroll up and down. Those arrows are sprites, and though they actually don't blink in FF3, I agree that should be made to blink if added to this hack.

Quote from: Disch
Not to mention the added difficulty of doing a redraw when the user presses left/right.  I would say try to cram all the options on screen at once, even if it makes it a little crowded.

Again, I will differ to you on this, though you have to admit that it would be an epic feat.

I am curious about the added difficulty.
Is it because it would basically require a lot of custom code?
I would have imagined it wouldn't be too much more difficult it already is to display the magic list or items.


Just had a thought. Would it be significantly more difficult to draw simplified battle message along the top of the screen over the battle background?

Pages: [1] 2 3 4 5 6 ... 64