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Messages - Mari42

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1
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: December 17, 2019, 10:01:43 am »
You're not dumb! You're brilliant and have done a hell of a lot more with this my raggedy old ass ever has. ;)

Thanks for the info! :3

I actually didn't see the OW bug out at all, at least not as far as I noticed.

BTW, any thoughts on animated OW tiles like in GFF?



I tweaked the 3rd palette colors for something a bit more like a traditional thief/ranger style.





Looks pretty good with the original color scheme too.
Just green hair, instead of blue + a nice tan.





PS - Almost done. Where do I go to change the sprite positions and the timer?



I'd still like to rearrange the right side a bit.
Menu at the top.
Orbs/Crystals next.
Then the time.
And gil on the bottom.
But I think I'll be able to manage that on my own once I get the sprites and timer situated properly.

There is no pictures on the bottom......

2
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: May 10, 2019, 12:52:48 am »
Ah, its normal.... I also noticed that the music sounded as an echo. Is it because the new music was added?  :-\

I also noticed when I tried to use an item such as heal in-battle, the suddenly the game freezes in the spot. Awkward...

3
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: May 10, 2019, 12:45:24 am »
Yikes.  That looks like that might be some drawing code spilling outside of VBlank.  Which might also explain the lag if it's missing a frame somehow.

I didn't see anything like that when I ran in FCEUX... which also suggests it's timing related since different emus are behaving different.

What emu are you using, Mari42?

FCEUX 2.2.2

4
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: May 10, 2019, 12:35:32 am »
Oh, yeah. Since it didn't fix the battle music being laggy, I undid the half-speed battle messages. Not sure about the tile though. Overworld or dungeon battle? What kind of tile was it?

Also, sorry for telling you I couldn't/wouldn't have dungeon music keep its place after battle! I just had to learn a few more things before it was easy enough to try!

maybe the menu tiles...  :-\



tiles appeared right-bottom side.

5
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: May 10, 2019, 12:07:32 am »
I noticed that there was a tile appearing in the bottom right corner when entering battle, and the game lags very bad in battle as well. Is it just me? Its not my computer that lags instantly.  :-\

6
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: May 07, 2019, 08:25:01 pm »
On the topic of music, one of the major gripes I had with FF1 is how a song restarts when you go up/down stairs. Would it be possible to continue playing a song instead of making it restart? So many good songs in FF1, but you keep hearing the first few couple of seconds, never enough to truly appreciate the music

Like the future FF1, yea. It is possible.

7
PM me please. I'll beta test your hack. I'm a zelda fan as well.

8
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 15, 2019, 07:27:58 pm »
Yeah, its just changing one byte in Bank E and then removing the Japanese text in the shop tileset so there's at least one blank tile above $7A. Gar, didn't realize the naming screen was like that, though... All that takes to fix should be changing JSR ClearNT_FillBackground to just ClearNT, under DoNameInput. Not sure the FillBackground version is used anymore, then.

... and I feel so stupid for forgetting basic graphic design concepts...



NOW, thats better! :thumbsup: You're not that stupid. It takes time to recognized the concept, so you'll know what graphic that makes it better for the game.

9
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 15, 2019, 06:15:03 pm »
I guess this might do for mute. I did try to make this icon before, but the problem was the three dots don't fit. But if the dialogue bubble is grey instead of white...? Otherwise it looks like an ocarina.



That looks perfect tho. However, the dialogue is white and the dots are black. That should make it better.

10
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 14, 2019, 11:01:03 pm »
Yeah, wasn't sure how to represent that... so:

Death: Broken heart
Stone: Shiny Egg (someone please make a better icon)
Poison: Skull'n'Crossbones
Dark: Sunglasses
Stun: That sparkly lookin' thing.
Asleep: Zz
Mute: ?? (also wasn't sure how to represent being too befuddled to cast magic...)

I'm pushing my changes to my own branch now, in case I screw something up. But somehow poison started displaying garbled text while undrawing the boxes again, and I don't know why.

Mute is the dialogue with 3 period marks (dots I'm mean). If the enemies mutes spell the player, then the player can't cast magic. If player cast mute to the enemies, then enemies can't. :laugh:

And yes I have used the heal in battle, and that is why that causes the problem according to what you discovered.

11
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 12, 2019, 09:52:11 pm »
Do you remember what you were doing before you saw it? Using any items or anything?

Right now there should be no way to get X-Heals in your inventory without adding them into your save file or editing RAM directly while playing. P5 is the text that displays when you have $FF amount. 99 is the cap, so you could change $5C22 to $63 to max them out if that's what you want.

If you started out with 0 X-heals and somehow got a bunch of them after using a different item, that's a different matter...

I only got it right AFTER the battle. So, that's what I saw that it was still there.

12
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 12, 2019, 08:34:44 pm »
Is that in a shop, in the item menu, or in battle?

Item menu

13
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 12, 2019, 06:25:46 pm »
Has anyone still noticing the "X-Heal P5" bug that appears in some sort?  :-\

14
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 10, 2019, 10:41:56 am »
Is there anything that you can change weapons and shield in-battle?

15
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 09, 2019, 07:11:27 am »
I feel that the closer we get to FF3 the better.
I just played a bit of all the games from 1 - 6 to refresh my memory.
They all Keep the names, current HP, and max HP visible all the time.
I like it like that, most people will be used to it as well.

This is what I'm thinking:
- Split the menu area into 2 frames; enemy names on the left, character info on the right.
- Only the left side frame is ever overwritten.
- The command window overlaps the enemy names and is only visible while a command is being selected.
- Heavily cut back on the battle messages.
- Try to implement pop up damage and healing sprites.
- Try to make space for enemies to have status icons, too.

Flashing the enemies is a great idea that can cut down on battle messages a lot.
FF3 did it by simply having the enemy tiles rapidly switch between their normal palette(s) and the battle frame palette.

Speaking of the battle frames, can you change them to using the normal blue filled ones instead?

GEAR is better than EQUIPPED for sure.
And it's a reasonable localization of the original term; mochimono = personal effects.
EQUIP would be confusing and lead most players to think that you can use it to swap out equipment.


EDIT:

Here are some mocks of what I think would kick the most ass...



- I left in the borders and blue backgrounds for the enemies and characters to show off their placements more precisely.




- Here it is with the command window over the enemy names.




- And I also made a mock-up of what it might look like if the command window could be split in two.
- These are the main commands. (I kinda prefer the ITEM command at the bottom.)




- These are the secondary commands.
- There is enough space for commands to have up to 10-letter names.
(Still lobbying for a Defend command! :P )


EDIT AGAIN:



One more for the road! Here is the first pic with all the precision borders removed.
~ What dreams may come. ~
(>^.^)>

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?

16
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: April 08, 2019, 10:03:14 am »
Quote
I support this change 100%.

I'm hoping you go for a full overhaul of the battle screen so it more closely matches the ones in FF2&3.
I really think it looks better without the big frames and the background tiles spanning the whole top of the screen. "Grond's Final Fantasy" and the Japanese hack, "Final Fantasy Revised", both have pretty nice looking battle screens. But, those both still have that tall column for the names and HP. Bleh! That column is my nemesis.

I agree. Its fine, but every battle screen layout suppose to have HP and MP to be in the bottom.

17
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: March 31, 2019, 11:56:16 pm »
There is a bug where as if I entered to town to go weapon shop to shop more weapons. So, I paused, went to equip the character, then suddenly I got stuck with equipment bag 2 where I can't get back to equipment bag 1. That's only AFTER I exit from the weapon shop.

18
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: March 14, 2019, 11:02:47 am »


Anyone know what this means? Despite the error, it seems to compile just fine...

https://forums.nesdev.com/viewtopic.php?f=10&t=14315#p172009

19
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: March 01, 2019, 02:24:35 pm »
OK, this is going to sound pretty stupid, but how do I apply this to a FF1 ROM, and to which version do I apply it? The NES version, or the GBA Dawn of Souls version?

FF1 NES version  :)

20
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: February 27, 2019, 09:00:29 pm »
So... how should using an item in battle work?

My current idea is:
Take away the DRINK menu option.
Make the ITEMS option open a sub-menu: POTION, EQUIPMENT, WEAPONS, ARMOR
Then, choosing POTION opens the old DRINK menu.
Choosing EQUIPMENT (or EQUIPPED, whatever sounds better), shows a list of that character's items.
Choosing WEAPONS will allow scrolling through the weapon inventory...
Same for ARMOR.

Why move the DRINK menu? Because Battle menus have to be an even number for some reason. While I could just write a new menu routine just for the ITEMS option to only have 3 choices, its easier just to use what's already there. Plus, that makes a spot for having a unique command for each class...

I definitely do not like the idea of swapping equipment in battle. From an "I'd have to code it" perspective, anyway. That's just adding a whole other layer of confusion to how stats are handled by magic and equipment... Maybe much later when I'm more confident nothing is broken.

What I've done tonight is moved all the weapon, armor, and enemy data into Bank Z, except for the spells weapons and armor cast. Bank C now has 3,219 bytes free. $B00 of Enemy ROM data is stored in RAM (swapped to the other side, where save games are.) This is either temporary... or not. I'll either move all the routines that need to check Enemy ROM data to Bank Z, or swap RAM to have it do that.

That’s a perfect idea, so therefore people will have more options to be able to use/cast items IB where the players won’t be using too much magic since the “Drink” option is odd name for a title and slots are very short. That bothered me, but with you doing so it’s a perfect idea.

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