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Topics - Zeemis

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Personal Projects / Final Fantasy V: Dimensions — Testers Needed!
« on: March 07, 2019, 06:14:16 pm »

I am working on a Final Fantasy V GBA rom hack and have replaced 95% of all enemies just past Karnak castle (normal enemies and bosses). This modification, titled "Dimensions", takes monsters and bosses from different Final Fantasy games, and pits them against your team in Final Fantasy V. Some of them may be difficult; however, this isn't meant to be a difficulty (kaizo) boss hack. With that said, they will definitely give you a challenge!

If you're interested, message me in private so we can talk more over Discord.

1. Schizo

2. Ultros

3. Hein

4. King-Ochu & 4x Microchu

5. Cagnazzo

6. Guard Scorpion

7. Firemane & 3x Bombs

ROM Hacking Discussion / FF5 GBA ~ Expanding for Size?
« on: March 20, 2018, 12:19:04 pm »
Is it possible to expand FF5's GBA rom to allow for more enemy sprites, as well as palettes?

ROM Hacking Discussion / FFIV Steam - AI Hacking
« on: May 19, 2017, 10:10:47 am »
Sup guys, haven't posted in awhile! So I've been doing research on hacking Final Fantasy IV on Steam and found out that a lot of it's data is based on the NDS rom. Are there any tools or editors for hacking monster AI out there or implementing our own 3d models?

May 20, 2017, 12:04:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

ROM Hacking Discussion / FF5 Advanced Compressed Graphics Question
« on: December 07, 2016, 07:15:40 pm »

Its been a long time since I've hacked a Final Fantasy game; however, with the growing popularity of the Steam final fantasy ports, I thought I'd dabble again. Using the "FFV Editor" by Zanerous, I was able to sucessfully import my own creature sprite. He displays correctly in the editing program; however, displays all distorted in-game. Additionally, the "FFV Viewer" by Squall spits out an error stating "Not Valid LZSS" stream. I am aware that the monster sprites (at least I think) are compressed, so I went to check to see if they also showed up oddly via "NLZ-GBA Advanced", a LZSS GBA decompressor. It appeared fine, so I was thinking that FFV Viewer couldn't read the custom offset that the sprite/palette data was being saved, which the FFV Editor saved at the end of the rom (0071017C). Any idea why it's showing up distorted? FF6 uses "mold" data for enemy sprite detection, could it be that?

ROM Hacking Discussion / Pokemon Gen 3 Question
« on: May 06, 2012, 02:09:52 pm »
I'm curious, does a patch exist that allows a player to trade between all the Generation 3 Pokemon games without having to meet the prerequisites for trading in "far away lands"?
More specifically, does a patch exist that can allow a player to trade between Pokemon Ruby, Sapphire, and Emerald to Fire Red and Leaf Green? As it currently stands, a player must do quite a bit of feats in order to trade a pokemon as simple as Ratatta.

ROM Hacking Discussion / Better than YY-CHR?
« on: April 09, 2012, 12:10:55 pm »
So I'm hacking a SNES game called "Treasures of the Rudras"; rather, I'm messing around to see what seems editable. I'm curious, are their any better editors than YY-CHR that might aid me in displaying the sprites better? Most of the patterns don't display them in a way that's easily editable, and I really don't want to make my own pattern.

001ee200 = Menu, etc buttons.
I modified the menu to more resemble FFIV.

ROM Hacking Discussion / Patch: FFIV Tileset -> FFVI
« on: November 03, 2011, 08:04:41 pm »

With months upon months of hacking, tweaking and even a small amount of spriting, Zeemis proudly presents the 'FFIV: The After Years' tileset for 'FFVI'. This tileset overwrites the existing tileset if you choose to apply the patch.
I used Yousei's SNESPal and YY-CHR to make this happen. I even used FF6LE to fix tile collisions and any form of a tile anomaly so that if you're not a hacker, you can still experience this patch by playing through a normal play through.
This is only for the World of Balance, it does not affect the World of Ruin at all.
This has been submitted to RomHacking.
This patch was originally developed for Final Fantasy III SNES 1.0, I'm unsure if it works with any other versions.

Two screenshots for comparing the old to the new, make sure you zoom after the image loads. They are both full blown world maps, so they're big images.
New Overworld Tileset.
Old Overworld Tileset.


ROM Hacking Discussion / Oracle of Ages Graphical Offsets
« on: May 01, 2011, 05:23:04 pm »
Oracle of Ages Offsets by Zeemis
YY-CHR 0.99b -- 2BPP GB -- FC/NES x16 Pattern

Items: 068000
Link: 070000
NPC or Monster: 072300
Weapon Animations: 072D00
Non-solid Tile Animations: 073200
Vehicle: 074000
Maple NPC: 076A00
Misc. Lava?: 077600
Cheats Font/Etc: 06C000
Dialog Font: 104600

ROM Hacking Discussion / FFVI Weapon Animation Help
« on: February 04, 2011, 01:51:39 am »
Hopefully this isn't to hard. I want to edit the weapon animations that are compressed within FFVI. I've already decompressed a tile sheet that has the Golems hand, MISS tiles, cape-block, shield-block and much more. I can't seem to find the weapon swinging animations however. If you have anything that can help, I'd be much appreciative.

Here is my tutorial on decompressing/recompressing those tiles using Peer Sprite Viewer.

This can be closed I guess, found the offset at: 134100 using 3BPP thanks to GI Nattak.

I created a hammer for Cid, he's now happy.

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