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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.
I have nothing to add, other than this is all fascinating
"We all speak English. Continue please."
- Gung Ho
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?
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 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.
Welp, this is awesome!
Somehow Ive missed this for a while but yeah, now i know and Im hyped.
Looks good, dude!
It's called FF:Mobius.
I guess we'll see what it amounts to, but I'm not holding much hope for it.
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.
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:
Its effects are... well... not great...
I just went over the details in another thread recently:
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).
And since I feel like rambling some more about music theory, and because I'm interested in this project...
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.
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?
That sounds like a good idea. If you needed someone to draw some maps on that project let me know.
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!
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.
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.
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.
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
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 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.
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
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!
Don't feel bumped, you can still upload the hack somewhere else, at least the IPS.
If you have a personal blog or something else in the likes of that, you can upload the IPS there so people can still play it.
Oh no, it's exactly what it says on the tin. Combat Boost. It moves a couple of treasures around, adds in several new enemies, some new events (The Daughters of Artemis" sidequest", and the Switch item for instance) changes most commands, equipment, and armor, giving some of them special effects based on new coding and makes the game more difficult by removing many of the benefits of being in the backrow, adding an entirely different element and feel to the game, and all enemies have had their stats increased and several enemies have some changes to their AI Scripts.
Cecil is now a liability as you proceed up Mt. Ordeals rather than someone who can take hits. It is up to the Twins and Tellah to support him up the mountain.
I made Milon into a fairly challenging boss that could make the player pay for several careless mistakes. Tellah can equip Cecil's Dark Swords and with his Elemental Weapon ability he can exchange the Dark Element for a random assortment of elements. So you could use that as a possible strategy. Because of Tellah's more militant role, I decided to get rid of his stat decreases as he levels. This Tellah is a little more Red Mage like than an Aging Sage type. I am right before now where Cecil becomes a Paladin and progress is moving smoothly.