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 . 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.