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Messages - Duke2go

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Personal Projects / Re: Final Fantasy IV Namingway Edition
« on: April 06, 2015, 09:37:54 pm »
^ I really like that version right there!


I hope that I have not gone against the rules for posting here. As some might know, I'm working on the Final Fantasy Reconstructed project, and I've generated a lot of data in a very short time. I had the pleasure to finally experience Grond's Final Fantasy for the first time today, and I was very impressed. I was really surprised at the numerous similarities that I had actually unintentionally drawn without knowing it. Ever since I played Final Fantasy ++ I was impressed by the moving ocean in that game. Grond's Final Fantasy has the same basic look of the ocean that I included, that of FFIII JP, but there are still things that are contained within my base image that I like and want to keep, and are not present in Grond's game. Does anyone know how he was able to create the moving ocean/stream/ and apparently lava tiles? I have searched for the better part of the day and I can't find anything about it, although I seem to remember he acknowledged what program or utility he used to make that happen somewhere. So question 1 is can anyone help me or point me in the right direction so that I can accomplish this myself. The second question is much more simple. I would REALLY like to make the chests reflect that they have been opened. Is there ANY way to somehow do a type of if:then code where the closed lid sprites are automatically redirected to different open lid sprites when the chest has been opened? I managed to make the chests look a lot like FFIV's, and it pains me that they just sit there like stones after they've been opened. Disch offered some general advice about animating the ocean, but asked me to post the question to the board so that everyone could either possibly help or be helped. Thank you for any help that can assist me in making my ideal remake of my favorite NES RPG, if not game in general.

While I was searching for information about how to make the ocean animated in my Final Fantasy Reconstructed project, ideally similar to Grond's Final Fantasy, I came across a number of Final Fantasy related message threads. This one was very useful and had hex values for step-by-step hex editing in patches and bug fixes. I wanted to share for anyone else who might be attempting, or will attempt, a Final Fantasy 1 NES hack.

I'm still searching through the different available resources, and I will post more information that I think might be useful.

Personal Projects / Re: Final Fantasy IV Namingway Edition
« on: April 06, 2015, 10:03:50 am »
Since you were courteous enough to respond in my thread, I thought I would return the courtesy. Thank you for the response in both threads. Your suggestions gave me some great insight, and thought, about how I want to proceed from here. I really am enjoying your Namingway edition of Final Fantasy II/IV. That is my favorite game in the series hands down and I love seeing how people have improved upon something that I love so dearly. I look forward to updates on your progress as well.

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 06, 2015, 10:00:17 am »
Thank you Rodimus, and may the matrix always light our darkest hour  :beer:  (Sorry, major TF fan too)

Anyway, in my original ignorance (and inability to read apparently), I couldn't figure out how to patch the Grond's Final Fantasy .bps file that was available on here. Ironically, since I couldn't get that one to patch, I used Google and found an already patched rom for what was apparently an early version of Grond's Final Fantasy Bugfix Balance Hack. I played that, really liked it, and was just inspired to start tinkering, which resulted in what I've shown in this thread. I've actually had a lot of problems trying to apply other patches since I didn't start with a clean Final Fantasy rom, which again, shows my ignorance when I started doing this. Since you recommended Grond's Final Fantasy and Final Fantasy Restored, I patched those roms (successfully with Grond's this time). I must say, both games had some excellent aspects. I actually wish that I had started with a graphics enhancement of Grond's version because it actually is in many respects the game that I was/am trying to create. I really liked the moving water in that version better than Final Fantasy ++. I also REALLY liked the title (new game/continue) screen with the Final Fantasy logo. Unfortunately, the two games are not able to be cross-patched with my game, at least with my limited knowledge. There are other aspects of my game that are different surprisingly from Grond's other, and probably later, work. Like, in the hack I started editing, the screen scroll feature was already removed. The battle screen dividers were already gone. The B button dash was installed, 10 and 49 item purchasing ability was included, and probably a multitude of things that I don't remember off the top of my head. I really liked Grond's Final Fantasy, and I'm torn between using what I've done so far as the blueprints to change bases, or trying to apply the things that I like about Grond's, most ideally the moving ocean tiles. I'm really surprised that he and I saw the game in our head so similarly in many respects, yet I hadn't seen that version of the game until today. Thank you for recommending those games because they definitely got me thinking. I would like some feedback on how you all feel I should proceed. I'm going to see what I can do in the meantime to upgrade some of what I've already done even further.

Personal Projects / Re: Final Fantasy IV Namingway Edition
« on: April 06, 2015, 02:41:19 am »
That looks really nice, even if the colors weren't quite to your liking  ;D

I agree with removing the Namingway Edition from the title screen, although if you could do a really nice "script" type it might work.

Have either of you ever tried your hands at an appearing crystal image for Final Fantasy 1 NES by chance? I really want to get rid of the opening text and just have the crystal and Final Fantasy Logo fade in instead. Figured I'd ask since this was a similar undertaking.

I have started playing the Namingway edition, and so far it is a really great game. Keep up the fantastic work  :beer:

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 06, 2015, 02:28:21 am »
First, I do apologize if I was a little "snarky" in my last reply. Bad night, but no reason for rudeness. I am also a little biased because I'm able to actually see the graphics on-screen, whereas all of you are actually just seeing screenshots, which I will admit take away from the visuals of the game for some reason.

What I mean is exactly that : The "floor" where you an walk is supposed to be dark, or at least darker than walls areas. If it cannot be made darker then it should at least be close enough to a single-colour area with little contrast in it.

I kind of agree with this, but I kind of don't. The floor in the screenshot you referenced is darker than the walls, and is a completely different color. Again, it could be different actually playing the game versus seeing a picture, but at least in-game I didn't have any problems understanding what was floor or wall. The castle floor tile is actually taken from Final Fantasy ++, which actually took the tile from FFIV (seen here in 2 different locations each)

Final Fantasy ++

Final Fantasy IV

In the first screenshot, Grond did make the castle floor a darker shade of grey than the wall grey (his carpet also had different trimmings). In the second, the castle floor is more of a blue/grey, and the walls are I believe the same color as what I've done. Also, the carpets use the same colors. In Final Fantasy IV, the floor was a dark brown, but the wall colors were very similar to my own. I'm not trying to replicate any of Grond's work, but this project is certainly done in the same spirit. It worked there, and I feel that it works again. If I have missed what you were saying, please feel free to elaborate or explain.

The purple floor is perfect, but the carpet is way too bright. It is absolutely not obvious that this carpet stands on the floor, and look like an obstacle. You should make it darker, so that it blends well with the purple floor, and do not blend with the brick walls. Ideally you'd add in a shadow of the walls as well, but that's not compulsory.

After looking at the FFIV screenshots I can see where the red might be just a little too bright, but it's the second darkest red choice that I have in the original game palette. Even changing it to the darkest red only changes it ever so slightly.


Only darker option

Since you've worked with FF1 NES yourself, you know the color choices are pretty piss poor in some colors, and that was the only red that wasn't either too orange or maroon for my liking.  As an aside, bright colors (especially purple) were signs of wealth and nobility in olden days, and I was kind of going with that motif when I chose brighter colors for the carpets of the castles. Personally, I still like the lighter shade, but I'm going to try it with the darkest red and darkest blue since the two shades are already almost as close as they can be to that point, and see how it looks. Like I said, I can see what you meant in some respects. The shadow of the walls sadly I can't do anything about at this point. I have crammed as many tiles as I can into the available set for the castles and I honestly don't have another square (that's one reason the little windows in the castle walls don't all line up the same).
 While I'm trying to respect the feel of the original Final Fantasy, I'm shooting for something more along the lines visually of Final Fantasy IV. I've actually been playing that game for inspiration when I get tired of beta testing. As I've been writing this for a bit now, I've played with some of the graphics in certain areas and I think that you might be right about some places. Here are some screen shots of some minor color alterations to Thorbardin/Dwarf Cave.

Thorbardin/Dwarf Cave:

Ok, so sadly the Ice Cave screenshot wouldn't load, and I've spent way too much time on this already. Again, with the limited colors, I can't change the Ice Cave but so much. The lighter blues make the walls stand out to the point where they don't look like they fit. I tried instead to take away the white from the floor and make it more subdued as you suggested. The color limitations of the NES are making it difficult to change some things. Like the Marsh Cave, if I change the floor main color to any other green, it is either too dark or doesn't fit. Like I said, in-game a lot of this looks different. But I can see where some changes might have been necessary. Its all a learning experience. To end this post, here are 2 changes to locations that I made.

Marsh Cave B3

Personal Projects / Re: Super Mario World (NES) gfx hack
« on: April 06, 2015, 12:04:21 am »
Agreed with above. I'd really like to see some updated info on this project. I hadn't ever thought about doing a SMW NES, but this certainly has potential, especially with the conversions I've seen for SMB1 and some of the SMB3 projects that have been done. Keep up the good work.

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 05, 2015, 01:32:18 am »
My $2 : I think that this hack looks promising. However, in some place, the floor pattern is way too bright/detailed/disturbing. I think usually walkable floor should be dark and simple, while other non-walkable background object should have a maximum detail. The original FF1 respects this convention pretty well so you'd better pay attention to this when hacking it.

As for sprites, I think it's weird to have reconizable characters such as Yang or Edge as "generic" monks/thieves.

Thank you so much for the constructive criticism. I'm not sure I understood exactly what you meant about "too disturbing" and I would be interested to get more insight. I'm also not sure if you saw that I had posted a few screenshots in my previous post that took Disch's comments into account. I actually think the layouts look better with some more contrast. I don't understand the idea of Edge as a generic thief however? The base of my project is a rebalance hack that Grond did. In that hack, he defaulted the names of the characters to Cecil, Edge, Yang, and Kain. I'm not sure if you thought that the names were permanent, and I didn't remember many screenshots that used those names since I'm acknowledging friends and family in my in-battle screenshots. The in-battle screenshot I'm uploading shows the default names. My thief is actually 100% original head from 1 with a modified thief body from 3. The thief and Ninja were my favorite characters in FF1, so I kept the original look of the Thief. I didn't like the available Ninja characters, so I made an amalgamation that I really like. The idea for a Monk idea was actually based upon the idea of the generic monks of Fabul from Final Fantasy IV. I actually made a more generic looking monk, but he looked like a puss, so I made him more Yang-like with the vest that the male monk characters from V had. My favorite Final Fantasy is, and always will be, Final Fantasy IV. This game does reflect my love for that game. I've taken the liberty of incorporating things from Final Fantasy II, III, IV, V, and VI, and other graphics hacks most notably Grond's works, into this game because I felt that it added something to what I'm creating. Since I'd been meaning to do some side-by-side comparisons of the original versus Reconstructed however, here are those comparisons:

Honestly, after beta testing my version for as long as I have been, going back to the original was painful and unless I edit some super weapons to make the game go faster, I probably won't be doing many more comparison shots. I also hadn't posted many pictures of the overworld, so this seemed a good opportunity. Thank you Bregalad for the menu no music patch. I have incorporated it into this project and I had already included you in the running acknowledgments that I had started. If anyone is unhappy with the characters or tiles in the final release, please feel free to use Tile Layer Pro and FFHackster or another such utility to change them to match your own preferences. Once again, this is still a work in progress, constructive feedback is more than appreciated, and thank you for the support.


Personal Projects / Re: Fischmare - General Purpose Rom Editor
« on: April 04, 2015, 05:52:58 pm »
Awesome!! I know you had mentioned in one of my threads about a project that evolved out of your FFHackster, and I am seriously interested in seeing what you're going to be able to do with this. Although you said it might take some time, something that would look for patch conflicts would be great. I've had quite a few difficulties applying certain patches to my project and not corrupting what I'm working on. Something that would either detect, prevent, or circumvent such a conflict would be excellent. Keep up the great work.

It was the greater contrast of the wall in the first picture that I liked. It made it easier to tell what was going on visually. And I think you might be right about removing the shadows entirely. I didn't even notice there wasn't one in the 2nd screenshot at first so I guess it isn't something I'd miss.
I also like the wood piles next to the inn. Touches like that add to the feeling that the town is lived-in, and they do more than just hang around waiting for adventurers to talk to them.

That's the kind of look that I'm really going for. I wanted to add some things to the towns like the flowers and the wood piles (although I've still got to figure out how to not have flowers quite so brown) and make the town exactly like you described, like people did things. Where I placed things kind of corresponded to what was located near the shop if I could help it. Like there aren't ANY flowers near any of the Black Magic shops, if I didn't forget about one town that is, because these places represented death. I tried to do this so far around Weapon shops. Some Armor shops have them because they represented the White Magic spectrum of this game, defense. I did try to put flowers by Inns, Churches, or White Magic Shops because these represented healing. I am a freelance professional writer, so I've kind of been applying that and my love of art from when I was a kid to try to tell a story as much as I can through the visuals and through the actual game dialogue. I haven't changed much of the dialogue because some of the text is linked and I've already messed up a White and Black magic Level 8 spell (which I might need help fixing). Luckily it wasn't Life2 or Flare I think. Thank you for the feedback though. I think you're right about the walls in the first picture, and I actually think I was just inspired to try moving it all one more time.

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 03, 2015, 10:50:25 pm »
Never let it be said that I can't take constructive criticism.  :laugh:

After looking back at the screenshots, Disch is absolutely correct. I see where there isn't enough contrast in a lot of locations. I'm actually using 3 different palettes (4 if you include the control). 1 of the palettes is devoted to floor tiles, 1 to wall tiles, and 1 to torches/barrels etc. I'm still tweaking everything, but I went back and re-did the colors in 3 of the locations. I'm including the waterfall, but after looking at it, I think its too similar to the Ice Cave, and I'll probably change it.  I'm just uploading one shot of each because the colors will be seen throughout. Feedback is appreciated on the new contrast and colors used.


Ice Cave


Sky Palace

I still might change the colors before the final release, but I do agree that the lighter floors and darker walls do give it more contrast and depth. As I told my buddy, I trust the comments of the people responding because of your different involvements in other projects. I am really glad that my project has caught the attention of so many people. Can't wait to get some feedback from beta testers. Not too much longer and that might actually be a reality.

I'm going to play with those sprites some more tonight. I just haven't found the right combination. I really liked the way that the house sprites looked on the first one, but they would have fit better in like a Mysidia type town I felt, much more like a magician's residence IMO. I still think I might just try to make wooden planks for the walls. I think the brown would probably contrast better than the bricks, which I still feel look wrong aesthetically. Thank you for explaining. It has really helped me to find out why people like certain things and it is helping me tremendously to build something I think that we will all enjoy playing. Have a great weekend everyone.

ROM Hacking Discussion / Re: Megaman 2 Optimum Released
« on: April 03, 2015, 07:51:47 pm »
Very Awesome!!!!

A good friend is working on a Megaman 2 hack with Protoman as the protagonist. We were just talking about what would happen if the rom was upgraded to MMC5 last night. I downloaded and sent to him so that he could see if it would help with that project. Thank you for making this available and putting in the time and effort to do it. If he does use this with his project, we will make sure that you are credited. Have a great weekend.


Personal Projects / Re: Final Fantasy Reconstructed
« on: April 03, 2015, 07:25:27 pm »
Wait, you're telling me that there is a patch that will eliminate the player characters attacking enemies that no longer exist in the battle?!?!?! THAT IS AWESOME!!!!!!!! That was something that I really was going to start to inquire about on the message boards because I actually thought I remembered an ATB patch, or at least one that did actually get rid of the ability for the party member to attack air, but I couldn't find it the last time I looked. And if its a quasi-ATB, that is even better. I would love to add that and will certainly try it out to see if it fits with what I'm going for. Once again, edited this post. I went ahead and applied both patches. It is a very interesting take on the ATB battle system, and I think that I will leave it in. Thankfully it didn't corrupt the rom again to where I couldn't use the saves that I had. By the way, could you please elaborate on the comments about the town sprites, either here or in the poll thread? I'm trying to make this thing perfect and I definitely appreciate the input on what I'm doing right or wrong aesthetically. Thanks again.

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 03, 2015, 06:12:55 pm »
I'm looking forward to this one; it looks fantastic. Have you considered incorporating CaptainMuscles' Dynamic Action hack (along with Grond's unofficial update?)
It might add a little more freshness to the rest of the technical tinkering and fancy new coat of paint

I was not aware of the Dynamic Action Hack, although it does sound vaguely familiar. I also didn't know about Grond's unofficial update. This hack is actually built upon an early version of Grond's Final Fantasy that was basically just a rebalance, although I've rebalanced a lot myself. I am interested though. Could you elaborate on what this might help me with? I'm definitely trying to make this the DEFINITIVE Final Fantasy 1 hack that stays true to the original, just with a flashy new coat of paint. I've already been able to push the graphics far beyond what I thought was possible, and would love to go further with this project. Thank you again for the feedback. Since this is a new reply, I'm going to post the pics of the Sky Palace now as well. This, besides the Mirage Tower, is the last area that I've edited so far.

Sky Palace

Will try to post Mirage Tower pics later tonight if I can edit level 1. I used the Sky Palace Sprites to give it a Tower of Babil feel i.e. Final Fantasy IV. I'm still tinkering with another idea for it, but not sure if I'll have room for the editing that I want to do. Once again, thank you to Grond especially for showing what could be done with this game. His games have definitely been an inspiration for my own work.


Again, thank you. Could the two who have responded elaborate on what they felt was better about the original walls? Was it the blue and grey? I felt like that was a little too dark myself, but I would love to get some elaborate feedback. I've been considering eliminating the shadows from the sides of the buildings because it makes it so that I can't put anything on the right sides of the buildings. I know this isn't true to the original, so I've been trying to find a middle ground that works. Also, the buildings are about twice as big, so I hadn't figured out exactly where to put the shadows yet. I'd be interested to know why the one person chose the first buildings though, so whoever you are, please elaborate. As always RHDN, thank you sincerely for the positive feedback.


Thanks. I'm still playing with the city walls because I'm still not completely happy with them. Again, difficult with the palette choices. I'd actually made a few graphic changes, such as the flowers, between the two images. I just didn't have the original sprites still in the image and would have had to relayer a few things to have two identical images. Thank you for the feedback though.



Since this wasn't related to my hack other than one choice of graphics will be used, I just wanted to take a quick poll. I figured even if people didn't like Final Fantasy, they could still vote on the sprites. I'm torn between the two, and the color choices are VERY limited, so any feedback is welcome. Sorry the images are two different sizes too (apparently the emulator on my phone takes better quality screenshots). Thank you.

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 02, 2015, 11:59:08 pm »
Next set of new pics. Thank you everyone for the kind words, inspiration, and assistance!!

Northwest Castle

An original to compare how far the graphics have been altered from where I first was with the hack.  ;D

Marsh Cave

Thorbardin (Dwarf Cave)

Castle Elfheim

My contribution to the Final Fantasy I mythos, female elves in Elfheim haha.

Terra Cave

Ice Cave

This is about the extent of the level editing that I've done. I'll do a separate enemies only post later herein.


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