News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Duke2go

Pages: 1 [2] 3 4 5 6 7 ... 10
21
Personal Projects / Re: Final Fantasy Reconstructed
« on: January 25, 2017, 06:13:33 am »
Since my compatriot was kind enough to field that one, I'll just add this input and a link and get back to work.  :beer:

The link shows the "active turn battle" in video form.

https://youtu.be/R_Y1e91M_N0

I hadn't actually "published" that because I wanted to see if any negative feedback came from the idea.  :thumbsup:

Spoon's explanation of the story changes are pretty accurate. I'm incorporating some concepts from Final Fantasy V and IX too before I forget.

And the music is the part that is kind of up-in-the air right now. Songs have been composed, an engine has been written, but composing and creating are something to tackle later. I wanted to include some songs from the later games, and there were some compositions including songs from other games. But until I learn to compose, or find a composer who is looking for a challenge, the sound changes will be made later.

22
Personal Projects / Re: Final Fantasy Reconstructed
« on: January 25, 2017, 05:45:56 am »
I am crazy about this!
Do you think it is worth to play the full game while in BETA2 version?
I don't think I can handle myself to wait until the final version forward to 2017, December...

=D

Thanks, Duke.
Thanks SO much.

Again I say, the original japanese team of FF1 developers really should see this someday.

Yessir!!  :thumbsup:

Beta v2 will absolutely be worth playing. The story will have been completely fleshed out, the ATB battle system that our peers here on RHDN were so kind to fix is included, and the new tilesets I've been posting are in the game. There are new areas and dungeon layouts since beta v1, so I think fans of the series both old and new will enjoy the newer version. The final version will have the programming and music changes, and is going to take longer to complete (especially without help). Thank you as always for the interest my friend and I certainly look forward to hearing what you think. I'll might make a new thread when open beta 2 comes out also so this is archived for others. Working at the moment, but I'll post some more screenshots later since there was a reply to my last post.

I'm so glad the project generated so much interest. I'm probably going to actually start a project that is completely my own after I finish this and make it available for smart phones and such. My heart is in retro gaming, so it would be nice to work in that media for real.


23
Personal Projects / Re: Final Fantasy Reconstructed
« on: January 25, 2017, 04:21:51 am »
All this eye candy just made me drool...  :thumbsup:

Thank you my friend. Certainly high praise.  :beer:

I've definitely put a lot of work into this project, which hopefully shows in the different images through the years. I'm really closing in on the final version of the open beta before the actual code alterations and such have to happen. Going to post a few more screenshots too while I'm updating the website. Check it out at ffreconstructed.com if you have a chance. (shameless plug I know)

So, as for the new images

Pravoka Lighthouse

The "new home" of Bikke and his pirates



































Kaipo Oasis

The 2nd additional area in the game, the Oasis Village of Kaipo, home of Underhill and his amazing Caravan























Matoya's Cave









Undersea Shrine

Well, floors B2-B5 since the top floor I need to renovate still


































































So that's a current look at some of the areas that aren't going to change much more, one new town (based off another) and one completely new early game dungeon. I added Kaipo as a nod to Final Fantasy IV, and I couldn't think of any other towns in the games that were located in a desert. Thought about taking a name from Dragon Quest since there are a few nods to that series sprinkled in Reconstructed as well.  The Pravoka Lighthouse in-game is referenced as "haunted" by a frightened townsperson, and I gave the Town a "Mayor" (a shout out to my good buddy Spooniest) who sends the players in search of Bikke to end the raids upon the town. The Mayor is actually the one who offers the ship, but I couldn't figure out how to move the chain of events from Bikke event (fight), text, Mayor gives ship. So right now the player still talks to Bikke after the fight, he grumbles about losing, and the ship appears outside of Pravoka without talking to the Mayor. I did give him additional dialogue though when you talk to him after "winning" his ship. The additional dungeon actually helps with not having to grind so much when arriving in the land of the elves and going to the Marsh Cave. I also put a good amount of gold and treasure there, which helps offset buying equipment and spells after sailing around. It helps balance the game a lot more IMO. Beta version 2.0 will be out by the 31st if I can help it, which will have the completed dialogue and script alterations. Look forward to any and all comments. Thank you all for your continued interest and support.  :beer:

Duke

24
Personal Projects / Re: (Castlevania 3 Romhack) Temple of the Waxing Moon
« on: January 20, 2017, 09:57:34 pm »
Very cool. Will have to keep an eye on this thread. Had been looking for a reason to replay CV3 again.

Cheers  :beer: Keep up the great work!!

25
Personal Projects / Re: Super Toad Allstars + World (Toad Hack) Update
« on: January 20, 2017, 10:01:24 am »
I like the way Toad looks, this hack looks official.  :D

Seconded. Thirded even!!!

Toad was my favorite character in SMB2, and I wished he had been in SMB3. Only 25 or so years later... haha.

I salute you and your efforts!! Keep up the great work!!  :beer:

26
Personal Projects / Re: Final Fantasy Reconstructed
« on: January 20, 2017, 08:11:07 am »
As I'm closing in on putting out beta v2, I wanted to share some new screenshots. This is the first 2 floors of the final level that I've dubbed the Temple of Chaos. Still working on the rest, but there are 2 distinct tile sets used in the final level. As always, feedback is welcomed and appreciated.






































http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot35_zpsienqtlam.png

http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot36_zpsyudd10es.png




27
Personal Projects / Re: Final Fantasy Reconstructed
« on: November 28, 2016, 10:20:42 am »
Ah, I meant Sky Palace instead of tower, your earlier question.

In the new batch of images, the only thing that immediately catches my attention is the floor pattern in Marsh Cave: specifically in some images the brightly colored upper edge in the pattern makes the ground look like it is filled with anvils. The green variants are okay.

I understand now. The Marsh Cave isn't quite done yet, and I need to change the wall colors so that the colors don't blend like they do. And I agree about the "anvils", I had noticed that too. I wanted a different looking stone floor tile, and I might replace it or change it later. Since RHDN is funny about posting multiple times in one day, I'm including images on page 14 all over, so please take a look around and see everything. And since I have the opportunity, more images...  :laugh:

Northwest Castle















Melmond





















Titan's Tunnel
















28
Personal Projects / Re: Final Fantasy Reconstructed
« on: November 28, 2016, 09:41:13 am »
Thank you for the kind feedback about the images. I'm going to try to clarify and see if I can elaborate on your comments.

For the tower floor, I, too, would intuitively have gone with gray. Perhaps because the stairs are gray so they would match the floor. But it is hard to throw guesses without seeing the end result.

I'm confused by the tower in the comment, so I didn't know how to answer. I will though if you can clarify just a bit  :thumbsup:

The new screens are really good looking, Elfheim town colors are absolutely beautiful. A few things stand out here.

The tops of the trees fill the tile in a square form (and not round as treetops). This also happens with the flower tiles vs grass tiles, but it is less distracting as it can be seen as soil around the flowers. With the trees you clearly have the shiny green grass under them, so the top grass being dark green doesn't match like that.

The trees are still being worked on. The reason why I "boxed" the tops of the trees like I did was because the tiles aren't transparent, so I can't put them against say a brick wall without using the green in that tile. Also, the way the "forest canopy" fits together, when I had a slimmer top to the trees, it just looked wrong when the tops were linked together. I've since freed up just a tiny bit of space in the town tileset, and I plan on giving trees that are at the edges their own tops. I'm also going to change the way the ground looks at the bottom, the trunk, and the way the shadows are incorporated when I have time for smaller alterations. I'm trying to get the overall layouts of the maps together, and I often jump to different maps at different times.

Some of the furniture stands out a bit. Especially the chairs (if they are chairs) look strange. Maybe some kinds of stools would work better instead. Bookshelfs and cabinets might look better with a darker color in Elfheim castle, although it seems to work for the throne fairly well. They stand out a bit less in Coneria castle, but I wouldn't be afraid of trying a bit darker tones there as well. I don't, of course, know the exact limitations.

I've honestly never been particularly fond of the chairs in the castles. They were from either Metal Max or Radia Senki I believe and I just wanted to use something different than the traditional "stool" tile from other FF games. I'm probably going to change them back. The look of the tables and stools in the Temple of Fiends were actually the result of trying to put "rugs" in that location, but not having the room at the time. I'm going to fix the way everything fits into the floor before the next beta is released as well. :-)


And since I was able to post a reply, I can post more screenshots  :beer:

But first, another short film



Marsh Cave























































http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot87_zps9zkzzawc.png




















Thank you again for the interest and feedback. The interactive nature of this process has really made it better because I can incorporate the feedback and make the layout or gameplay that much better. Please check out the website if you haven't already and I will be sure to post some more screenshots as soon as I'm able.  :beer:

Duke

29
This is very interesting, especially since I've had a few people ask me to do a "Reconstructed" version of FFII and III FC. I didn't have time to really read through all of the previous pages, but I bookmarked the thread so I can later. Need to convince Disch to do a FFHackster for II and III also. Although iirc he was working on a beefed up version that would be compatible with a number of games, not just Final Fantasy. Definitely interested in seeing more of this one.  :thumbsup:

30
Personal Projects / Re: Final Fantasy Reconstructed
« on: November 28, 2016, 04:05:36 am »
Added some screenshots a few replies before, so check there for Coneria to here

Thanks guys. I really liked the green color too. Gave the location a "unique" look IMO. Still not entirely sure about the floor color, but I haven't found a good replacement. I ended up using blue so often within the game for the same reason that MegaMan was blue, there are just a LOT of good blue colors in the game that work well together. I initially had made the floor a grey color, but it didn't stand out against the cloud background. The Sky Palace, Mirage Tower, and Tower of Ordeals, and almost all of the towns are pretty much complete. I might tinker here and there with colors used, but I don't feel like they need any more editing. Will have to fix a few of the locations though since I made a number of changes in tilesets that threw off other locations (like the undersea shrine). Had a few issues with FFHackster recently too and need to get in contact with Disch to see if he might know what happened. Hope everyone enjoys open beta v 2, and I could still use some help with the sound editing etc if anyone is interested.

 :beer:

November 28, 2016, 06:07:29 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Since I went through and deleted most of the old broken picture links since I didn't know what they linked to any more, I'm gonna post some of the current screens from the project here for everyone to see.

But first, a short film




Elfheim

























Elfheim Castle






























31
Personal Projects / Re: Final Fantasy Reconstructed
« on: November 27, 2016, 11:36:15 am »
Question for those who follow the thread.



That's the current look of the Sky Palace. I'm not sure if I should change the floor palette to something that stands out. I was kind of going for a "hidden against the sky" look for it, but I don't know. I am kind of partial to the green though. Opinions are always welcome. Hope everyone had a great weekend.  :beer:

32
Personal Projects / Re: Chrono Trigger MSU-1 (with FMV's)
« on: November 19, 2016, 07:41:07 pm »
As starved as I am for a new Chrono experience, I'm about half tempted to try this when I need a break from the Reconstructed project. I'd definitely interested in learning more though, so I'll definitely pay attention and get in touch if I will be able to actually give constructive feedback. I had hoped that opening the beta for my game would get more feedback, but it was a lot more limited than I expected. Look forward to seeing how things progress.  :beer:

Duke

33
Personal Projects / Re: Final Fantasy Reconstructed
« on: November 17, 2016, 11:11:27 am »
Comment removed.
I mixed up things regarding different versions.

 :thumbsup:

That's what we were talking about on the Facebook page I'm assuming. Sorry to have mixed ya up.  :beer:

And while I'm here, an announcement...

The project officially has a real website now. For anyone who is interested, please take a look.

http://www.ffreconstructed.com/

I'm not much better of a web designer than I am a programmer, but I'm trying to turn the site into an all-inclusive location where people can find out about this project, and Final Fantasy hacking in general. The site is not completely finished, but I spent WAYYY more time with it last night than I had time for, so I'll have to get back to it later. I've also made up a video to show off the working ATB patches, but wasn't sure how to credit those involved in fixing them (or if they wanted to be credited), so I haven't uploaded the video farther than the Facebook page and on the website. I set it to private so it can be viewed, but not liked or commented on until I have time to contact everyone directly. Hopefully this will be beneficial for anyone interested in rom hacking in general, not just Final Fantasy.

 :beer:

November 19, 2016, 08:06:14 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Since I've been focused on the Facebook and now homepage, I'm gonna put a few linked slideshows to show off the first 1/3 of the game for those not following social media or the project website yet.

Since I went through and deleted most of the old broken picture links since I didn't know what they linked to any more, I'm gonna post some of the current screens from the project here for everyone to see.

Coneria Town






















Coneria Castle



















Second foor







Temple of Fiends






























ATB example gif

<a href="http://s1381.photobucket.com/user/duke2go2/media/Website%20images/Animated%20GIFS/Active%20Turn%20Battle%20example_zpsmqjewepg.gif.html" target="_blank"><img src="http://i1381.photobucket.com/albums/ah224/duke2go2/Website%20images/Animated%20GIFS/Active%20Turn%20Battle%20example_zpsmqjewepg.gif" border="0" alt=" photo Active Turn Battle example_zpsmqjewepg.gif"/></a>

I threw the last one in because I've been learning how to create gif files, and I was able to successfully integrate the ATB functions into Reconstructed. As always, comments, critiques, or recommendations are welcome. Please check out the numerous threads and pages if you wish to learn more. Open beta v 2.0 will be released soon and I've already had requests to do another Lets Play series, so I hope interest will remain through the finale of the process.

 :beer:

34
ROM Hacking Discussion / Re: Are there any Namco-163 hacks out there?
« on: November 06, 2016, 03:52:10 pm »
I think that you should start a new topic for this and at the beginning of that topic, you should provide a step outline of the entire game's story.  This should include lots of screenshots from the game and brief descriptions of the storyline and the emotions felt at each step.  This will allow me and potentially others to style the music to the big picture and use the appropriate amount of depth and dynamic at the right times.

This outline may also help point out areas where you could tweak your storyline and graphics to work better with the big picture too.  It is so easy with these sorts of things to get stuck in the details and make every part to the extreme, when you could have strengthened important parts by dialing back something less important.  Etc.  maybe you have already done all of this, but if you haven't it will help us pull everything together and get other potential developers all on the same page.

That is an excellent idea my friend. When I was thinking of remaking the strategy guide, I wanted to include basically a written "story" in the guide to describe the game as the player's progressed. Sounds similar to what you're suggesting. I think I'll need to finish the script revisions completely first though so that won't be altered any further. If you have time I would be interested in discussing the changes in the story that I'm working on.  :beer:

35
Since this patch makes the characters take their turns immediately, there's not a clear, discernable indicator that one round has ended and the next round has begun.

At least on FCEUX, there's a delay of a few frames (when the turn order is recalculated) that tips off the start of a new round, but that could just be how it runs on my system.

Seriously dude, top notch job working with the ATB patches to get them working correctly. I had specifically thanked you within my Reconstructed thread, but I didn't think I had done so here. If you're interested in any coding for that project I could certainly use the help. Thank you though for helping to fix the issues with Captain Muscles and Grond's patches. I was ecstatic to be able to re-introduce ATB to my project and I can't thank you and Disch enough  :thumbsup: :beer: :thumbsup:

November 12, 2016, 12:32:40 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Since I was thinking of a way to actually do a video of my own for my project, I thought I might get some exposure for this thread and the work y'all have put in too if that's ok. I basically did a less than 2 minute vid of the current version of my Earth Cave to show some in-game vid of that location (which I'm really proud of), and how the ATB patches functioned.  I was going to put it on the project's YouTube and Facebook page. However, while I wanted to let more people know that the patches existed, I didn't want to draw any unwanted attention over here. If its ok with those involved, I'm gonna put a link to the thread at the end of the video and in the description to direct people to be able to access and use the patches. If y'all would rather I didn't include that info, does anyone have any problems with me putting up just the video that shows the working ATB in FF1? I've been reminded recently of the need to respect the feelings of others, and the people involved in this thread have been good to me since I started my project, so your opinions actually do matter.  So thank you for any input on preferences.

:beer:

36
Personal Projects / Re: Final Fantasy Reconstructed
« on: November 04, 2016, 09:21:22 am »
Just tested quickly the current beta and I loved hat I did see.
I loved specially that, when a dialog with a NPC opens, there is no that annoying sound anymore. I really like it. The opening and closing dialog box FX  did became really tiring after all these years.

Question: the currently beta is playable to the end with no crashes? Or, will your next beta 2.0 do it? Beatable to the end? I really can't wait to start playing!

Thanks, man!

The open beta you downloaded is playable all the way to the end. I'm really glad that you enjoyed that version because I have made a lot of changes for the better (I believe) since I put that out for testing and feedback. I'm interested in any thoughts that you have about the game, so please feel free to make comments in this thread or message me directly on the Facebook page, a pm here on RHDN, or directly to the project email at FFReconstructed@gmail.com. So glad that interest is growing in the project. If you get stuck, the Lets Play series basically walked new players through the entire game since there is no real FAQ at this point. The locations within the game were mostly untouched at that point, so you shouldn't get lost. Just make sure you talk to everyone in Pravoka so you don't miss the Pirate's Cave to the East.  :beer:

37
Personal Projects / Re: Final Fantasy Reconstructed
« on: November 04, 2016, 02:32:58 am »
Stopfades in scene transitions?

I'd spoken with you about them...did you ever look into a way to implement it?

The logic is:

1. You have eliminated the "iris out" effect that used to be used for going from one location into another.

2. The player may dash using the B button.

The effect of this is that every time you enter a new location (which, for the above reasons, now happens far more frequently), the music (as is normal behavior for FF1 on the NES) starts over. This used to include only entrances and exits to locations (where the music would be different anyway) and staircases at the end of a floor (doesn't occur that often).

However, since you have added interior doors to new locations with the same music, and a dash feature, what ends up happening is that the music ends up starting over, without any transition but a single frame of a black screen, very often.

A "stop fade" (where the music picks up where it left off during a scene transition within a location [doors, stairs, the like] that has the same music as the previous room) would be a good fix for this.

Also, the dialogue box opening was messing with the music playback on my last test, which admittedly was a while ago. Wondered if that were ever addressed either?

Right, off you go. ;D

I actually had thought the lack of the fade effect was more in-line with the later games in the series, but after just watching a Lets Play of IV real quick, I saw where there was still an iris in-out (I think that's what you'd call it). That was actually an alteration that Grond had put in the original patch I started with, and truthfully, I really wasn't bothered by the quick black screen during transitions, but I understand what you mean about the music starting over every time the player changes rooms/floors etc. It would make sense to make it so the music continued uninterrupted once the player entered a location (although that might be difficult in towns since it changes to "shop music" once you go through the shop doorways). I'm sure that can be fixed through a patch or ASM changes, but that part is still up coming since I'll either need a programmer familiar with this sort of thing, or to learn how to do it myself (which I'm open to, just know it was quite an endeavor for me and my "tutor" last time). With regards to the dialogue opening and closing messing with the music, I think that might have something to do with the removal of the sound effect for the open and closing "scroll" sounds from the text box if I understand correctly. There is a bug I'm aware of from when the player uses an item in that screen and then transitions back out to the overworld before the item sound has finished (like when using a tent or cabin especially), the bgm just stops. I think I remember speaking to Bregalad a while back about that being a possible effect of using the "no menu music" patch. IIRC, he said it was a relatively simple fix, but its been so long I don't recall. I pretty much figured I was going to eventually have to go into the disassembly and code things, and I would figure out how to eliminate the routine for calling up the menu music within the actual code itself, maybe even freeing up some space in the meantime. But again, that's all intention, and I lack the capability to make those changes myself at this point. You know I always welcome your input old friend. And thanks again for letting me know that the interest in the project had started back up a few months ago so I knew to come back. Bless you and yours as always  :angel:

38
Hahaha.  I'm not.  I mean I'm sure I could do it, I just have no interest in attempting.  :crazy:

I feel you there. The fix seems to hold perfectly with the existing Reconstructed rom image, and I'm working through a playthrough now to make sure everything is perfect. You know I'll be including you for a special thank you in the credits of the official release for you and essellejaye for your work on this, and all the help you've given me in the past. This awesome improvement is just another feather in your cap. The only thing I've noticed that's a bit peculiar is that a player character can actually sometimes take 2 turns in a row. It mostly happens with my Thief (since I've always got 1 of those in whatever party). Didn't remember adding any agility to him, but I could be wrong. Don't know if anybody else found that while playing. God bless you and yours bro.

 :angel:

39
ROM Hacking Discussion / Re: Are there any Namco-163 hacks out there?
« on: November 04, 2016, 01:03:33 am »
PM Sent.

And response as well my friend  :beer:

40
Personal Projects / Re: Final Fantasy Reconstructed
« on: November 03, 2016, 11:14:09 pm »
It might be worth talking to Ben Boldt.

This thread is worth a read (and a listen, there are several audio clips):

http://www.romhacking.net/forum/index.php/topic,21907.0.html

I'm out of order in quotes, but since I thanked you later a number of times, I figured I'd put your comments first. I reached out to Ben, and started reading through that thread. I also posted there as well. Glad to see you're still active bro. Sorry to have disappeared and left things up in the air. This project will be completed, and it is majorly thanks to you.  :thumbsup:

Oh, and your ATB fix works perfectly with this project also from what I've seen while testing so far, so thank you for doing that :beer:

OH MY!
Just found this marvelous work!

Final Fantasy 1 on NES is the most important game of
my youth. I used to play it, side by side with Ultima Exodus
for months. I was even planning to play it again sometime,
and this "new version" just arrived at the right moment.

I will keep close to the postings here.
Eager to play it!

Regards,
Cospefogo.

Thank you. Its definitely been a long and intense process, but the game has almost completely been renovated from top to bottom graphically. Thanks to Disch for the absolutely INTEGRAL FFHackster utility!! That has been the only reason really I have been able to do all that I have because I'm not much of a programmer beyond inputting hex corrections at this point. If you haven't already, please check out the Facebook page at

https://www.facebook.com/finalfantasyreconstructed/

You can also download the current version of the open beta at

https://www.dropbox.com/s/7fx708bjy8z0bqp/Final%20Fantasy%20Reconstructed%20Beta%20%5BU%5D.ips?dl=0

I'm going to be putting out beta v 2.0 in the next week or two and that should have the graphics changes and script changes completed. The only thing that will be left is the ASM coding and introduction of the new music (which I'm working on now thanks again to Disch's input).

Looks sweet so far. I'll have to make time to play it next release.

Thank you as well my friend. I'm looking forward to you playing the second beta all the way through, because the game doesn't even look the same. It was mostly because of me watching the Lets Play series and seeing where I wasn't satisfied and wanted to put in some more effort.

Well, as I said earlier, ATB is back in the game and it works just fine. I thanked those who contributed to those fixes earlier in this thread, and sincerely thank you again for all of that work. I've reached out to Ben Boldt, and hopefully I'll hear back from him soon. Thank you to everyone who has supported this project from the beginning, and I'm interested to hear what everyone thinks when it has finally been completed. And check out the Lets Play series if you haven't. Active_ate did an amazing job and I highly recommend his videos!!   :laugh:

Pages: 1 [2] 3 4 5 6 7 ... 10