« on: September 30, 2021, 07:23:49 pm »
Updated as of 9/30/21. See OP.
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I was operating under the assumption that it would be closed source. That changes it completely. I really hope this works out.
It sounds like you have a passion for creating a story with a set of characters that you thought up. Why not just go for that? Use RPG Maker to at least put out the first chapter so that people can catch the vision for your project. Don't worry about wasted effort; if you actually create a full game, you'll waste FAR more effort than THAT. Also, don't worry about people stealing your ideas; if they're good enough to steal, then you'll have your crew in no time flat. For inspiration, look into the fan game Final Fantasy: The Blackmoon Prophecy I and II, which have the same premise as your idea.
There are tons of free art assets with very reasonable licensing. OpenGameArt.org alone has everything you'd need, and there are no shortage of spriters and musicians to modify those assets to suit your needs. Even then there are plenty of assets from games like Wesnoth that are open source.
It really seems like you're making this as difficult and risky as possible for yourself, for no discernible benefit.
Literally, the only thing you have to do to make this game and your work (along with the work of other people helping you) 100% legal is to change the title. It is also a mark of respect for the original autors of retro Final Fantasy games (most of them are not Square Enix employees anymore) to not take over the name of their games. Copying the concept in a new franchise is perfectly fine and has already been done dozens of times.
I don't think many people are wishing to contribute if there is a high risk that they'll recieve a C&D and that would make all their work done during free time to trash.
5. What sprite sizes do you want to use?Same as FFIV/V so 16x24 for battle sprite and 16x16 for overworld sprites (characters only of course).
You know that Final Fantasy is a registered trademark and that you cannot just take the franchise (and logo) without Square Enix' approval, right ? The only exception is if this is clearly a parody of their games.
I'd be interested in the sound/music part
Releasing an editor too? Neat. Wonder if it'd be possible to finally have FF3 on GBA this way without having to use an emulator.
Are you planning to open source it?
And you expect someone to do all of this for free?
SBC #$01 ; subtract 1 from the item ID to make it zero based
ASL A ; double it
STA tmp ; tmp = (2*item_id)
LDA cursor ; get the cursor
AND #$C0 ; shift and mask to get usable character index
TAX ; put char index in X
LDA ch_class, X ; get the character's class
ASL A ; double it (2 bytes for equip permissions)
TAX ; and put in X to index the equip bit
LDA lut_ClassEquipBit, X ; get the class permissions bit position word
STA tmp+4 ; and put in tmp+4,5
LDA lut_ClassEquipBit+1, X
LDY equipoffset ; now, see if we're dealing with weapons or armor
LDX tmp ; get the weapon id (*2)
LDA lut_WeaponPermissions, X ; use it to get the weapon permissions word (low byte)
AND tmp+4 ; mask with low byte of class permissions
STA tmp ; temporarily store result
LDA lut_WeaponPermissions+1, X ; then do the same with the high byte of the permissions word
AND tmp+5 ; mask with high byte of class permissions
ORA tmp ; then combine with results of low mask
; here... any nonzero value will indicate that the item cannot be equipped
CMP #$01 ; compare with 1 (any nonzero value will set C)
BCC :+ ; if C is set (can't equip)....
RTS ; ... just exit. otherwise...
: LDA cursor ; get the cursor (character id*4)
AND #$0C ; isolate the character bits
TAX ; and put in X for indexing
LDA item_box, X ; unequip all weapons
STA item_box, X
LDA item_box+1, X
STA item_box+1, X
LDA item_box+2, X
STA item_box+2, X
LDA item_box+3, X
STA item_box+3, X
RTS ; then exit (C is still clear, indicating item can be equipped)
LDX tmp ; get the armor id (*2)
LDA lut_ArmorPermissions, X ; use it to get the armor permissions word
AND tmp+4 ; and mask it with the class permissions word
LDA lut_ArmorPermissions+1, X
ORA tmp ; and OR both high and low bytes of result together. A nonzero result here indicates
; armor cannot be equipped
CMP #$01 ; compare with 1 (any nonzero value sets C)
BCC :+ ; if armor can't be equipped....
RTS ; .. just exit. Otherwise...
: TXA ; get back the armor_id*2
LSR A ; /2 to restore armor_id
TAX ; and put back in X
LDA lut_ArmorTypes, X ; use armor ID to index and find out what kind of armor it is (body, helmet, shield, etc)
STA tmp+2 ; store armor type in tmp+2
LDA cursor ; store current cursor in tmp (seems dumb... we could just reference cursor directly)
AND #$0C ; mask out the charater bits (char ID * 4)
STA tmp+1 ; store that in tmp+1 (loop's item to unequip)
LDY #$04 ; set Y (loop counter) to 4 (loop 4 times)
LDA tmp+1 ; get the loop item index
CMP tmp ; compare to the item we're trying to equip
BEQ @ArmorSkip ; if they're equal, skip over this item (seems pointless... the item we're checking wouldn't be equipped)
LDX tmp+1 ; put loop item index in X
LDA item_box, X ; use it to get that item from the item_box
BPL @ArmorSkip ; if that item is not equipped, skip it
SEC ; otherwise (it is equipped), subtract $81 to get the armor ID
TAX ; put armor ID in X
LDA lut_ArmorTypes, X ; use that to look up what type of armor this is
CMP tmp+2 ; compare that to the type of armor we're trying to equip
BNE @ArmorSkip ; if it doesn't match (different kind of armor), skip it
; otherwise... it's a match! need to unequip it.
LDX tmp+1 ; get this loop item index in X
LDA item_box, X ; use it to get the item from the item box
AND #$7F ; unequip it
STA item_box, X ; then write it back
INC tmp+1 ; increment our loop item counter (to examine next item in the item box)
DEY ; decrement our loop counter
BNE @ArmorLoop ; and keep looping until it expires
CLC ; once we're done with all that, CLC to indicate the item can be equipped
RTS ; and exit
Ever heard of a hex editor?
Wouldn't it just be easier to use a tile editor and change the / to Space?
Like M. Fast, I am very confused as to what exactly you think you have to do by hand and what makes you think finding them in the ROM would let you avoid doing something by hand.
Have you tried looking at a different game with uncompressed graphics? Does it work the way you think it does?
This is the program I used to work with compressed GBA graphics...there was a tutorial on how to do it, once upon a time, but I can't find it now. It might be in the readme for the program itself?
As for the palettes, I'm not sure. I tried looking for them in that game before, but couldn't find them without using a trace debugger.
Even if you did rip them as is then they will tend to be tied to screen positions so unless you homebrew game also wants to be 240x160 pixels then you will be doing work.