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Messages - Spindaboy

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Personal Projects / Final Fantasy IV Heroes of Light & Dark
« on: August 28, 2016, 12:00:47 pm »
So I've started on a new long term project I'm calling Final Fantasy IV Heroes of Light & Dark and I was looking for some feedback. This hack is going to provide a completely new story with new characters, and will take place in an alternate universe of the FF IV world. The game alternates between 2 parties, one of light and one of darkness, which each are on a quest to save the Crystals and recover their lost friends. It is worth noting that this hack is meant to have a brutal difficulty that will provide a challenge even for veteran FF IV players. It would be greatly appreciated if you would check out the demo and let me know what you think of this idea! Thanks :)

In a world where evil threatens the power of the Crystals once again, children from another land are summoned to rise against it. Confused as to what is happening before them, they soon learn of the ancient Mysidian prophecy which foretold their quest long ago. They then set out to find their lost allies and to save this new world they now call reality.


Coming Soon


Okay I am super curious, how did you make this possible?! If all you were able to edit was in Hex, how in the world were you able to program something entirely new into the game??

Guess what guys, this project is finished! v1.0 has been submitted to RHDN, but while we're waiting for it to be approved, you can get it early here:
Please apply the patch to a clean Japanese Final Fantasy III ROM.

Note that if you find any typo's, PLEASE report them here in this thread. I tried to polish it up as much as I could but I also wanted to get this over with, so if there are any glaring typos or text-wrapping goofs, PLEASE report them in this thread and I'll have it fixed for the v1.1 release (hopefully there won't have to be a v1.1).

Unfortunately I was unable to implement a B-Button dash. Maybe that's something that could be included in a future release, but I had trouble getting it to work without disrupting the surrounding ASM code.
 Yes it will, I'm gonna make my tool a bit more user-friendly before releasing it though, as right now it's tailored specifically to me. I'm not really sure how to answer your second question, you're only supposed to apply patches to the specific ROM file as indicated by the patch author, in this case a clean, unmodified, Japanese Final Fantasy III ROM.
Will do! I'll test it out and let you know what I find : )

August 17, 2016, 08:11:57 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh and I will be eagerly awaiting for your text editing tool as well!

I remember ages ago translating the class names for Magic Swordsman. In fact before I added the translation to the various wikis they were almost all calling them Dark Knights. So obviously, I'm all for the use of Magic Knight as it is a fine middle ground.

If I were going to do addendum patches, I'd probably make at least 3. One that goes full Dark Knight, similarly to FF3ds, but with black magic in place of the white magic. I'd do another that goes full Paladin with a shiny new sprite and the Dark Swords edited into Holy Swords. And the last patch would go full Mage Knight and use both black and white magic in conjunction with the Dark Swords being turned into Magic Swords and another new sprite based on the FFV Magic Fencer.
Black magic would be interesting, that would make it more like a Magic Knight I guess. But how would making the class into a Paladin make any sense? O.o There is already a Knight class for that and (in my patch) the Knight class is capable of using level 1-3 White Magic. The last idea for the Magic Knight I really like though. That works even better since dividing enemies aren't affected by magic, so magic blades would make even more sense. I wish I would have done that in my hack... Instead I gave the Scholar class the ability to use level      1-3 Black and White Magic.

August 14, 2016, 08:28:47 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh and a quick question, will the text editing tool be able to edit the Japanese text in game? Also, if I edit the Japanese text, how will it turn out once an English patch is applied?

Magic Knight is a bit of a weird case. In the original FFIII, they could use low level White Magic. In the remake, Square Enix turned them into full-on Dark Knights (like Cecil from FFIV) and even gave them the Souleater/Darkness ability that was original introduced in FFIV, and named them as such in the localization. However, the term they use for that class in the Japanese remake is the same as the original (まけんし) at least according to this page, while only the localization of the DS version calls them "Dark Knight"s. The Japanese term for the Dark Knight class used in FFIV is あんこくきし (literal: Darkness Knight), which is different from the term they use for the class in FFIII, まけんし (literal: Magic Swordsman).

Ultimately, I felt it would be misleading to call them Dark Knights in this translation because they lack the Souleater/Darkness ability and can use low-level White Magic, so I went with "Magic Knight".

Yeah, that makes sense. The reason I changed the name to あんこくきし in my hack is because I actually removed the ability to use White Magic (never made sense to me anyway) and changed the stats so that it functions more like a traditional Dark Knight. I wish I knew how to edit the formulas of Job abilities and stuff. Maybe I could have given him the Darkness/ Soul Eater ability that way :/

I am so excited to see more work being done on my favorite game! One question though, why have you not changed the name of the Magic Knight to Dark Knight? I am currently a Japanese student and my understanding of the Japanese name Makenshi is that it is translated to either "Evil Swordsman" or "Magic Swordsman". Given that the 3D translation simply calls it Dark Knight, why not change it to that? Just in general I feel it makes a lot more sense given the job's role in this game especially.

August 12, 2016, 07:46:56 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Interestingly enough, in my hack of the JAP version I actually renamed the class Ankokukishi so that it would truly be what I consider to be the correct name.

ROM Hacking Discussion / GBA PPU Viewer?
« on: June 11, 2016, 09:04:34 am »
Does anyone know of an emulator that has one? There isn't much hacking information for Final Fantasy Tactics Advance so I wanted to make a table file for it.

ROM Hacking Discussion / Re: Final Fantasy IV Advance Hacking
« on: June 05, 2016, 10:45:46 pm »
A while back I asked the same questions I did here regarding Final Fantasy IV The After Years (specifically the Wii Ware version), but never received a response. Any ideas on how to hack that? I haven't even been able to find a ROM of it online thus far...

ROM Hacking Discussion / Re: Final Fantasy IV Advance Hacking
« on: June 05, 2016, 03:05:31 pm »
Are you looking for anything specific? I have the text information about this game, I just need to organize a lot of stuff here to put a lot of data into Data Crystal. :)
I'd like to edit character information such as names, jobs, commands, spell lists, and sprites. Map editing would be nice as well, but I assume that's going to be a bit more difficult.

ROM Hacking Discussion / Re: Final Fantasy IV Advance Hacking
« on: June 05, 2016, 03:02:42 pm »
A lot really don't look to the GBA version of it for hacking at all, mostly because of the combination of bugs and the usual GBA nerfs.
Really? I've never understood why the GBA version isn't considered superior to the original. It has post game content, party swapping, more abilities, better translation, and enhanced sprites and music.

ROM Hacking Discussion / Final Fantasy IV Advance Hacking
« on: June 05, 2016, 11:07:48 am »
Does anyone have any insight on how to go about hacking this? There isn't a known ROM map nor are there any useful utilities.

Programming / NES Save Batteries?
« on: May 29, 2016, 01:58:47 pm »
I'm just curious, how did these save batteries function?

wow, you have a lot of question, maybe going full hex wasn`t the best way to go for a noob hacker...
Well it's a bit difficult to learn when I have pretentious cunts like you refusing to provide useful information and instead insulting someone with less experience. Maybe posting here wasn't the best way to go for a noob English speaker?

ROM Hacking Discussion / Hacking an Already Existing Hack?
« on: May 13, 2016, 11:48:37 am »
There is an English translation for a certain game that is excellent, however there were some parts of the translation I believe could be improved to more accurately reflect  the original Japanese meaning. So my question is, is it alright to edit the hack and create my own patch so long as I credit the original translator for his work? I want to ensure it is known that I did not make the translation, only improved upon it.   :)

Programming / Re: Hex to 6502 Assembly?
« on: May 12, 2016, 03:07:45 pm »
So is there any information that disassembling a ROM is going to give me? Like new insights as to which aspects of the game are stored where? Or will it just make editing and reading the code simpler?

Programming / Hex to 6502 Assembly?
« on: May 12, 2016, 10:46:45 am »
If I'm not mistaken, NES games are programmed in a code called 6502 Assembly and compiled into Hex when complete so the computer can read the code. So my question would be is it possible to reverse the process and view the original code?

Wow. I understood almost none of that so I hope it's not too important for NES hacking!  :laugh:
So do modern systems such as the Wii U run on common code like Javascript?

So if most NES games were written in 6502 assembly then compiled into Hex, shouldn't there be a way to reverse the process and see the original code?

HTML is not a programming language.

What? O.O

This is kind of off topic, but how do 3D models work? I understand that sprites are just an assembly of bits on the screen, but how does a game read a model of something? How is that data even stored?

May 10, 2016, 05:43:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hex Editors are used as last resorts.  Even in cases where a port is made without the source code.

For example, this seems to be a persistent thing said about Square-Enix.  Final Fantasy VI's PC port is more-or-less a GBA ROM, but all of it's new assets are on the outside.  One could say this is an extremely intensive hack, but they went out of their way to not touch the cart itself.
But if two systems run off different engines, how could a port work correctly without being touched? How could the PC port even interpret the original code of the GBA ROM?

So the source code that is used, is that similar to a language like Java or HTML that is easily readable? Are all NES games being built off the same base code that is unique to the NES? Or... would that be like an OS or something....?

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