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Author Topic: Final Fantasy VII NES Project (Completed!)  (Read 763088 times)

Garoth Moulinoski

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Re: Final Fantasy VII NES Project
« Reply #720 on: August 13, 2012, 02:38:44 pm »
Also why is it called a "de"make and not remake?

Normally, the idea of a remake is to make the original work better. Well, it's not entirely true, but that's, at least, what people come to expect.

Therefore, a demake refers to a project that is trying to bring the original work to a lower level of technology. Or something.

... :/ *grumble grumble*
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KingMike

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Re: Final Fantasy VII NES Project
« Reply #721 on: August 13, 2012, 03:03:12 pm »
Yes, some enjoy the challenge of seeing how much of a popular game's gameplay could have been done on a less advanced console than the original version.
Since undoubtedly some content is going to be lost, it's called a "demake".
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SageOwl

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Re: Final Fantasy VII NES Project
« Reply #722 on: August 14, 2012, 01:28:02 am »
Cannot see why I did not make that connection... :o.
In some cases it could be an improvement.

kasparas014

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Re: Final Fantasy VII NES Project
« Reply #723 on: August 14, 2012, 05:30:52 am »
Hello , i really enjoy your graphic and sound hack , and corrected system as i see ! this is making the game very enjoyable and fun , almost a masterpiece , but i have noticed a bug , or code error .... after Aeris is kidnapped and the party goes to rescue her ,, all other buildings from the inside have old type character sprites and the shops look like not hacked version's , can you fix this ?

August 14, 2012, 05:36:25 am - (Auto Merged - Double Posts are not allowed before 7 days.)
sorry for posting second time in a row , but i see you have made a lot of updates (in those images in previous pages..) will the new patch be available soon ?
« Last Edit: August 14, 2012, 05:36:25 am by kasparas014 »

Garoth Moulinoski

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Re: Final Fantasy VII NES Project
« Reply #724 on: August 14, 2012, 08:38:36 am »
kasparas014, take a look at this thread. It's the forum rules.

Specially the text about updates.

Although, there have been many updates to the hack, so maybe your bug report has been looked at? A bug report is fine, but asking for the next update is normally frowned upon and has caused problems in the past.

Just letting you know.
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kasparas014

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Re: Final Fantasy VII NES Project
« Reply #725 on: August 14, 2012, 09:07:37 am »
i am sorry , but i got so exited about the updates.. :(

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #726 on: August 14, 2012, 09:35:41 am »
Quote
i am sorry , but i got so exited about the updates.. :(

Don't worry about it, I'll post the next update when the rest of the Gold Saucer's maps are done.

I just need to make the Chocobo square, Ghost square, Battle square, Speed square, and Event square.

The graphics for the Battle square are already made, now I just need to put it all together and edit the events and dialogue for that map.


Quote
but i have noticed a bug , or code error .... after Aeris is kidnapped and the party goes to rescue her ,, all other buildings from the inside have old type character sprites and the shops look like not hacked version's , can you fix this ?

Where at specifically? It may just be an area that I didn't get to yet.

kasparas014

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Re: Final Fantasy VII NES Project
« Reply #727 on: August 14, 2012, 10:16:13 am »
it's before the gold saucer , it began in Junon (the harbor city right after the mythril cave and that huge snake and chocobos.
« Last Edit: August 14, 2012, 10:59:46 am by kasparas014 »

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #728 on: August 14, 2012, 02:53:56 pm »
If I remember correctly, the current patch only covers the game up until Junon.

kasparas014

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Re: Final Fantasy VII NES Project
« Reply #729 on: August 14, 2012, 03:58:25 pm »
i guess so.. still nice job , i wanted to make a hack of mine , but when i opened the ROM.... i understood nothing in the tilesets (i use tile layer pro lol) , you are really talented to make such good hack

p.s. i changed the game's text in one part , when aeris asked if tifa was his girlfriend , i changed it to "nooooo wayyy"

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #730 on: August 14, 2012, 05:25:56 pm »
Quote
i guess so.. still nice job , i wanted to make a hack of mine , but when i opened the ROM.... i understood nothing in the tilesets (i use tile layer pro lol) , you are really talented to make such good hack

Thanks :)

For Tile Layer Pro, when you opened it up, did the graphics look something like this?



If it did, than just use the "-" and "+" buttons to fix that so it will look like this:



That was the problem I had when I first started working on the graphics.


For the parts that look like a jumbled mess like this:



You would need a hex editor to change any of it.

kasparas014

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Re: Final Fantasy VII NES Project
« Reply #731 on: August 15, 2012, 04:54:54 am »
oh thanks :)

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #732 on: August 15, 2012, 06:27:48 pm »
The battle arena is finished:




Zoinkity

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Re: Final Fantasy VII NES Project
« Reply #733 on: August 15, 2012, 07:45:05 pm »
Wow!  Swanky!

kasparas014

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Re: Final Fantasy VII NES Project
« Reply #734 on: August 16, 2012, 03:01:35 am »
ooohh boy this one's really good

syntax error

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Re: Final Fantasy VII NES Project
« Reply #735 on: August 16, 2012, 08:37:57 am »
http://images4.wikia.nocookie.net/__cb57889/finalfantasy/images/f/fa/Battle_square.png
Thats the view of the field file, the upper part isnt seen in game.
Do you have free a free 32k ROM Bank and a bit of RAM space for contributing racing minigames?

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #736 on: August 16, 2012, 06:42:23 pm »
Quote
Do you have free a free 32k ROM Bank and a bit of RAM space for contributing racing minigames?

There's quite a bit of unused space in the ROM, so I'm sure it would be possible.


Based on my knowledge of the event system, I actually could create a mini game for the battle arena. There's just no conditional branch for when you are forced to fight an enemy that decides what happens if you lose or win.

So I would have to make the receptionist say something like "These are real monsters you'll be fighting, so we can't guarantee your safety. It's best that you save your game first before entering."

I just need to find some space for it.

Nerd42

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Re: Final Fantasy VII NES Project
« Reply #737 on: August 16, 2012, 10:04:05 pm »
wha? an NES RPG with minigames??

we're in heaven lol  :angel:

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #738 on: August 17, 2012, 11:50:16 am »
It wouldn't be too hard...I think.

For the event, it would be:

0D:    Talk to receptionist

29 XX XX 01:    Receptionist explains the battle arena

1A XX XX:    You decide whether you will enter or not (You decide to enter)

11:    The screen fades to black

09 00 08 00 40 00 40:    Cloud is repositioned in the battle arena

12:    The screen fades back in

09 07 05 00 40 00 10:    Monster appears

08 07 40 02:    Monster moves towards Cloud

12 12:    Screen flashes a few times

13 XX XX XX:    Battle starts (and you win the battle)

12:    Screen fades back in

***********************************

09 07 05 00 40 00 10:    Monster appears

08 07 40 02:    Monster moves towards Cloud

12 12:    Screen flashes a few times

13 XX XX XX:    Battle starts (and you win the battle)

12:    Screen fades back in

(Repeat this section 8 more times)
************************************
(After winning all 10 battles)

11:    Screen fades to black

09 00 08 xx xx xx xx:    Cloud is repositioned back in front of the receptionist

12:    Screen fades back in

29 xx xx xx:    Receptionist congragulates Cloud

2D xx xx xx:    You receive money as a reward

FF:    End

The hardest part would be finding the space for all of this. Some NPCs and shops may have to be sacrificed to fit it all.
« Last Edit: August 17, 2012, 12:03:18 pm by Lugia2009 »

vivify93

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Re: Final Fantasy VII NES Project
« Reply #739 on: August 17, 2012, 01:10:48 pm »
You could shorten it to five battles. I mean, it's not like you're getting limit break items or ultimate weapons as a reward; it's just gil.
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