11 March 2016 - Forum Rules
Started by Lugia2009, April 08, 2011, 12:22:37 PM
Quote from: Lugia2009 on November 18, 2011, 06:40:16 PMI just found a Famicom version of Final Fantasy V!
QuoteI've always liked floor 66... and the Shinra Building in general. You're doing an amazing job on it so far, Lugia2009.
QuoteThat FFX stuff for NES is just a bunch of screen mockups. If you pay close attention to the details you'll see that, for instance, they use two different main menus. Or that the battle with Seymour has Tidus doing 99,999 damage, but he only has 300 HP.A really well made fake, but fake nonetheless.~DS
Quote from: DarknessSavior on November 19, 2011, 04:52:42 PMThat FFX stuff for NES is just a bunch of screen mockups.
Quote from: DarknessSavior on November 19, 2011, 04:52:42 PMOr that the battle with Seymour has Tidus doing 99,999 damage, but he only has 300 HP.
QuoteCould you perhaps add a percentage OR "screen ?? of ??? done"? - to give your fans a notion of how the work is progressing towards finalization.
QuoteCould you perhaps add a original screen-shot of all screens you have touched up? - that way it will be like one of those BEFORE & AFTER commercials.
Quote* Someone tried to overwrite Tifa:"Turn all the gears." to Tifa:"Hit all the buttons", but ended up corrupting her line (and Barret's next line) as "TurHit all the buttonsDamn man,get a hold of yourself!". * Waiter:"The boss is out,please come back in a few days!" is corrupted to "The boss is out,please come back in a few Hit the Button__", which seems to be corrupting the "Got Potion." in one of the first treasures at the first mako reactor to "e Button__".
Quote* If you talk to Elmyra as you sneak out of her house she says "Aeris is an unfortunate child.", which was an improvised translation. I'm not sure what her actual line should be here, but the [4E] code for her image isn't scripted to appear. * When "A chocobo came!" we can remove the  for Cloud's image. It just seems weird for him to say it.
QuoteThe Main Theme (Overworld) is just the intro part on loop (played way too drawn out). If you're going to loop any part of the song I suggest jumping to its main melody. * The Chocobo Theme only loops a small part of the song (a la FF2j). I can live with it, but I'd prefer a fuller version.
Quote* I'm not sure what you did at the Golden shiny wire of hope, but I got past without the Battery. I guess you removed that sidequest. * Event code seems to not kick in when I climb up to Shinra HQ, but you pretty much warned that on page 17.
QuoteFor anyone who was brave enough to dig through my old archive of files related to this ROM, I had already converted some songs, and in another thread shared work with Tummai about song encoding. I don't know whether those have been used or compared to the versions presently implemented. I can check into that.
QuoteI'm trying to trace that wretched menu screen corruption (works fine in overworld). Let me know if you already know something about it.
QuoteNibelheim doesn't seem to have its well in the flashback.
QuoteIn the ROM change 0x75C8 from 08 to 0B to fix this.
QuoteI could make some changes to the overworld music, but I don't think I can make the chocobo theme into the full version, there's hardly any more space for songs. There is a lot of space right above where the songs are but, for some reason, the game won't load music from there.
QuoteIt may be possible to introduce a new opcode to place in the channel headers (or even just the first channel header) that can indicate a bank and an address, and then we can write some code for that opcode that will:1)dynamically write some copy code to RAM (so that it can be executed after we've bankswitched away from the sound engine bank)2)switch banks to the bank specified in the opcode3)go to the address specified in the opcode and copy the song data to RAM4)switch back to the sound engine and reroute pointers to the song data in RAM. If we can pull something like this off, then we can scatter songs all across the ROM in any open space we find.This will require:1) enough RAM to hold the data for one song at a time.2) enough RAM to hold the song-copying code (which should be quite short). 3) enough ROM space in the sound engine bank to hold the new opcode code (shouldn't be a problem)If we don't have the RAM, we'll have to find another solution. But we might have it! Is the RAM in $7000-7999* used by the game at all?
Quote from: Lindblum on November 29, 2011, 04:17:39 AMThank you for addressing every note. Without a formailized repository system It's getting tricky to keep track of every patch and version.
QuoteI have new intel on the menu bug...The index of the cursor's position in the main menu screen is at $6F1D. 00=Status, 01=item, 02=Magic, 03=Equip, 04=Party, 05=Save. When you move the cursor up or down it modularly increments or decrements the index (Increment function starts at $A692, 0x726A2 in the ROM). If you press A it computes the function address to load the next menu (This starts at $A69E, 0x726AE in the ROM). The cause of all the trouble is that $6F1D gets rewritten to 00 at times when it should not. Even in the overworld where the problem seems to be absent, if you wait long enough $6F1D will eventually automatically reset to 00. I think certain circumstances in the music will trigger it.The cursor index corruption happens in a function that starts at $FF20, 0x1FF30 in the ROM, specifically the "STA $6F1A,X" when the X register == 3 (not that that's the only address that should be avoided). I have found this function does not exist in the original ROM, but is created by Tummai's sound engine patch. Tummai probably used this part of the memory without realizing that it had a purpose, and we never noticed it probably because no song that was encoded at the time was triggering it. That should give us a start to figure out how to fix it. So far I don't see any problem with using the RAM from $6FE0-$6FFF for our own purposes. Maybe all we need to do is modify the calls at 0x1FF32 and 0x1FF3F to reference $6FE0 instead of $6F1A, and use $6FE4-$6FFF as our free RAM for other things. So far this fix is working for me.
QuoteMaybe all we need to do is modify the calls at 0x1FF32 and 0x1FF3F to reference $6FE0 instead of $6F1A, and use $6FE4-$6FFF as our free RAM for other things. So far this fix is working for me.
QuoteTo boil it down, write [E0][6F] to 0x1FF33 and 0x1FF40, and see what it does for you. There's a chance that your savestates could load with minor audio glitches before the functions adapt to the new address.
QuoteOccasionally if you encounter a number of enemies with long names the tiles for their names overflow onto the enemy graphics tiles in the PPU, and scrambles their appearance. This can be prevented by not having a blank tile after every letter tile (to reduce PPU usage), but I got tired of trying to fix it years ago, even though it seemed it would be easy.
QuoteIf your patch is based on my 99% release there are a number of bugs left over from the graphics/assembly hack I put in to allow buying/selling weapons in the armor stores. So far I have made a fix for buying, but selling is still dangerous.
QuoteI plan to make weapon enhancements stronger, and enhancement eligibility more frequent.
QuoteI believe a few more people should be considered a spot on the title screen (ZhongTian and LittleChiba didn't actually work on the hack, I just thanked them for their FF7 transcripts which were vital to the translation). Personally, I miss the old text gradient style.
QuoteAnd your title screen is a good idea but it looks a little too forest green, when FF7 is more fadey modern light Emerald City green.
QuoteAt least the game should leave you with a nice ending picture and some suitable music - not just throw you back to the game menu.
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