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Author Topic: Final Fantasy VII NES Project (Completed!)  (Read 633664 times)

betakiller

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Re: Final Fantasy VII NES Project
« Reply #280 on: November 19, 2011, 09:39:45 am »
I just found a Famicom version of Final Fantasy V!

Moreover, there is a Famicom version of Final Fantasy X. All I can say it is not bootleg game, but a non-profit fan remake made by Japanese romhackers. I searched over the Internet for the ROM, but all I could find is this. It is just a compilation of beta ROMs showing sprites of Tidus and others. The most completed version is just a remake of "Listen to my story" scene. Tidus gets up and the game stops. It is not even a game. For more information click here.

« Last Edit: November 19, 2011, 12:07:24 pm by betakiller »

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #281 on: November 19, 2011, 10:44:09 am »
I know, I looked all over to hoping it was real. It would definitely be ,without a doubt, the best game for the NES if it was real.
These pics are my favorites:



Too bad the game is just mockup pictures and a partial ROM.
But the pics are a good source of graphics for anyone who actually wants to make that port.


Here's one of Final Fantasy XII that was mixed with the Final Fantasy X pics:



November 19, 2011, 11:10:03 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Floor 66 is done:

« Last Edit: November 19, 2011, 11:10:15 am by Lugia2009 »
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vivify93

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Re: Final Fantasy VII NES Project
« Reply #282 on: November 19, 2011, 01:04:54 pm »
I've always liked floor 66... and the Shinra Building in general. You're doing an amazing job on it so far, Lugia2009. :)
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Re: Final Fantasy VII NES Project
« Reply #283 on: November 19, 2011, 04:52:42 pm »
That 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.

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Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #284 on: November 19, 2011, 08:37:16 pm »
Quote
I've always liked floor 66... and the Shinra Building in general. You're doing an amazing job on it so far, Lugia2009. :)

Thanks :)

Quote
That 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

But you may never know, maybe someday someone will actually bring FFX NES into reality.
There's definitely enough graphics available in the mockups for a good start on that kind of a project.
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betakiller

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Re: Final Fantasy VII NES Project
« Reply #285 on: November 20, 2011, 03:05:23 am »
That FFX stuff for NES is just a bunch of screen mockups.

There are four beta ROMs though.


Or that the battle with Seymour has Tidus doing 99,999 damage, but he only has 300 HP.

Oh, are you talking about this picture?



It is just being made in MS Paint, I'm sure. I would also say that it's a beautiful fake, but beta ROMs show us that the work at least began.


@Lugia2009

Impressive. Your Shinra Building has very strong Final Fantasy VII feel. Keep it up please. :thumbsup:

syntax error

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Re: Final Fantasy VII NES Project
« Reply #286 on: November 20, 2011, 11:21:52 am »
A tech demo from someone who tried coding for NES?

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #287 on: November 21, 2011, 08:10:09 pm »
Floor 67 is done:

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Re: Final Fantasy VII NES Project
« Reply #288 on: November 25, 2011, 02:55:18 am »
A couple of suggestions:

- Could 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.
- Could you perhaps add a percentage OR "screen ?? of ??? done"? - to give your fans a notion of how the work is progressing towards finalization.

Just finished the translated version of the ROM myself and one thing I really think the remake needs - is a better ending.
At least the game should leave you with a nice ending picture and some suitable music - not just throw you back to the game menu.
After all - it takes some time to get there, where is the reward for doing so?

Keep the momentum going!

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Re: Final Fantasy VII NES Project
« Reply #289 on: November 25, 2011, 11:32:33 am »
dace
you have the problem that Lugia2009 doesnt have a good knowledge of 6502 ASM, so he cant do what he would like to see on this platform and ROM.
If the progress is much to slow for you just play FF III(NES).
As for the number of screenshots,count the unique picures in this thread and subtract it from 103.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #290 on: November 25, 2011, 12:52:09 pm »
Quote
Could you perhaps add a percentage OR "screen ?? of ??? done"? - to give your fans a notion of how the work is progressing towards finalization.

I actually have been making lists like that for myself. Here's my current list:

NEXT TO WORK ON...

Goal is to have every area up to the world map done.

(DONE) 1. Complete Area outside of Shinra HQ

(DONE) 2. Complete Staircase in Shinra HQ

(DONE) 3. Complete Shinra HQ Lobby

(DONE) 4. Complete Shinra HQ Area right before 61st floor

(DONE) 5. Complete 61st Floor

(DONE) 6. Complete 62nd Floor

(DONE) 7. Complete 63rd Floor

(DONE) 8. Complete 64th Floor

(DONE) 9. Complete 65th Floor

(DONE) 10. Complete 66th Floor

(DONE) 11. Complete 67th Floor

12. Complete 68th Floor

13. Complete prison cell area (This shares the map layout of floor 66)

14. Complete 69th Floor

15. Complete 70th Floor

16. Complete Shinra Roof

17. Complete road leading out of Midgar

18. I think that there are 2 70th floors. If so complete the second one too

19. Make sprites for all NPCs (Don't forget about mayor Domino on floor 62 and sprites on floor 63)

20. Give scarlet/palmer and Reeve a new sprite along with the president's death sprite, and fix Hojo.

21. Play through the game up till the world map to make sure everything works properly.

11\21 Completed


Once these things are done I'm going to post another patch.

Quote
Could 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.

I could do that.



November 25, 2011, 05:06:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Floor 68 is done, here's a before and after:



« Last Edit: November 25, 2011, 05:06:03 pm by Lugia2009 »
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Lindblum

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Re: Final Fantasy VII NES Project
« Reply #291 on: November 27, 2011, 04:03:02 am »
Since I've been unemployed for a while I was curious to see how the FF7NES improvement threads have been doing.  I am pleasantly surprised and impressed to see how much progress has been made, especially by Lugia2009.  I played through his newest patch and wrote a list of thoughts and issues. 

* 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__". 
* 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 [40][4E] code for her image isn't scripted to appear. 
* When "A chocobo came!" we can remove the [40][31] for Cloud's image.  It just seems weird for him to say it. 
* Editing text and maintaining format is tricky, but that's partly my fault for the way I worked around the game's text engine. 
* The 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. 
* Speaking of chocobo music, my patch already had code to change the music when you mount/dismount, but since no Chocobo song was implemented at the time I used the victory fanfare as a placeholder.  In the ROM change 0x75C8 from 08 to 0B to fix this. 
* Nibelheim doesn't seem to have its well in the flashback. 
* 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. 
* For 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. 
* I'm trying to trace that wretched menu screen corruption (works fine in overworld).  Let me know if you already know something about it. 
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Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #292 on: November 27, 2011, 12:48:16 pm »
@Lindblum

First, let me say thanks for making the translation of the game  :thumbsup: , I don't think I would have taken on this project if the game wasn't translated.

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__". 

That was me, after I changed the map, it no longer made sense when Tifa said to turn all the gears. I played through those parts to see if I could fix it and it works fine on my version. You may have patched the wrong version of the game. That was my fault, I forgot to tell which version of the game the patch was for.

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 [40][4E] code for her image isn't scripted to appear.
* When "A chocobo came!" we can remove the [40][31] for Cloud's image.  It just seems weird for him to say it. 

No problem, I can change those.

Quote
The 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. 

I 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.

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. 

Yeah, I had to change that because for some reason when you go to use the battery, the music becomes high pitched and the battery can't be used. After the girl says "You need a battery to climb, check the shops for one" Go to the store and get the battery. Then when you climb up the wire, Cloud will say a few lines, then the space will automatically clear, the event in front of shinra HQ should trigger then.

I have learned a lot about this game's event system, but not enough to fix this problem yet. I still don't know what caused the problem with the sound on that spot, but it may be because of the menu problem.

Quote
For 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. 

Yeah, I found the songs on the old thread and used them. They were "Those Chosen by the Planet" "Ahead on our way" and "Chocobo Theme". And I used Tummai's "Battle Theme". Thanks for making them, I like how "Ahead on our way" turned out.  :thumbsup:

Quote
I'm trying to trace that wretched menu screen corruption (works fine in overworld).  Let me know if you already know something about it. 

I wish I knew what caused it too, it does work in some areas, but not in others. I'm not sure why only some areas are affected. I kinda think it may be caused by the patch Tummai made to allow for musical branching and looping, I never noticed the problems with the menu until after I used that patch, but then again I never really needed to use the menu much, so I'm not 100% sure.

Quote
Nibelheim doesn't seem to have its well in the flashback. 

It's there, it's at the bottom right.


Quote
In the ROM change 0x75C8 from 08 to 0B to fix this.

Thanks for telling me, I saw you mention the mounting and dismounting music on the old thread but I couldn't find which part of the ROM had to be changed to allow for that.

November 28, 2011, 07:29:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Floor 69 is done, here's the before and after:


« Last Edit: November 28, 2011, 07:29:56 pm by Lugia2009 »
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Lindblum

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Re: Final Fantasy VII NES Project
« Reply #293 on: November 29, 2011, 04:17:39 am »
Thank you for addressing every note.  Without a formalized repository system It's getting tricky to keep track of every patch and version. 

I 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. 

Quote
I 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.
Songs are encoded from 0x1B8DD onward, with your own inserted in the formerly blank space around 0x1D8C0. 
In case you're referring to the blank space from 0x16B30 to 0x17C10 you can't load that because that is outside of the 32kB page.  Just in case you don't know, the $8000-$FFFF space in memory is loaded from the ROM by saving the page number to $5000 (e.g. LDA #$02, STA $5000 loads page 02, i.e. 0x10010-0x1800F).  In the case of music (0x1B8DD and up) this is typically page 03 (0x18010-0x2000F).  It is theoretically possible to store songs on other pages if you modify the code to decide the page number based on the song number.  You can use breakpoints to detect load events. 

Tummai once said:
Quote
It 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 opcode
3)go to the address specified in the opcode and copy the song data to RAM
4)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?
* I think he meant $7FFF, and it does seem to be accessed from time to time, but I'm not sure what for.
« Last Edit: November 29, 2011, 08:59:26 pm by Lindblum »
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Re: Final Fantasy VII NES Project
« Reply #294 on: November 29, 2011, 04:56:58 am »
Thank you for addressing every note.  Without a formailized repository system It's getting tricky to keep track of every patch and version.

Try Assembla. We used that for Nanashi no Game.
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Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #295 on: November 30, 2011, 11:55:37 am »
Quote
I 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. 


Thanks for finding the problem  :thumbsup:, If you can fix it, then the golden shiny wire of hope should start working too. The menu bug is probobly the cause of that problem.

Quote
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.

Sounds good to me, I trust your solution. :)
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Lindblum

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Re: Final Fantasy VII NES Project
« Reply #296 on: November 30, 2011, 03:56:28 pm »
Quote
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.
To 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. 

* If 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. 
* I don't know if all our versions match, but in the store menu the sword icon and the word Gil have incorrect tiles. 
* The patch also contained a speed hack that lets you run doublespeed if you hold B, but it doesn't work if the screen is scrolling.  I hope I'll have time for this. 
* Occasionally 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. 
* I plan to make weapon enhancements stronger, and enhancement eligibility more frequent. 
* I 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.
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Re: Final Fantasy VII NES Project
« Reply #297 on: November 30, 2011, 04:55:15 pm »
Man, I gotta admit, those before-and-after pics look great.  Keep up the great work, guys!
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Re: Final Fantasy VII NES Project
« Reply #298 on: November 30, 2011, 07:57:35 pm »
Couple things: please fix the selling bug! And 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.

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Re: Final Fantasy VII NES Project
« Reply #299 on: December 01, 2011, 05:38:03 pm »
Quote
To 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. 

Thanks, I'll try that.

Quote
Occasionally 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. 

I was wondering what caused that.

Quote
If 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. 

Yeah, I tried that patch, but the game kept freezing on the first town area. It'll be cool to be able to buy weapons.

Quote
I plan to make weapon enhancements stronger, and enhancement eligibility more frequent. 

It'll be good for the weapons to gain more than 1 point every time they level up, right now spending time leveling up the weapons just isn't worth it. It would also be nice for materia to gain more than 1 point.

Also, would you be able to strengthen the character's attack stats, or increase how much the character's strength increases each time they level up?

Quote
I 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.

I'd been meaning to ask about that, would it be possible to add credits at the end of the game?

Quote
And 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.

That shouldn't be a problem.

Quote
At least the game should leave you with a nice ending picture and some suitable music - not just throw you back to the game menu.

I had an idea about that, after I changed one of the areas, there were some left over maps. I may be able to use those extra maps to make an ending screen if the map has enough graphic tiles.



on this map there were other teleport spots that led you to other maps that would end up sending you back to this map. I may be able to use them for some ending pictures. Plus I can change the music that plays for those maps.

The prison area is done:



The top left is blacked out because there weren't enough tiles to make the capsule that Red Xiii was in. So I just took the extra gates and used them to block that area off.

Plus I completely rewrote the event for this part. Now Red Xiii actually goes over to the dead soldier before saying "No human could've done this"
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