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Author Topic: Final Fantasy VII NES Project (Completed!)  (Read 632911 times)

Chpexo

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Re: Final Fantasy VII NES Project
« Reply #300 on: December 01, 2011, 05:39:23 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.
The shop bug was a result of me running out of room for the title screen. I realized that the title screen and the shop graphics overlapped in the PPU and the shop graphics had free graphic space. So I used the free space in the shop graphics. I soon realized the shops were messed up, so I "fixed" it, though I didn't notice it since it only affected a few shops.

To fix it is easy. The graphics are arranged just like the maps; each graphic tile is place one after another.

Mauron

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Re: Final Fantasy VII NES Project
« Reply #301 on: December 01, 2011, 05:42:04 pm »
The improvement  really shows with the before and after pictures. Well done.
Mauron wuz here.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #302 on: December 01, 2011, 05:58:14 pm »
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.

How's this?

Enjoy Dissidia 012 Final Fantasy? Check out my Dissidia Duodecim mods!
https://www.youtube.com/watch?v=YjcyBHNeY1g&app=desktop

Chpexo

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Re: Final Fantasy VII NES Project
« Reply #303 on: December 01, 2011, 06:26:09 pm »
How's this?


I did make a few mistakes though. The "F" the middle bracket is partly black and partly white. And above the same F the are two dark green pixels, they should be white.

The color scheme looks better now.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #304 on: December 01, 2011, 07:06:08 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. 

It worked! Thank you so much! ;D

I've had no problems with the menu so far, so I think the problem's completely fixed.

And the wire event was caused by the menu bug. So I changed that event back to the way it was. Now the battery can be used without any problems, I tried it several times.

Quote
I did make a few mistakes though. The "F" the middle bracket is partly black and partly white. And above the same F the are two dark green pixels, they should be white.

Okay, I'll fix those.
Enjoy Dissidia 012 Final Fantasy? Check out my Dissidia Duodecim mods!
https://www.youtube.com/watch?v=YjcyBHNeY1g&app=desktop

Nerd42

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Re: Final Fantasy VII NES Project
« Reply #305 on: December 02, 2011, 11:08:24 am »
That is looking better, but if you could intersperse some of the pixels between the middle part and the dark part on the end of the tail that would look more fadey rather than having the dark part on the end of the tail start at this straight, sharp line. I think that would look better. But the change in color already makes it look alot better. :) Just suggestion. Oh also, the "Final Fantasy" letters might look better with a sharp white border rather than a green border maybe. Love all the great stuff you guys are making and looking forward to playing on the next patch whenever it comes out. I kinda haven't been playing this lately because I was always expecting the next huge patch to come out and totally ruin my save
« Last Edit: December 02, 2011, 11:14:05 am by Nerd42 »

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #306 on: December 02, 2011, 05:36:04 pm »
Quote
That is looking better, but if you could intersperse some of the pixels between the middle part and the dark part on the end of the tail that would look more fadey rather than having the dark part on the end of the tail start at this straight, sharp line. I think that would look better. But the change in color already makes it look alot better. :) Just suggestion. Oh also, the "Final Fantasy" letters might look better with a sharp white border rather than a green border maybe.

How's this?



Quote
Love all the great stuff you guys are making and looking forward to playing on the next patch whenever it comes out. I kinda haven't been playing this lately because I was always expecting the next huge patch to come out and totally ruin my save

Thanks  :). I should be releasing another patch shortly. All I have left to do is make a new sprite for Mayor Domino, Finish Floor 70, the roof, and the road leading out of midgar. And the events for those areas need to be reworked. Then I just have to play through those areas to make sure everything works. I already played through everything up to the 69th floor and fixed a couple of problems I found.
« Last Edit: December 02, 2011, 06:09:21 pm by Lugia2009 »
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Nerd42

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Re: Final Fantasy VII NES Project
« Reply #307 on: December 02, 2011, 06:09:12 pm »
Awesome. Go with it.  :D

(later edit) course, I'd ditch the copyright sign and the "SQUARE" in hopes that the lawyers might be more likely to leave you alone if you don't suggest any official connection, but whatever

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #308 on: December 02, 2011, 06:41:51 pm »
Quote
course, I'd ditch the copyright sign and the "SQUARE" in hopes that the lawyers might be more likely to leave you alone if you don't suggest any official connection, but whatever

Good idea, I didn't think of that.
Enjoy Dissidia 012 Final Fantasy? Check out my Dissidia Duodecim mods!
https://www.youtube.com/watch?v=YjcyBHNeY1g&app=desktop

Chpexo

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Re: Final Fantasy VII NES Project
« Reply #309 on: December 02, 2011, 06:52:27 pm »
Awesome. Go with it.  :D

(later edit) course, I'd ditch the copyright sign and the "SQUARE" in hopes that the lawyers might be more likely to leave you alone if you don't suggest any official connection, but whatever
In hopes that the lawyers might be more likely to leave you alone? We're ROM hackers! :D

But it is better to be safe than sorry.

Nerd42

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Re: Final Fantasy VII NES Project
« Reply #310 on: December 02, 2011, 07:33:53 pm »
*insert political rant here*

Yeah. You get the point.

Lindblum

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Re: Final Fantasy VII NES Project
« Reply #311 on: December 03, 2011, 02:33:31 pm »
I think I've finished work on weapon buying/selling, but I don't know how we coordinate all our alterations. 
Confidence is the feeling you have before you understand the situation.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #312 on: December 03, 2011, 02:43:39 pm »
Quote
I think I've finished work on weapon buying/selling, but I don't know how we coordinate all our alterations. 

Want me to send you the link for a new patch, then you could make the changes and then send me the link for that patch. Any changes I make to the maps or events can just be copied and pasted.

Or you could copy and paste the changes you made onto a document post that up and just tell me where to copy and paste those changes at on the Rom.
Enjoy Dissidia 012 Final Fantasy? Check out my Dissidia Duodecim mods!
https://www.youtube.com/watch?v=YjcyBHNeY1g&app=desktop

Lindblum

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Re: Final Fantasy VII NES Project
« Reply #313 on: December 03, 2011, 04:25:14 pm »
Non-graphical menu modifications (Pre-requisite: any patch built on my 99% patch (which contains tummai's final sound patch changes))
Code: [Select]
Pointer TummaiFix, 0x1FF33, [E0][6F]
Pointer TummaiFix, 0x1FF40, [E0][6F]
Pointer NewPricePtrArray, 0x2802C, [60][F4]
FunctionCall WeaponStats, 0x714FC, [20][10][E3]
FunctionCall GoLeftCol, 0x71EC1, [20][F0][E2][EA][EA]
FunctionCall GoRightCol, 0x71ED2, [20][00][E3][EA][EA]
Pointer NewInvtPtrArray, 0x720B7, [A0][E3]
Pointer NewInvtPtrArray, 0x720BD, [A0][E3]
Pointer NewInvtPtrArray, 0x72106, [A0][E3]
Pointer NewInvtPtrArray, 0x7210C, [A0][E3]
FunctionCall SubtractInvt, 0x72115, [20][40][E4][EA]
Pointer NewInvtPtrArray, 0x72154, [A0][E3]
Pointer NewInvtPtrArray, 0x7215A, [A0][E3]
FunctionCall InvtLimit2, 0x72161, [20][10][E4][EA]
FunctionCall InvtLimit, 0x72227, [20][F0][E3][EA][EA][EA][EA][EA]
Pointer NewInvtPtrArray, 0x72275, [A0][E3]
Pointer NewInvtPtrArray, 0x7227B, [A0][E3]
FunctionCall SetInvt, 0x72282, [20][B0][E3][EA][EA][EA][EA][EA]
Pointer NewInvtPtrArray, 0x72307, [A0][E3]
Pointer NewInvtPtrArray, 0x7230D, [A0][E3]
Pointer NewStoreSelectArray, 0x72317, [30][E4]
Pointer NewStoreSelectArray, 0x7231D, [30][E4]
Pointer NewInvtPtrArray, 0x723D5, [A0][E3]
Pointer NewInvtPtrArray, 0x723DB, [A0][E3]
FunctionCall LoadWeaponLevel, 0x723E0, [20][D0][E3]
FunctionCall WeaponUserName, 0x724C7, [20][80][E3][EA][EA][EA]
ChocoboSongReference, 0x75C8, [0B]
Function GoLeftCol, 0x76300, [D0][03][A9][04][60][38][E9][01][60]
Function GoRightCol, 0x76310, [C9][04][D0][03][A9][00][60][18][69][01][60]
Function WeaponStats, 0x76320, [AD][CA][6F][C9][04][D0][63][C0][01][D0][28][A9][00][85][03][AD][24][6F][85][02]
[18][26][02][26][03][26][02][26][03][A5][02][18][69][AB][85][02][A5][03][69][D2]
[85][03][A9][05][8D][41][01][20][40][01][60][C0][06][D0][30][AD][24][6F][C9][11]
[90][26][C9][21][90][1F][C9][31][90][18][C9][3C][90][11][C9][4A][90][0A][C9][57]
[90][03][A9][06][60][A9][05][60][A9][04][60][A9][03][60][A9][02][60][A9][01][60]
[A9][00][60][A9][00][60][20][40][01][60]
Function WeaponUserName, 0x76390, [AD][CA][6F][C9][04][D0][07][AD][2B][6F][18][69][49][60][AD][2B][6F][18][69][09][60]
Array NewInvtPtrArray, 0x763B0, [DF][60][16][61][96][61][FF][61][3B][62]
Function LoadWeaponLevel, 0x763E0, [A8][AD][CA][6F][C9][04][D0][08][B1][02][F0][03][A9][01][60][60][B1][02][60]
Function InvtLimit, 0x76400, [AD][CA][6F][C9][04][D0][09][B1][02][18][6D][19][6F][C9][01][60][B1][02][18][6D]
[19][6F][C9][63][60]
Function InvtLimit2, 0x76420, [AD][CA][6F][C9][04][D0][05][B1][02][C9][01][60][B1][02][C9][63][60]
Array NewStoreSelectArray, 0x76440, [01][38][01][81][01][6A][01][3B][01][65]
Function SubtractInv, 0x76450, [AD][CA][6F][C9][04][D0][18][A2][00][BD][74][60][4D][24][6F][29][7F][D0][03][9D]
[74][60][E8][8A][C9][07][90][ED][A9][00][60][B1][02][38][ED][19][6F][60]
Array NewPricePtrArray, 0x2F470, [FF][F2][36][F3][B6][F3][1F][F4][70][F4]
Array NewWeaponPriceArray, 0x2F480, [0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C][96][A0]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C][96][A0]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C][96][A0]
[0A][14][1E][28][32][3C][46][50][5A][64][6E]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82]
[0A][14][1E][28][32][3C][46][50][5A][64][6E][78][82][8C]

Should we have a patch to the Chinese ROM that we all pass around, and every time someone wants to commit a set of changes to it he uploads it with a new version number?
« Last Edit: December 08, 2011, 09:37:35 pm by Lindblum »
Confidence is the feeling you have before you understand the situation.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #314 on: December 03, 2011, 04:40:40 pm »
Quote
Should we have a patch to the Chinese ROM that we all pass around, and every time someone wants to commit a set of changes to it he uploads it with a new version number?

Sounds good to me, after I finish the level I'm working on, I'll upload a new patch. I finished making the graphics for floor 70, now I just need to make the changes to the map and alter the events for that map.

December 03, 2011, 08:58:25 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I tried the changes for the weapon shop, but I noticed some problems.

The game freezes if you try to sell any weapons
And if you buy anything, it doesn't appear in the inventory
« Last Edit: December 03, 2011, 08:58:25 pm by Lugia2009 »
Enjoy Dissidia 012 Final Fantasy? Check out my Dissidia Duodecim mods!
https://www.youtube.com/watch?v=YjcyBHNeY1g&app=desktop

Lindblum

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Re: Final Fantasy VII NES Project
« Reply #315 on: December 03, 2011, 11:07:07 pm »
Quote
I tried the changes for the weapon shop, but I noticed some problems.
You can make an IPS from your modified ROM and send it to me so I can compare it to my own and figure out if either of us made a mistake. 
Confidence is the feeling you have before you understand the situation.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #316 on: December 04, 2011, 10:33:15 am »
Quote
You can make an IPS from your modified ROM and send it to me so I can compare it to my own and figure out if either of us made a mistake. 

Okay, here's the link.

http://www.mediafire.com/?0sy72fu4ii7suok

I made 2 IPS patches. I found a document in your archive that showed the changes made to the shops, so I made those changes to my ROM, then I made the changes you posted up. When that didn't work, I then took the original Chinese ROM and applied the 99% patch and then made the changes that you posted, but the same thing happened. I included a save-state to test it.

Also, I tried the alterations again and this time, selling the weapons worked fine. I guess I messed up somewhere before, but that part's working now. Buying weapons still doesn't work.
Enjoy Dissidia 012 Final Fantasy? Check out my Dissidia Duodecim mods!
https://www.youtube.com/watch?v=YjcyBHNeY1g&app=desktop

Lindblum

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Re: Final Fantasy VII NES Project
« Reply #317 on: December 04, 2011, 01:04:40 pm »
I'm not completely sure you applied 4 of the changes.  Just double check these. 
Code: [Select]
FunctionCall SubtractInvt, 0x72115, [20][40][E4][EA]
Pointer NewInvtPtrArray, 0x72154, [A0][E3]
Pointer NewInvtPtrArray, 0x7215A, [A0][E3]
FunctionCall InvtLimit, 0x72227, [20][F0][E3][EA][EA][EA][EA][EA]

The part that's definitely my fault is where I typed a byte in Function SubtractInv wrong (0x7646B should be ED, not 13), which caused a branch opcode to jump the wrong direction, and into bad memory.  I'll correct it here and in my other post.
Code: [Select]
Function SubtractInv, 0x76450, [AD][CA][6F][C9][04][D0][18][A2][00][BD][74][60][4D][24][6F][29][7F][D0][03][9D]
[74][60][E8][8A][C9][07][90][ED][A9][00][60][B1][02][38][ED][19][6F][60]
« Last Edit: December 04, 2011, 01:14:22 pm by Lindblum »
Confidence is the feeling you have before you understand the situation.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #318 on: December 04, 2011, 03:29:39 pm »
Quote
I'm not completely sure you applied 4 of the changes.  Just double check these.
Code: [Select]

FunctionCall SubtractInvt, 0x72115, [20][40][E4][EA]
Pointer NewInvtPtrArray, 0x72154, [A0][E3]
Pointer NewInvtPtrArray, 0x7215A, [A0][E3]
FunctionCall InvtLimit, 0x72227, [20][F0][E3][EA][EA][EA][EA][EA]

You're right, I did miss those.

I found out why when I bought something it didn't appear in the inventory, at 0x072282 you put 20 B0 E3 EA EA EA EA EA, when it should be 20 B0 E3 EA EA EA 91 02. I went through each one and reverted them back to the way they were in the 99% patch and when I came to this one, I found it to be the problem.

The shop works perfectly now. Thank you :)

December 04, 2011, 09:41:35 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Floor 70 is done. Here is the before and after:

« Last Edit: December 04, 2011, 09:42:07 pm by Lugia2009 »
Enjoy Dissidia 012 Final Fantasy? Check out my Dissidia Duodecim mods!
https://www.youtube.com/watch?v=YjcyBHNeY1g&app=desktop

Lindblum

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Re: Final Fantasy VII NES Project
« Reply #319 on: December 05, 2011, 12:44:34 am »
Quote
at 0x072282 you put 20 B0 E3 EA EA EA EA EA, when it should be 20 B0 E3 EA EA EA 91 02
The STA is handled from within my function, so the 91 02 shouldn't have to exist outside of it. 

Great work on the maps and event modifications.  I feel almost sorry about how much work is still ahead of you though. 
Confidence is the feeling you have before you understand the situation.