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Author Topic: Final Fantasy VII NES Project (Completed!)  (Read 774446 times)

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #700 on: August 03, 2012, 10:20:42 pm »
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idk why but when I reach the train station after blowing up the reactor, I get in a battle dead. I don't get hit or anything, I just die. So then I loaded my save state, then every time I take a step, I get in a battle just dead.

It may be the ROM you used, my game has no problems.


Quote
Sometimes you can just swap out a command you know for one you don't, and with luck it'll use the same number of bytes as the one you replaced... if so, the effect in the event should be obvious. Even if it doesn't work, the way it breaks the event can give you an idea of what the command might be doing, or how many bytes long it *should* be. I had some fun trial-and-erroring things out like that, especially when I was first starting to figure the event system out.

I checked if the event system had any other commands and here's what I found out.

"23" called a 2 choice box with a broken mugshot.

23 xx xx

The first byte called the choice box

The second byte selected the dialogue bank

The third byte selected the dialogue.

When 2nd choice was selected, the main character's sprite disappeared.

The event does not continue no matter what selection you make.


"28" called a broken dialogue box that quickly disappears after appearing.


"2B" Completely froze the game.


All other bytes just broke the event and allowed the character to move freely.





Barret's flashback room is done:




InfamousKnight

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Re: Final Fantasy VII NES Project
« Reply #701 on: August 04, 2012, 02:10:04 pm »
Unfortunately, it was my emulator. The rom is fine. I tested it on my pc instead of my ps2 and it appears that my ps2 nes emulator is a really bad emulator. They say people have trouble with emulation on the ps2. Yeah, the ps2 can only emulate to SNES and the SNES emulator sucks.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #702 on: August 05, 2012, 03:02:33 pm »
The Gold Saucer Railway area is done:




Nerd42

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Re: Final Fantasy VII NES Project
« Reply #703 on: August 05, 2012, 04:40:43 pm »
wait ... which one's before and which is after?

InfamousKnight

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Re: Final Fantasy VII NES Project
« Reply #704 on: August 05, 2012, 05:37:13 pm »
wait ... which one's before and which is after?

The top one is before the bottom one is after.

Zoinkity

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Re: Final Fantasy VII NES Project
« Reply #705 on: August 05, 2012, 07:01:45 pm »
You should receive an award for outstanding use of a fat chocobo.

Outstanding work so far.  Best of luck to you!

InfamousKnight

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Re: Final Fantasy VII NES Project
« Reply #706 on: August 09, 2012, 06:33:58 pm »
Hey guys, check this out: http://www.youtube.com/watch?v=3LplytE0UaY

That should be you're goal project. That game really matches the first.

Garoth Moulinoski

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Re: Final Fantasy VII NES Project
« Reply #707 on: August 10, 2012, 08:39:56 am »
Maybe you shouldn't say "this is what your project's goal should be". Seriously, this project has limitations that a built-off-the-ground demake wouldn't have. It's already amazing the kind of work that's been put to this hack but you shouldn't compare it to something that has no limitations.

Although, nice find I guess.
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BRPXQZME

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Re: Final Fantasy VII NES Project
« Reply #708 on: August 10, 2012, 08:54:12 am »
It’s not really even a find, though... check the early pages of the thread :P
we are in a horrible and deadly danger

Garoth Moulinoski

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Re: Final Fantasy VII NES Project
« Reply #709 on: August 10, 2012, 09:32:55 am »
Oh really? I haven't looked at the previous pages in a long time, so I would never had remembered if it had been posted here before.

*shrug*

Still think s/he shouldn't be comparing projects
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SageOwl

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Re: Final Fantasy VII NES Project
« Reply #710 on: August 10, 2012, 03:12:39 pm »
12 pages of the thread disappeared :huh:

STARWIN

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Re: Final Fantasy VII NES Project
« Reply #711 on: August 10, 2012, 03:18:03 pm »
Yes, but no posts disappeared.

InfamousKnight

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Re: Final Fantasy VII NES Project
« Reply #712 on: August 10, 2012, 07:53:49 pm »
Its because theres more post in one page. Nothing was deleted.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #713 on: August 10, 2012, 08:11:09 pm »
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You should receive an award for outstanding use of a fat chocobo.

Outstanding work so far.  Best of luck to you!

Thank you  :)

Quote
That should be you're goal project. That game really matches the first.

Here's another interesting demake I found. It was made using a modified version of RPG Maker 2003.

http://www.youtube.com/watch?v=ufyarPPHrLU

It would be nice if my version could have some of the things that these ones have, but I'm pretty limited by what I can do, both by the NES' limitation and by my own.
But even so, Garoth Moulinoski is right, those projects have no limitations and this one has many but is still very impressive nonetheless.



Oh, and I found out what the 0D byte does. This command starts an event by speaking to an object or NPC. 0D is the only thing needed, no other bytes.
You just put it at the beginning of an event.
I just don't know how the game knows which NPC or object must be spoken to.

EarlJ

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Re: Final Fantasy VII NES Project
« Reply #714 on: August 11, 2012, 01:55:21 am »
If those targets are always stationary, it might be mixed in with other kinds of map data... like which tiles are unwalkable and that sort of thing. Although if you've moved the trigger people/objects around and the event still works... *shrug*

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #715 on: August 11, 2012, 03:11:55 pm »
The Gold Saucer Main area is finished:


« Last Edit: August 12, 2012, 09:54:30 am by Lugia2009 »

InfamousKnight

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Re: Final Fantasy VII NES Project
« Reply #716 on: August 12, 2012, 02:28:25 pm »
Yay, its as colorful as it should be! That old one didn't have any fashion to it.

Zoinkity

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Re: Final Fantasy VII NES Project
« Reply #717 on: August 12, 2012, 02:42:56 pm »
I appreciate how your de-make isn't just a 8bit graphical UI for the original FFVII.  It has its own style, character, and gameplay (well, relative to FFVII, since it is a hack).

InfamousKnight

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Re: Final Fantasy VII NES Project
« Reply #718 on: August 12, 2012, 07:34:08 pm »
Thinking back to Final Fantasy III, Goldors mansions was used as the gold saucer in the FFVII pirated NES version. If you played that game, you would notice that not many things were changed. I mean like the layout of goldors mansion. Like the rooms are separated in 4 sections just like ff3. And that top room in the middle wasn't changed either. And the railway was as boring as watching the paint dry.

Thank you Lugia for fixing that!

SageOwl

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Re: Final Fantasy VII NES Project
« Reply #719 on: August 13, 2012, 02:15:25 pm »
Thinking back to Final Fantasy III, Goldors mansions was used as the gold saucer in the FFVII pirated NES version. If you played that game, you would notice that not many things were changed. I mean like the layout of goldors mansion. Like the rooms are separated in 4 sections just like ff3. And that top room in the middle wasn't changed either. And the railway was as boring as watching the paint dry.

Thank you Lugia for fixing that!
You know, you're absolutely right with that; strangely enough I didn't notice that when I played through the chinese rom with the last patch with having played through FF3 again about a few weeks before that.
The Gold Saucer looks great as well as everything else in the previous updates. The other demake looks damn good too with how smoothly everything moves with it, albeit it being more of a 16 bit version which is fine by me.

Also why is it called a "de"make and not remake?