11 March 2016 - Forum Rules
Started by Lugia2009, April 08, 2011, 12:22:37 PM
QuoteTalking about stats and things, not sure if its been mentioned before, but when I equipped an armour to a character which increased HP, the HP stayed increased after removing it. Anyone else had this happen?
Quote from: InfamousKnight on August 24, 2012, 08:57:15 AMThat game needs some help.
QuoteThis ROM was, basically, a pirate built on the original FF3? Does that mean all the same glitches and exploits from FF3 rolled over?
Quote from: Chpexo on August 24, 2012, 04:21:04 PMI made a title screen patch some time ago.
Quote from: Zoinkity on August 24, 2012, 04:18:08 PMThis ROM was, basically, a pirate built on the original FF3? Does that mean all the same glitches and exploits from FF3 rolled over?Couldn't an unbeatable boss have the 'immune to all instodeath', 'immune to all status effects', and a 'reduce all damage to zero' effect combo? If it is based on FF3, then the first Bahamut on the road to the summit is completely invulnerable and his life resets back to -1 every turn. The final boss was also conditionally unbeatable, so that would be an angle to approach too.
Quote from: KingMike on August 24, 2012, 07:31:10 PMI destroyed the Nept Dragon by using a Game Genie code to force the high byte of his max HP to 0. While I did get some EXP/Gil/CP from it, the events just went on as if I had lost. So I'd guess they made the boss technically impossible to defeat without cheating, and set a "don't game over on loss" flag? (now that I think about it, were you allowed to lose the fight, or were you expected to run?)
Quote from: Chpexo on August 21, 2012, 03:00:13 PMNope it's from Vanya's abandoned Final Fantasy VII NES project. Though I did modify it a littleI can't find where the original image is though.
Quote from: Vanya on August 21, 2012, 04:01:22 PMI didn't make them, though. I don't remember who did.
Quote from: Chpexo on August 24, 2012, 07:46:38 PMWhat happened to Aeris' white skirt?
QuoteWhat happened to Aeris' white skirt?
QuoteI totally made those. I'm actually surprised that no one has made anything better since.
QuoteDoes 2,416 sound right? The NES is little-endian, so larger values are stored with the byte order reversed from our interpretation.
Quote from: Lugia2009 on August 26, 2012, 06:56:40 PMAnd for maps that don't have an event, Pointer Set A points them to somewhere at the beginning of the bank. And many of them leads to the number 60. and others lead to a group of bytes that look something like this "A9 XX 20 7D 9F". "XX seems to be the only byte that changes. Why, I don't know.
Quote from: Lugia2009 on August 21, 2012, 10:10:54 AMDid you see how when it comes time to select a command for the characters during battle, and then perform that action, the characters just slide forward and slide back. I was wondering if you could add a walking animation so the characters take a step forward and then take a step back rather than slide.
QuoteFor the victory animation, I wanted to know if you could put a loop so the characters go back and forth from their battle stance to their victory stance during the victory music. Like they do on the other NES final fantasy games.
QuoteFor the damage animation, did you see how when the character takes physical damage, the sprite shakes back and forth? Could you make the damage animation do that when the character takes any kind of damage?
Quote from: Lugia2009 on August 23, 2012, 09:56:44 PMI don't know why they programmed the Phoenix downs the way they did.
QuotePlus, when a character levels up, their HP and MP are completely replenished.I did try to remove that, but couldn't figure out how.
Quote from: Mauron on August 26, 2012, 02:11:01 AMDoes 2,416 sound right? The NES is little-endian, so larger values are stored with the byte order reversed from our interpretation.
Quote from: KingMike on August 26, 2012, 09:08:42 PMThose look like ASM instructions.A9 nn is LDA #$nn (load A with the value in the instruction)20 7D 9F is JSR $9F7D (jump to subroutine at 9F7D, call the routine and then return after a RTS instruction60 is RTS (return from subroutine. End the current subroutine)
QuoteMay i use your maps, please? I'm not trying to make a game or anything, and your 8bit stuff is really detailed. i cant honestly find many 8bit games, hack or otherwise that uses that much detail. if you say no, can you reccomend me a game so i can try to rip it?
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