News:

11 March 2016 - Forum Rules

Main Menu

Final Fantasy VII NES Project (Completed!)

Started by Lugia2009, April 08, 2011, 12:22:37 PM

Previous topic - Next topic

verifiaman

Quote from: Lugia2009 on August 27, 2012, 03:34:28 PM
You can if you like. May I ask what it's for?



@KingMike, I was wondering if you could tell me what this might be. This is the string of code that comes right before Pointer Set A.

A5 89 C9 80 B0 0F 0A A8 B9 11 9C 85 02 B9 12 9C
85 03 6C 02 00 E9 80 0A A8 B9 11 9D 85 02 B9 12
9D 85 03 6C 02 00

I like to make maps out of 8bit things. like this http://m345julian.deviantart.com/gallery/#/d4r3fga

Mauron

Quote from: Dizzy9 on August 27, 2012, 03:32:12 PM
We are talking about Enemies HP. little-endian apply only with addresses. It's up to programmer to make it any format sees as best.

Ah, right. It makes sense when you stop thinking of things in SNES logic.
Mauron wuz here.

Lugia2009

QuoteIt's different in original game? Want me to take a look?

Sure, in the original game, when a character is revived using a Phoenix Down, they are revived with a small portion of their HP. But in this game, their HP is completely replenished.


QuoteRequires ASM knowledge.  Just say how you want it to be changed.

In the original game, the HP and MP wasn't replenished when your character leveled up.

I guess the pirate programmers added this to make the game a little easier.
But since the game's difficulty has been tremendously reduced, there's no need for it anymore.


QuoteAbout Animation work.
1 out of 4 steps is completed.
I repointered pointers to the empty space in ROM. I also imported all sprites for all characters into ROM. Next step is to plan out NES's PPU space. Almost all space in PPU is used so I'll have to plan it out carefully. Damage animations are taking most space and are most troublesome. I'm sorry for being so slow, but I have to work a part job to make money for my studies. 11 hours 6 days in week. Don't worry, though. I'll get it done. Not gonna give up  ;)


Take as much time as you need, there's no need to rush.

I really appreciate your help.  :thumbsup: Thanks again.



QuoteI like to make maps out of 8bit things. like this http://m345julian.deviantart.com/gallery/#/d4r3fga

Okay, you can use it.

Dizzy9

Quote from: Lugia2009 on August 27, 2012, 03:34:28 PM
A5 89 C9 80 B0 0F 0A A8 B9 11 9C 85 02 B9 12 9C
85 03 6C 02 00 E9 80 0A A8 B9 11 9D 85 02 B9 12
9D 85 03 6C 02 00
That will be...
Quote
lda $85   ;Load value that is currently in $85 in RAM
cmp #$80 ;compare that value to 80(hex)
bcs $B617 ;If value (from $85) is higher or equal then jump to $B617(I labeled it "Continue")

ASL   ;Move bits to the left
TAY   ;Transfer A to Y

lda $9C11 ;Load Lower pointer byte
sta $02     ;Save it in Zero page section of RAM
lda $9C12 ;Load Higher Byte of pointer
sta $03    ;Save it in Zero page section of RAM

jmp ($02) ;Jump indirectly using pointer that we pulled off

Continue:
So, here you have it. it looks like $85 have the number of action. This script reads it, and do some things to jump into the right code.
if action opcode is higher than #$80 then it skips taking any action.

InfamousKnight

Do you think running from all battles in the game would get you somewhere? Someone was making an LP of this game and said that the boss fights were easier then the battles.

Lugia2009

QuoteInsert Quote
Do you think running from all battles in the game would get you somewhere? Someone was making an LP of this game and said that the boss fights were easier then the battles.

I doubt it. Plus as the game progresses, it gets much harder to run from battles, unless you have infinite money to buy Smoke items. But even then, the enemy's agility will be too high for your characters to even act before being defeated. Plus, some of the boss fights can be pretty brutal if your not at the proper level.

That video might have been made before all of the enemy and character stats have been adjusted.



QuoteA5 89 C9 80 B0 0F 0A A8 B9 11 9C 85 02 B9 12 9C
    85 03 6C 02 00 E9 80 0A A8 B9 11 9D 85 02 B9 12
    9D 85 03 6C 02 00

That will be...
Quote

    lda $85   ;Load value that is currently in $85 in RAM
    cmp #$80 ;compare that value to 80(hex)
    bcs $B617 ;If value (from $85) is higher or equal then jump to $B617(I labeled it "Continue")

    ASL   ;Move bits to the left
    TAY   ;Transfer A to Y

    lda $9C11 ;Load Lower pointer byte
    sta $02     ;Save it in Zero page section of RAM
    lda $9C12 ;Load Higher Byte of pointer
    sta $03    ;Save it in Zero page section of RAM

    jmp ($02) ;Jump indirectly using pointer that we pulled off

    Continue:

So, here you have it. it looks like $85 have the number of action. This script reads it, and do some things to jump into the right code.
if action opcode is higher than #$80 then it skips taking any action.

Hmm...Ok, after I release the next patch, I'll see what I can do about adding the battle arena event.





The event square is done:




betakiller

Maybe you will change Water spells to Ice spells? I think Blizzard spells are more common to the Final Fantasy series than Water spells. And change Leviathan to Shiva. All you need is to change names and animations of spells. How about that?


Zoinkity

Uhm, the wiki page is empty.  (Although, that may make the point.)


Vanya

I have to agree about changing the water spells to blizzard. Not because they don't fit Final Fantasy, but rather because they weren't in FF7.

Mauron

There was a small amount of water in Final Fantasy VII, but not as much as ice. Ice/2/3/Shiva was more common than one attack item/one enemy skill/Leviathan.

If water AND ice were possible, I'd support that, but a choice between the two would have to go to Ice in my book.
Mauron wuz here.

InfamousKnight

The ONLY water elemental spells in ff7 was aqualung and leviathan. Thats it.

Lugia2009

I think it should also be mentioned that in Final Fantasy VII, there's even less Holy magic than there is Water magic. The only Holy magic there is is Alexander. Enemies don't even use Holy elemental magic or attacks.

Also in Final Fantasy VII, Dark magic simply does not exist.

So what I could do is keep Water magic and add Ice magic by swapping out Dark magic for Ice magic.

InfamousKnight

Speaking of water, could you remove the enemy encounters on the water? Having enemies on the water wasn't in the first game. Except for emerald weapon. Well, that weapon was in the water but w/e. You would have to learn what tells the game where to place the encounters. And frankly, I think its just about everywhere in the game.

Lugia2009

QuoteInsert Quote
Speaking of water, could you remove the enemy encounters on the water?

Unfortunately, I can't at this time. The way the game's enemy encounters on the world map is programmed, it would be impossible to remove enemy encounters on the ocean areas. It is a bit annoying, I know.

Rather than having every screen of the world map have it's own enemy difficulty, the programmers cut the world map in half and overlapped it. So, for example, the enemy difficulty settings for the Gold Saucer area is also the same for the Gaia's cliff area. There is space that seems to be unused that would be just enough to cover the entire world map. The game just doesn't use it all and I can't figure out how to change it.

So for now it just can't be done. Maybe later on it will be possible, but not right now.

Bregalad

At least in FF1 the encounters aren't removed "if you're in water" they are removed if you are using a ship or airship. No need to reserve memory for the whole world map to prevent encounters to happen in water.

Lugia2009

The Haunted inn is finished:





and a new patch has been posted on the front page. Enjoy :)

Chpexo

Quote from: Lugia2009 on August 31, 2012, 09:36:06 AM

When I go behind the ghosts, it looks weird. Can you make the background red, it should fix the problem.

Lugia2009

QuoteWhen I go behind the ghosts, it looks weird. Can you make the background red, it should fix the problem.

Fixed, and I changed the Patch file on the front page.

I couldn't make the background red, so I moved the ghosts down a tile.