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Author Topic: Final Fantasy VII NES Project (Completed!)  (Read 763912 times)

Terr

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Re: Final Fantasy VII NES Project
« Reply #920 on: October 14, 2012, 12:22:12 pm »
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Did you change something else?
Yes, I made the changes to the floors in those maps.

Okie Dokie.

Do you plan post enemy graphics too?

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #921 on: October 14, 2012, 08:55:14 pm »
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One bug i found, after saving aeris, if i follow barret to locked door after messagebox i can go thru that door

Okay, I fixed it.

To fix this, go to 0x0077cb and change 40 to 10.


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Do you plan post enemy graphics too?

I could do that.

Terr

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Re: Final Fantasy VII NES Project
« Reply #922 on: October 14, 2012, 10:00:05 pm »
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Do you plan post enemy graphics too?
I could do that.

It would be great. If you don't want post too many enemy graphics you can choose a couple of them.

Anyway, thanks for all the work.

hossbags2

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Re: Final Fantasy VII NES Project
« Reply #923 on: October 15, 2012, 12:24:22 pm »
Roughly, how complete is this game up to this point?

Vincent7

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Re: Final Fantasy VII NES Project
« Reply #924 on: October 15, 2012, 04:19:52 pm »
In cosmo canyon in buildings cloud looks like in unpatched version of game, bugenhagen looks like black mage when i first time meet him. Is it bug or unfinished things? And in gold saucer Cid joins to team in ghost hotel its normal? ;D On battle arena Barret's enemy is Dyne who died in corel prison.
« Last Edit: October 15, 2012, 04:31:10 pm by Vincent7 »

Moothead

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Re: Final Fantasy VII NES Project
« Reply #925 on: October 15, 2012, 04:35:12 pm »
Hey Lugia, can you edit in your checklist from a few pages back to your first post and update it as you get things done so we get an idea of where you're up to please :)?

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #926 on: October 16, 2012, 09:29:08 am »
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In cosmo canyon in buildings cloud looks like in unpatched version of game, bugenhagen looks like black mage when i first time meet him. Is it bug or unfinished things?

It's just an unfinished part of the game.


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And in gold saucer Cid joins to team in ghost hotel its normal? ;D

I don't know how that happened, I checked out the ghost hotel and the rest of Gold Saucer the first time it's visited and Cid didn't join.


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On battle arena Barret's enemy is Dyne who died in corel prison.

For the battle arena, there's no event command that calls for a normal enemy. So I had to make it so that you have to fight various bosses from throughout the game.
And some boss fights call for a certain battle party, not just who you happen to have as your active party.


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Roughly, how complete is this game up to this point?

Considering all that's been done to this game from it's original state, and how much is left to do. I would say it's about 85% done, maybe more.


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Hey Lugia, can you edit in your checklist from a few pages back to your first post and update it as you get things done so we get an idea of where you're up to please :)?

Sure, I can do that.



October 16, 2012, 11:18:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's before and after pics of some of the bosses.



Credit for the Soldiers goes to Dr. Mario.




Credit for the Guard Scorpion goes to Dr. Mario.




Credit for Airbuster also goes to Dr. Mario.




Credit for Reno and Rude goes to Sirasu and his team over at the FF7 FC project.




Credit for Specimen and the 3 smaller ones goes to Sirasu and his team.




Credit for Dyne also goes to Sirasu and his team.




Credit for Safer Sephiroth goes to Dr. Mario.
« Last Edit: October 16, 2012, 11:18:32 am by Lugia2009 »

Vincent7

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Re: Final Fantasy VII NES Project
« Reply #927 on: October 16, 2012, 12:29:53 pm »
Cid joins to team when i go to gold saucer for Dio's keystone, team going to ghost hotel, after that cloud and aeris meeting, played on scene, going back to hotel and Cid already here.

Nerd42

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Re: Final Fantasy VII NES Project
« Reply #928 on: October 16, 2012, 01:46:56 pm »
Ya know ... looking at the Cloud sprite, even though the newer hair looks more like PS1 Cloud, I kind of like the old school hair better. The rest of the newer sprite is awesome, but to keep the nostalgia goin, I'd keep Cloud with the FF1 Fighter hair if I were doing this, as a salute to the older Final Fantasy titles that led up to FF7. Just a suggestion. It's an arbitrary preference.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #929 on: October 16, 2012, 03:19:24 pm »
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Cid joins to team when i go to gold saucer for Dio's keystone, team going to ghost hotel, after that cloud and aeris meeting, played on scene, going back to hotel and Cid already here.

I played through this part, but I didn't find Cid joining any other time than when he was supposed to. I'm not sure why your game is doing this.


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Ya know ... looking at the Cloud sprite, even though the newer hair looks more like PS1 Cloud, I kind of like the old school hair better. The rest of the newer sprite is awesome, but to keep the nostalgia goin, I'd keep Cloud with the FF1 Fighter hair if I were doing this, as a salute to the older Final Fantasy titles that led up to FF7. Just a suggestion. It's an arbitrary preference.

I see what you're saying, but I kinda like the newer hair better.

InfamousKnight

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Re: Final Fantasy VII NES Project
« Reply #930 on: October 16, 2012, 04:10:58 pm »
What is this? Nerdy girl talk?

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #931 on: October 16, 2012, 04:21:24 pm »
You know it. :thumbsup:

Terr

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Re: Final Fantasy VII NES Project
« Reply #932 on: October 16, 2012, 05:39:59 pm »
Is it possible to scale Guard Scorpion, Airbuster, Specimen (and the 3 smaller) to full "enemy box" (just like in the Safer Sephiroth case)?

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #933 on: October 16, 2012, 06:09:44 pm »
For Airbuster and Guard Scorpion, no.

But for Specimen, I can to a certain point.

Only a certain amount of space was allotted for different bosses (not only for graphics, but the size of the boss is programmed in). I don't know how to change this.
Plus the amount of graphic tiles for that boss would have to be increased, which I can't do since there isn't really that much unused space in the boss graphics section.

Terr

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Re: Final Fantasy VII NES Project
« Reply #934 on: October 16, 2012, 08:09:16 pm »
OK, I understand.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #935 on: October 17, 2012, 06:41:12 pm »
Red XIII and Bugenhagen's house is done:




Miksy91

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Re: Final Fantasy VII NES Project
« Reply #936 on: October 18, 2012, 02:38:27 am »
Looking good!
Will there also be the "space room" of Bugenhagen's house in the game?
Pokemon Dark Energy is a rom hack based on Pokemon Silver. Like most pokemon hacks, it retains the pokemon stylish gameplay but has plenty of elements from other RPGs as well. You'd better check it out!

Midna

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Re: Final Fantasy VII NES Project
« Reply #937 on: October 18, 2012, 02:59:23 pm »
I think that's what's pictured in the upper-right.

InfamousKnight

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Re: Final Fantasy VII NES Project
« Reply #938 on: October 19, 2012, 09:41:21 am »
I don't think theres a room for the space room. That would be just too much effort for those lazy programmers. Well, actually, that might have just not had enough room.

Garoth Moulinoski

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Re: Final Fantasy VII NES Project
« Reply #939 on: October 19, 2012, 10:03:13 am »
lazy programmers.

Time constraints could have been a factor, y'know? It's easy to overlook how much a lot of non-programmers just think of programmers as "wizards". I've literally had people tell me, with a straight face, that I should have an entire system done in the span of one day, because they're like "Aren't you a super awesome hacker programmer person? Surely you can press some keys and get the site up right?" and I have to be like "Yeaaaah, no, don't listen to Hollywood- this thing will take about a week if you don't make it any more complicated... and a week is already being very optimistic..."
Who will quote me next?
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