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Author Topic: Final Fantasy VII NES Project (Completed!)  (Read 660883 times)

Butz_san

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Re: Final Fantasy VII NES Project
« Reply #1300 on: May 27, 2013, 01:34:24 am »
I think the other version of FF4 (Final Fantasy X, X2 and X3) is way better than this one  ::) (I'm talking about the new project :))
« Last Edit: May 28, 2013, 12:05:04 am by Butz_san »
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Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #1301 on: May 27, 2013, 06:50:24 pm »
Quote
Lugia, you have to fix bug in latest patch. In the opening area soldiers didn't stop coming

Okay, I fixed it and updated the patch on the front page.
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lupus

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Re: Final Fantasy VII NES Project
« Reply #1302 on: May 28, 2013, 02:23:15 pm »
After this game is fully translated and improved, I was thinking about working on a Resident Evil Famicom translation project.
I've been playing that game and although the game does freeze often, the game is very playable using the PSP's Nester P emulator.
The emulator has a rewind button that makes it much easier to play through the freezes.
I have a fixed version of this ROM. Fully playble with no freezes. If you need it, i. Can pm you download link.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #1303 on: May 28, 2013, 04:45:21 pm »
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I have a fixed version of this ROM. Fully playble with no freezes. If you need it, i. Can pm you download link.

Yeah, that would be great. Thank you :)
Enjoy Dissidia 012 Final Fantasy? Check out my Dissidia Duodecim mods!
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Vincent7

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Re: Final Fantasy VII NES Project
« Reply #1304 on: May 28, 2013, 04:48:52 pm »
I think the other version of FF4 (Final Fantasy X, X2 and X3) is way better than this one  ::) (I'm talking about the new project :))
Only in graphic. In that version many differences which nanjing version haven't. Specialy teleports.

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #1305 on: May 28, 2013, 05:26:33 pm »
Not only graphics, but the battle system in X1,2,3 is also soooooooooooo much better than nanjing's version.
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Vincent7

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Re: Final Fantasy VII NES Project
« Reply #1306 on: May 28, 2013, 06:00:11 pm »
I agree, but there is too many random battles, so soon they starting  just bothering. Well, same problem in the nanjing version,but here battles more difficult or let's say - hardcorely. In x1,2 and 3 battles very easy. Specialy with bosses.
« Last Edit: May 28, 2013, 06:20:04 pm by Vincent7 »

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #1307 on: June 01, 2013, 02:36:21 pm »
Wutai under construction is finished:


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Pikachumanson

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Re: Final Fantasy VII NES Project
« Reply #1308 on: June 01, 2013, 04:34:40 pm »
I don't remember there being any moogle's save for cait sith in ff7.

Nvm i see the construction sign

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #1309 on: June 09, 2013, 12:36:04 pm »
Thought I'd give an update, I'm not finished Gaea's Cliff's yet, but I finished creating the graphics.  Here's the tileset for the map:

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Nerd42

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Re: Final Fantasy VII NES Project
« Reply #1310 on: June 09, 2013, 04:30:35 pm »
Wow, that looks incredible. Don't remember what "Gaea's Cliff" was in the game, but still looks awesome. :D

Lugia2009

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Re: Final Fantasy VII NES Project
« Reply #1311 on: June 13, 2013, 10:59:20 pm »
Thank you :)  In the original game, Gaea Cliffs was the mountain range on the outside of North Crater.  But in this game, it's a combination of several different areas.


Gaea Cliffs is finished:

Enjoy Dissidia 012 Final Fantasy? Check out my Dissidia Duodecim mods!
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keithisgood

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Re: Final Fantasy VII NES Project
« Reply #1312 on: June 14, 2013, 03:55:36 pm »
Very cool. Can't wait for the finished product.

Bregalad

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Re: Final Fantasy VII NES Project
« Reply #1313 on: June 15, 2013, 04:29:13 pm »
I don't remember there being any moogle's save for cait sith in ff7.

Nvm i see the construction sign
There is moogles in a minigame at the Golden Saucer, and also at the Choco/Mog summon. Cait Sith is not a moogle at all.

Pikachumanson

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Re: Final Fantasy VII NES Project
« Reply #1314 on: June 15, 2013, 04:45:06 pm »
My bad i meant his robot mog thing.

Bregalad

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Re: Final Fantasy VII NES Project
« Reply #1315 on: June 15, 2013, 04:56:02 pm »
Yeah but it's not a mog doll either, even if both are pinkish white coloured.
Mogs have wings, while the doll have huge arms.

Moothead

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Re: Final Fantasy VII NES Project
« Reply #1316 on: June 16, 2013, 11:38:16 am »
I was about to say how terrible Gaea Cliff looked before seeing the tiny sliver on the right :D. Really can't wait for this, your work so far has been pretty outstanding!

lowena

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Re: Final Fantasy VII NES Project
« Reply #1317 on: June 18, 2013, 04:26:05 am »
I just spent the last several hours reading this entire thread, and I simply must congratulate you, Lugia, on extremely good work!

FF7 isn't one of my favorite FF games, but I will most likely play this once it is complete. :)

My favorite game of all time is Final Fantasy VIII, and it makes me sad that there are no demakes of it...

I need to go to bed soon, but tomorrow I will assess the possibility of launching an FF8 demake. By that I mean whether it would be best to use an engine of some sort or use code from another NES game (like FF1), or something else.

I am the world's worst artist, so if I did it I would surely need help creating graphics, but I can do the programming, given enough time.

syntax error

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Re: Final Fantasy VII NES Project
« Reply #1318 on: June 18, 2013, 05:53:29 pm »
cc65 is a good tool for NES homebrew or the Scratchalan IDE.But you will face difficulties porting all the algorithms and variables needed by the battle module.

Icewind Dale II on NES would need a lot of rethinking every aspect.
« Last Edit: June 18, 2013, 06:29:31 pm by syntax error »

lowena

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Re: Final Fantasy VII NES Project
« Reply #1319 on: June 18, 2013, 07:13:34 pm »
Yes, upon further deliberation it seems that it would be much easier to use an existing engine than to try to make a NES rom. I know people would like it less that way, but developing it for the NES would make it needlessly painful. Very much so. :P