News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Final Fantasy VII NES Project (Completed!)  (Read 748823 times)

KingMike

  • Forum Moderator
  • Hero Member
  • *****
  • Posts: 7098
  • *sigh* A changed avatar. Big deal.
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1420 on: September 29, 2013, 02:19:28 pm »
@Celice

Unfortunately, the power pak cannot handle a game of this size.  I believe the largest size it can handle is up to 1 mb.

I forgot that is also true. PowerPak only supports 512KB PRG-ROM and 512KB CHR-ROM, the largest licensed game.
"My watch says 30 chickens" Google, 2018

Celice

  • Hero Member
  • *****
  • Posts: 646
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1421 on: September 29, 2013, 05:19:23 pm »
The game is mapper 163. According to the PowerPak page, 163 is not supported.
Sucks to hear about the size limitation, but I have heard of there being updated mapper support for the PowerPak. Haven't tried it myself... been years since I used the thing D:

http://www.reddit.com/r/nes/comments/1kx8qt/what_is_your_most_prized_nes_possession/cc0bjlc?context=3

Spooniest

  • Hero Member
  • *****
  • Posts: 3338
  • Kuru zotsu!!
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1422 on: September 29, 2013, 06:15:20 pm »
The music was tricky since the original game had such a large soundtrack. So I wanted to include as many songs as possible from the original game.  But there are space constrictions.  So songs had to be shortened. And for the most part, the Noise channel was removed.  Most songs only have Square 1, 2 and the Triangle channel.

I wonder if there's some way to finagle it in there? In an encounter, drums are kind of traditionally necessary...but I suppose I'm just being an artiste about it like with everything.

I wish I knew more about coding music for the NES, I'd pound out a fix for ya.

On a related note, would it be possible to introduce any effects to the music? A quick delay would add a lot of warmth to the sound. Once again, I'm thinking in terms of FF3's sound engine.
Yamero~~!

Robgatti

  • Guest
Re: Final Fantasy VII NES Project
« Reply #1423 on: September 30, 2013, 05:59:26 am »
I just downloaded the patch Lugia, great stuff.
Been lurking for a while,

What all is included in the patch in the OP?

And I'd love to beta test or something as would anyone else xD

Spooniest

  • Hero Member
  • *****
  • Posts: 3338
  • Kuru zotsu!!
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1424 on: September 30, 2013, 06:17:28 am »
Youuuu caaaan't seeee iiiit tiiiill iiiiit's finiiiiiished~!

I think Lugia's holdin' out on me. ;)

All the work you've put into this thing, and you couldn't be bothered to make a fix for the sound channels? I refuse to accept defeat.

I've just found my new pet project.
Yamero~~!

Nerd42

  • Full Member
  • ***
  • Posts: 244
    • View Profile
    • DJ Nerd42
Re: Final Fantasy VII NES Project
« Reply #1425 on: September 30, 2013, 04:36:07 pm »
Are there good Android emulator(s) that support this mapper, making this game playable on Android? I think I looked it up and tested some a along time ago but forgot my results and my phone has since been reset. Heh.

Lugia2009

  • Hero Member
  • *****
  • Posts: 510
  • Yes that was a banana. No one expects the banana
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1426 on: October 08, 2013, 07:48:29 pm »

@Nerd42

As far as I know, there's no Android emulators capable of running this game (No free ones anyway.)


@Robgatti

Thanks :)

If I can remember (It's been a while). I believe the patch covers everything up to Gaia Cliffs.

The enemy groups and colors haven't been fixed in that patch either. There's also some other changes I made that aren't included.





*Update*

I added an item shop, weapon shop, and Magic shop to Shinra HQ. There were no shops there at all, only a place to recover HP and MP.

I'm working now on redoing the EXP growth chart.

Grillkick

  • Jr. Member
  • **
  • Posts: 38
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1427 on: October 09, 2013, 04:20:53 pm »
Awesome! Is there a way to assign certain enemies to certain areas? The first thing I noticed in the mako reactor was all of these out of place creatures attacking me, instead of the Soldiers and machines like in PS1 FFVII.

InfamousKnight

  • Sr. Member
  • ****
  • Posts: 321
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1428 on: October 09, 2013, 05:25:37 pm »
NES.emu is a really good emulator for the android. It cost 4 dollars but thats nothing unless you're in some financial crisis.

vivify93

  • Submission Reviewer
  • Hero Member
  • *****
  • Posts: 1169
  • Guardian of Mystery
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1429 on: October 13, 2013, 04:37:25 pm »
Hello! :) I have a quick question. Does anyone know if the Wii emulator FCE Ultra GX would be able to handle FFVII NES? Thanks, have a nice day!
All my life I've tried to fight what history has given me.

Lugia2009

  • Hero Member
  • *****
  • Posts: 510
  • Yes that was a banana. No one expects the banana
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1430 on: October 13, 2013, 11:56:36 pm »

Quote
Awesome! Is there a way to assign certain enemies to certain areas? The first thing I noticed in the mako reactor was all of these out of place creatures attacking me, instead of the Soldiers and machines like in PS1 FFVII.

Not at this time. 

Quote
Hello!  I have a quick question. Does anyone know if the Wii emulator FCE Ultra GX would be able to handle FFVII NES? Thanks, have a nice day!

Yep, the game plays perfectly on it.  That emulator seems to have the best compatibility that I've seen so far.

Blasteroid

  • Jr. Member
  • **
  • Posts: 12
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1431 on: October 14, 2013, 12:07:39 am »
While not directly related to the android question. NesDS for the DS supports mapper 163. There is also a modified port of PocketNES (GBA) that supported it. The original link at Pocket Heaven is now gone, but I'm sure it is somewhere on Google. The same author ported the modified PocketNES to the K1 GBA SP and K101 Revo Chinese clone handhelds.

A quick Google search says that NesterJ 1.12 Plus 0.61 RM and FCEU-PSP for the PSP support mapper 163 as well.
« Last Edit: October 14, 2013, 12:29:24 am by Blasteroid »

Nerd42

  • Full Member
  • ***
  • Posts: 244
    • View Profile
    • DJ Nerd42
Re: Final Fantasy VII NES Project
« Reply #1432 on: October 16, 2013, 11:11:41 pm »
NesterJ for PSP totally supports this game. (assuming you get a build of it that's late enough. i recommend the cool builds with the rewind feature) That's the main one I've played it on back when I played it, which was at a much earlier stage in the project.

Tater Bear

  • Full Member
  • ***
  • Posts: 151
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1433 on: October 19, 2013, 10:49:54 pm »
As far as I know, there's no Android emulators capable of running this game (No free ones anyway.)
retroarch has several nes emulators... Do none of them work?

Lugia2009

  • Hero Member
  • *****
  • Posts: 510
  • Yes that was a banana. No one expects the banana
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1434 on: October 29, 2013, 07:40:38 pm »

Hi all, It's been a while since I gave an update.

Don't worry, the project is still going and is moving along smoothly.

Right now, the graphics for the new bosses are done, I created new events from scratch, new dialogue is made. Now all I need to do is place them on the proper map which won't be too hard, and I also need to determine how strong the bosses should be.



I'm still playing through the game, fixing and adding things along the way.  I added some new dialogue at a few spots, and fixed errors at other spots.


I made changes to the stat bonuses given by armor, and I increased the power of Healing spells.


I'm up to Cosmo Canyon now, and found a few problems there such as sprites for RedXIII and Bugenhagen disappearing which is now fixed.

There was also a big problem with being allowed to exit Cosmo Canyon and go to Nibelheim. This would cause future events to not occur, and since Cosmo Canyon was skipped, the events at Cosmo Canyon wouldn't occur either when you try to go back, making the game unbeatable.

That has been fixed also.



I also reworked the stat growth of the characters quite a bit.

I couldn't find a clear guide that compares the characters, so I had to make up what their stats would be.

I have the characters rated from D-S and given each one 12 points to apply to them.
That was the best way I could think of to determine how their stat growths should compare.

Here's how I have them now:

Cloud
HP: A
Strength: A
Intelligence: A
Defense: B
Spirit: C
Agility: D

Barret
HP: S
Strength: S
Intelligence: D
Defense: A
Spirit: D
Agility: C

Tifa
HP: C
Strength: A
Intelligence: C
Defense: B
Spirit: B
Agility: A

Aeris
HP: D
Strength: D
Intelligence: S
Defense: D
Spirit: S
Agility: S

RedXIII
HP: C
Strength: A
Intelligence: A
Defense: C
Spirit: B
Agility: B

Cait Sith
HP: A
Strength: B
Intelligence: C
Defense: S
Spirit: B
Agility: D

Cid
HP: B
Strength: B
Intelligence: C
Defense: A
Spirit: C
Agility: A



And I found a problem with the Fire materia. For some reason, when a character levels up while holding that materia, all of the MP for each spell would fall to 0. This only happened with the Fire materia.
 
It turned out to be caused by the changes I made to keep MP from restoring upon leveling up.
But I managed to fix it.

Da_GPer

  • Full Member
  • ***
  • Posts: 180
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1435 on: October 30, 2013, 02:06:46 am »
Wow! Keep up the awesome work! :D

Space King

  • Jr. Member
  • **
  • Posts: 98
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1436 on: November 01, 2013, 01:09:25 am »
I couldn't find a clear guide that compares the characters, so I had to make up what their stats would be.

This should detail precisely how stats are generated. It's unlikely this version uses the same system, but the relative numbers are there to approximate as much as possible.

I can give speglordrific cliff notes of the document if necessary

Lugia2009

  • Hero Member
  • *****
  • Posts: 510
  • Yes that was a banana. No one expects the banana
    • View Profile
Re: Final Fantasy VII NES Project
« Reply #1437 on: November 13, 2013, 06:21:10 am »

IT'S FINISHED!!!

 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

After 4 years of work, I'm proud to present Final Fantasy VII Advent Children!

I want to thank everyone who has supported this project.

The patch was accepted by RHDN and can be found right here: http://www.romhacking.net/hacks/1657/

Have fun everyone!

haxSon

  • Jr. Member
  • **
  • Posts: 20
    • View Profile
Re: Final Fantasy VII NES Project (Completed!)
« Reply #1438 on: November 13, 2013, 06:30:41 am »
There are 3 patches  :-[ and your instructions don't work with FCEUX 2.2.0 or Mednafen. I really wanted to play this.

hossbags2

  • Jr. Member
  • **
  • Posts: 61
    • View Profile
Re: Final Fantasy VII NES Project (Completed!)
« Reply #1439 on: November 13, 2013, 07:00:27 am »
I cant get the final patches to work. Only thing that changes/translates is the title screen......am I doing something wrong. I never had a problem with previous patches