Final Fantasy IV Namingway Edition (updated to Version 1.98d)

Started by Rodimus Primal, February 18, 2015, 06:02:26 PM

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chillyfeez

Not that I really now thing 1 about how to go about reorganizing to two columns (and if you ever end up doing so for FFIV, justin3009, I'd love to see the process), but I imagine the biggest issue would still be the RAM currently being used to store the spell lists in battle.

As it stands, the game has exactly enough space devote to storing three spell sets for each of the five party slots. While you'll never under normal circumstances need that many spell menus, I have to imagine that the way it determines which spell set to display involves multiplying the slot number by the spell set number, and changing the amount of letters in spell names would not only throw this count off (the least of our worries), it would require moving the entire set of spell sets to another location in RAM to accommodate the larger size... Not to mention the fact that the empty bytes in each spell name seem to play a part in the small space between lines...

Well, like I said, it's a project that's at least a little over my head at this point in my development as a ROM hacker. I'm sorry I keep whining about it here.
Ongoing project: "Final Fantasy IV: A Threat From Within"

Latest Demo

justin3009

#41
I would hope to god this game doesn't store their spell names in RAM.

I have no clue on how this game does it but for Tales of Phantasia (Rather for the modified spell list crap I did), the spell bytes themselves were in RAM.  Like:

00 = Fire Ball
01 = Ice Needle
etc..

I would assume this game does the same thing.  The spell NUMBER is picked in RAM.  It grabs it somewhere and uses that value for the name, mp cost, etc..  If not, I'd probably like to shoot the programmer in the foot.

I can take a whack at making it two columns really quick but if there's no way to make it scroll then we're going to have a big, big problem.  (In battle that is absolutely no big deal.  They clearly allow scrolling).

Edit: Yep, it just uses the spell byte from RAM, no big deal.  There's even room for 12 extra spells per character (But won't display on screen).  The bad news?  There is no scrolling in that menu.  All the spell list is on Layer 1 MUCH like the item screen.. so it could be possible to implement a scrolling bit onto it like what they did and make spells 2 columns.  It doesn't seem like they did anything special.  It halted loading any new stats when you were scrolling and it literally scrolled the layer itself, no HDMA or special effects.  So it really wouldn't be that hard to implement.  Only problem is trying to make the hand associate with the correct spell.

If I get bored and decide to code this, I might make it like Tales of Phantasia.  You pick the spells wanted from a table and then another byte will dictate how many lines there are.  If there's over 8 rows, it'll allow for scrolling, otherwise just the usual.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

chillyfeez

#42
No. The spell names are loaded into RAM during battle. I shit you not. Look around 7E:8000 (not exactly there, but scroll down from there, you'll see it). The identifying spell bytes are loaded too, to run the subroutines, but the names are loaded and are referenced every time you open a magic menu. This is done for items, too.
As a matter of fact, ALL text that might appear in battle is loaded into RAM at the beginning of EVERY battle.
... Yeah...

EDIT - 7E:97B0-B960. You can even test this out by opening a magic menu, close it again, then change a letter, then open the magic menu again. You'll see the change.
:crazy:
Ongoing project: "Final Fantasy IV: A Threat From Within"

Latest Demo

justin3009

...Oh my god.  That is absolutely disgusting.  Why the hell would they have it do that AND consistently loading non-stop?  That's so gross 3: I'm sure there's some reason behind it but dear god..  The ONLY time the names should EVER be called in the menu is when you load the magic menu and when you scroll BUT IT SHOULD LOAD THE NAMES FROM ROM, NOT FROM RAM.  I really don't understand why they did it this way.

(Tales of Phantasia actually did something weirdly similar but not like this?  It stored ALLLLLL the item name pointers in RAM and would load the pointers from there.  I removed that completely and it had load from ROM.  No issues, no lag, no nada.  Not sure what the purpose was but it was there regardless).
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Rodimus Primal

Wow. It most likely has to do with the fact that they didn't know how powerful the SNES was or they figured it would be easier to load from RAM. Either way it makes you scratch your head. On a side note Justin and Chillyfeez, I love BOTH of your avatars. I felt so bad for Schala in CT and Steiner was my favorite character in FFIX.

chillyfeez

And to make matters worse, all text that is being used during battle uses the same basic set of subroutines, so to change how the spell lists are drawn would require either a very intimate knowledge of how these data are interpreted, or rewriting how absolutely all text is called in battle (item window, command window, the freaking pause window, etc).

Yeah, Steiner is great because he starts off a good fighter but nothing special, and by the end of the game (assuming you get all of his later weaponry) he is actually almost too awesome. In terms of story, his journey is more significant than all the rest of the characters combined, too.
Ongoing project: "Final Fantasy IV: A Threat From Within"

Latest Demo

Rodimus Primal

The project is officially launched. Links are on the first post or download it here:

Final Fantasy IV Namingway Edition

chillyfeez

And I get a credit!
:woot!:
Did you decide whether you're going to write a news article?
Ongoing project: "Final Fantasy IV: A Threat From Within"

Latest Demo

Rodimus Primal

I did. In the readme, I've given all who have contributed a credit at least.

chillyfeez

Quote from: Rodimus Primal on February 25, 2015, 11:08:26 PM
I did. In the readme, I've given all who have contributed a credit at least.
Oh, I wasn't demanding a credit, I was genuinely celebrating that you put my name on the main page for the hack.
Ongoing project: "Final Fantasy IV: A Threat From Within"

Latest Demo

Digitsie

Hahaha... I wasn't demanding it either, but I do have to point out the spelling for Digitsie. :D

Rodimus Primal

#51
Sorry Digitsie. Just sent an updated Readme to the site and the zip folder.

I didn't want to snub anyone.  :beer:

Cavery210

http://www.romhacking.net/hacks/2343/ are you going to add chillyfeez's break damage limit patch?

Rodimus Primal

I have no intentions of adding it in, but there's no reason it should not be compatible. You can always add it in on top of it.

Cavery210

Idea for the Black and White commands. Name them BlMgc and WhMgc.

Grimoire LD

Quote from: Cavery210 on March 09, 2015, 04:13:02 PM
Idea for the Black and White commands. Name them BlMgc and WhMgc.

Please do not do that. That would look awful.

I would suggest using a squished letter and using the symbols instead like (White)Magic and (Black) Magic.

Rodimus Primal

Quote from: Grimoire LD on March 09, 2015, 10:39:38 PM
Please do not do that. That would look awful.

I would suggest using a squished letter and using the symbols instead like (White)Magic and (Black) Magic.

I have no intentions of changing that unless chillyfeez expanded the battle commands as he was planning to do. I think it works now as it is. If he did though, it would leave more room for expanded diagraph tiles for use in the summon spells, but for now it works.

Thanks to Grimoire LD, the next version will have the dancer in Baron throw off her dress just like the original. I'm also working for the next release. The major thing I'm looking to do is restore the original title screen. It's not just as easy as cut and paste, so it might take some time.

Digitsie

Wait, what was the original title screen?

Rodimus Primal

#58
The original Japanese Final Fantasy IV Title Screen has flashing animation with the crystal at the bottom of the screen. This was removed in the US version titled Final Fantasy II. After the fact they released Final Fantasy IV Easy Type and that title screen is different as well. Paladin made the title screen for vivify93's Project II.

Original Final Fantasy IV:


Final Fantasy IV Easy Type:


US Final Fantasy II:


Project II Final Fantasy IV:



Edit:
As it stands right now, I tried copying the data over from the Japanese Rom only for it to cause a terribly scrambled screen. Either the data didn't copy right, which I tried 3 times, or there is another bit of code I am missing. However, all of my other changes are completed. I'm not sure whether to give up inserting it, and release what I've changed or fixed, or wait until I have a solution as to why it isn't working.

Edit 2:
Version 1.2 is submitted. It will have the Baron Dancer restored and the outside character references changed. The title screen fix will have to wait, for now. 

Cavery210

There still needs to be one change, Twin Harp into Whisperweed!