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Final Fantasy Reconstructed

Started by Duke2go, March 21, 2015, 08:06:34 PM

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Duke2go

Quote from: Disch on November 03, 2016, 10:48:50 AM
It might be worth talking to Ben Boldt.

This thread is worth a read (and a listen, there are several audio clips):

http://www.romhacking.net/forum/index.php/topic,21907.0.html

I'm out of order in quotes, but since I thanked you later a number of times, I figured I'd put your comments first. I reached out to Ben, and started reading through that thread. I also posted there as well. Glad to see you're still active bro. Sorry to have disappeared and left things up in the air. This project will be completed, and it is majorly thanks to you.  :thumbsup:

Oh, and your ATB fix works perfectly with this project also from what I've seen while testing so far, so thank you for doing that :beer:

Quote from: cospefogo on November 03, 2016, 07:54:24 AM
OH MY!
Just found this marvelous work!

Final Fantasy 1 on NES is the most important game of
my youth. I used to play it, side by side with Ultima Exodus
for months. I was even planning to play it again sometime,
and this "new version" just arrived at the right moment.

I will keep close to the postings here.
Eager to play it!

Regards,
Cospefogo.

Thank you. Its definitely been a long and intense process, but the game has almost completely been renovated from top to bottom graphically. Thanks to Disch for the absolutely INTEGRAL FFHackster utility!! That has been the only reason really I have been able to do all that I have because I'm not much of a programmer beyond inputting hex corrections at this point. If you haven't already, please check out the Facebook page at

https://www.facebook.com/finalfantasyreconstructed/

You can also download the current version of the open beta at

https://www.dropbox.com/s/7fx708bjy8z0bqp/Final%20Fantasy%20Reconstructed%20Beta%20%5BU%5D.ips?dl=0

I'm going to be putting out beta v 2.0 in the next week or two and that should have the graphics changes and script changes completed. The only thing that will be left is the ASM coding and introduction of the new music (which I'm working on now thanks again to Disch's input).

Quote from: Rodimus Primal on November 03, 2016, 08:08:42 PM
Looks sweet so far. I'll have to make time to play it next release.

Thank you as well my friend. I'm looking forward to you playing the second beta all the way through, because the game doesn't even look the same. It was mostly because of me watching the Lets Play series and seeing where I wasn't satisfied and wanted to put in some more effort.

Well, as I said earlier, ATB is back in the game and it works just fine. I thanked those who contributed to those fixes earlier in this thread, and sincerely thank you again for all of that work. I've reached out to Ben Boldt, and hopefully I'll hear back from him soon. Thank you to everyone who has supported this project from the beginning, and I'm interested to hear what everyone thinks when it has finally been completed. And check out the Lets Play series if you haven't. Active_ate did an amazing job and I highly recommend his videos!!   :laugh:
Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
https://www.facebook.com/DevilHunterMiyumi/

Spooniest

Stopfades in scene transitions?

I'd spoken with you about them...did you ever look into a way to implement it?

The logic is:

1. You have eliminated the "iris out" effect that used to be used for going from one location into another.

2. The player may dash using the B button.

The effect of this is that every time you enter a new location (which, for the above reasons, now happens far more frequently), the music (as is normal behavior for FF1 on the NES) starts over. This used to include only entrances and exits to locations (where the music would be different anyway) and staircases at the end of a floor (doesn't occur that often).

However, since you have added interior doors to new locations with the same music, and a dash feature, what ends up happening is that the music ends up starting over, without any transition but a single frame of a black screen, very often.

A "stop fade" (where the music picks up where it left off during a scene transition within a location [doors, stairs, the like] that has the same music as the previous room) would be a good fix for this.

Also, the dialogue box opening was messing with the music playback on my last test, which admittedly was a while ago. Wondered if that were ever addressed either?

Right, off you go. ;D
Yamero~~!

Duke2go

Quote from: Spooniest on November 04, 2016, 02:10:53 AM
Stopfades in scene transitions?

I'd spoken with you about them...did you ever look into a way to implement it?

The logic is:

1. You have eliminated the "iris out" effect that used to be used for going from one location into another.

2. The player may dash using the B button.

The effect of this is that every time you enter a new location (which, for the above reasons, now happens far more frequently), the music (as is normal behavior for FF1 on the NES) starts over. This used to include only entrances and exits to locations (where the music would be different anyway) and staircases at the end of a floor (doesn't occur that often).

However, since you have added interior doors to new locations with the same music, and a dash feature, what ends up happening is that the music ends up starting over, without any transition but a single frame of a black screen, very often.

A "stop fade" (where the music picks up where it left off during a scene transition within a location [doors, stairs, the like] that has the same music as the previous room) would be a good fix for this.

Also, the dialogue box opening was messing with the music playback on my last test, which admittedly was a while ago. Wondered if that were ever addressed either?

Right, off you go. ;D

I actually had thought the lack of the fade effect was more in-line with the later games in the series, but after just watching a Lets Play of IV real quick, I saw where there was still an iris in-out (I think that's what you'd call it). That was actually an alteration that Grond had put in the original patch I started with, and truthfully, I really wasn't bothered by the quick black screen during transitions, but I understand what you mean about the music starting over every time the player changes rooms/floors etc. It would make sense to make it so the music continued uninterrupted once the player entered a location (although that might be difficult in towns since it changes to "shop music" once you go through the shop doorways). I'm sure that can be fixed through a patch or ASM changes, but that part is still up coming since I'll either need a programmer familiar with this sort of thing, or to learn how to do it myself (which I'm open to, just know it was quite an endeavor for me and my "tutor" last time). With regards to the dialogue opening and closing messing with the music, I think that might have something to do with the removal of the sound effect for the open and closing "scroll" sounds from the text box if I understand correctly. There is a bug I'm aware of from when the player uses an item in that screen and then transitions back out to the overworld before the item sound has finished (like when using a tent or cabin especially), the bgm just stops. I think I remember speaking to Bregalad a while back about that being a possible effect of using the "no menu music" patch. IIRC, he said it was a relatively simple fix, but its been so long I don't recall. I pretty much figured I was going to eventually have to go into the disassembly and code things, and I would figure out how to eliminate the routine for calling up the menu music within the actual code itself, maybe even freeing up some space in the meantime. But again, that's all intention, and I lack the capability to make those changes myself at this point. You know I always welcome your input old friend. And thanks again for letting me know that the interest in the project had started back up a few months ago so I knew to come back. Bless you and yours as always  :angel:
Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
https://www.facebook.com/DevilHunterMiyumi/

Spooniest

#263
Naturally, the shop transitions would not count; they never used the "iris out" effect, that is a separate type of scene transition that cycles the color palette around in a strange way, and the bgm does not halt during such a transition (only once it's finished and the screen goes black). If you notice, the same behavior occurs when you go to the menu or enter the 15-number mini game on the boat. This "shop transition" and the "iris out transition," I must therefore conclude, are governed by separate routines in the game's program.

However, there are often "iris out transitions" where the music is supposed to change (typically when entering a location from the world map, or exiting a location to the world map).

I can think of two exceptions right away, though:

1. Mirage Tower to Sky Castle

2. Temple of Fiends (Present) to Temple of Fiends (Past).

Those are times when the "iris out" effect occurs, going from one interior location to another, and the music changes.

I could be wrong, but the simplest way to stop the music from restarting during an "iris out without track change" would be to just include an exception for every time it occurs in FFRC.

You wouldn't be able to automate the process any further on such old hardware, I don't think. Every time you're going from one interior location to another, you would have to direct the game to continue from where the music left off.

Notice, as well, that FF1 does not ever have such behavior in the vanilla version, at all. Whenever a new track begins playing, it is always started from the beginning. That means you'd have to code a stop fade instruction for it from scratch, and find a way to get the game to recognize it at appropriate times (when the player goes from one interior location to another without a track change).

However, the "No menu music" patch DOES produce this behavior, but it's during a "shop transition" (the rainbow colored palette cycle), the one that the shop doors and the menu share.

So, in conclusion, if you want to add stop fades to interior location transitions that originally used the "iris out" style of transitioning, I would begin with a message to Bregalad. Clearly, he is the only person who knows how to make FF1 do this, if not specifically in the situations I'm talking about.
Yamero~~!

cospefogo

Quote from: Duke2go on November 03, 2016, 11:14:09 PM
You can also download the current version of the open beta at

https://www.dropbox.com/s/7fx708bjy8z0bqp/Final%20Fantasy%20Reconstructed%20Beta%20%5BU%5D.ips?dl=0

Just tested quickly the current beta and I loved hat I did see.
I loved specially that, when a dialog with a NPC opens, there is no that annoying sound anymore. I really like it. The opening and closing dialog box FX  did became really tiring after all these years.

Question: the currently beta is playable to the end with no crashes? Or, will your next beta 2.0 do it? Beatable to the end? I really can't wait to start playing!

Thanks, man!
"Replicants are like any other machine - they're either a benefit or a hazard.
If they're a benefit, it's not my problem."

Duke2go

Quote from: cospefogo on November 04, 2016, 08:29:40 AM
Just tested quickly the current beta and I loved hat I did see.
I loved specially that, when a dialog with a NPC opens, there is no that annoying sound anymore. I really like it. The opening and closing dialog box FX  did became really tiring after all these years.

Question: the currently beta is playable to the end with no crashes? Or, will your next beta 2.0 do it? Beatable to the end? I really can't wait to start playing!

Thanks, man!

The open beta you downloaded is playable all the way to the end. I'm really glad that you enjoyed that version because I have made a lot of changes for the better (I believe) since I put that out for testing and feedback. I'm interested in any thoughts that you have about the game, so please feel free to make comments in this thread or message me directly on the Facebook page, a pm here on RHDN, or directly to the project email at FFReconstructed@gmail.com. So glad that interest is growing in the project. If you get stuck, the Lets Play series basically walked new players through the entire game since there is no real FAQ at this point. The locations within the game were mostly untouched at that point, so you shouldn't get lost. Just make sure you talk to everyone in Pravoka so you don't miss the Pirate's Cave to the East.  :beer:
Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
https://www.facebook.com/DevilHunterMiyumi/

cospefogo

Quote from: Duke2go on November 04, 2016, 09:21:22 AM
So glad that interest is growing in the project. If you get stuck, the Lets Play series basically walked new players through the entire game since there is no real FAQ at this point.

Super!

And I think I will not get stuck, I did beat this game twice, on real hardware.

My first time, back in 90's was tough, since my English knowledge was almost null at that time and I played using a dictionary by my side all the time. Years later I did beat it again, on the GBA version.

I will love to play your version now.
The modifications are fantastic!

And yes, I will get in touch eventually.
Regards,
C.
"Replicants are like any other machine - they're either a benefit or a hazard.
If they're a benefit, it's not my problem."

cospefogo

#267
Comment removed.
I mixed up things regarding different versions.

:thumbsup:
"Replicants are like any other machine - they're either a benefit or a hazard.
If they're a benefit, it's not my problem."

Duke2go

#268
Quote from: cospefogo on November 17, 2016, 09:17:15 AM
Comment removed.
I mixed up things regarding different versions.

:thumbsup:

That's what we were talking about on the Facebook page I'm assuming. Sorry to have mixed ya up.  :beer:

And while I'm here, an announcement...

The project officially has a real website now. For anyone who is interested, please take a look.

http://www.ffreconstructed.com/

I'm not much better of a web designer than I am a programmer, but I'm trying to turn the site into an all-inclusive location where people can find out about this project, and Final Fantasy hacking in general. The site is not completely finished, but I spent WAYYY more time with it last night than I had time for, so I'll have to get back to it later. I've also made up a video to show off the working ATB patches, but wasn't sure how to credit those involved in fixing them (or if they wanted to be credited), so I haven't uploaded the video farther than the Facebook page and on the website. I set it to private so it can be viewed, but not liked or commented on until I have time to contact everyone directly. Hopefully this will be beneficial for anyone interested in rom hacking in general, not just Final Fantasy.

:beer:

November 19, 2016, 08:06:14 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Since I've been focused on the Facebook and now homepage, I'm gonna put a few linked slideshows to show off the first 1/3 of the game for those not following social media or the project website yet.

Since I went through and deleted most of the old broken picture links since I didn't know what they linked to any more, I'm gonna post some of the current screens from the project here for everyone to see.

Coneria Town






















Coneria Castle



















Second foor







Temple of Fiends






























ATB example gif

<a href="http://s1381.photobucket.com/user/duke2go2/media/Website%20images/Animated%20GIFS/Active%20Turn%20Battle%20example_zpsmqjewepg.gif.html" target="_blank"><img src="http://i1381.photobucket.com/albums/ah224/duke2go2/Website%20images/Animated%20GIFS/Active%20Turn%20Battle%20example_zpsmqjewepg.gif" border="0" alt=" photo Active Turn Battle example_zpsmqjewepg.gif"/></a>

I threw the last one in because I've been learning how to create gif files, and I was able to successfully integrate the ATB functions into Reconstructed. As always, comments, critiques, or recommendations are welcome. Please check out the numerous threads and pages if you wish to learn more. Open beta v 2.0 will be released soon and I've already had requests to do another Lets Play series, so I hope interest will remain through the finale of the process.

:beer:
Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
https://www.facebook.com/DevilHunterMiyumi/

Duke2go

Question for those who follow the thread.



That's the current look of the Sky Palace. I'm not sure if I should change the floor palette to something that stands out. I was kind of going for a "hidden against the sky" look for it, but I don't know. I am kind of partial to the green though. Opinions are always welcome. Hope everyone had a great weekend.  :beer:
Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
https://www.facebook.com/DevilHunterMiyumi/

Rodimus Primal

I like the green. Any other color would make it look strange IMO.

cospefogo

Quote from: Rodimus Primal on November 27, 2016, 04:20:46 PM
I like the green. Any other color would make it look strange IMO.

Me too.
It's perfect on the screenshot.

Regards,
C.
"Replicants are like any other machine - they're either a benefit or a hazard.
If they're a benefit, it's not my problem."

Duke2go

#272
Added some screenshots a few replies before, so check there for Coneria to here

Thanks guys. I really liked the green color too. Gave the location a "unique" look IMO. Still not entirely sure about the floor color, but I haven't found a good replacement. I ended up using blue so often within the game for the same reason that MegaMan was blue, there are just a LOT of good blue colors in the game that work well together. I initially had made the floor a grey color, but it didn't stand out against the cloud background. The Sky Palace, Mirage Tower, and Tower of Ordeals, and almost all of the towns are pretty much complete. I might tinker here and there with colors used, but I don't feel like they need any more editing. Will have to fix a few of the locations though since I made a number of changes in tilesets that threw off other locations (like the undersea shrine). Had a few issues with FFHackster recently too and need to get in contact with Disch to see if he might know what happened. Hope everyone enjoys open beta v 2, and I could still use some help with the sound editing etc if anyone is interested.

:beer:

November 28, 2016, 06:07:29 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Since I went through and deleted most of the old broken picture links since I didn't know what they linked to any more, I'm gonna post some of the current screens from the project here for everyone to see.

But first, a short film




Elfheim

























Elfheim Castle





























Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
https://www.facebook.com/DevilHunterMiyumi/

STARWIN

For the tower floor, I, too, would intuitively have gone with gray. Perhaps because the stairs are gray so they would match the floor. But it is hard to throw guesses without seeing the end result.

The new screens are really good looking, Elfheim town colors are absolutely beautiful. A few things stand out here.

The tops of the trees fill the tile in a square form (and not round as treetops). This also happens with the flower tiles vs grass tiles, but it is less distracting as it can be seen as soil around the flowers. With the trees you clearly have the shiny green grass under them, so the top grass being dark green doesn't match like that.

Some of the furniture stands out a bit. Especially the chairs (if they are chairs) look strange. Maybe some kinds of stools would work better instead. Bookshelfs and cabinets might look better with a darker color in Elfheim castle, although it seems to work for the throne fairly well. They stand out a bit less in Coneria castle, but I wouldn't be afraid of trying a bit darker tones there as well. I don't, of course, know the exact limitations.

Duke2go

#274
Thank you for the kind feedback about the images. I'm going to try to clarify and see if I can elaborate on your comments.

Quote from: STARWIN on November 28, 2016, 08:50:54 AM
For the tower floor, I, too, would intuitively have gone with gray. Perhaps because the stairs are gray so they would match the floor. But it is hard to throw guesses without seeing the end result.

I'm confused by the tower in the comment, so I didn't know how to answer. I will though if you can clarify just a bit  :thumbsup:

Quote from: STARWIN on November 28, 2016, 08:50:54 AM
The new screens are really good looking, Elfheim town colors are absolutely beautiful. A few things stand out here.

The tops of the trees fill the tile in a square form (and not round as treetops). This also happens with the flower tiles vs grass tiles, but it is less distracting as it can be seen as soil around the flowers. With the trees you clearly have the shiny green grass under them, so the top grass being dark green doesn't match like that.

The trees are still being worked on. The reason why I "boxed" the tops of the trees like I did was because the tiles aren't transparent, so I can't put them against say a brick wall without using the green in that tile. Also, the way the "forest canopy" fits together, when I had a slimmer top to the trees, it just looked wrong when the tops were linked together. I've since freed up just a tiny bit of space in the town tileset, and I plan on giving trees that are at the edges their own tops. I'm also going to change the way the ground looks at the bottom, the trunk, and the way the shadows are incorporated when I have time for smaller alterations. I'm trying to get the overall layouts of the maps together, and I often jump to different maps at different times.

Quote from: STARWIN on November 28, 2016, 08:50:54 AM
Some of the furniture stands out a bit. Especially the chairs (if they are chairs) look strange. Maybe some kinds of stools would work better instead. Bookshelfs and cabinets might look better with a darker color in Elfheim castle, although it seems to work for the throne fairly well. They stand out a bit less in Coneria castle, but I wouldn't be afraid of trying a bit darker tones there as well. I don't, of course, know the exact limitations.

I've honestly never been particularly fond of the chairs in the castles. They were from either Metal Max or Radia Senki I believe and I just wanted to use something different than the traditional "stool" tile from other FF games. I'm probably going to change them back. The look of the tables and stools in the Temple of Fiends were actually the result of trying to put "rugs" in that location, but not having the room at the time. I'm going to fix the way everything fits into the floor before the next beta is released as well. :-)


And since I was able to post a reply, I can post more screenshots  :beer:

But first, another short film



Marsh Cave























































http://i1381.photobucket.com/albums/ah224/duke2go2/FFR%20Location%20Screenshots/Marsh%20Cave%20NOV%202016/Final%20Fantasy%20Reconstructed%20Alpha-screenshot87_zps9zkzzawc.png




















Thank you again for the interest and feedback. The interactive nature of this process has really made it better because I can incorporate the feedback and make the layout or gameplay that much better. Please check out the website if you haven't already and I will be sure to post some more screenshots as soon as I'm able.  :beer:

Duke
Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
https://www.facebook.com/DevilHunterMiyumi/

STARWIN

Ah, I meant Sky Palace instead of tower, your earlier question.

In the new batch of images, the only thing that immediately catches my attention is the floor pattern in Marsh Cave: specifically in some images the brightly colored upper edge in the pattern makes the ground look like it is filled with anvils. The green variants are okay.

Duke2go

Quote from: STARWIN on November 28, 2016, 09:58:16 AM
Ah, I meant Sky Palace instead of tower, your earlier question.

In the new batch of images, the only thing that immediately catches my attention is the floor pattern in Marsh Cave: specifically in some images the brightly colored upper edge in the pattern makes the ground look like it is filled with anvils. The green variants are okay.

I understand now. The Marsh Cave isn't quite done yet, and I need to change the wall colors so that the colors don't blend like they do. And I agree about the "anvils", I had noticed that too. I wanted a different looking stone floor tile, and I might replace it or change it later. Since RHDN is funny about posting multiple times in one day, I'm including images on page 14 all over, so please take a look around and see everything. And since I have the opportunity, more images...  :laugh:

Northwest Castle















Melmond





















Titan's Tunnel















Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
https://www.facebook.com/DevilHunterMiyumi/

Duke2go

As I'm closing in on putting out beta v2, I wanted to share some new screenshots. This is the first 2 floors of the final level that I've dubbed the Temple of Chaos. Still working on the rest, but there are 2 distinct tile sets used in the final level. As always, feedback is welcomed and appreciated.






































http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot35_zpsienqtlam.png

http://i1381.photobucket.com/albums/ah224/duke2go2/1%20Works%20in%20progress/Temple%20of%20Chaos/Final%20Fantasy%20Reconstructed%20Alpha8-screenshot36_zpsyudd10es.png



Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
https://www.facebook.com/DevilHunterMiyumi/

Googie

All this eye candy just made me drool...  :thumbsup:

Duke2go

#279
Quote from: Googie on January 24, 2017, 11:49:51 PM
All this eye candy just made me drool...  :thumbsup:

Thank you my friend. Certainly high praise.  :beer:

I've definitely put a lot of work into this project, which hopefully shows in the different images through the years. I'm really closing in on the final version of the open beta before the actual code alterations and such have to happen. Going to post a few more screenshots too while I'm updating the website. Check it out at ffreconstructed.com if you have a chance. (shameless plug I know)

So, as for the new images

Pravoka Lighthouse

The "new home" of Bikke and his pirates



































Kaipo Oasis

The 2nd additional area in the game, the Oasis Village of Kaipo, home of Underhill and his amazing Caravan























Matoya's Cave









Undersea Shrine

Well, floors B2-B5 since the top floor I need to renovate still


































































So that's a current look at some of the areas that aren't going to change much more, one new town (based off another) and one completely new early game dungeon. I added Kaipo as a nod to Final Fantasy IV, and I couldn't think of any other towns in the games that were located in a desert. Thought about taking a name from Dragon Quest since there are a few nods to that series sprinkled in Reconstructed as well.  The Pravoka Lighthouse in-game is referenced as "haunted" by a frightened townsperson, and I gave the Town a "Mayor" (a shout out to my good buddy Spooniest) who sends the players in search of Bikke to end the raids upon the town. The Mayor is actually the one who offers the ship, but I couldn't figure out how to move the chain of events from Bikke event (fight), text, Mayor gives ship. So right now the player still talks to Bikke after the fight, he grumbles about losing, and the ship appears outside of Pravoka without talking to the Mayor. I did give him additional dialogue though when you talk to him after "winning" his ship. The additional dungeon actually helps with not having to grind so much when arriving in the land of the elves and going to the Marsh Cave. I also put a good amount of gold and treasure there, which helps offset buying equipment and spells after sailing around. It helps balance the game a lot more IMO. Beta version 2.0 will be out by the 31st if I can help it, which will have the completed dialogue and script alterations. Look forward to any and all comments. Thank you all for your continued interest and support.  :beer:

Duke
Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
https://www.facebook.com/DevilHunterMiyumi/