So does this mean this isn't really any much more than just graphics only ?? I did read your post about the whole 2 versions thing.
I'm defintely more interested in the "real" patch with ASM hacks and stuff. not the plain regular "graphics only" patch.
But ...will there be anything changed like enemie's HP amounts or stuff like that ?? Or a whole different world map to explore (not the original FF1) i was just wondering was all.
Sorry, I think I might have misunderstood what you were referring to in my original response. In case you didn't read in the earlier posts, this game actually began as one of Grond's rebalance/ bug fix hacks where he'd already done a lot of modifications and bug fixing, so some of the things in the game he'd already implemented like bulk item purchases, removed in-battle borders etc. I liked it so much that I just started tinkering with the graphics to just basically make it "prettier". That evolved into the full-fledged project that I've made. Grond specifically mentioned within the readme file that I had with what I downloaded that he didn't mind it being used as the basis for more advanced hacks, and he and Disch will be the first two in my "thank you" sections.
As for different versions, it was specifically requested by a few people that I do two versions. The first was just basically a graphically updated version that didn't change any of the musical aspects for Final Fantasy I "purists". The second version is going to have the new music etc. I hadn't really thought it out much, but I think that version 1 will probably incorporate the ASM changes that I'm making too, just not the musical changes unless we introduce a theme for Chaos that fits into the original music engine scheme.
As for the changes that you can expect in the game:
I'd say about 25-30% of the game's dialogue will be altered by the end of the project (maybe more). I'm trying to keep the same tone as the original, but to flesh out the dialogue into something that makes more sense.
I am NOT overly changing the world map. The game isn't really supposed to be a new game, just an updated spin on FF1. I want old-school gamers like us to have that "familiar" feeling when the game loads up and to be able to largely just dive straight into it, but stick close enough to the original that an entirely new Walkthrough wouldn't be necessary to complete it. So far I've added a cave near Provoka, re-done the Cardia overworld layout (to look like a GIANT dragon's head), and I'm going to put in an island that is my "Chaos shrine/Crystal ruins" level that is new. I AM going to have to make some changes to the in-game map data so that the map actually looks right when you press b-select, but I'll do that towards the end I think since its not messing with the main game right now.
Grond also added a "Leifen dungeon" that is found in the Leifen village. I left the dungeon and just slightly altered the layout and look of the dungeon so that it wasn't just what looked like a "bush maze" like it was in the original game. He also incorporated "dark soldiers" that attack the player when spoken to that cannot be passed without speaking to them. I liked all of this, so it remained in the finished game, just graphically altered to look more like the other dungeons.
The ASM work that I'm doing (that Disch has been kind enough to tutor me in) is going to allow for "movement" in the ocean tiles, waterfall tiles, and more than likely with the rivers as well (although I don't know if I'll do that in-town or not yet). He also helped me write code the other day as an exercise for what is probably half of a routine that will allow the treasure chests to be seen as "opened" once they have been opened (i.e. the in-game view will change to an "open" chest). I have to get back up with him to actually finish the exercise. But when its finished, it is going to be released as a separate patch too for others to use so that we've got opened chests available in FF1.
As for changes to the enemies. I think that I kept like 5-6 of the original enemies (not counting Fiends/Chaos) because I just liked the looks of those enemies better than later NES graphics (Like the Frost Dragons and Kyzokus). A good number of the enemies have had their HP increased, and a fair amount of them can now do new attacks. A specific example is my "Sylla" enemy that replaced the Sharks. A shark does not look like a giant sea serpent, but the Sylla does. So I gave the Sylla enemy the ability to breathe fire by giving him the ability to tap into Cerberus' abilities with the "scorch" attack I believe it was. The Shadow Imp (Grey Imp) also has use of one of the Golems' abilities to caste haste and cure I think it was. I wanted those enemies to be a little more "beefy" and to be feared when encountered. I had given a few too many enemies the ability to cast scorch, so I altered that a little. Additionally, I pretty much eliminated the abilities of enemies who were weak against fire spells (like undead) to cast Fire spells. I largely just changed it so that instead of casting Fire, they cast Ice or Bolt instead. I didn't see a sea monster being able to breathe fire as being as questionable as an enemy that is weak against fire casting a Fire based spell.
Specific to the Reconstructed version, Disch was kind enough to re-write the entire music engine for us from scratch to reflect the Namcot sound engine's capabilities. Chpexo has been producing some PHENOMENAL original tracks and covers that will be found within this version only (that's another reason I was thinking about "locking" version 2 b/c SO much will be changed that it might be difficult for someone else to come and alter it further without knowing what we did). As of 6/16, he's actually come up with a total of 13 new tracks (although 2 are not entire songs to be fair, but are the music that plays when the player is "surprised" or gains a "major item"). I did release one of the new tracks as a "teaser" a week or so ago and I'm going to talk to him about what we should release as the second song. That song can be found here: https://www.youtube.com/watch?v=w-qLR8xYEMs[url=http://]]]https://www.youtube.com/watch?v=w-qLR8xYEMshttp://
I've been VERY nit-picky about how things get included, what color schemes are used, what enemies were swapped out, music included, and how. I was actually inspired a LOT by playing through the first half of Final Fantasy ++. I really liked that game, but I felt like it changed too much and reached too far. It DID however show me how the graphics COULD be changed. I also didn't like how I seemed to encounter 4 large enemies ALL THE TIME that had ridiculously high damage and HP levels in that game. I've been very careful to stick to the things that made FF1 a great game to begin with, but add to that in little increments so that the core game remains, just with little enhancements. Once I start getting feedback from the beta testers when the game is released in limited beta later this week (I hope), I'll know what else to alter and what worked or didn't.
I wish that Grond was still active around the boards, because even though I never finished ++, or even played + or Grond's Final Fantasy, as I've gone along and looked into what he did, I'm finding that our inspiration was very similar. When I looked at the tileset for + in fact, I realized that some of the tiles that I created myself were strikingly similar to what he did previously. When I did play a littler farther in ++, I also realized that he had changed the tiles used for the Mirage Tower just like I did, and to the same tileset. I'm going to send him a message though and see if maybe I get a response. If nothing else just so maybe he can see the changes that I made to what he provided to start with.
Well if there's plenty of "Final Fantasy Zero" hacks, then you could always take Capcom USA's approach and call it Final Fantasy Alpha, or Final Fantasy Beginnings, or even Dawn of Chaos.
You know, this Final Fantasy Alpha idea actually kind of stuck, and I kind of like it. Doesn't hurt that I LOVED the SF Alpha games too. Dawn of Chaos has a decent ring to it also.
A quick trip to thesaurus.com turned Final Fantasy into "Terminal Hallucination"
...cool, but probably not the vibe you're looking for.
But anyway, I'd agree with what Disch said, and as an example, Nintendo finally releasing Mother stateside is awesome but "Earthbound Beginnings" is a horrible title.
Haha. Final Fantasy: Terminal Hallucination is a title that we might have to try out some day hahaha. I don't really like "so and so beginnings as a title" for most things. It kind of reflects back to a video I watched about the "All New" Captain America that Marvel is going to be putting out. I just think that adding "All New" or "Beginnings" to a title is LAZY on the part of the publisher. If for nothing else than a book that has All New in the title seems silly after about 3 or 4 years of publication and seems like it will necessitate a name change from the outset of publication. I agree with Disch (whose response is a little long to quote) that the title needs to be original sounding. It might be silly, but I was tossing around the idea of Final Fantasy Pre-Constructed as the name for the prequel. Seemed more original sounding than Zero and kind of established a link between the two games.
As a last item,
@Disch, I'm still having a problem with the game freezing up during some fights. It doesn't happen often as it was before, but the freezing up like that during the Chaos fight was the original reason that I started from a fresh ROM image and just exported and imported the map layouts from the old game. I didn't have this problem until I started changing dialogue/text/battle formations. Could this be a result of me not changing values for the different Nasir checksums before I started text editing? I saw in another thread that you told a guy to change the value at offset 0x3CFDB to '60' in addition to the other change that you suggested via pm (that I have somewhere on my computer, but it was a different offset I'm pretty sure). I'd like to try to fix it myself without you having to play through the game to find the bug, although I had intended to send you a beta copy once the limited beta is released. Just didn't want people to play through the game, enjoy it like I did, and then not be able to complete it b/c of a bug that crashed the game.
Ok, now that I've spent an hour replying to my thread, I hope everyone enjoys the game when its released, that I've answered all questions, and that you all have a great week.