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Author Topic: Final Fantasy VII NES Project  (Read 6 times)
syntax error
Guest
« Reply #210 on: July 26, 2011, 02:51:53 am »

What mapper do you intend to use for this huge load of data?
Will this start on almost every emulator then?

July 26, 2011, 10:42:44 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Say Hello to N-Gears!
« Last Edit: July 26, 2011, 10:42:44 am by syntax error »
halkun
Guest
« Reply #211 on: July 26, 2011, 11:07:09 am »

I'm using the same mapper. I have a linker coonfiguration that can generate a 2mb rom with mapper 163
Lugia2009
Guest
« Reply #212 on: July 29, 2011, 04:17:29 pm »

Quote
I got new mugshots. RedXIII Don Corneo

Nice job on the mugshots Chpexo, I put them in. Thanks Smiley



The maps for sector 7 are done. Here they are:


Magic shop


Seventh Heaven


Seventh Heaven basement


House

August 02, 2011, 01:55:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the Mako Reactor



August 05, 2011, 01:26:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
The inside of the Mako Reactor is done:

« Last Edit: August 05, 2011, 01:26:52 pm by Lugia2009 »
Lugia2009
Guest
« Reply #213 on: August 08, 2011, 03:45:48 pm »

Here's the second area in the Mako Reactor:

Chpexo
Guest
« Reply #214 on: August 09, 2011, 12:14:42 pm »

Great job on the mako reactor. But one thing thats bugging me are the chests. On the top, I can partially see through them. You can either edit them, or if you want to get fancy, stick a white tile under the chests.
Lugia2009
Guest
« Reply #215 on: August 10, 2011, 09:46:58 am »

Quote
Great job on the mako reactor. But one thing thats bugging me are the chests. On the top, I can partially see through them. You can either edit them, or if you want to get fancy, stick a white tile under the chests.

I fixed the chest. Thanks for pointing it out, I didn't even notice that.
Vanya
Guest
« Reply #216 on: August 10, 2011, 05:49:52 pm »

These maps are coming along great, Lugia. Keep up the good work!

Lugia2009
Guest
« Reply #217 on: August 11, 2011, 02:36:35 pm »

Quote
These maps are coming along great, Lugia. Keep up the good work!
Thanks  Smiley

Here's the mako reactor before and after the explosion:




August 12, 2011, 12:21:45 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's the Subway Tunnel



This map is actually much longer (12 screens long)
For the rest of the map the second screen just repeats over and over.
« Last Edit: August 12, 2011, 12:21:48 pm by Lugia2009 »
Jonesy47
Guest
« Reply #218 on: August 12, 2011, 07:27:00 pm »

These are really, really nice.

You know you're on the right track when these images are evoking nostalgia from the original game over images from an 8 bit port. Good Job!
Lugia2009
Guest
« Reply #219 on: August 13, 2011, 07:50:13 pm »

Quote
These are really, really nice.

You know you're on the right track when these images are evoking nostalgia from the original game over images from an 8 bit port. Good Job!

Thanks Smiley



Here's the area leading to the second mako reactor:
(This area is pretty big, so I split it up into two pictures)


First Half


Second Half

If you'd like to look at the whole pic together, here's the link: http://img31.imageshack.us/img31/9868/arealeadingtomakoreacto.png
Vanya
Guest
« Reply #220 on: August 16, 2011, 07:01:53 am »

Sweet! I swear if the rebuild of the ROM doesn't pan out I'm gonna have to at least make these levels come to life in gamemaker.
Lugia2009
Guest
« Reply #221 on: August 17, 2011, 07:54:06 pm »

Here's the second Mako Reactor:



August 19, 2011, 05:21:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I was fiddling around with the event system of the game and was able to learn some things. I'm still not 100% sure about everything, but here's what I got so far:

The first event starts at 0x012626

Each event seems to start with a set of bytes. How these bytes work is a mystery to me. They may tell where the event starts at.

08 XX XX XX controls which character should act.

The first byte tells the character to move

the second byte of this controls which character should act. 00 is for cloud, 01 for the second character, 02 for the third, and so on...

the third byte controls which way the character should face.

10: face to the right
20: face to the left
80: face up
40: face down

the fourth byte controls how many steps the character should take in the direction set.


09 xx xx xx seems to call on a character sprite to appear

The first byte calls the character sprite

the second byte controls which sprite to appear.

the third byte tells which way the character should face when they appear.

0B:Left
02:right
05:down
08:up

I don't know what the fourth byte does

xx xx xx


this a 3 byte set after the 09 xx xx xx set that sets where the sprite should appear.

The first byte tells where the sprite should appear vertically

I don't know what the second byte does

the third byte tells where the sprite should appear horizontally


0A xx FF

This set tells the sprite to disappear.

I don't know what the first byte does

the second byte tells which character should disappear

more than one byte can go between 0A and FF to have more than one character disappear at the same time.

I don't know what the second byte does

29 xx xx xx

This set of hex calls for dialogue.

the first byte calls the dialogue.

the second byte tells which dialogue bank to call

the third byte tells which dialogue to call

the fourth byte tells how many dialogue boxes to show

16 xx xx xx

The first byte tells two characters to move one step at the same time.

the second and third bytes tell which two characters will move.

the last byte tells which way the characters will move.

The first digit of the last byte controls the first character, and the second one controls the second character.

1: right

2: left

8: up

4: down


xx xx xx xx xx xx

during the wire climbing event, this set of bytes appears before the first 16 xx xx xx byte set and after the second 16 xx xx xx byte set.

the second, fourth, and sixth byte selects the character, 00 for cloud, 01 for the second character and so on...

the first, third, and fifth, sets the movement animation while the characters are moving...I think.

0F: no movement
0E: one movement animation
« Last Edit: August 19, 2011, 05:21:44 pm by Lugia2009 »
Jonesy47
Guest
« Reply #222 on: August 21, 2011, 01:22:41 pm »

Keep up the good work, man!

When you get this finished (or at least release what you already have done which is awesome in itself!), I know EXACTLY what I'm doing.

You see, I have this friend who has beaten Final Fantasy VII upwards of 70-80 times. Literally, the guy started making notches in the back of the cd case.
He loved that game so much, he started beating it from beginning to ending, playing with "themes",ie, only using starter weapons, or only using red materia the entire game.

Honestly, the original chinese rom probably wouldnt peak his interest, but with the work you're doing, making the game so faithful to the psx counterpart, Im sure he would crap his pants if he got a peak of this.

It's ironic because, at the same time as the graphics and what not make the game looke older, it gives the game a brand new quality.
Lugia2009
Guest
« Reply #223 on: August 21, 2011, 02:53:30 pm »

Quote
Keep up the good work, man!

When you get this finished (or at least release what you already have done which is awesome in itself!), I know EXACTLY what I'm doing.

You see, I have this friend who has beaten Final Fantasy VII upwards of 70-80 times. Literally, the guy started making notches in the back of the cd case.
He loved that game so much, he started beating it from beginning to ending, playing with "themes",ie, only using starter weapons, or only using red materia the entire game.

Honestly, the original chinese rom probably wouldnt peak his interest, but with the work you're doing, making the game so faithful to the psx counterpart, Im sure he would crap his pants if he got a peak of this.

I don't blame him for playing the game so much, it's one of my favorites too.

I'm sure he would love this game, the engine may be a bit broken, and much of the story is missing. But it's still a very enjoyable game.

Thanks for the support Smiley

Here's a new patch: http://www.mediafire.com/?zv0fx3d0erw2gp2
It's a patch over the translated version

Let me know if you want any savestates.

If anyone is interested I have also made a document detailing some of the event system. And I broke down some of the first events to try and see how they work.
http://www.mediafire.com/?0o0oz9krr0c2mey
http://www.mediafire.com/?6dv2oq1a22i1qst
« Last Edit: August 21, 2011, 03:25:44 pm by Lugia2009 »
Chpexo
Guest
« Reply #224 on: August 22, 2011, 10:15:53 am »

Quote from: Jonesy47 on August 21, 2011, 01:22:41 pm
Honestly, the original chinese rom probably wouldnt peak his interest, but with the work you're doing, making the game so faithful to the psx counterpart, Im sure he would crap his pants if he got a peak of this.
The only problem with the Chinese rom is that it is only HALF of the game and materia and other extras were cut.
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