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Topic: Hacking Final Fantasy 1 (New question 3/27/07) (Read 2550 times)
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Nosuch
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« Reply #15 on: February 22, 2007, 01:17:45 am » |
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If you don't mind my asking, is there a simple way to cause the game to skip over the party setup screen when starting a new game? That is, is it easy to "lock" the characters used for the game to a pre-set lineup? I've been giving thought to doing a Final Fantasy hack myself but my current idea is somewhat dependent on being made to play as specific characters as opposed to general character types (the difference between "Shadow" and "a ninja," in other words).
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creaothceann
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« Reply #16 on: February 22, 2007, 03:09:41 am » |
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Btw. there may be some Acmlm pages in the Google cache.
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Sliver X
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« Reply #17 on: February 22, 2007, 04:15:35 am » |
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If you don't mind my asking, is there a simple way to cause the game to skip over the party setup screen when starting a new game? That is, is it easy to "lock" the characters used for the game to a pre-set lineup? I've been giving thought to doing a Final Fantasy hack myself but my current idea is somewhat dependent on being made to play as specific characters as opposed to general character types (the difference between "Shadow" and "a ninja," in other words).
Using the space previously used to store the alphanumeric table on the Name Select screen for my own routines, I've made a patch to force a default party of your choosing (With some editing): PatchJust mention me in the readme or something if you use it. Apply the patch, and consult the Readme on how to edit the ROM to configure the party (Names/Classes).
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« Last Edit: February 22, 2007, 04:23:40 am by Sliver X »
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Griff Morivan
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« Reply #18 on: February 22, 2007, 07:50:43 am » |
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I can't think of a really good way to limit classes. Sargon was good all around, but if you do, say, W/B/R/F, then you have a pretty good party, Except that you can't run, and there is a lot of item sharing... I just think that unless you have one or two specific characters fitting their molds, the limited classes is a bad idea.
Okay, a minor issue I've been having over and over is that I would like the opening to kind of describe the way the world is starting to change. The problem with this is that it keeps... well... blowing up on itself. It'll all post at the top and in a weird way. So, I was wondering, SilverX, how did you make the intro graphic of Omega II? Because frankly, the text on this screen is a little unsightly, and quite incredibly maddening.
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« Last Edit: February 22, 2007, 11:22:32 am by Griff Morivan »
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Aerdan
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« Reply #19 on: February 22, 2007, 11:11:57 am » |
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Please use the edit buttons instead of doubleposting, unless you have a [very] good reason not to.
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Griff Morivan
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« Reply #20 on: February 22, 2007, 11:21:28 am » |
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Oops... Didn't mean to do that... Sorry. -goes to delete the second one-
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dormento
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« Reply #21 on: February 22, 2007, 11:47:54 am » |
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I might have oll of S-X old notes, and a backup of the FF1 Hacking thread at Acmlm's on my backup CDs. I can search for the two as soon as i get home tonight.
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Griff Morivan
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« Reply #22 on: February 22, 2007, 12:04:35 pm » |
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That'd be a lot of help.
At this point, I am getting ready to admit I might just be a failure at Hex-hacking, because the same problem keeps arising.
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Sliver X
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« Reply #23 on: February 22, 2007, 01:13:27 pm » |
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Pointers in this bank act like so:
Take an address, drop the 3 from the beginning, subtract $10, add $4000, then swap the bytes.
Naturally, you can find an address from a pointer by reversing this process.
36810: Bridge Crossing Pointer, First Screen 36812: Bridge Crossing Pointer, Second Screen 36814: Bridge Crossing Pointer, Third Screen 36816: Bridge Crossing Pointer, Fourth Screen
After this, the credits for the game are elsewhere in ROM (And even use a different character set, not that that stops you from using standard text in the area they're located).
37B10: Bridge Crossing Pointer, Fifth Screen <-This triggers a game killing checksum if edited; See previous post for fix. 37B12: Bridge Crossing Pointer, Sixth Screen 37B14: Bridge Crossing Pointer, Seventh Screen 37B16: Bridge Crossing Pointer, Eighth Screen
Also, you'll have to be aware of the line formatting codes, else you'll start spilling text out of the box. $01 is Blank Line, $05 means Carriage Return, and $00 is End of Text Block.
First four screens of text are located between $36842 and $368F2. Last four are between $37B18 and $37B9D.
Of course, knowing where the pointer tables are can allow you to map the text to anywhere in this bank, assuming you can find room.
And for the sake of it, the Ending:
Pointers: 36818 - 36841 (21 pairs) Text Location: 368F3 -36DB1
And:
So, I was wondering, SilverX, how did you make the intro graphic of Omega II?
The title screen? Or the "Centuries ago, blah blah blah..." screen? The title screen is a super kludgy trick with standard text (There were so few weapon/armor icons eventually used in DXOII I was able to utilize them for the Omega II graphic, as well as doing squishy tile tricks with a few enemy names).
If it's the Intro, I made it with that program I linked earlier in the thread (NSA). I've packaged it to where it's stupid easy to do the same thing. One thing I forgot the mention is that you'll also have to splice your new CHR for either the Bridge Crossing or Ending back into the ROM; if this is a problem, you need to brush up on the low level basics of ROM hacking some more.
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« Last Edit: February 22, 2007, 01:24:27 pm by Sliver X »
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Nosuch
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« Reply #24 on: February 22, 2007, 01:28:23 pm » |
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Using the space previously used to store the alphanumeric table on the Name Select screen for my own routines, I've made a patch to force a default party of your choosing (With some editing): PatchJust mention me in the readme or something if you use it. Apply the patch, and consult the Readme on how to edit the ROM to configure the party (Names/Classes). Awesome. Thanks. And of course I'll be sure to mention you in the readme. I've already made a note of it so I don't forget. I can't think of a really good way to limit classes. Sargon was good all around, but if you do, say, W/B/R/F, then you have a pretty good party, Except that you can't run, and there is a lot of item sharing... I just think that unless you have one or two specific characters fitting their molds, the limited classes is a bad idea. That's where getting some outside opinions for balancing purposes will (eventually) come in handy. The party is by no means final at this point (obviously), but I did have some ideas about what to do for it. The first two characters are basically Fighters, but with their own individual strengths and weaknesses (i.e. one is weaker than the other, but would be more able to get the party to run if necessary). The third character is essentially a White Mage, and the fourth is sort of a cross of a Thief and a Black Mage, at least in the storyline. That's just a really simplified summary and doesn't get into specifics about stats or anything, but that's basically what I'm currently thinking.
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Griff Morivan
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« Reply #25 on: February 22, 2007, 03:43:55 pm » |
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No, I meant the big-ass Omega symbol. I'm getting a little more than pissed off at the intro screen. As far as the opening, I kinda like having to play a little BEFORE getting that screen.
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Sliver X
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« Reply #26 on: February 22, 2007, 04:01:37 pm » |
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Did you not see this? *EDIT* Oh, something else Bridge Scene related. You can make it trigger on the start of a new game, effectively giving the game an intro screen:
3026h: Change to 01
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Griff Morivan
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« Reply #27 on: February 22, 2007, 04:35:57 pm » |
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Does it take away the ability to do the princess/bridge quest?
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Sliver X
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« Reply #28 on: February 22, 2007, 05:51:01 pm » |
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No, it has no effect on it whatsoever (DXOII creates the "Princess Saved" condition after the Marsh Temple battle with Tyris, but doesn't actually utilize the King/Bridge event until you activate the switch to the Catacombs near the end of the game).
It does, though, make the Bridge not trigger the scene when crossed.
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Griff Morivan
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« Reply #29 on: February 22, 2007, 07:54:47 pm » |
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...F-z-king awesome!
I'll definitely have to do that. Now, with that, do I have to sacrifice character selection, or did you do something special? I don't want to limit that out. And also, will that kill that f-z-king blue intro?
[EDIT]
Now, I had been trying some of the code you mentioned, and I have only two questions for Silver.
1 - With that tool, can you make both screens that ending screen? I really like it.
2 - Is there a way to make the intro screen just read some words without that fading in effect? I keep screwing it up and I'm not exactly sure how I'm doing it.
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« Last Edit: February 23, 2007, 11:02:00 am by Griff Morivan »
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