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Author Topic: FF1 Project  (Read 7216 times)

vivify93

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FF1 Project
« on: December 31, 2007, 08:38:53 PM »
Well, I decided to re-do FF1 Enhancement... The readme needs a redo especially (It's disgusting and misleading).

So far, here's what I've got...

(Now based off of "Grond's FF1 Balancing/Bugfix" hack)

~ Bugfixes ~
Original Game's:
- Invisible woman
- Elemental weapons
- Land on the Caravan
- Houses not restoring MP while saving
- Monk's armor bug
- Faulty spells (TMPR, SABR, LOCK, LOK2, HEL2)
- Ribbon's 2 extra spaces
- The 2 lost bats and the grey fairy
- Running
(Note that almost all of these were fixed in Grond's patch, and Karatorian (sp?) made the patch to fix the Monk's armor bug)

Grond's:
- Caravan takes you to Cardia
- Dia spells hitting "Unknown" type (Dunno if you can really call this a bug)


~ Graphics ~
- Imported all of FFEnhancement's graphics (Yup, I even found a clever way to insert the church's cross without disturbing the new chests! :wink:)
- Importet FFEnhancement's font and icons (I'm not taking away the special ones this time though)
- Darkened the forest / ocean tiles
- Made some tweaks to FFEnhancement's graphics
- Updated palette's of spells / weapons
- Imported a few ideas from FFEnhancement (Matoya's cave, Sara's sister's room, Elfland Prince's room, blue Ice Cave)


~ Spells ~
- Added in Aero.
- Changed the effects of BANE, QAKE, and SABR. They now do this...
BANE changed to Bio, now does poison-elemental damage to all targets
QAKE changed to Quake, now does earth-elemental damage to all targets
SABR changed to Sabre, now casts TMPR on all allies


~ Text ~
- Updated item/equipment/spell/enemy names (Whether it was just to use squish tiles or not)
- In the process of doing a complete script rewrite, filling in a few plot holes (Like why the **** Garland became Chaos). Inform me of any major plot holes that I can deal with in Hackster (Don't feel like screwing with hex :tongue:)

PS, I had the last topic deleted because I somehow broke the magic/drink command last time...
Hacking is hard. :sad:

I.S.T.

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Re: FF1 Project
« Reply #1 on: December 31, 2007, 08:44:09 PM »
hmm... Isn't INT broken? Would that be fixable via FFHackster?

vivify93

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Re: FF1 Project
« Reply #2 on: December 31, 2007, 09:26:38 PM »
I don't think it can be fixed in Hackster...
And since it's not something you could easily edit in hex (Well, it might be, but I try to stick to text in hex editors), it's entirely out of my league :tongue:

EDIT: Did I mention that this entire thing will be done after the script rewrite? Probably not... :happy:
Hacking is hard. :sad:

Deathlike2

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Re: FF1 Project
« Reply #3 on: December 31, 2007, 10:47:12 PM »
hmm... Isn't INT broken? Would that be fixable via FFHackster?

IIRC, yes for the first question. Find someone else to fix it though (maybe ask Grond nicely?).
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

vivify93

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Re: FF1 Project
« Reply #4 on: January 01, 2008, 01:19:27 AM »
Aw yeah, this hack's gonna rock.  :angry:

Here's Garland's new pre-final boss dialogue...

[spoiler]Remember me, Garland? You fools thought you defeated me, right?
But no, the anger of being killed turned into hatred, and my hatred
called upon The 4 Fiends. They sent me back here.

What I wanted was revenge, but don't worry about that-- I'm over it.
Now what I want is to be an immortal god!
From here, I'll send The Fiends into the future, and
they'll send me here.

This created a time-loop, and it's supposed to end with one of us dying.
Well, it's not going to be me!
Here, I'll show you the lovely gift my hatred spawned before you die!

(EDIT: Hm, looking at it now, doesn't this seem a lot like something from Death Note?)
(EDIT2: Hm, doesn't exactly strike me as "badass" now that I think about it, but it's better than the original NES translation)
[/spoiler]

How's that for filling in a plot hole? :laugh:
Hacking is hard. :sad:

vivify93

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Re: FF1 Project
« Reply #5 on: January 01, 2008, 05:10:47 PM »
Okay, everything's done.
One bug I acidentally added--

The "Cannot carry <item>" text was deleted. It was either this or half the spell list.

EDIT:  As far as I can tell, nothing's broken. I fixed a few typos and sent it in.
« Last Edit: January 01, 2008, 07:07:02 PM by vivify93 »
Hacking is hard. :sad:

Pinkpuff

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Re: FF1 Project
« Reply #6 on: January 07, 2008, 10:07:14 AM »
Just curious...

How did you fix the House/MP thing? And how did you fix the TMPR/SABR "attack increasing" effects?
Let's dance!

vivify93

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Re: FF1 Project
« Reply #7 on: January 09, 2008, 12:22:13 AM »
I didn't. Grond did. :sad:

I based it off of his "FF1 Balancing/Bugfix Hack", which is basically Goongyae's "Final Facelift" with additional bugfixes/content.
Hacking is hard. :sad:

vivify93

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Re: FF1 Project
« Reply #8 on: February 15, 2008, 07:21:39 AM »
Yeah yeah yeah, I know I'm just an amateur and it's probably not very impressive, but you could at LEAST stop by here to say "YOU SUCK". :tongue:

Anyway, I don't need this topic anymore, so it can be moved to trash.
Hacking is hard. :sad:

Lenophis

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Re: FF1 Project
« Reply #9 on: February 15, 2008, 09:21:59 AM »
Yeah yeah yeah, I know I'm just an amateur and it's probably not very impressive, but you could at LEAST stop by here to say "YOU SUCK". :tongue:
That would be flaming. :tongue:

Quote
Anyway, I don't need this topic anymore, so it can be moved to trash.
I'll give it a little more time, just in case. You never know when something may pop up. :omg:

119 bugs fixed and counting.

vivify93

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Re: FF1 Project
« Reply #10 on: February 23, 2008, 10:05:35 AM »
Turns out Leno was right, something new did pop up.

Looks like my hack might be obsolete very soon. Ah well, it was nice while it lasted. :happy:
Hacking is hard. :sad:

Lenophis

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Re: FF1 Project
« Reply #11 on: February 23, 2008, 12:03:13 PM »
Yikes, that's a wall of text. Just remember this, just because something new pops up, it doesn't mean that the old one needs to be taken down. Hell, if that happened there'd only be about 5 hacks a game. :whoa: However, if you still feel that it should be taken down, I'll do it a little later today when I get more time to do it.

119 bugs fixed and counting.

vivify93

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Re: FF1 Project
« Reply #12 on: February 23, 2008, 12:32:36 PM »
Wait, wait, I never said take it down! :whoa:
I just said that something bigger and better's coming along, so anyone that might be  using my patch (doubtful), heads up!
Hacking is hard. :sad:

Karatorian

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Re: FF1 Project
« Reply #13 on: February 25, 2008, 08:50:06 AM »
It looks like a nice project you've got going on here, don't give up just because someone else is working on something similar. As the above poster said, that'd be the end of romhacking if everyone did that.

It's nice to see someone using the bug fix I wrote. (After I posted it on RHDN, I began to wonder if anyone other than myself even cared about such a tiny detail.) One thing I should mention (which I forgot to put in the readme) is that it only fixes the bug on level up. The bug is also present when a new game is started. A newly created Black Belt should have an Absorb of 1, but they end up with 0 instead.

As the Absorb value is not in the table that defines character stats at charater creation, it cannot simply be fixed by changing them. This will require another ASM hack, which I intend to do at at some point, but I haven't gotten around to it yet. (I haven't really started poking around that part of the ROM yet. I've mostly been working on commenting the ASM of the battle engine, which is why I knew how to fix the bug.)

If I haven't gotten that fixed by the time you do your final release, feel free to bug me about it. (I intend to fix it for a hack of my own, so it's not like it'd be a big deal.)

On a related note, I have a small battle engine hack you might be interested in. It moves the character sprites so that they are in a slightly diagonal line, like some later FF games. It doesn't look as nice on FF1 one as it does on a game with full screen BGs and the status displays at the bottom of the screen, but it's still a nice effect. I haven't released it yet, as it's just a small part of my planned battle engine changes, but I'd be glad to share it if you're interested. (I you want, I could post a screen shot.)

vivify93

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Re: FF1 Project
« Reply #14 on: February 25, 2008, 08:45:51 PM »
A screenshot would be nice :happy:

Oh, and, uh, the hack's out already. Just a heads-up.

I was satisfied with my work and left it at that. I didn't even do any major betatesting... :sad:

I sent an update to Lenophis that fixed a few bugs I found while updating the field tiles and palettes.
Hacking is hard. :sad: