Aslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&action=profile;area=showposts;sa=topics;u=24e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index385b.htmlslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&action=profile;u=24e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index385b.html.zxg^@>OKtext/htmlISO-8859-1gzip8:Tue, 10 Mar 2020 20:32:29 GMT0 0Pg^! Show Posts - Entroper

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Topics - Entroper

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1
https://www.github.com/Entroper/FF1Randomizer/releases

EDIT: New URL since 1.0 was released.

2
https://github.com/Entroper/FF4MapEdit/releases/download/0.1/FF4MapEdit.zip

Open a 1.1 US ROM.  1.0 works too, it will just complain.  Headered or not, doesn't matter.

You can't do anything yet except scroll around.

It's pretty slow, takes about 30s to load and scrolls slowly.  I'll work on that tomorrow.  :)

Source code is available.

3
General Discussion / Source code.
« on: February 15, 2016, 12:23:37 AM »
It's been 5 years since my last update.  I have worked on OF here and there, but I haven't been able to dedicate enough time to it to really get anywhere.

The most exciting thing I was able to do was export maps from the FF1 ROM to a custom format, and render them in OpenGL, which was the first major milestone of the map engine.

I also did dumps of most of the game's data, including all the sprites.  The code should put all of this into an FF1 folder if you run it with an FF1 ROM.  The intent was to eventually spin that off to a separate tool that would create a "quest" folder with all of the data necessary for your FF1 quest.  This would let you play the original game in the engine, or of course tweak it to your heart's content.

I kept the code private because I had specific goals I wanted the project to meet, and specific things I did not want it to become.  However, since I will probably never be able to get it to a releasable state on my own, I've decided to release the source code.

There is no license for this code.  Anyone is free to use it however they want.  I've also uploaded it to GitHub if people would like to collaborate on the project.  I won't be accepting pull requests, anyone is free to fork the repo and "manage" the project from there.

https://github.com/Entroper/OriginalFantasy

I obviously can't provide any official support, but if you want to ask questions, the best route to do so is probably with GitHub issues in my fork.

For the map engine project, you'll need SDL.dll, which was too big to include in an attachment here.  I was using version 1.2.13 when the project was running.

4
General Discussion / Maps
« on: January 27, 2011, 09:39:27 AM »
Hell yes:

5
General Discussion / Tileset loader works!
« on: January 23, 2011, 07:56:10 PM »
And here's the Town tileset rendered on my 1920x1200 screen (attached).  Mmm, bilinear filtering. :)

EDIT: No wonder the screenshot function was crashing.  I should not try to declare 6 MB arrays on the stack...

6
General Discussion / Tileset Specification
« on: December 09, 2010, 06:43:10 PM »
This document describes how to create a tileset for Original Fantasy.  Since development is in early stages, these details are subject to change.

  • Tilesets are stored in <installation directory>/Quests/<your quest>/Graphics/Maps.
  • Each tileset gets its own directory, so a tileset called "Overworld" would be in Graphics/Maps/Overworld.
  • In the tileset directory, there is a text file with the same name as the tileset; e.g. Overworld.txt.
  • The text file is a list of tile IDs and image filenames separated by tabs.  Each line should contain one integer, a tab, and one filename; e.g. "5<tab>Tile005.bmp".  These files are very easy to edit in Excel or other spreadsheet programs.
  • The IDs are important, because map files store tile IDs.  It is possible to re-skin a map simply by replacing the tile images, and keeping the IDs the same.  The IDs can be any integer value less than 2^31, and different tilesets in the same quest may use the same IDs.
  • If you want your map to have rooms that are blanked out when you are outside of them (like FF1 does), you will need two tilesets, and they will need to use the same tile IDs.  The second tileset will be shown when you are inside a room.  The editor will make sure that your inside and outside tilesets are using the same tile IDs.
  • Currently, only BMP images are supported.  This will definitely change in the future to include GIF and PNG, and possibly more.
  • 64x64 is the preferred image size, but they can be any size.
  • Tiles within the same tileset may be different sizes, but they will all be blown up/shrunk to the same size on the map.  So if you want a tile that's just a solid color, a 1x1 image will do.
  • FF1's tiles are 16x16, so it's recommended to use at least that size.  Larger than 128x128 is definitely overkill.
  • Tile images should be square and their size should be a power of 2.  If they are not, they will probably still work, but older graphics hardware/drivers might not support them.  And of course, non-square images will be square on the map and appear stretched.

I'll keep this updated as things change, or if I need to clarify.

7
General Discussion / First code update since 2008!
« on: December 08, 2010, 11:19:11 PM »
 :omg:

Yes, I actually wrote (more like modified) some code tonight.  :)  Just two bug fixes for now.

More importantly, I fleshed out my immediate-term goals in JIRA (see the issue tracking system thread).  My first priority is to get maps on the screen.  Once that's done, there will be plenty to do, feature-wise, but most importantly, there will be a testable product that I can play with.

8
General Discussion / Issue Tracking System
« on: December 05, 2010, 10:06:37 PM »
I've set up an issue tracking system called JIRA to manage my work on this project.  Details below.

URL: http://entroper.zapto.org:8080 (this is a temporary location)
Login: slick
Password: productionsRslick

You should be able to view the open and in progress issues, as well as an activity stream.  There's not much there at the moment, but it's ready now to be filled out with all the tasks I need to accomplish.

9
General Discussion / The stairs in the Castle of Ordeals.
« on: August 26, 2008, 11:13:08 PM »
The stairs on the third floor of the Castle of Ordeals take you directly to the overworld.

 :hmm:

10
General Discussion / C++ is retarded sometimes.
« on: August 22, 2008, 11:29:39 PM »
Apparently, using the stream operators produces results inconsistent with themselves.  If I open an ifstream, and use the >> operator to read from the stream into a char variable, the program reads two bytes, and puts the second one into the variable.  If, on the other hand, I open an ofstream, and use the << operator to output the contents of a char variable to a file, it outputs one byte.

 :lame:

In other news, I've managed to decode the RLE-compressed maps.  I need to finalize my own map format, and then I might actually be ready to do a map viewer.

11
General Discussion / Map format in the ROM
« on: August 19, 2008, 11:00:39 PM »
Hello all.  I'm not dead!

I have been rather busy lately.  I may have mentioned that we had a bug infestation at our apartment.  As it turned out, the bugs came back after the second extermination, and we elected to move to a vacant apartment across the street.  I've also had to work late a lot at my new job, but recently I've had a bit more free time to plug away at the project.

So, I've decided on a format for tiles and such in my maps.  The map file will have a tileset section that just lists pathnames to where tilesets can be found.  Each tileset has a definition file that contains filenames of all the images in the tileset.  This way, authors will be able to do drop-in replacements of upgraded tilesets, without having to edit the maps, and yet map editors can use as many tiles as they want per map.

I've started trying to rip the initial tilesets from the ROM, but I'm having some difficulty with the patterns.  If someone knows how the map's 16x16 tiles are composed from the 8x8 tiles in each tileset, that info would be greatly appreciated.  If not, I'll have to pore over these tiles and figure out why they're coming out weird looking.  :)

12
General Discussion / Wrote the expression parser last night.
« on: March 27, 2008, 10:32:03 AM »
I love trees, recursion, and polymorphism.   :happy:

13
General Discussion / Battle Stats
« on: March 12, 2008, 05:00:01 AM »
I figured it would be neat to keep track of statistics that you rack up in battle.  Things like, the most damage dealt by each character in a single attack, or the total amount of damage that character has dealt or taken.

Per character:
Max damage dealt in one attack (whole-party spells are cumulative)
Total damage dealt
Total damage received
Total damage absorbed
Total health restored (include potions)
Enemies defeated
Number of deaths (stone counts)

Include totals/maxes for the entire party for all of the above.

Total steps taken (on foot, by sea, by air, by river, in towns, in dungeons)
Treasure chests collected (%)
Battles fought (land/sea/river/dungeon)
Total gold earned (won in battle, found in chests, by selling items)
Total gold spent
Total consumables used (potions, tents, arrows, whatever -- could even list them individually)
Game saves

What else?

14
Final Fantasy IV Research & Development / HP% Spells
« on: March 08, 2008, 09:29:03 PM »
Spells like Self-Destruct make perfect sense.  The spell power is 1, the HP% parameter (Column E in my table) is 100.  It does 100% of your current HP in damage to the target.  What does it mean for spells that have spell power greater than 1?  There are an awful lot of spells that are hp-based that I didn't know about, and it doesn't seem like the algorithm is as straightforward for these.

15
General Discussion / What is Original Fantasy?
« on: February 07, 2008, 06:32:20 PM »
First, a big Thank You to the administrators of these forums for giving me this section to discuss my project.  :)

I got the inspiration for this project from Zelda Classic, which began as a PC implementation of the original Legend of Zelda.  The key feature of ZC, though, was the quest editor, which allowed players to create their own quests from scratch.  Gradually the project acquired a pretty big community of players and quest designers, and the editor grew to be much more fully-featured.  I decided it would be great if I could do the same thing for the original Final Fantasy game.  The name "Original Fantasy" therefore comes from being based on the "original" Final Fantasy game for the NES/Famicom, and also from the ability of players to design "original" quests from scratch or to modify existing quests.

This project will not be exactly like Zelda Classic in that it will not feature a perfect replica of the first Final Fantasy (primarily for copyright considerations).  Instead, it will feature a significantly modified version designed to showcase the capabilities of the quest editor.  Planned features include character skills (such as steal and dual wield), revamped elemental weaknesses and resistances, magic points, an ATB combat system, front and back rows, no hp or damage limits (at least up to the max integer values!), and more interesting scripted cutscenes.  Additional features are planned for future releases, but I want to keep the initial featureset manageable to prevent the scope of the project from ballooning out of control (so I still have a chance at finishing it!).

I will try to keep this forum updated on my progress, and will certainly be seeking a lot of feedback along the way.  I hope to keep the interest of other talented individuals.

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