øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=173.45e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa02d.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=16.20e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa02d.html.zx`h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ00Wè§OKtext/htmlISO-8859-1gzip8:Öè§ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:06:52 GMT0ó°° ®0®P®€§²ð®`h^aè§ Is there a "Zelda Classic" for FF?

Author Topic: Is there a "Zelda Classic" for FF?  (Read 20393 times)

Deathlike2

  • FF4 R&D Master
  • *
  • Posts: 3,538
  • I'm looking at you, bitch!
    • View Profile
Re: Is there a "Zelda Classic" for FF?
« Reply #45 on: January 09, 2008, 02:23:26 PM »
Quote
Well, there's always the classic algo in multipliers or FF1 extra damage (although, that method is borked for the most part until the Advance version AFAIK, and unfortunately doesn't scale IIRC).

I'm not sure I understand what you're referring to here.  I know the Ninja gets screwed late in the game because his hit% caps at 255, so he no longer gets additional hits.

I was explaining what a number of games deal with elementals/resistances.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

Video Demos: #1 #2 #3

JCE3000GT

  • Master of FF4
  • *
  • Posts: 1,429
  • Gender: Male
  • Vladof
    • View Profile
    • BlitzKrieg Innovations
Re: Is there a "Zelda Classic" for FF?
« Reply #46 on: January 09, 2008, 05:27:21 PM »
I added some ocean tiles to JCE's tileset.

Awsome, I forgot about the ocean tiles. 

Entroper

  • Moderator
  • *
  • Posts: 235
  • Gender: Male
    • View Profile
Re: Is there a "Zelda Classic" for FF?
« Reply #47 on: January 10, 2008, 07:35:06 PM »
I really hope the map graphics aren't as annoying to rip as the monster graphics were.

Code: [Select]
void ROM::BuildRGBMonsterSprite(unsigned char *&sprite, int tileset, int palnum, int picnum)
{
//Determine if we're loading a small (4x4) or large (6x6) sprite.
int size;
if (picnum < 2)
size = 4;
else
size = 6;

//Determine the index of the first tile in the image.
const unsigned char picindex[4] = { 0x12, 0x22, 0x32, 0x56 };
int tilebase = picindex[picnum];

//Load the 4-color palette and get the corresponding 24-bit values from the NES palette.
unsigned char palette[BATTLE_PALETTE_SIZE][3];
unsigned char NESpalIndex;
for (int i = 0; i < BATTLE_PALETTE_SIZE; i++)
{
NESpalIndex = battlePalettes[palnum][i];
for (int j = 0; j < 3; j++)
palette[i][j] = NESpalette[NESpalIndex][j];
}

//Allocate the sprite.
sprite = new unsigned char[size*8*size*8*3];

//Fill the sprite.  This is ugly.
//x and y are the tiles, i and j are pixels within each tile, l is the offset into the tile data
int tilenum = tilebase;
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++)
{
//Fetch a tile, then fill in the block in the image.
unsigned char *tile = battleTilesets[tileset][tilenum++];
int l = 0;
for (int i = 0; i < 8; i++)
{
//The tile is stored using bitplanes.  Tile[l] is the LSB for a row of 8 pixels.
//Tile [l+8] is the MSB of the same row.
unsigned char temp0 = tile[l];
unsigned char temp1 = tile[l+8];
l++;
for (int j = 7; j >= 0; j--) //the MSB is the leftmost pixel
{
int pixel = (temp0 & 1) + ((temp1 & 1)<<1);
temp0 >>= 1; temp1 >>= 1;
for (int k = 0; k < 3; k++)
sprite[3*(size*8*(8*y + i) + 8*x + j) + k] = palette[pixel][k];
}
}
}
//If you thought that was bad, wait until you see the boss graphics!
}

And that wasn't even the weird part.  The weird part was the way the game does palette swaps.

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: Is there a "Zelda Classic" for FF?
« Reply #48 on: January 23, 2008, 04:05:03 PM »
I have to say, I like the scope of this project. Before the FF1 remake came out for WS, I was tweaking an idea to make a FF1 hack for FF3, using events and even some backstory for the individual classes. That didn't pan out, but I had some similar ideas as to the class changes. Like the protective/offensive magic for Knights, using the more physical Blitzes for the Master, a Throw command for the Ninja, and so on.

Something I came up with for the mages worked like this: Red Wiz got Draw, which pulled an attack from the monster to use; White Wiz got an Economizer-like special that would use Terra's Morph meter; Black Wiz would get an X-Magic deal, also with the Morph meter.

I'm just throwing this up in case any of it might be useful ideas for you, since I probably won't make it...but I hate seeing potentially good ideas go to waste.  :happy:

Entroper

  • Moderator
  • *
  • Posts: 235
  • Gender: Male
    • View Profile
Re: Is there a "Zelda Classic" for FF?
« Reply #49 on: January 23, 2008, 06:25:18 PM »
I'm hoping it turns out well.  :)

Work is progressing in spurts, so there will be lengthy periods without any updates.  I'm trying to learn C# and .NET to become more viable in the local job market.  I'm actually considering writing editors for this project in .NET, just for the practice.

xlom3000

  • Scarmiglione
  • *
  • Posts: 176
    • View Profile
Re: Is there a "Zelda Classic" for FF?
« Reply #50 on: January 26, 2008, 06:30:10 AM »
Hahah, I remember Kryten. Turned out at the time he lived not far from where I did. I was remember editing the graphics for Narshe so they would look good on a computer screen.