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Acmlm's Board - I2 Archive - Rom Hacking - FF Hacking FAQ/Running Q&A | | | |
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Dragonsbrethren Octorok Level: 10 Posts: 3/31 EXP: 4111 For next: 303 Since: 04-14-04 From: New Jersey Since last post: 82 days Last activity: 82 days |
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I have some questions, but not right now, I'd like to contribute now: Battle window text color: $3EB3E A little note, this doesn't color the blank space in the windows, only the text and borders. If someone can figure out how to color the windows in please let me know. Just so everyone knows, these do not use the same transparent as the rest of the transparent parts of the battle scene (These use the normal $FF tile, except it is replaced with a blank tile before entering battle) Respond Rate: $384DB My first unassisted ASM hack. Note, it only seems to work if you skip the intro using start, I'll have to figure out what is different if you let the intro play. Also, I haven't tried putting in values about $07 (Respond Rate 8), so I don't know what will happen. |
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Gavin Fuzzy Rhinoceruses don't play games. They fucking charge your ass. Level: 43 Posts: 61/799 EXP: 551711 For next: 13335 Since: 03-15-04 From: IL, USA Since last post: 13 hours Last activity: 13 hours |
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well, just thought i'd through in a few random tid-bits here. these are from my really old notes, as i've apparently "mis-placed" my newer ones (which i really would like to find). most of these things aren't really usefull, but just in case:
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 336/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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Just to follow up, that block which Gavin mentioned in the first part (the Respond Rate noise) can be found starting at $3ADAD. Trying to figure it out... anyone know if this follows the same format as the music? | |||
Deleted User Banned Level: 8 Posts: 1/12 EXP: 1736 For next: 451 Since: 01-23-01 Since last post: 13089 days Last activity: 21 days |
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To answer dragonsbrethren's request: In addition to changing the color at 3eb3e, you'll have to change the bytes listed below to colorize the battle menus. (change the byte at these addresses from "FF" to "C1"[the alternate blank character in an unhacked FF1 ROM] to fill in the indicated spaces): 3f5d9 - main blank areas 3f76a - many spaces in magic, drink, and item lists 3fac6 - spaces over text 3fb8e - spaces over non-ones digits of drink qty., damage, and hits displays 3fb9f - space over ones digits of drink qty., damage, and hits displays 3fc50 - spaces in/over empty magic slots 32a3f - space in front of HP display 32ae9 - space behind tens and hundreds digits of HP display 2d961 - space between name and "Lxx" at level-up (the locations of these next two can vary if the ROM is hacked) 2cf26-7 - spaces after "HP" text 2cf01-4 - spaces used for "dead" status Even after changing all of these, there will still be many blank spaces in text strings. You'll need to use Hackster to change all of these spaces to use the C1 character. And also, the border around the enemy window now has color in it, which looks a little weird. Hopefully someone (Goongyae?) can figure out how to remove the border entirely. |
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Dragonsbrethren Octorok Level: 10 Posts: 6/31 EXP: 4111 For next: 303 Since: 04-14-04 From: New Jersey Since last post: 82 days Last activity: 82 days |
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Thanks I didn't expect there to be that many values. It looks great colored, and I'll work on that border issue (I plan on re-aranging the whole battle scene anyway) Edit: Here it is, it's probably a terrible fix so hopefully someone with 6502 knowledge can improve it, but it works: Expands and "hides" border: $3F2F5 -30 $3F2FA -18 $3F306 -30 $3F308 -18 Eliminates fake window bottom: $3F63F -00 $3F648 -00 $3F64C -EAEAEA $3F650 -00EAEAEA Fixes background palette: $3F414 -0F $3F41C -00 Expands background: $3F3A3 -20A0F3A3A3A A lot of the fixes (Expanded windows and such) were taken from FinalFacelift then enhanced by me. It's probably possible to have the game not draw the windows at all, but I have no idea how. (edited by Dragonsbrethren on 06-05-04 05:29 PM) (edited by Dragonsbrethren on 08-27-04 09:02 AM) |
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dormento Shyguy Level: 17 Posts: 30/99 EXP: 24075 For next: 668 Since: 03-15-04 From: Esteio - Brasil Since last post: 182 days Last activity: 161 days |
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Hello. Does anyone know of a way to make the character selection screen show the right graphics for the chars. 06 to 0C? I tried at a time (just to see if it was possible) to have more than 6 starting chars, but the graphics for characters 7 to 12 showed up wrong. Am I missing an important memory location already discovered ages ago? Thanks in advance. |
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NightHawk Bob-Omb Level: 39 Posts: 296/621 EXP: 374743 For next: 30028 Since: 03-26-04 From: Switzerland Since last post: 432 days Last activity: 339 days |
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Originally posted by dormentoThat would be difficult, as far as I can tell. The best way to do it would probably be to change the way it loads the graphics into PPU RAM... instead of loading all the frames for the 6 classes' sprites, you could change it to load just the "standing" frame for each of the 12 classes' sprites. It would involve a lot of ASM hacking though... so, if anyone has a better idea, be sure to say something about it. |
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Vystrix Nexoth Level: 30 Posts: 187/348 EXP: 158678 For next: 7191 Since: 03-15-04 From: somewhere between anima and animus Since last post: 3 days Last activity: 2 days |
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or alternately, to load only the sets for the characters currently selected, and load new graphics over them when you change a character. that might take a lot of CPU time, though. you could hijack the "change the current character's sprite tile numbers" part to instead load in the new class's tiles into the pattern tables, without changing the sprite tile numbers. *shrugs* |
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Imajin Buster Beetle Level: 34 Posts: 368/452 EXP: 234863 For next: 18788 Since: 03-15-04 From: Kingdom of Zeal Since last post: 39 days Last activity: 53 days |
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Or maybe make the character select use the World Map sprites? They take up less graphics space, I beleive... though it might be hard to get the screen to USE the smaller sprites.. | |||
NightHawk Bob-Omb Level: 39 Posts: 301/621 EXP: 374743 For next: 30028 Since: 03-26-04 From: Switzerland Since last post: 432 days Last activity: 339 days |
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Originally posted by ImajinYou'd have to change the routine that handles the sprites for that screen... which should be pretty easy, I think. But I don't think that would look very good... you'd probably have to edit the size and placement of each box a bit to make it look better. On the other hand, I'd caution against doing that at all, unless your hack makes it impossible to get the class upgrade. And even then, you'll have to remember that level-up data is shared between the "child" and "adult" versions of each class, in case you plan on altering any of that. |
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Keikonium Banned Level: NAN Posts: 250/-2459 EXP: NAN For next: 0 Since: 04-02-04 Since last post: 63 days Last activity: 9 hours |
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Does anyone know of away to expand the characters names to 5 letters instead of 4. Also make the boxes larger to make the names fits. Thanks | |||
NightHawk Bob-Omb Level: 39 Posts: 337/621 EXP: 374743 For next: 30028 Since: 03-26-04 From: Switzerland Since last post: 432 days Last activity: 339 days |
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Originally posted by KeikoniumThe first question is answered in one of the links in the very first post in this thread. As for the second part... there are a lot of boxes that hold the names... you'll have to track them all down and change them. Disch and I discussed that earlier in this thread; read through those posts and you'll have enough info to work with. |
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Marty Level: 5 Posts: 2/6 EXP: 358 For next: 171 Since: 03-16-04 Since last post: 416 days Last activity: 43 days |
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Originally posted by Dragonsbrethren I noticed you made a mistake. $3F63F should be $3F63E. (edited by Marty on 07-22-04 03:26 PM) (edited by Marty on 07-26-04 10:58 PM) |
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Gavin Fuzzy Rhinoceruses don't play games. They fucking charge your ass. Level: 43 Posts: 98/799 EXP: 551711 For next: 13335 Since: 03-15-04 From: IL, USA Since last post: 13 hours Last activity: 13 hours |
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Originally posted by drjayphd oh, i missed this response some while back. but just for completeness' sake, and in case anyone else was wondering: no. it does not follow the music format, the sound produced is entirely self-contained and works directly with the hardware. and $9D15 - routine loads the X,Y values for the Cursor.. or at least for the main character selection |
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drjayphd Beamos What's that spell? pimp! Level: 56 Posts: 506/1477 EXP: 1387410 For next: 10766 Since: 03-15-04 From: CT Since last post: 2 hours Last activity: 2 hours |
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OI. Know anything about that format, then? Or am I gonna have to poke and prod myself? (flogs Square, just out of principle) | |||
Gavin Fuzzy Rhinoceruses don't play games. They fucking charge your ass. Level: 43 Posts: 99/799 EXP: 551711 For next: 13335 Since: 03-15-04 From: IL, USA Since last post: 13 hours Last activity: 13 hours |
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sadly this is about all you'll have to work with, no format to follow, just strait interaction with the hardware, and this sound is played simply by a JSR to $AD9D. that's a quick three byte hack if you ever need to insert an annoying sound into whatever you'r working on |
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Dr. Mario Bot Level: 26 Posts: 26/262 EXP: 99225 For next: 3050 Since: 05-04-04 Since last post: 53 min. Last activity: 41 min. |
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Hey! I'm working on a FF hack and I've set default classes and names, but I can't figure out how to prevent them from being changed. I know it's possible, but I have no clue how to do it. Can anyone point me in the right direction? | |||
Imajin Buster Beetle Level: 34 Posts: 385/452 EXP: 234863 For next: 18788 Since: 03-15-04 From: Kingdom of Zeal Since last post: 39 days Last activity: 53 days |
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Well, I disabled class change in my FF1 hack (and made the class names " ", though you can change the cahracter names).. I found this on BMF's forums... * $39D4A - Characer Creation Selection Screen. Change $01 to $00 to force a default party. This will disable the left & right input from the contoller, allowing you to set the party you want the player to use. Not sure about the names, though.. If you find anything, let me know, I've been trying to do that (Or have character names in dialouge..) |
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Dr. Mario Bot Level: 26 Posts: 27/262 EXP: 99225 For next: 3050 Since: 05-04-04 Since last post: 53 min. Last activity: 41 min. |
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Thanks! I'll check out where that piece of data is in relation to the default classes data, and compare it with the name data. **EDIT** To prevent people from changing character names: $39D65 - Change 85 to A9 $39D77 - Change 20 to 10 $39D78 - Change 02 to 10 (edited by Dr. Mario on 08-11-04 04:00 PM) (edited by Dr. Mario on 08-11-04 04:35 PM) |
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Dragonsbrethren Octorok Level: 10 Posts: 9/31 EXP: 4111 For next: 303 Since: 04-14-04 From: New Jersey Since last post: 82 days Last activity: 82 days |
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I'm wondering if anyone feels like making an ASM hack for me, to allow the use of the english DTE in battles. The battles still use the original Japanese DTE (Character on top of character, rather than two characters next to each other) with allows no text compression. |
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Acmlm's Board - I2 Archive - Rom Hacking - FF Hacking FAQ/Running Q&A | | | |