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11-02-05 12:59 PM
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Dragonsbrethren

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Posted on 06-02-04 05:52 AM Link | Quote
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.
Gavin

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Posted on 06-02-04 10:34 AM Link | Quote
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:



]-This is the routine that produces the small noise that
]-occures when you change the value of the Respond Rate at the
]-menu select screen a la the left and right direction pad
]
]------------------[
]$AD9D A9 LDA #$7A [
]$AD9F 8D STA $4004[
]$ADA2 A9 LDA #$9B [
]$ADA4 8D STA $4005[
]$ADA7 A9 LDA #$20 [
]$ADA9 8D STA $4006[
]$ADAC 4A LSR A [
]$ADAD 8D STA $4007[
]$ADB0 85 STA $7E [
]$ADB2 60 RTS [
]------------------[

==============================================================

Default Character Screen Data

3A0C4 - X position of 4 letter name
3A0C5 - Y position of 4 letter name

3A0C6 - X position of Class Title
3A0C7 - Y position of Class Title

3A0C8 - X position of Character Sprite
3A0C9 - Y position of Character Sprite

3A0CA - X position of Background Window
3A0CB - Y position of Background Window

3A0CC - X position of Hand Cursor
3A0CD - Y position of Hand Cursor

==============================================================

]-This adjusts the speed of the Blank wipe effect when you
]-first enter a town or the map.
]-NOTE: These two values must be proportional in a 1:2 ratio
]Address : 3D723 (Original Value of 2)
]Address : 3D72A (Original Value of 4)

==============================================================

*Location ::: $3D630 ::: SPEED ON OPEN
*Original Value = 4

-This changes the speed with the Dialouge menu opens.
Using the default menu length, setting this at 60
will open it instantly. But you will notice a slight
pause before-hand...I'm working on getting rid of that

*Location ::: $3D634 ::: MENU LENGTH
*Original Value = 60

-This will change the menu length, but note that it will
not properly display anything beyond 60. You'll need
to do some work there if you want a longer menu, although
the size is rather annoying already if you ask me

*Location ::: $3D6A9 ::: SPEED ON RETURN
*Original Value = 3

-Bascially the same as the Speed on Open

==============================================================

Location ::: $3A300
Original Value = 20, 50, D8
($A2F8:20 50 D8 JSR $D850)

NOP the three above listed values ("EA" in hex)
to remove the flash effect on the intro of the
game's font.

drjayphd

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Posted on 06-03-04 02:23 AM Link | Quote
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?
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Posted on 06-06-04 01:16 AM Link | Quote
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.
Dragonsbrethren

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Posted on 06-06-04 01:37 AM Link | Quote
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)
dormento

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Posted on 07-12-04 06:13 AM Link | Quote
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.
NightHawk

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Posted on 07-12-04 12:45 PM Link | Quote
Originally posted by dormento
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.
That 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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Posted on 07-12-04 10:12 PM Link | Quote
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*
Imajin

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Posted on 07-13-04 01:27 AM Link | Quote
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

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Posted on 07-13-04 01:35 AM Link | Quote
Originally posted by Imajin
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..
You'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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Posted on 07-14-04 01:00 AM Link | Quote
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

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Posted on 07-15-04 02:18 AM Link | Quote
Originally posted by Keikonium
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
The 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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Posted on 07-21-04 12:32 AM Link | Quote
Originally posted by Dragonsbrethren
Eliminates fake window bottom:
$3F63F -00
$3F648 -00
$3F64C -EAEAEA
$3F650 -00EAEAEA


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)
Gavin

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Posted on 07-30-04 05:04 PM Link | Quote
Originally posted by drjayphd
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?


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
drjayphd

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Posted on 07-31-04 04:56 AM Link | Quote
OI. Know anything about that format, then? Or am I gonna have to poke and prod myself? (flogs Square, just out of principle)
Gavin

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Posted on 07-31-04 05:22 AM Link | Quote

$AD9D A9 LDA #$7A
$AD9F 8D STA $4004
$ADA2 A9 LDA #$9B
$ADA4 8D STA $4005
$ADA7 A9 LDA #$20
$ADA9 8D STA $4006
$ADAC 4A LSR A
$ADAD 8D STA $4007
$ADB0 85 STA $7E
$ADB2 60 RTS


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
Dr. Mario

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Posted on 08-12-04 12:13 AM Link | Quote
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?
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Posted on 08-12-04 12:18 AM Link | Quote
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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Posted on 08-12-04 12:24 AM Link | Quote
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)
Dragonsbrethren

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Posted on 08-27-04 08:55 AM Link | Quote
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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