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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - FF Hacking FAQ/Running Q&A | |
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Don Killmi

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Posted on 10-06-05 10:12 PM Link | Quote
Nice info Sliver X.
One thing i would like to know is if you (by you i mean all you DXOII people) had to edit several different places to have just one working character? I mean, the info is scattered through the ROM or is it just a few addresses (with the number of working characters)?
Gavin

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Posted on 10-07-05 10:50 AM Link | Quote
Originally posted by Don Killmi
Nice info Sliver X.
One thing i would like to know is if you (by you i mean all you DXOII people) had to edit several different places to have just one working character? I mean, the info is scattered through the ROM or is it just a few addresses (with the number of working characters)?


I suppose I can answer that question, as I've been doing the hacking to limit the game to a single character. And unfortunatly, the data is really scattered througout the rom. Basically any place where you interact with the characters, there is a separate set of code or a loop that acts upon each character (be it saving options, displaying sprites, attacking in battle, et cetera).
Celice

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Posted on 10-19-05 04:30 AM Link | Quote
I've been experimenting with both the battle TSA and the bridge, but I haven't been able to figure this part out: Is there a "pointer" to each tile to use a certain pallete? The only way I can really describe what I mean is when one removes the divider in battle, there's the old black and white pallete left behind, even when you change the tiles to correspond with the normal background. I know you can change it, but what I don't is if that change is the "pointer" I'm looking for. If so, can I safely assume all TSA for this game follows?
Gavin

Fuzzy
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Posted on 10-19-05 02:37 PM Link | Quote
0x3F410 to 0x3F44F (0040 bytes) - Battle Screen Attribute Data

To understand the fundamentals of Attribute Tables and Attribute Data, check some of the documentation from NES Dev (now in new and prettier formatting if plain text is boring)
Celice

Keese
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Posted on 10-19-05 06:54 PM Link | Quote
That ehlped me a lot. Thanks Gavin, and good work on your recent team hack.
biejor1

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Posted on 10-21-05 05:49 PM Link | Quote
Hmmm.. the learning curve for assembly stuff may be greater than I want to spend right now for this hack.

XXX(US) via paypal to the first person to create a working ips patch with (only):
- The "B button dash" functionality
- Full support for 5 letter (or more) character names
- Extended battle screen background
CANCEL THIS REQUEST - I AM POSTING IT ON MAIN BOARD

All of these are in this forum thread. Reply with contact data if you don't have webspace to upload to.


(edited by biejor1 on 10-21-05 08:51 AM)
(edited by biejor1 on 10-24-05 08:19 AM)
(edited by biejor1 on 10-24-05 09:47 AM)
Don Killmi

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Posted on 10-21-05 10:33 PM Link | Quote
Wtf? I posted the entire routine, you just need to setup a bp to reads to $34 (i think) and go from there...
It's really easy.
I have a rom with the common improvement hacks already inserted (5 letter names, extended battle bg, etc...) so i don't need to do it every time i start something different. You should consider it. No ASM knowledge is required at all to do these hacks, the docs that come with ff improvement/remix/whatever have all of this in detail. You just need to fire a hex editor anb enter the data...
biejor1

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Posted on 10-22-05 11:37 PM Link | Quote
I understand it is probably easy. I have been using Translhexion and FCEUXD to make some other hacks. http://jordanbieber.proboards38.com/index.cgi?board=classicgames Maybe I just don't know the sequence of options or something but I haven't figured out how to implement the routines you posted into the ROM. I realize I am being a quasi-newbie and not putting the effort into finding out. Any good tutorials out there?

Hey if you have a baseline patch as described that would be cool too.


(edited by biejor1 on 10-22-05 02:40 PM)
Grond

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Posted on 10-28-05 09:34 AM Link | Quote
Hey guys, is it just me or does Disch's Water Hack mess up the B-select map for anyone else? You can see the undesirable effect here. It's a really cool patch otherwise; you can get an idea how it'll look in the next version of FF++ here. Anyway, if Disch or anyone else knows how to fix that it would be appreciated. Or alternately, if someone could figure out how to just deny access to the B-select map altogether, that would be a decent fix.
-
Don Killmi, concerning your B-dash hack--
I downloaded x816 and assembled your code with it, and I got the byte sequence:
A5 20 29 40 D0 05 A9 01 85 34 60 A9 02 85 34 60
and I put it over the existing code at $3d6d7. Is that the wrong place? 'Cause it doesn't work for me. Oh well, I fail at ASM :/
-
Also, some offsets I've found that I haven't seen posted anywhere else:
$2de31 : change hit% cap (default is 200). Altering this may have side effects; I haven't tested it thoroughly.
$27f90 : this 128-byte block of data determines which tiles use which colors on the B-select map screen. The order they're in corresponds exactly to the way they are shown at the bottom of FFHackster's overworld editor.
00 - color1 04 - color1 (flashing)
01 - color2 05 - color2 (flashing)
02 - color3 06 - color3 (flashing)
03 - color4 07 - color4 (flashing)
Celice

Keese
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Posted on 10-28-05 09:42 AM Link | Quote
That happened to mine as well. But for me, it's not that important
Gavin

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Posted on 10-28-05 03:43 PM Link | Quote
Although I'm assuming not many people, if any at all, will be able to answer this question, I'll ask it anyway in hopes of finding someone else involved in detailed disassembly of Final Fantasy 1. Basically I have been doing a lot of modification of existing code and luckily a lot of the hacks have needed -removing- of certain features or otherwise altering code that does not need to be expanded. Some of the more complex hacks absolutely need extra space that the rom just does not provide. Such is romhacking/life. However due to the nature of some of my hacks, there are routines that are no longer being utilized by the game that I can NOP out and fill with my own data. The problem is that these routines exist in various banks scattered throught the rom. To effectively utilize them, I need to call FF1's generic bankswapping routine (LDA #${bank_number}, JSR $FE03) to access the new code. However the code I'm calling the bankswap from exists in the"PRG-ROM Lower Bank" ($8000-$BFFF) which means that when I call the bankswap routine, the new bank will be in place of the old code and will be an area I have no control over, as it is a vital routine. That means I need to find free space in routines in the so-called "PRG-ROM Upper Bank" ($C000-$FFFF) which is a "static" area that is never bankswapped by the game and can be accessed from anywhere in the rom at any time. What I'm really looking for are pieces of disassembly that people have identified in the upper bank of the game, meaning any routines or data at or above $C000. If anyone would be able to post their findings of routines above this, it would be greatly appreciated. I would then be able to identify which routines our hack still needs and if I can use that code for my bankswapping purposes.

Although I realize that I might be one of maybe 5 people who have notes on what I'm looking for, here's hoping that I will be readily proved wrong.

Also, as somewhat of an aside, I woud like to point to the Final Fantasy I page over at datacrystal.org (who's contents I am also mirroring at wikiram, just because it's silly to not share the data considering it just requires a copy/paste). I would like to encourage anyone with free time on their hands to comb through this thread and deposit the data into the page I have seeded with a small portion of my personal notes just to get the ball rolling.
Don Killmi

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Posted on 10-28-05 06:57 PM Link | Quote
A new version of ff++! That's my favorite hack!

Don Killmi, concerning your B-dash hack--
I downloaded x816 and assembled your code with it, and I got the byte sequence:
A5 20 29 40 D0 05 A9 01 85 34 60 A9 02 85 34 60
and I put it over the existing code at $3d6d7. Is that the wrong place? 'Cause it doesn't work for me. Oh well, I fail at ASM :/


I'm really dormento :p

Set a BP for writes to $34 (the address which stores the walking speed). You should find an occurance as soon as you try to move in any direction while in the map.
Instead of setting the speed there (i think it is lda $34, 01) put a JSR to the new routine, at $D6C7.

Assemble the following routine:
.org $D6C7 ;assemble code to run at this (CPU) address
.mem 8 ;setup accumulator and index regs for NES code
.index 8

LDA $20
AND #%01000000
BNE bdash
LDA #$01
STA $34
RTS
bdash:
LDA #$02
STA $34
RTS
-------
Then test. The problem is that i don't have the space to check (and i don't know how) if the player is in overworld map mode.

Grond, i also have a class change system. You can change between 6 classes individualy for each character. Putting it to work for 12 classes would be easy, i think, but the stat growths between 0-6, 1-7, 2-8 etc. would be shared. PM me if interested

I am also working on some special places in the game. I am trying to make more themed areas, like a volcano where the pallete used for the lava animates between a quasi yellow and a orange/red tone. I'm also making a "shrine of forgetting", a place where you go to forget your spells.
As Gavin said, there's so any cool ideas we can do, but there's no space for everything. I'm don't know jack about expanding/changing mapper, but it would rule to have more space to work with.
Grond

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Posted on 10-29-05 08:36 AM Link | Quote
Holy crap, I got B-dash to work now! Thanks. I don't know why I couldn't figure that out on my own. Guess I need to study more Also, I don't mind being able to dash on the world map; it's fun.

That class-change system of yours sounds cool, but I doubt I could use it personally.

Those other ideas sound great, too! I hope to see them in action someday.
Don Killmi

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Posted on 10-29-05 07:11 PM Link | Quote
Hey Grond, your hack rules :p It is is my favorite. In some parts, it doesn't even looks like a NES game anymore, and that I would be honored to participate in your project, even if only doing small hacks here and there :p

You really got it to work? Do you remembered to remove all the other jumps to this routine (for example, when you press 'A' when inside town)? If not, you will walk a step every time you press 'A' while inside a 64x64 map (the buzzing sound is invoked at the start and end of opening dialogs).

If you have any difficulty whatsoever, i made a small IPS i can send you. I just didn't because I am a lazy bum.
If you still want it, just post here and i will send you an email. I can't host.

And afaik, the b-dash as it is doesn't affect encounter rates, in fact you encounter the same quantity of monster. It is determined by steps, and not time.
You can evem mess with the speed, but anything above 04 (i think) will yeld graphical glitches.

Grond

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Posted on 10-30-05 08:33 AM Link | Quote
Hey, thanks. Actually I'm currently working on another FF1 hack with even better graphics than that one. It's an extension or expansion of FF++. The idea is to take your at-or-near endgame save file from FF++, rename it and load it up in the new hack where you'll find new dungeons, treasure, and strong new enemies to fight. I'm probably ~75% finished with it. I could maybe post a couple of screens here if you like, though I don't want to give away too much yet.

Yeah, B-dash seems to work fine, what little I've tested it; I think I removed everything that could conflict with it. I'll certainly be including it in all my future FF1 hack releases
Don Killmi

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Posted on 10-30-05 08:35 PM Link | Quote
Do you travel to another dimension or whatever? I thought about doing something like this sometime ago... The only places in common where the parts of the world that hadn't been engulfed by the ocean (the northern ice melted because of a big ass bombardment).

If you ever need help, be it in the form of small hacks or ideas, please contact me
I'de more than willing to help.
Disch

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Posted on 10-30-05 08:48 PM Link | Quote
Kind of off the subject... but since Grond is here, I figured I'd take this opportunity.

Grond: in your next hack.. please don't break the header The last few bytes are reserved -- they're not advertising space. ;P


But yeah... FF++ rocks.
Grond

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Posted on 10-31-05 08:36 AM Link | Quote
Dormento, I'll probably make it something like that, since I was planning on making a new world map (though it will probably have some features in common with the regular map, otherwise yourself and your ships could appear on a mountain range or something when loading your old save...)

Hehe, Disch, you're right of course. I really shouldn't do such a thing. You've broken me of breaking the ROM! Future releases of mine won't use custom palettes either.
Dr. Mario

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Posted on 11-02-05 08:28 AM Link | Quote
I got a question that I would normally be able to answer myself, but my brain has been fried all semester. I made new GFX for the bridge scene, and I'm trying to re-arrange it all so it will make the pretty picture I'm going for, but I can't figure out where the data starts for me to edit. can anyone give me a hand?

Here's a concept of what it will look like:

That's not exactly what it will be, but that's just the general idea.
Lenophis

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Posted on 11-02-05 08:36 AM Link | Quote
Originally posted by Grond
Hey guys, is it just me or does Disch's Water Hack mess up the B-select map for anyone else?

From the man himself, "Disch: the routine is too slow."
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