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05-08-24 11:04 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Final Fantasy 1's Starting Position New poll | |
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Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6293 days
Last view: 6289 days
Posted on 03-22-06 07:50 PM Link | Quote
That's what I did *smacks* I couldn't remember for the life of me: it would've helped you out faster.

This is what I did, and it can make a pretty interesting story line: once you blow the canal up, you can't pass it. Nice for a one-way-trip, eh
DF Ash

Goomba


 





Since: 03-16-06
From: United States

Last post: 6488 days
Last view: 6488 days
Posted on 03-23-06 03:15 PM Link | Quote
Exactly! At least, not until much, much later in the game...

Coneria Castle is redesigned and repopulated, the first town is mapped out and populated, the first two bosses (well, scripted battles anyway) are set, the dialogue is rewritten and the overworld map is partially redrawn! That's still not even a tenth of the work that'll eventually go into it, especially with the class and spell rewrites, but right now someone could play for perhaps half an hour or so and it'd actually be a coherent game.
Rockman

Shyguy


 





Since: 03-10-06

Last post: 6365 days
Last view: 6298 days
Posted on 03-24-06 12:37 PM Link | Quote
Okay DF Ash! I did it! It was a piece of cake!

If you want to start the game at Coneria Castle 2F, just go to offset 3C466, and put the following bytes in:

4C 6D C9 EA

There you go! Have fun!
Disch

Red Cheep-cheep


 





Since: 12-10-05

Last post: 6568 days
Last view: 6568 days
Posted on 03-24-06 01:35 PM Link | Quote
Beware of the Warp Stack!

If you move the start position off of the overworld map, you must have that map using exit teleports! You cannot exit the map with a 'warp' style teleport tile. This is okay for Coneria Castle because it doesn't use any warp style tiles (because you can also teleport there from the ToF -- Warp tiles would screw it up and teleport you back there when you meant to go down stairs).

Just a warning if you decide to change which map you start on.
dormento

Red Goomba


 





Since: 11-18-05

Last post: 6441 days
Last view: 6288 days
Posted on 03-24-06 06:08 PM Link | Quote

Okay DF Ash! I did it! It was a piece of cake!
If you want to start the game at Coneria Castle 2F, just go to offset 3C466, and put the following bytes in:
4C 6D C9 EA
There you go! Have fun!


Cool

Now the king can give the clueless light warriors a proper mission briefing. Huzzah!

Beware of the Warp Stack!

I imagine EXIT would bring the party to castle Coneria, right? Or would it outright crash?
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6475 days
Last view: 6475 days
Posted on 03-24-06 06:10 PM Link | Quote
I might use this in my hack as well, if I ever get anywhere near finishing it that is.
Disch

Red Cheep-cheep


 





Since: 12-10-05

Last post: 6568 days
Last view: 6568 days
Posted on 03-24-06 07:02 PM Link | Quote
Originally posted by dormento
I imagine EXIT would bring the party to castle Coneria, right? Or would it outright crash?


Probably not. I would assume that casting exit just takes you to the top of the warp stack (the last place you were on the overworld). If you cast exit before you ever reach the overworld (like in Coneria Castle before you exit it) then you'll probably get teleported to semi-random coords on the overworld. If the game doesn't lock up or crash (I doubt it would).

(note: not tested -- this is just an educated guess)
DF Ash

Goomba


 





Since: 03-16-06
From: United States

Last post: 6488 days
Last view: 6488 days
Posted on 03-24-06 07:22 PM Link | Quote
That should be fine, though, as there's no way apart from cheating that a party could have exit or warp to use at that point in the hack, and the game's arranged so they can't go back there later. However, I can't get it to work at all. If I edit the bits in Goldfinger, the game jumps to a glitched version of the Castle of Ordeals 1F, and then jumps into a totally glitched screen if you move. If I edit the bits in Translhextion, the emulator just says the file's invalid. I've tried using a totally unaltered copy of the rom, and editing away every staircase and warp tile, but the results are the same...
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6475 days
Last view: 6475 days
Posted on 03-24-06 07:25 PM Link | Quote
Sounds like you're inserting bytes rather than overwriting, I forget what key changes it in Translhextion because I haven't used it in about a year.

Edit: Rockman must've made a mistake, I'm starting in a glitchy Trial Citadel as well.


(edited by Dragonsbrethren on 03-24-06 06:28 PM)
DF Ash

Goomba


 





Since: 03-16-06
From: United States

Last post: 6488 days
Last view: 6488 days
Posted on 03-24-06 07:29 PM Link | Quote
I'm not sure either (I turned the option off and it appeared to overwrite them, but the "invalid file type" thing came back), but GF overwrites bytes by default, and it comes up with the glitched Castle of Ordeals. I'll keep trying...
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6475 days
Last view: 6475 days
Posted on 03-24-06 07:32 PM Link | Quote
^ See my edit.
DF Ash

Goomba


 





Since: 03-16-06
From: United States

Last post: 6488 days
Last view: 6488 days
Posted on 03-24-06 07:37 PM Link | Quote
It must just be a location-bit typo, since he did successfully change the starting position to a submap. My thanks in advance to Rockman for figuring this out, and to Disch for the warp/teleport information.

(Edited because a typo made that last sentence look like gibberish )


(edited by DF Ash on 03-24-06 06:43 PM)
Rockman

Shyguy


 





Since: 03-10-06

Last post: 6365 days
Last view: 6298 days
Posted on 03-25-06 03:06 AM Link | Quote
I turned on the game, and when I started, yes it did take me to a different castle, and things were glitchy. I experienced this while attempting to do the ASM hack. However, I reset and started a new game several times, and it took me where it should take me, to the Coneria Castle 2F. I don't know what is causing it to take you somewhere else. It shouldn't be doing that. But, if you guys have entered the bytes I posted, try starting a new game a few times. For the most part, it should work. I don't know if it's because I have a different ROM version or not.
DF Ash

Goomba


 





Since: 03-16-06
From: United States

Last post: 6488 days
Last view: 6488 days
Posted on 03-29-06 09:30 PM Link | Quote
Well, if I remove all the warp tiles, the castle does act like a normal castle, and it could be remapped to put the heroes in the right spot. But there's a menu screen glitch that appears in the top right corner... :/
DF Ash

Goomba


 





Since: 03-16-06
From: United States

Last post: 6488 days
Last view: 6488 days
Posted on 04-02-06 08:56 PM Link | Quote
Work on the hack continues, several towns and sidequests established, and the hack's deep enough now to start factoring in character changes... which leads to a hopefully easy question. Does FFHackster or another utility allow the levels of a magic spell to be changed, so that CURE is level 3 or EXIT is level 1 (examples given are not part of my actual plan!). FFBytes doesn't say which bit controls the spell's level, and it may be that there's no way to change it, that the code just reads them in blocks of 8. But if there's a way to shuffle the spell levels around, I'd appreciate the help!
Disch

Red Cheep-cheep


 





Since: 12-10-05

Last post: 6568 days
Last view: 6568 days
Posted on 04-02-06 09:07 PM Link | Quote
Originally posted by DF Ash
FFBytes doesn't say which bit controls the spell's level, and it may be that there's no way to change it, that the code just reads them in blocks of 8. But if there's a way to shuffle the spell levels around, I'd appreciate the help!



Bullseye. The spell level is the Spell ID number / 8.

If you want to shuffle the spells around, you'll have to re-arrange them so that the spells you want to be level 1 are the first 8 on the list, and so on. Hackster doesn't really have an easy way to automate this, however if you go in with a hex editor it should be pretty quick to copy/paste the spells stats over. That should take care of everything but the spell names, which you could use Hackster to edit afterwards.

But I'm afraid there's no easy way around the 8-spells-per-level limitation. At least not without some moderate asm rewriting.
DF Ash

Goomba


 





Since: 03-16-06
From: United States

Last post: 6488 days
Last view: 6488 days
Posted on 04-03-06 08:28 PM Link | Quote
I thought it might be. Still, the magic system's being revamped so much that, even using FFHackster to change and rename all the spells, it won't be much more work than I'd planned on. Thanks for your help... and thank you for making FFHackster in the first place. There's no way I could've ever done any of this without it (and, even if I somehow had, the time frame for this hack without its help would be years)!

(Edited twice because I'm a stickler for grammer...)


(edited by DF Ash on 04-03-06 07:30 PM)
(edited by DF Ash on 04-03-06 07:35 PM)
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6475 days
Last view: 6475 days
Posted on 04-04-06 12:28 AM Link | Quote
Originally posted by DF Ash
(Edited twice because I'm a stickler for grammer...)


The irony is you spelled grammar wrong
DF Ash

Goomba


 





Since: 03-16-06
From: United States

Last post: 6488 days
Last view: 6488 days
Posted on 04-04-06 08:45 AM Link | Quote
The typo gremlins made me do it...
DF Ash

Goomba


 





Since: 03-16-06
From: United States

Last post: 6488 days
Last view: 6488 days
Posted on 04-09-06 01:48 AM Link | Quote
I do have one strange issue, though. When I try to modify maps like the Dwarf Cave or Elfheim, the warp tiles leading out of the area just say "Cardia" (the first Cardia Islands), and there are no warps corresponding to getting out of those towns. So far I've been using the unused Exits to get the player out of them, but I'm down to the last two exits, and the game's not even 1/8th the way through. How does the game normally get the player out of a town when they leave?
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