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05-08-24 12:42 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Final Fantasy (1/Classic) Hack Basics New poll | |
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srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6306 days
Last view: 6293 days
Posted on 04-27-06 03:19 PM Link | Quote
New to the forums - sorry if I step on any toes here. I found the forums while googling some basic information about Final Fantasy 1/Classic hacks. I have and have played around with most of the FF tools available at Zophar's, so I have some passing familiarity with them. Unfortunately, I've never really worked with ROM hacking before, and it seems to be completely different from knowing how to program since everything is in hex.

Of course, to you experienced hackers, that last sentence probably sounds like complete foolishness. "Duh, of course it's different!"

In the course of my googling, I found a thread from (apparently) the old version of this forum, which was supposed to have had a bunch of basic tips and knowledge about editing the first Final Fantasy game - unfortunately, it was a dead link and google didn't seem to have a cache of it available.

While the thread about changing starting position has been helpful and interesting, I have to admit that some things leave me confused, especially the bits about changing hex values. I'm not sure how you find the ones to change, though I have some idea about how you change them.

I suppose I should get to the point and enumerate the more pressing questions I have -- thanks in advance!

1. How do you change the text of the introduction story screen? Is it possible to put sprites in there?

2. I've seen FF1 hacks that allow names longer than four characters - how is this done?

3. If I wanted to skip character selection entirely and start with one character of a predetermined class, and have that character collect a party throughout the course of the game (a la later Final Fantasy games), is this possible? Feasible? Foolish?

4. Are there any basic FF hack tutorials out there that list the answers to these questions and more that I probably haven't even thought of asking?

Thanks again! I appreciate your patience!
The Onyx Dragoon

150








Since: 11-17-05
From: Somewhere between Mars and Jupiter, Sitting on an Asteroid

Last post: 6292 days
Last view: 6289 days
Posted on 04-27-06 05:43 PM Link | Quote
First, let me post this, a thread started by Kefka a while back.

To answer the first question, yes, it is possible to put sprites in the intro screen. DXOII has the main logo in it, so I'd suggest contacting Sliver-X on how to do it. Changing the text would be best done with a .tbl table file in a hex editor. I think FFHackster provides one, but I'm not sure.


(edited by The Onyx Dragoon on 04-27-06 04:45 PM)
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6306 days
Last view: 6293 days
Posted on 04-27-06 06:04 PM Link | Quote
Thank you kindly! It looks like that is indeed the kind of thing I was looking for, though I'll have to read it thoroughly. Thanks again.

Edit: It looks like a bunch of useful documents were linked from http://www.vgsites.com/rom_hacking/Final_Fantasy_1/ -- which no longer exists. I don't suppose anyone has these saved or mirrored somewhere?


(edited by srothroc on 04-27-06 05:11 PM)
Karadur

Red Paratroopa


 





Since: 11-22-05
From: Chatham, Ontario, Canada

Last post: 6532 days
Last view: 6532 days
Posted on 04-27-06 06:35 PM Link | Quote
You could try looking here. I ran the URL you posted through archive.org, which came up with this, but unfortunately, the only working link I was able to find there was for "FF1MapCompression.txt". The files in the "FFBytes_Docs" folder look to be the same as can be found on the first page linked to, so hopefully you can get what you need from there.

Good luck
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6306 days
Last view: 6293 days
Posted on 04-27-06 09:43 PM Link | Quote
I've read over that thread and the documents I could find (including FFBytes!), so thank you again!

Now I guess I'm just pending a response to my starting position question in the other thread, and I'll be ready to get off to a rocky and slow start!
Sliver X









Since: 11-22-05
From: Panicus

Last post: 6298 days
Last view: 6296 days
Posted on 04-27-06 09:53 PM Link | Quote
The title screen in DXOII is a kludge; it's really text, but since there is only one weapon type, etc, I had a lot of free tiles to use for it. You are also limited by the DTE routine, since any value (above?) below $80 will be a DTE string, and not the corresponding tile to that value. Another limiting factor of this was lack of space, due to having to use a ton of blank spaces to make the strips of the logo align vertically.

So yes, it is possible. Easy? Not at all.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6306 days
Last view: 6293 days
Posted on 04-27-06 10:00 PM Link | Quote
I guess that limits that. It was just a flight of fancy, in any case.

Three more things that I've raised some curiosity about while working some more on mapping things out before I start committing to ROM changes - one, is there any practical way to do automated sequences in FF1? For example, story sequences where the character has no interaction? Two, if you lock character name selection so that the player is not allowed to create names, is it possible to then use the space saved for the letter/punctuation menu to store other data? Three, when editing class sprites, is FFhackster the best/most convenient tool to use, or is there something else floating around? I'm just wondering for the sake of having a more varied color palette.

I suppose a fourth question would be this -- is there an IRC channel around associated with the ROM hacking community? I've found links for a few, but none of them are still up (or rather, the servers aren't up), so... any help? I'm actually in #shit right now, on daNET.
Disch

Red Cheep-cheep


 





Since: 12-10-05

Last post: 6568 days
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Posted on 04-27-06 10:17 PM Link | Quote
Originally posted by srothroc
one, is there any practical way to do automated sequences in FF1? For example, story sequences where the character has no interaction?


"practical"? No.

Since there are no such sequences in the game, you'd have to write the routines for them yourself. A pretty significant task.


Two, if you lock character name selection so that the player is not allowed to create names, is it possible to then use the space saved for the letter/punctuation menu to store other data?


Technically yes... but not in the way you're probably thinking. You can't put a new class there ... or more maps or something (at least not without heavy code changes). In fact, using free ROM space for other stuff can be a pretty advanced topic. The most practical/simple use you might be able to get out of the freed space is room for more text -- but using it would require manual pointer changing and would hinder or break how Hackster edits the text. Plus... it's probably not even in the right bank... so it might not be a simple/practical job anyway.


Three, when editing class sprites, is FFhackster the best/most convenient tool to use, or is there something else floating around? I'm just wondering for the sake of having a more varied color palette.


You can always use a generic tile editor like YY-chr or Tile Layer Pro. But you're not going to get any more colors, nor will you be able to "reshape" the graphics via any editor.

The palettes are editable in hackster -- just double-click on the color. But be warned that the classes all share the same palette! (this is a restriction in the game -- not in the editor). The NES allows for 4 palettes for sprites... each sprite can only use 1 of the 4, and there can only be 4 loaded. In Final Fantasy... two of those palettes are used for classes (meaning all twelve classes share the same two palettes -- the red/white/skin palette of the Fighter, and the Blue/Brown/Tan palette of the Black Mage). Another one of the palettes is used for the "finger" cursor -- as well as for sprites which are turned to stone. And the last palette is used for the weapon and magic animation sprites.

Hackster lets you assign any of those 4 palettes to any class -- as well as edit them. Though keep in mind that changing the cursor palette will affect the on-screen cursor as well as characters turned to stone (and giving classes that palette will also have other weird effects... such as them not "fading out" when you stay at an inn). And using the weapon/magic palette will have very bizarre effects... making the characters change colors several times during a the fight!


I suppose a fourth question would be this -- is there an IRC channel around associated with the ROM hacking community?


Well.... there's #rom-hacking on irc.esper.net where a few ex-rom hackers hang out (maybe a handful of active ones too -- I think DahrkDaiz is the only one really hacking any more)... though it's not really about rom hacking any more and I doubt people will help much =P.
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6306 days
Last view: 6293 days
Posted on 04-27-06 10:22 PM Link | Quote
Wow - thanks a ton, Disch. I think you've answered everything I'd asked, and more I didn't think to ask at the time. I feel pretty stupid for not trying double-clicking to change the palette color, though the information about the four palettes is very useful!

Are the other sprites in the game independent of the four basic palettes? Or will I find, as I play through the game, that other sprites have changed colors as well, if I change the palettes?
Dragonsbrethren

440








Since: 12-01-05
From: New Jersey

Last post: 6475 days
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Posted on 04-28-06 08:21 AM Link | Quote
ROMhacking.net also has an IRC channel, I'm not a fan of chatting myself so I don't know how ROM hacking-related it is, but it's worth checking out:

irc.darkmyst.org
#ROMhacking.net


Are the other sprites in the game independent of the four basic palettes? Or will I find, as I play through the game, that other sprites have changed colors as well, if I change the palettes?


Each character class has two unique map palettes, you don't have to worry about all of them changing even though several are identical. Battle palettes are used in battle, reordering, shops, and any other place you see the battle palettes. Several monsters share palettes, but they are determined by the battle formations, rather than the monsters themselves (Meaning you can have one monster in several different colors if you so desire).
srothroc

Red Paragoomba


 





Since: 04-27-06
From: Chambersburg, Pa

Last post: 6306 days
Last view: 6293 days
Posted on 04-28-06 12:23 PM Link | Quote
Cool -- I'm actually in three different channels for this right now. One that's listed in the IRC forum, the one that Disch recommended, and the one that you recommended. It seems to be working out well in terms of keeping me distracted...

Anyone know anything about changing the starting position? Or rather, since I seem to know the location for changing bytes from the other thread, the method by which I can find a particular location on the overworld or "underworld" maps to put in there? Or am I missing something again?

Edit: Well, I've started working and decided to make the story less dependent on the starting location, but now I have another question: Does anyone know off the top of their head how to change the item text for the special items? I mean the text that shows up in the screen when you 'use it', IE, the CHIME says something like "'Made in Leifen' is stamped on the bottom..". I've looked through hackster and with a hex editor, no luck... unless I'm doing something wrong.


(edited by srothroc on 04-30-06 12:36 PM)
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