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04-27-24 09:12 PM
Acmlm's Board - I3 Archive - - Posts by srothroc
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srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 04-27-06 03:19 PM, in Final Fantasy (1/Classic) Hack Basics Link
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!
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 04-27-06 06:04 PM, in Final Fantasy (1/Classic) Hack Basics Link
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)
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 04-27-06 07:50 PM, in Final Fantasy 1's Starting Position Link
Originally posted by Rockman
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!


I'm curious - how did you find that out? I'm trying to figure out this exact same problem for a hack I want to work on, but I'd (presumably) have to specify completely different values if I was remaking the maps, right? How would I find out the values for the tile I wanted to start at after I'd remade the maps?
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 04-27-06 09:43 PM, in Final Fantasy (1/Classic) Hack Basics Link
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!
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 04-27-06 10:00 PM, in Final Fantasy (1/Classic) Hack Basics Link
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.
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 04-27-06 10:22 PM, in Final Fantasy (1/Classic) Hack Basics Link
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?
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 04-28-06 12:23 PM, in Final Fantasy (1/Classic) Hack Basics Link
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)
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-06-06 03:54 PM, in What game would you really like to see a translation of... Link
I'm willing to try translating something as long as all I have to do is translate, since I have absolutely no clue about how to rip text, mess with tables, and reinsert it...

Just a random note that may or may not be off-topic.
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-13-06 01:23 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
My friend and I have been playing this for the last few hours now -- just like everyone else in the first few pages, we're at a loss about the bombs. It's pretty annoying to go past tons of things you can use bombs on and have no clue where to get the bombs at.

One real bug we've encountered is that if you grab a weapon power-up and your weapon count is less than max, the new max becomes the current count + 5 rather than the old max + 5, which Super Metroid does. So if you have a max of 5 missiles, go get the power up when you have 2 missiles, your new max is 7 instead of 10. I haven't seen this mentioned anywhere else.
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-13-06 03:43 PM, in Vertical control in SMW? Link
This is probably a problem with a simple fix, but it's been frustrating me.

How do I make a horizontal level such that there are obstacles that are high enough that you cannot fly over them? Is this even possible? There's a finite ceiling for objects, but Mario can jump over that ceiling and thus over the object (such as a cement block wall).

If there is no actual way to do this, then it seems that the solution would be to simply design the level such that Mario cannot physically reach those locations, but it would be nice to know how to do this if it's possible.

I've checked over the forums, checked SMW Central, no luck. Google turned up a bunch of dead links for 'guides'. Any help would be appreciated.

Thanks!
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-13-06 04:28 PM, in Vertical control in SMW? Link
Thanks for the help! My friend and I have been trying to design a few levels, but we keep getting stuck because we conceptualize levels that are largely square in nature as opposed to rectangular in one of the two dimensions... so we've been building levels where it's entirely possible to jump over and into areas of land or blocks that we hadn't intended it to be possible in.

I guess we'll just have to learn to design our levels a bit better.
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-14-06 07:15 PM, in Disappearing 1-ups/3-ups? Link
This is probably something stupid on my part, but it's starting to puzzle me. How do I put 1-ups/3-ups in a level such that they can be collected multiple times? For example, a player goes into the level, sees a 1-up on a ledge, gets it, then dies -- when he comes back, that 1-up is no longer there, but I'd like it to be.

Additionally, sometimes I've noticed that if there are multiple 3-ups in a level, if a player collects one of them and dies, then none of the others are in the level either. Is this my fault somehow? Easy fix? C'est la vie?

Thanks for the help in advance.
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-14-06 07:36 PM, in Disappearing 1-ups/3-ups? Link
I'd like them to reappear because they're at useful places in the game where the going gets tough, and also because it just doesn't seem like there's any reason for them to disappear.

More important is the problem I have where if one 3-up is collected, the rest disappear when the level is reloaded. That's just unfair -- for the rest of the 3-ups to disappear without having been collected.
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-15-06 04:43 PM, in Disappearing 1-ups/3-ups? Link
Thank you kindly! I never thought about trying that... learn as you go, I suppose.
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-16-06 06:13 PM, in Music Question Link
Not to hijack the thread or anything, but is there a way to do this with any piece of NES music? For example, if I wanted to rip a theme from Crystalis or Contra and use it to replace one of the themes in SMW, could I do that easily?
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-16-06 08:45 PM, in Message box problems... Link
You're apparently allotted two message boxes per level, according to LM. I thought a neat way to get around this would be to have a stage that actually used two levels, with a pipe to transition between them, so that the stage would then have four available message boxes.

Apparently I thought wrong -- after using the pipe to go to the second half of the stage (in a different level), the message box was the same as the corresponding message box for that X coordinate in the first half of the level.

Is there something I'm doing wrong here or is this just not possible?

Thanks again in advance!
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-17-06 06:35 PM, in Message box problems... Link
Originally posted by Remoga Sanctum
I think that method should help.


What method? You just described the same problem I'm having, not a solution.
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-17-06 06:48 PM, in Level design philosophy... Link
This may be a bit of a "noobish" question, but I was wondering what everyone here thought of level design in terms of difficulty. My friend and I are working on what I think is an interesting game idea (though everyone says this, I'll bet), and one of the things we're having problems with is balancing the game so that it's not just wickedly difficult, but actually FUN to play.

It's targeted at people who've actually played and beaten the first game with 100% completion, so we don't think we're setting our sights too high; it's just that we've come to a point where we're wondering how difficult a level should be before we tone it down.

I thought about posting here because of the results of the Super Metroid hack in the other forum -- people were complaining that it was too hard, that the tweaks were ridiculous, that it wasn't a game for people who were looking for another Super Metroid game, but rather, a game for people who were Super Metroid freaks and spent time bugging out the game to find every single little thing they could exploit.

To pose the question in a more practical way -- how many times can a player die in a level before it should be tweaked a bit? Are one-up farm levels a viable solution to this? A game of levels so hard that you're EXPECTED to die quite a few times before you can beat it -- is this really that fun to play?

Many of the worlds in Super Mario World are incredibly easy to play and beat. My friend and I have both been beta-testers for another friend's hack, which is incredibly, incredibly hard. I'd probably go so far as to say that it will be one of those hacks that's aiming for the Mario fanatic. I'm afraid this might have skewed our perceptions of 'acceptable difficulty', so I'm interested in hearing what everyone else has to say.

Sorry about the long-winded post.
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-17-06 08:15 PM, in Level design philosophy... Link
Wow, I really appreciate the time you've taken to write all of that! I'd always been of the opinion that 3-up moons should be a reward for exploring all the corners of the level -- if there's a hidden section that requires some thinking and/or skill to get to, it should have a 3-up moon. However, if there's a three-up moon in every level, I guess that makes things a bit different...

Insightful, though!
srothroc

Red Paragoomba


 





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

Last post: 6296 days
Last view: 6282 days
Posted on 05-18-06 06:07 PM, in Super Mario's Journey DEMO! DOWNLOAD HERE! Link
Originally posted by cory21391
3. I've never had any problems WHEN I TESTED IT at the switch palace pipe. It always worked with me. I used snes9x, the latest windows version.


It might just be me, but when you're soliciting other peoples' opinions on your demo, it might be a good idea to look into their bug reports instead of insisting that it works fine -- otherwise, what's the point of having someone else test it?
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Acmlm's Board - I3 Archive - - Posts by srothroc


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