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lurid |
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Newcomer Level: 8 Posts: 1/8 EXP: 1788 Next: 399 Since: 04-14-07 Last post: 6232 days Last view: 6232 days |
Does anyone have some general tips on editing the nice storyline text? I mean the thing they show with the blue background, white letters, classic Final Fantasy prologue theme, first thing you see when you open the ROM...
I know stuff about searching, and I've even built my own table for the game. However, the text of the prologue doesn't appear to be all together in one place. I know Acmlm has done a hack in which he edited the text there (Final Fantasy Mario or something to that effect), so I know its possible. I'm just not sure how to go about it. If anyone could help me, I would appreciate it greatly. Thanks in advance. |
NightKev |
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Cape Luigi Level: 131 Posts: 381/4792 EXP: 26281742 Next: 142878 Since: 03-15-07 Last post: 3759 days Last view: 3671 days |
Posted by luridJust to clarify, FF1 right? ____________________ |
lurid |
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Newcomer Level: 8 Posts: 4/8 EXP: 1788 Next: 399 Since: 04-14-07 Last post: 6232 days Last view: 6232 days |
I've been reading some documents (this one to be specific). I knew Final Fantasy used DTE, so maybe this will be a good learning experience in DTE if it does, in fact use it.
Any other suggestions before I plunge into the ROM again? |
TheGreatGuy |
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Beezo Level: 49 Posts: 75/480 EXP: 833121 Next: 50762 Since: 03-15-07 Last post: 5792 days Last view: 5657 days |
I too drew levels on paper for a long time, and I screwed around in excitebike too. Then, I happened to find Zelda Classic, and stuck with that for a long time, making some games, some were crap, some weren't, all were lost when my computer crashed. I decided to search for something similar for either mario or final fantasy (forget which), this led me to the acmlm.overclocked.org site, from which I promptly downloaded every editor available and started screwing around immediatly(I had already been into emulation for about a year at the time so I had all the games I used to play on the NES already, ____________________ There are things I want to put here. Like a cool picture, my 8-bit theatre character test result, my MS and RO characters... But it's 12 AM, and I'm sleepy. |
HyperHacker |
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... Level: 73 Posts: 1136/1220 EXP: 3373433 Next: 112435 Since: 03-25-07 From: no Last post: 6116 days Last view: 6099 days |
He is, like many of us, much better at starting projects than finishing them. See also: my remote admin/system lockdown program, my media player, my replacement shell, my IM program, my Tetris Attack clone, my Metroid clone, my Zelda clone, my Game Boy PDA app, my Windows debugger, my web browser, my wallpaper sharing site, my BitTorrent client, my SMB1 hack, my SMB2 hack, my SMB3 hack, my Zelda hack, my Final Fantasy hack, all but one of my SMW hacks (which hasn't seen any development in ages, but hasn't officially been cancelled ), my automatic soldering machine... all old ideas that never got very far, or in some cases, didn't even get started. |
troopa pride |
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Koopa Level: 26 Posts: 30/117 EXP: 99771 Next: 2504 Since: 05-15-07 Last post: 5755 days Last view: 5592 days |
I have see a bit of fire emblem hacks floating around the internet lately.
Fire Emblem is one of my favorite franchises and I have always wanted to hack an rpg other than the overrated pokemon and final fantasy. I figured since Fire Emblem doesn't take much scripting crap, I should try it out. I went to google but failed to find any forums or tools and such relating to Fire Emblem 7 hacking. Anyone got info on Fire Emblem 7 hacking? I am sorry if I broke the rules by asking a question, but this is the only forum I can get general rom hacking information on. |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 69/247 EXP: 300859 Next: 7251 Since: 12-10-07 From: 480/85260 Last post: 4973 days Last view: 4631 days |
Here:
The Zeed Homepage The Zeed Project is a program that simply allows flat world games such as Final Fantasy IV to be trans-coded as to have an additional Z-Axis. (Thus "Zeed") I shelved this project back in mid-to-late 2007 due to problematics with memory consumption with the Zeed Engine. -edit- Here is Castle Baron in 3D via the Zeed artificially intelligent Terra-former: (Click to enlarge images.) ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 76/247 EXP: 300859 Next: 7251 Since: 12-10-07 From: 480/85260 Last post: 4973 days Last view: 4631 days |
If I do indeed ever continue the Zeed project. I had planned on adding image recognition in order to detect such features such as wall brick texture, and super-imposed wall ornamentation, in addition to even more sanity checks in the artificially intelligent Terra-former algorithm in order to allow a graphical rip of a level to automatically be trans-coded with an additional Z-Axis, without the need of the user mapping out contiguous floor altitudes and contiguous wall depths of tiles in provided source image.
Zeed, as-is, takes that scripted input along with a source image of ripped/quilted screen shots from in-game, and beyond that the Zeed artifically intelligent Terra-forming algorithm takes over upon the user saving the plotted regions as a CIT script, creating a sheet of unique tiles and procuring a voxel-mapped model of the 3D level known as a VIT script. From that point, the Zeed Engine can then load from the CIT + VIT scripts in order to allow the user to navigate the generated 3D level in first-person. The Zeed Engine automatically extra-polates the tile sheet the CIT produced to the correct dimensions for use as textures, in addition to simplifying the AI-generated VIT script data so that unused voxel surfaces (cube faces), of which are not part of the model, are reserved as undefined mesh information. Another change I intended to make upon continuing the Zeed project at Build Three, is simplifying the voxel infromation into sectors, rather than independent voxel surfaces. This means a floor or wall region that exists in a contiguous plane will be united as a single 3D element, in which textures are U,V,W mapped onto each of these super-surfaces. In addtion, I fully intend for the image recognition to be capable of realizing when an object such as a crest of arms is super-imposed on an already issued tile pattern, in order to create a mesh object that mounts onto the surface. This also means that curved walls, the base of which will be detected as an already existing floor surface texture, and the textures themselves will be reverse-projected in order to create a flat version for the tile sheet, of which would make use of curved sector surfaces in order to allow proper high-definition rendering superior to the as-is voxel method. The as-is voxel method in Zeed "Build Two, Patch 2", simply allots for the reconstruction of the level from 2D to 3D as if the tiles themselves were strictly popped-up Paper Mario style, without any additional mesh-redefinition. Zeed "Build Two, Patch 2" reconstructs hidden regions of levels on its own, using an embedded artificially intelligent Terra-forming algorithm based on how I, myself, would take the steps in my own mind, in order to decide what would actually occur in the non-visible portions of the 2D level. Not implemented in Zeed B2P2, is sanity checks for making sure textures for such make sense for the design of the 3D model, as Zeed B2P2 simply recycles the tiles displayed closest to the foreground for the first depth encounterd in the horizontal, Z-Axis, shaft of voxels. Posted by Kawa You may believe what-ever it is you want to believe. Just don't bawl your brains out when you have alienated everyone due to acting like a douche-bag. ____________________ NIHYFDTTMWTMR |
Kawa |
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CHIKKN NI A BAAZZKIT!!! 80's Cheerilee is best pony Level: 138 Posts: 830/5344 EXP: 31005661 Next: 657320 Since: 02-20-07 From: The Netherlands Last post: 4523 days Last view: 2658 days |
The worst part is that this is apparently supposed to work on games with the standard Final Fantasy perspective, and somehow adds depth to it.
Problem is that Castle Baron already has depth. You can see how tall the walls and how high from ground level the floors are. As well, there is information hidden behind things. Just about everything I've heard about you so far simply screams that you're an insane, stupid ass. I simply cannot imagine you writing a program that intelligently determines things, let alone detecting brick textures and ornaments. Edit: FOR FUCKS SAKE MAN! STOP REPLYING IN AN EDIT! YOU CAN AND SHOULD JUST HIT THE REPLY BUTTON YOU MORON! ____________________ Wife make lunch - Shampoo Opera - give it a spin Spare some of your free time? <GreyMaria> I walked around the Lake so many goddamn times that my sex drive was brutally murdered Kawa rocks — byuu |
RetroRain |
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Fuzz Ball Level: 66 Posts: 70/994 EXP: 2443153 Next: 18698 Since: 09-30-07 Last post: 1959 days Last view: 982 days |
Pretty cool work there jargon. I'm sure some Final Fantasy fans would be interested in this. ____________________ My YouTube Channel |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 77/247 EXP: 300859 Next: 7251 Since: 12-10-07 From: 480/85260 Last post: 4973 days Last view: 4631 days |
Posted by MathOnNapkins I was pretty sure it was included with the binary. Maybe I never bundled them. :| I thought I had though. Sorry for the edit, If they aren't bundled my backups might be corrupt. I started a fork called "Cataclysm", apparently when I forked the project, the Zeed "Build Two, Patch 2" and prior source codes got fouled somehow, due to an error on my part. I will try to get working source code back up as soon as possible, if it is missing that is. Sorry for another edit, didn't see Rockman's reply at first: Posted by Rockman Thanks, that means a lot to me. When I forked Zeed into Cataclysm, I accidentally deleted the unmodified Zeed source codes somehow by overwriting the archives on accident. (Media Plague Dot Com v2.xx) All Cataclysm was, was a mod of the artifically intelligent Terra-forming algorithm and CIT scripting interface portions, specifically for Zelda games. Zeed didn't work very well with many Zelda quilted screen shots, and thus I made a fork called Cataclysm to experiment with. Some time in late 2007, I ended up downloading the Cataclysm site on top of the Zeed back-ups by mistake. Meaning I might only have back-ups of the Cataclysm source, not the Zeed source possibly. I will have to buy laptop HDD enclosure next month in order to data-recover the Zeed/Cataclysm source codes, as the only computer I own powerful enough to debug Zeed/Cataclysm, is out for the count. So sorry, until I am able to get a laptop HDD enclosure and permission to develop using either my mom's or brother's desktop computer, it's a no go for data recovery. Worst case scenario, I will either have to reverse engineer each release of Zeed and undo the changes in the Cataclysm version of each release, or else make a new version called Zeed "Build Three" until I can find another way to do so. -edit- (Fixing typos galore.) ____________________ NIHYFDTTMWTMR |
jargon |
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Ninji Banned until 2010-10-15 for an utterly psychedelic posting style Level: 36 Posts: 79/247 EXP: 300859 Next: 7251 Since: 12-10-07 From: 480/85260 Last post: 4973 days Last view: 4631 days |
Posted by NightKev No, very inconvenient. Don't spam up my thread with sarcasm, thank you. Posted by KawaPosted by troopa pride troopa pride: Yes, as-is you feed it a screen shot that you script the regions of wall surface, and floor surface, along with cube altitude for floors, and then it uses the artificially intelligent Terra-forming algorithm to best-guess what the 3D level looks like, it does pretty well with the Castle Baron outdoors level from Final Fantasy IV Easy/Hard Type, however Zelda levels it does not perform so well. Main issue with Zelda games is things like trees and dungeon walls or anything that has floor thickness zero. Final Fantasy IV works fairly well for most levels. Mystic Quest works fairly well too. You don't provide the algorithm a game dump, just quilted screen shots of levels. In Zeed "Build Two, Patch 2", it is fairly more easy to select entire contiguous regions of similar tiles etcetera, and even assign properties to all the same imagery tiles in the quilted screen shot you feed the CIT program. The CIT editor portion is very much like ms-paint on steroids. Kawa: Please stop reverse-trolling/spamming my thread. -edit- BTW, I just remembered that one of my plans for a future build was the ability to Terra-form a prerecorded zSNES movie into both a 3D model sequence as both an AVI file and some source database of some as-yet undecided format. This means I would have to add sprite recognition, in order to better map out how multiple maps interconnect, etcetera. -edit- Here is illustrations of the default scripting and Castle Baron scripting for the Castle Baron quilted screen-shot as imported into the Zeed "TIT" Tile Integration Tool, for piping into the autonomous Zeed "CIT" Construct Integration Tool artificially intelligent Terra-forming algorithm: Default settings: (click to enlarge) Castle Baron settings: (click to enlarge) ____________________ NIHYFDTTMWTMR |
Legomen |
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Red Koopa Level: 28 Posts: 78/139 EXP: 129156 Next: 2182 Since: 05-19-07 Last post: 5625 days Last view: 5574 days |
never finished:
Nes: unnamed megaman 1 hack unnamed megaman 1 hack unnamed megaman 1 hack (again) Super mario: extra hard levels!!! (level desing is like hack called "air") Super mario 2: dark/nigth adventure Super mario 1 hack what name I cannot remember now Super mario: dangerous mission nes version (smb3 hack) Lame text hack of cheetahmen two "acsön 32" (lame text hack of action 52) unnamed adventure of lolo 2 hack ninja mario/super ninja whatever, simple smb1 hack whit someones maked gfx hack of final fantasy, nothing to say "inbossible super mario 1" Super mario bros 1 finlad translate, never finished becaus of f*** limit on words Snes: Too many smw hacks Game boy: unnamed sml2 hack Relased: Super mario: dangerous mission 1 Advenure of lolo remiX! Wip: Super mario: dangerous mission 2 Unnamed adventure of lolo 2 hack, maybe I'll name it to adv. of lolo remix 2 On ice: Super mario world finlad tran. Adventure of lolo game boy mix ____________________ Sorry for my bad english |
mrhomie |
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Newcomer Level: 4 Posts: 1/2 EXP: 215 Next: 64 Since: 06-09-08 Last post: 5823 days Last view: 5823 days |
Hello, I'm a first time poster, long time lurker to this board. I'm hacking Final Fantasy, doing a major overhaul of the entire game, using Hackster mostly.
After a while of editing, I created a glitch on accident, where exiting a battle or menu will make the color cycle loop for about 30 seconds instead of maybe a second. I know I did a variety of edits to various aspects of the editor, including Map editor and Text, but I don't know what tool made this glitch, unfortunately. Anybody know where the address is to fade in/out portions of the game lie? I want to see if I can Fix it, maybe making it instant when exiting a battle. any help will be most appreciated. |
koala_knight |
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Buzzy Beetle Level: 44 Posts: 124/384 EXP: 592419 Next: 18866 Since: 06-01-07 From: Miami Last post: 4150 days Last view: 4138 days |
I'm pretty decent with pixel work.
Check these out: Final Fantasy Tactics: FinalMaleWarriors.jpg> Super Mario Bros. Revision: Most of my work is with edits, but I've done some original sprites & backgrounds too. |
RetroRain |
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Fuzz Ball Level: 66 Posts: 195/994 EXP: 2443153 Next: 18698 Since: 09-30-07 Last post: 1959 days Last view: 982 days |
I think this could be an interesting thread if people contribute.
Post your list of games you want to hack somewhere down the road, but for some reason haven't gotten to them yet, whether you don't have the time, there aren't editors for the game, lack of ASM experience, etc. I'll start with mine: NES Super Mario Bros. Super Mario Bros. 2 Mega Man Mega Man II Mega Man III Mega Man IV Teenage Mutant Ninja Turtles The Legend of Zelda SuperNES Final Fantasy: Mystic Quest Mega Man X2 GameBoy Mega Man: Wily's Revenge Mega Man Xtreme Mega Man Xtreme 2: Soul Eraser Super Mario Land 2: Six Golden Coins My favorite SuperNES game is FFMQ, but it is not well known, nor is there a good editor for it (with the exception of a savestate-type editor), there are no level editors for the games below that. One of my goals was to colorize a GameBoy game, such as the first Mega Man game for it, change some graphics, new levels, add a couple of ASM hacks, and done! I think the MMXtreme games would be real fun to hack, because it is 8-bit MMX. And SML2, somebody already started hacking the game (which is awesome), but that is a great game to hack. So, there's my list. By posting your list, we could see what each other wants to hack, perhaps offer team-assistance, and inspire and get some ideas. So, post yours! ____________________ My YouTube Channel |
Trax |
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Yellow Stalfos Level: 71 Posts: 417/1145 EXP: 3041891 Next: 125223 Since: 07-06-07 From: Québec Last post: 3651 days Last view: 2903 days |
NES
Air Fortress Binary Land Bubble Bobble Castlevania Final Fantasy Lolo 1, 2 Marble Madness Mario 1, 2, 3 Metroid Moai Kun Star Tropics Zelda 1 SNES Super Mario World Super Metroid Zelda ALttP |
Celice |
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Buzz Blob Level: 39 Posts: 180/285 EXP: 380506 Next: 24265 Since: 04-06-07 From: Oroville, CA Last post: 3711 days Last view: 3672 days |
Final Fantasy and Dragon Quest have their music data sorta documented fully. Sliver X (was Silver X) also made a small tutorial which explained how to modify other NES games' music. |
NightKev |
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Cape Luigi Level: 131 Posts: 2939/4792 EXP: 26281742 Next: 142878 Since: 03-15-07 Last post: 3759 days Last view: 3671 days |
Posted by CeliceHm? That seems to be a contradiction; saying it's both partially and fully documented... at the same time. ____________________ |
Sliver X |
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Paragoomba Level: 21 Posts: 60/66 EXP: 42537 Next: 7406 Since: 02-26-07 From: WV Last post: 5513 days Last view: 5368 days |
Posted by Celice I have never gone by the name "Silver X".
For Dragon Warrior, I simply listed a few offsets for a handful of songs: The rest needs to be figured out (I wasn't nearly as good at hacking when I rescored DW)... However, 98% of the music format itself is documented (Sans the pointers). The Final Fantasy and Castlevania documenation I did lists the pointer tables for each song's channels. You can find my documents here. Also, here's an example of what I did to Final Fantasy's soundtrack. ____________________ Arc-Nova.org: More Chiptunes Than Your Mother Can Handle |
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