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Messages - Lenophis

Pages: [1] 2 3 4 5 6 ... 15
1
ROM Hacking Discussion / Re: FF6 randomizer
« on: March 05, 2015, 01:46:43 am »
Bumping this bad boy because v7 is now out and about! Once I get some free time, I'll be able to get more of the hacking things implemented that we've been planning on. Until then, you guys should have plenty to enjoy! :woot!:

2
General Discussion / Re: "He's dead Jim."
« on: February 27, 2015, 06:36:20 pm »
Peace, and long life.

3
Gaming Discussion / Re: Every single RPG I ever played in my LIFE...
« on: February 21, 2015, 07:36:27 pm »
Impressive list.

I'll throw mine in as well, cause why not.
Finished:
Final Fantasy (NES, PS, GBA, PSP)
Final Fantasy II (NES translated, PS, GBA)
Final Fantasy III (NES translated)
Final Fantasy IV (SNES, PS)
Final Fantasy V (SNES translated, PS, GBA)
Final Fantasy VI (SNES, PS, GBA)
Final Fantasy VII (PS)
Final Fantasy VIII (PS)
Final Fantasy IX (PS)
Final Fantasy X (PS2, PS3)
Final Fantasy X-2 (PS2)
Final Fantasy XII (PS2)
Chrono Trigger (SNES, PS)
Secret of Mana (SNES)
Secret of Evermore (SNES)
Final Fantasy Mystic Quest (SNES)
Kingdom Hearts (PS2, PS3)
Kingdom Hearts 2 (PS2, PS3)
Seiken Densetsu III (SNES translated)
Final Fantasy Legend I (GB)
Persona 3 (PS2)
Persona 4 (PS2)
Earthbound (SNES)
Crisis Core: Final Fantasy VII (PSP)
Legend of Zelda (NES)
Legend of Zelda: A Link to the Past (SNES)
Legend of Zelda: Ocarina of Time (N64)
Legend of Zelda: Majora's Mask (N64)
Zelda 2: The Adventures of Link (NES)
Legend of Zelda: The Minish Cap (GBA)
Paper Mario (N64)
Paper Mario: The Thousand-Year Door (Cube)
Lufia II: Rise of the Sinistrals (SNES)
Star Ocean: First Departure (PSP)
Star Ocean: Til the End of Time (PS2)
Star Ocean: The Second Story (PS)
Super Mario RPG: Legend of the Seven Stars (SNES)
Quest64 (N64)
Radiata Stories (PS2)
Xenosaga Episode I: Der Wille zur Macht (PS2)
Xenosaga Episode III: Also sprach Zarathustra (PS2)
Suikoden III (PS2)
Suikoden V (PS2)
Rogue Galaxy (PS2)
Valkyrie Profile 2: Silmeria (PS2)
SaGa Frontier (PS)
Breath of Fire 2 (SNES)

That's off the top of my head, I'm probably missing a few. I'll edit more in later.

The list of games I've started and not finished is much smaller:
Treasure of the Rudra (SNES translated)
Wild ARMs 3 (PS2)
Persona (PSP)
Persona 2 (PSP)
Shin Megami Tensei: Nocturne (PS2)
Breath of Fire (SNES)
Wild ARMs (PS via PSN)
Wild ARMs 2 (PS via PSN)
Suikoden (PS via PSN)
Suikoden II (PS via PSN)
Breath of Fire 3 (PS)
Lufia and the Fortress of Doom (SNES)
Star Ocean: Second Evolution (PSP)

4
General Discussion / Re: BZero needs himself some Springtime!
« on: February 19, 2015, 06:27:53 pm »
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Call me a wuss
Will do, wuss. :p

Come on and visit us in Minnesota, we practically invented the cold. We also invented "21 inches of snow in a 7 hour period," which I know Buffalo has tried to take from us on several occasions. We just do all kinds of crazy shit here. :)

5
Gaming Discussion / Re: Final Fantasy I 3DS remake
« on: February 11, 2015, 03:14:40 pm »
Rewards include the Judgement Staff, which lets anyone cast Flare as much as they want with no penalty – and you can wind up with two of them.  It felt like I was literally tearing through battles at the end.
Better at the end of the game when you've earned them, instead of at the beginning of the game, when you can execute a very easy glitch to get as many as you want.

Well, I think I'll try the easy mode on the Playstation and see if I can tolerate it. If so, I may get the 3DS version if and when it becomes available. (Although I also dislike the change to MP instead of spell slots...)
Easy Mode on Origins doesn't change all that much. It changes the level cap to 99, increases the spell charge cap to 99, and items cost about 30% less than they did originally. Dawn of Souls is where you'll really see the meat of the changes. Anniversary for the PSP is quite literally Origins music + GBA's game + one new dungeon.

6
Gaming Discussion / Re: Higan, the bane of my existence
« on: February 02, 2015, 03:28:34 pm »
This computer should run this game.
This game? This game is your game, this game is my game. From Nintendo, to Sega Genesis... blah blah blah.

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Would anyone help me out? At least tell me why my comp won't do this.
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I've got a pentium 4 clocked at 3.0 GHz, and 1.0 gb of RAM.
The pentium is part of the problem. It's an old processor. Part of it will also be which core you're running. Performance, accuracy, or whatever. The last factor will be which game you're playing. Any extra chips will tack on that much more overhead which can slow you down.

Most of what mziab said. :)

7
General Discussion / Head-scratching quotes
« on: January 31, 2015, 03:38:22 pm »
So I'm at work yesterday, and at our drive-thru, we had a customer ask this:
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Do you have anything like a cheeseburger here?
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Yes we do.
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What would you call that?
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A cheeseburger.
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I see.

Words escape me. There really is no hope for humanity.

8
General Discussion / Re: Patriots or Seahawks?
« on: January 29, 2015, 03:20:14 pm »
I can honestly say I have no idea how this game will go. I'm probably not going to do any rom hacking that day, not watching for just the commercials, and I am American. Therefore, I have to abstain from voting!

At least I won't be working Sunday. :D

In any event, it should be a fantastic game.

9
Gaming Discussion / Re: Re: Victoly!
« on: December 27, 2014, 03:31:05 pm »
Bought Kingdom Hearts 1.5 ReMIX a while back, and I put it down when I got to the waterway puzzle in Hollow Bastion. Well, after pre-ordering Kingdom Hearts 2.5 ReMIX and getting close to finishing that, I went back to 1.5 and finished KH Final Mix. There's a trophy for beating the game without using a continue, which is really freaking hard to get, and another for not changing equipment at all. I mean, Kingdom Hearts was already a tough game, and those two "accomplishments" don't seem worth trying to get.

Kingdom Hearts 2 Final Mix was actually decently difficult, at least it was a lot more difficult than the original PS2 release was. Perhaps Critical Mode was a factor? I'm not sure, but at least I had to think this time around. It was pretty fun going back and playing KH2 again, since the only two times I went through the game was back in 2005 or 2006 when it was first released.

I also finally managed to beat Rogue Legacy, and that took forever.

10
ROM Hacking Discussion / Re: FF6 randomizer
« on: December 12, 2014, 02:45:31 pm »
Brawlers with Poison are bad, but Triliums are almost the exact same situation. You're guaranteed to encounter at least one Trilium in every battle on the final stretch to Vargas, and each Trilium has a 33% chance to poison a character on their first turn.
Touché. I have an idea, and it will go in with the shop update we already have in mind. Shops that already sell Sprint Shoes will still be guaranteed to sell Sprint Shoes, so why not take this a step further with some status items? Item shops could either sell a few ailment cures, or a Remedy. A Remedy will be kind of costly, especially early-game, but it would at least be available.

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On the Floating Continent, Ninjas are substantially more dangerous because Thunder Rods are no longer breakable, and repeated castings of Ramuh or Bolt 2 will drain your resources fairly quickly... assuming you can defeat them quickly enough to begin with. It's possible to encounter Ninjas in every single encounter on the Floating Continent, if you're unlucky.
In terms of general speedrunning, that's basically a run-killer anyway. I do have an idea that can at least help prevent such a scenario, I just need to implement it.

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If I'm not mistaken, it's possible to roll a South Figaro without any healing items, right? In that case, a person with a surplus of Softs might actually prefer a 66% chance of petrify to sustained, slow death by physical attacks.
Sure, but what if you don't have that surplus of softs? I can see your scenario playing out, and I can just as easily see a scenario with no healing items and no status lifting items.

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It's possible to roll a berserker Celes who has access to neither Jewel Ring nor Ribbon. In this situation, she is especially vulnerable to enemies using Petrify attacks at the start of the World of Ruin.
With the current version, yes. However, we have already made a change to the relic system that will negate this point. All relics will go be equippable by everyone again, save for the few unique that only make sense for one person to wear. CELES SMASH!

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And so on. I also don't necessarily agree with the sentiment that RNG shouldn't determine success to at least some degree.
I guess I worded my sentence poorly. RNG shouldn't be the sole determining factor of success or failure.

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RNG gives an incentive to gamble and helps craft colorful situations. A player who is suddenly carrying a statue up Mt. Koltz has to make a difficult decision about whether it is worth attempting to reach Vargas, or if they should just reset and start from the base of the mountain.
One thing that has both hurt and helped the randomizer is the rather abundant supply of free inns scattered throughout the game. Narshe, Figaro Castle, Cave of South Figaro, Duncan's house, Returner's Hideout, Phantom Forest, Mobliz, and Gau's Father's house all have some form of free inn.

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I don't know if there's a better way of identifying whether a palette is used for 8-colors or 16-colors
I don't think there was either. I just used the monster sprite editor to determine which monsters had 8 and which had 16-color palettes.

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You're probably familiar with the palette format, but I'll explain it anyway. Each color is two bytes, so a palette of 16 bytes has 8 colors. The highest bit is used for some kind of transparency. The next 15 bits are red, green, and blue components (5 bits each), though I don't remember what order they're in.
ABBB BBGG GGGR RRRR

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In Beyond Chaos, the way colors are mutated is very simple. Each palette is partitioned into groups based on which color components are dominant... for example, a red group, a blue group, etc... except I use 6 groups. Then, all of the colors in a given group have their color components swapped the same way. In addition to that, I might fudge the "middle" component closer or further from the high and low components, but I fudge this component by the same ratio for each color. This technique results in coloring that looks very consistent with the original artwork because the shading and general composition stays the same. But it also varies the results in more interesting ways than a simple hue change.
That is an interesting approach.

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I hope that was helpful.
Indeed it was!

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If you'd like to see the algorithms themselves, the relevant code is in
Code: [Select]
monsterrandomizer.py:MonsterGraphicBlock and
Code: [Select]
utils.py:get_palette_transformer
Sweet, thanks. :thumbsup:

11
ROM Hacking Discussion / Re: FF6 randomizer
« on: December 11, 2014, 05:32:21 pm »
On the other hand, I believe that AI can be a very worthwhile randomization. It's possible to randomize AI in a subdued way that doesn't make the game unwinnable.
There's more to it that just a particular battle that may make it unwinnable. Say for example I tweak a Brawler in Mt. Koltz. His AI is now set to, just for the heck of it, cast Poison on the first turn randomly on one person. That one character, barring relic use, may die that battle, or soon thereafter, either from just pure damage, poison damage, or lack of Antidotes.

Take this example a bit further, and say you never got a Tent anywhere from the beginning up until the save point in Mt. Koltz. Most people will buy Phoenix Downs in South Figaro or Figaro Castle, should they have the funds and are available. Remember, there's no guarantee that any particular item will show up in any particular place. The randomizer may have just made Vargas unwinnable from semi-frequent Brawler encounters because they poisoned you to death.

That's just one example.

A more realistic scenario from the same dungeon. Say we give Cirpius a 66% chance of petrifying a character every round. No Softs available? Oops.

RNG should not determine if you can get through a dungeon. That's one aspect of games that I personally dislike and something almost all challenge hacks put people through. This randomizer is making sure that RNG can't screw you over like that, though it may make people go "oh no" a few times.

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If you decide to go ahead with monster palette randomization, I'd be happy to share what I know.
Sure, fire away.

12
ROM Hacking Discussion / Re: FF6 randomizer
« on: December 11, 2014, 02:24:48 am »
AI has been discussed, I believe, but it isn't worth the effort, sadly. A very good chunk of proportional data would have to be reshuffled into "what if" scenarios, and it's too likely to set up a no-win situation.

I think palettes were on the table at some point, but I don't remember.

The zoning for world maps and dungeons has been discussed, and we're thinking of ways it could be implemented that aren't crazy to the player. The randomizer was set up so that people could race against one another, and tossing in monsters you aren't prepared for may cause a no-win scenario. That will partially depend on planning, but it also speaks to the need to heavily tweak monster stats as well in order for different monsters appearing to be feasible.

It's possible, and we may do that, but it's going to take a lot of work. :o

13
General Discussion / Re: romcast 1 and 2
« on: December 08, 2014, 12:24:48 am »
Just listened to this, and it was very much :woot!:

14
Programming / Re: Final Fantasy VI - Opera Scene Coding
« on: December 04, 2014, 11:18:34 pm »
Ok, now that I have time, I can clear some things up:
Code: [Select]
<10>The game will pause at this point in dialogue and wait for player input.
Code: [Select]
<11>The game will pause at this point in dialogue for a time based on the argument. It cannot be interrupted.
Code: [Select]
<12>For all purposes you could call it "end tag." All control codes look for this to know when to stop looking for specific rules/instructions.
Code: [Select]
<13>Clears current text onscreen to create a new page.
Code: [Select]
<14>Prints a number of spaces based on the argument.
Code: [Select]
<15>Puts the finger in front of the code and allows player input for choices.
Code: [Select]
<16>The game will pause at this point in dialogue based on the argument, but can be advanced by player input.
Code: [Select]
<19>Used for displaying how much GP you get from treasure chests.
Code: [Select]
<1A>Used for displaying what items you get from treasure chests.
Code: [Select]
<1B>Used to display which spell a character learns, not used by the game.

15
Personal Projects / Re: FF6 Beyond Chaos randomizer
« on: November 22, 2014, 11:36:14 pm »
Not sure if I'm having an issue or not, but the roms I toss at it that I know are clean are saying that the checksum isn't ok. I'm going to assume it'll work just fine, but just in case, can I get a confirmation of the hashes please? :)

16
General Discussion / Re: romcast 1 and 2
« on: November 18, 2014, 05:47:40 pm »
I just dump them into WAVs with Winamp, a simple enough process with NotSoFato.

17
ROM Hacking Discussion / Re: Animation issue ff6
« on: November 17, 2014, 12:46:34 am »
Yeah, at least I was able to figure out 3 banks of program! :crazy:

18
Personal Projects / Re: FF6 Beyond Chaos randomizer
« on: November 17, 2014, 12:43:03 am »
Oooooh, I was wondering when I would see this here. :woot!:

19
ROM Hacking Discussion / Re: Final Fantasy II/IV hack
« on: November 15, 2014, 09:28:45 am »
The _actual_ greatest source of info is in the ffiv portion of the forum at slickproductions.org, which unfortunately has been down for almost a month now, but I've been assured it will be back eventually.
At this point in time I'm waiting for my admin to dump the database back onto the board, so it's out of my hands. Once the dump is complete, it'll be a work-in-progress to fix the stuff I missed. :laugh: However, you reminded me that the front page should probably be put back up. :crazy:

20
ROM Hacking Discussion / Re: Animation issue ff6
« on: November 14, 2014, 01:47:49 am »
It is sexiness, but that glitch is annoying
It's not a glitch at all. What's happening is there isn't an even amount of step-forward/step-back calls. The Blitz command issues the "step-forward" command, while the Blitz animation calls the "step-back" portion. Weapon swings do not have a "step-forward" call, since you just jump forward and land with the swing.

You would have to either hack in a "step-forward" or hack out the "step-back," but either will work. Sadly, I know nothing of the animation script other than it is a convoluted mess.

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