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Messages - Lenophis

Pages: [1] 2 3 4 5 6 ... 15
1
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.

2
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:

3
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!:

4
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:

5
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.

6
Gaming Discussion / Re: Secret of Mana's wasted potential
« on: November 13, 2014, 11:50:01 am »
I was also sad that Seiken Densetsu (FDS - 5 disks) and Final Fantasy IV (Famicom) weren't released, but both of these are confirmed to have never left the early planning stages.
Well, if you think about it, FF4 for the Famicom probably would've looked pretty similar to how it looked on the SNES, obvious hardware differences aside. FF4 already has the look and feel of it being for the NES, and the game itself proves this if you compare how things look and "do" during the game. For the best comparison, play it alongside FF3. Being released for the SNES probably just changes the music quality, adds more depth to some palettes, and the Mode 7 sequences.

But then again, you know, just my opinion. :thumbsup:

7
ROM Hacking Discussion / Re: FF6 randomizer
« on: October 15, 2014, 01:52:15 pm »
Yesterday we released version VI, and now that I'm finally starting to get some more time to work on this, the last of the big changes we were intending to implement will be coming soon!

8
General Discussion / Re: Issues with No$GBA
« on: October 05, 2014, 05:03:52 pm »
On a hunch, try right clicking and running it as Administrator.

9
General Discussion / Re: romcast 1 and 2
« on: October 04, 2014, 04:04:52 pm »
I'm hoping everyone enjoys listening to this cast, since we had a lot of fun making it. :woot!:

10
ROM Hacking Discussion / Re: Super Mario Bros. - 128 Lives Fix
« on: September 27, 2014, 01:34:06 am »
Well, based on what you said, it probably does a DEC on the amount of lives, then does a BPL or a BMI to determine if you have a game over or not. If you are at 128 or higher, the negative flag will be set, and the BMI will trip, causing the game over.

As one alternative, you could do the DEC, but then branch if it's zero or not (BEQ/BNE). This still won't be a perfect check, since the game probably doesn't have any bounds/wrapping check on the number of lives. I don't know this for a fact, however.

11
Newcomer's Board / Re: How do I patch non-IPS files to roms?
« on: September 24, 2014, 10:17:02 am »
You'll probably need to look at the extension to get an idea of the format, then use a patcher made for that format.

I've also never heard of a patch converter. I hope you didn't "convert" by simply changing the extension. :P

12
ROM Hacking Discussion / Re: FF6 randomizer
« on: September 04, 2014, 02:58:31 am »
Tonight version 5 of the randomizer was released! Mostly been bug-fixes and other minor tweaks, but there are some really good changes coming up in the near future! :woot!:

13
ROM Hacking Discussion / Re: FF6 randomizer
« on: September 01, 2014, 12:39:18 am »
Vargas' HP was greatly reduced because of the randomizer. You may or may not need to heal once to beat him. Even with the Berserker draw that bxbcore seems to have acquired, you can still win. Berserker may need a little luck, but 1 additional level should do the trick.

We're not evil enough to make you remove 10,000+ HP from the third boss of the game. :crazy:

14
ROM Hacking Discussion / FF6 randomizer
« on: August 27, 2014, 03:02:03 pm »
Hi ho. Dessyreqt and myself have been working on a little project for Final Fantasy 6, aptly called "FF6 randomizer." You can find it here. It is meant to just have some fun, and if racing is your thing, you can race a buddy with this as well. Current version is VI, released on October 15, 2014.

What this does randomize:
  • Character starting stats. It takes the maximum stat a character has, for instance Gau's 99 battle power, and the lowest, Strago's 10 battle power, and picks a number in that range for each character. Most stats will generally be higher as a result.
  • Treasure chests. All treasure chests in the game, save for the Striker in the Cave of the Veldt, have been put into tiers and will be chosen at random. This means you will not get a Ragnarok in Figaro Castle. If a chest contains a Potion, that chest will have something similar to a Potion. Also because of the tiers, a couple of Monster-in-a-Boxes have been added.
  • Character skillsets. Terra gets Rage? Sabin can Steal? Umaro can Runic? Sure, why not. To account for non-Gau getting Rage, and because of Gau's recruitment in the WoR, Leap has been removed entirely. Don't worry, leaning Rages is very, very easy now.
  • Natural abilities. The starting Rages, Lores, and spells of whoever has those skills has been shuffled around.
  • Shops! Items that appear in shops are shuffled around, except the Sprint Shoes. Any shop that sells the shoes will still have them.
  • Character names and palettes. Should be fairly self-explanatory.
  • Equipment. Specifically, who can equip what. This also accounts for starting equipment.
  • Espers. The spells they teach, and the rate they teach at have been shuffled around. It will be generally easier to learn spells now. However, there is no guarantee every spell will be available.
  • vVI - Colosseum items. The items you win in Dragon's Neck have been shuffled around.
  • vVI - Enemy drops and steals. They have been grouped into a tier system similar to the treasure chests and shops.
  • vVI - The RNG table. How a random number is fetched hasn't been changed, but the table from which those numbers have been generated are.



Bug fixes:
  • vVI - Psycho Cyan. Cyan, under certain circumstances would counter-attack his own attacks, which will eventually kill all enemies on the field.
  • vVI - Vanish/Doom. Vanish will now behave according to how it does in Final Fantasy VI Advance.
  • Evade. The evade stat was never referenced for any dodging, so the stat was useless.

New feature!
The interface of the randomizer will now let you set your configurations of the game before you generate your rom, basically so you never have to do it unless you need to change something mid-game. Whatever settings you use will be saved so you never have to redo them for each new rom.

Just in case the text above doesn't tell the whole story, both Dessy and myself have streamed a few sessions of the randomizer. My older one from mid-July can be found here, and a highlight from Dessy from just 3 days ago (August 24) can be seen here. While the whole video is still there, you can watch that too, but with recent changes to Twitch it won't be available for very long.

What this does not, and will not change, ever:
  • Dialogue
  • Story
:crazy:

So yeah, please check it out, and if you have any bugs to report, do so here so we can squash them! Any feedback is also welcome! Most importantly, have fun! :laugh:


Clarifying who did what:
Dessyreqt did all of the UI/program stuff, and I did all of the game hacking stuff.

15
General Discussion / Re: romcast 1 and 2
« on: August 23, 2014, 06:45:37 pm »
I'm not sure changing a southern accent for a British accent is an improvement. :P

16
Gaming Discussion / Re: Victoly!
« on: August 21, 2014, 05:07:04 am »
So I picked up a PS3 last month, and the games have been rolling in.

Rogue Legacy - Picked it up on PS3's game launch, and it was very hard. :laugh: I did beat it, though! It only took a badass dragon to beat a boss before Johannes went down. Haven't finished NG+ yet though.

Borderlands 2 - A bunch of co-workers were bugging me to get this, and when I saw it for $13 on Amazon I snatched it up. This game was a lot better than I was expecting, and after going broke fighting Jack and the Warrior, they were finally conquered.

17
ROM Hacking Discussion / Re: FF3usME class editing?
« on: August 20, 2014, 12:16:51 am »
Im fairly new to hacking but I was wondering if ff3usme has a way of changing classes.
FF6 doesn't have any assigned classes, just a set of skills to kind of determine how they will develop.

Quote
I managed to get him to use swords and all of the armor but his battlepower never increases
Battle power never increases naturally, it only goes up with different equipment. If you're using a hack as a base, chances are the hack may have left all weapons with the same battle power, or at least very similar.

Quote
I think this is due to some class hard coding. He is weak as balls without a staff...
Final Fantasy 6 uses the entity level as the primary stat to determine how much damage is done physically. Magic uses level, but it isn't as much of a factor, although it is a large role. If the damage formula wasn't changed, level will still be the primary factor in damage.

18
Unfortunately, this involves bank C1 which is a complete nightmare to even try to understand. I don't know where to begin to try and figure this one out. :'(

19
ROM Hacking Discussion / Re: SNES Debugging, tracking lag?
« on: August 05, 2014, 11:24:19 am »
There's more to it than simply "removing sprites." FF6 at times has upwards of 40 and 50 sprites onscreen at once, usually with low or no lag. If there's logic behind the sprites, ie hit detection, movement, etc, and there's that many sprites onscreen, then that can create lag. An optimized routine will help to reduce the lag, if not eliminate it. A poorly coded routine, such as the green soldier in AlttP, can produce enough lag to make babies cry.

It may help to just scan the code and seeing if there's any way you can speed some of it up. To do this, you'll have to look at an instruction set to see how many cycles each instruction uses, then determine if there's a way specific code can be optimized.

20
7E/1500 is the NMI address the game jumps to. So far this is the only way I've been able to reliably detect if you're in battle or not. If #$C10BA7 is held there, you're in battle. :thumbsup:

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