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Messages - pinkpuff

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1
Nah, Pinkpuff's probably dabbled in more games than I have. Since I became a "serious" ROM hacker, I really have only worked directly with FFIV. Though I did help an Earthbound hacker develop a B-button dash, and many many years ago made some spoof hacks of Zelda and Zelda II (one of which is lost in time completely and one of which is apparently Bahamut ZERO's favorite Z2 hack).
Pinkpuff, on the other hand, made Final Fantasy -1 and I think has been studying NES ASM with the eventual intention of making homebrew games (or was considering that fairly recently, anyway).

Yep. I've also been making a tabletop game which is nearing completion. I have my fingers in way too many pies atm ^_^;

2
And I was getting ready to add overworld editing into FF4kster but I need some posts from various threads to reference in order to do that.

3
either lost the spark or got too busy with irl stuff of late.

I know what that's like ;_;

4
General Discussion / Re: What do yall do for a living
« on: August 04, 2016, 09:40:26 am »
Did you ever have a day like this?

LOL! No! I've had cases where people came close to being held in contempt of court but nothing like that. That can't be real... is it?

Huh. Wouldn't have guessed.

Trying to find a programming job was a dead end so I took Office Administration: Legal and here I am ^_^

5
Gaming Discussion / Re: Suggestions for fun, classic MS-DOS games
« on: August 04, 2016, 09:31:26 am »
Nethack

6
I can't really help much with graphics, but I'd be happy to answer any questions you have regarding events.

On that note, Bahamut Zero is 100% on the mark with regard to the "mini Cecil" problem. This is caused by the "change character graphic" command. If the game encounters this instruction and the person it's supposed to change to isn't in your party, it will change you into something strange (usually a mini but I seem to recall seeing pigs before as well). Delete that command and you're good to go.

Events can be a little tedious, especially if they involve a lot of moving dudes around the screen. In the map editor, you can check the (x, y) coordinates of different tiles and that can help somewhat, but for the most part, you kind of have to just imagine the actions playing out in your mind, and that may or may not line up with how they actually move around when you run it. It can also complicate things when you have to move multiple characters at the same time using the "do the next x actions y times" instruction, especially if you go back and delete or insert some movements, as you have to make sure your parameters are still accurate.

Despite all that though, I found that when making new events, it was fun and rewarding to see them in action.

Oh, another tip for later is to set aside an event to use as a sort of "debug event" that you can use to warp your party right next to an event you want to test and set up all the appropriate plot flags, inventory, etc. that are expected for that event. It saves a lot of time when testing events in the middle of dungeons. You can also do things like use the map editor to drop a save point right before the event you want to test and then delete it when you're done if you prefer to play through normally rather than warping straight there.

7
General Discussion / Re: What do yall do for a living
« on: July 26, 2016, 02:10:13 pm »
I type court transcripts

8
ROM Hacking Discussion / Re: How to extract sound effects? (Esp. TMNT1)
« on: December 18, 2015, 06:12:41 am »
This is the easiest way:
1. Open RAM Search in FCEUX or any cheat search functionality in any other emulator.
2. Make the game play any music or silence.
3. Start search.
4. Make the game change the music or silence to something different than before.
5. Continue search for *modified* values.
6. Repeat steps 4 and 5 until you're left with very few RAM addresses.
7. Create a cheat to modify that RAM address to the value of silence (usually 0).

When I tried this I couldn't quite get an address that corresponded to the track that was playing. Maybe I'm doing it wrong?

EDIT:
Pfft. Nevermind, I was doing it wrong. I found it. 10A, 10B, 10C, and 10D. Froze those at 0, boom. Music gone, sound effects intact.
Thanks everyone for your help!!

9
ROM Hacking Discussion / Re: How to extract sound effects? (Esp. TMNT1)
« on: December 15, 2015, 04:20:40 pm »
I want to record them as WAV files or similar.

How do I accomplish #1?

10
ROM Hacking Discussion / How to extract sound effects? (Esp. TMNT1)
« on: December 15, 2015, 06:22:47 am »
I'm trying to acquire the sound effects from the first TMNT game for NES (the Ultra one).

I was unable to find any existing sound files that anyone else had already ripped so I tried my best to accomplish this on my own. I discovered that if you pause immediately after beating a "mini-boss" just as the victory music starts to play and let the music finish in the pause screen, when you unpause, it will still wait to start the regular stage music back up, during which time you can record the sound effects "manually" without the music playing in the background.

Unfortunately, this method can only go so far. There are some things it is difficult or may even be impossible to record in such a situation. For example, as the game does not allow the screen to scroll during this time, and it will not play the victory theme until all enemies on screen have been defeated, I don't think it's possible to record the "enemy damage" or "enemy destroyed" sounds this way. "Get item" would likely be extremely challenging as well. Not to mention any sound effects that are exclusive to the intro, cuscenes, and/or the overworld.

Is there any known method for extracting sound effects from an NES file in general, or any ideas for how to accomplish a similar result for this game in particular?

Thanks,
- PP

11
Front Page News / Re: ROM Hacks: Unprecedented Crisis - Version 2
« on: August 15, 2015, 04:44:28 am »
V. 2.1 that fixes the softlock has now been approved and is ready for download.

12
Front Page News / Re: ROM Hacks: Unprecedented Crisis - Version 2
« on: August 09, 2015, 11:07:30 am »
He's not looking for Tellah. What you're seeing is an artifact of using the original config file. The actor that in Unprecedented Crisis is Kain 3 is the actor that in vanilla FF4 was Tellah 3. To account for the situation where Kain is in mid-jump when the Shadow dragon does his main chain, he should switch to a mode where he just spams demolish. It could be that there's something making him immune to Demolish... the new Aegis shield comes to mind. I might have to nerf its KO resistance to get that battle to work.

Glad you enjoyed it otherwise though.

EDIT: Removing KO immunity from the Aegis shield seems to have done the trick. Version 2.1 has now been submitted. I highly reccommend anyone who has 2.0 to download 2.1 once it's approved (your saves should be compatible; you won't have to start a new game).

13
Front Page News / Re: ROM Hacks: Unprecedented Crisis - Version 2
« on: August 06, 2015, 03:53:53 pm »
I'm afraid I can't replicate your issue and thus can't address it. Unless this is happening to other people as well, I'm going to say that most likely there was a problem with the patching process. Check your original rom's checksums against the ones listed on the hack project page. In addition, check that your rom is unheadered.

14
Front Page News / Re: ROM Hacks: Unprecedented Crisis
« on: July 18, 2015, 03:50:05 pm »
I am expecting to be able to release version 2 in about a week or so, maybe earlier.

Thanks for the feedback! Glad you enjoyed the game!

15
Front Page News / Re: ROM Hacks: Unprecedented Crisis
« on: July 16, 2015, 04:44:35 am »
Kain: I'm aware of this one. It's surprisingly difficult to fix. I gave up after a while and figured it was minor enough to leave alone. I might take another stab at it before releasing version 2 but no guarantees.

Rosa: I was sure I fixed that. Since you mentioned you accepted a character into an already full party and since no one else has reported this, I'm going to blame it on that for now, but I will look into it.

Yang: This is definitely the result of trying to take him into a full party. It causes all sorts of untold strangeness. This will not be possible to do in the next version as it will be able to automatically detect your party size and will not even present you with the choice.

Malacoda 2: I agree but at least
Spoiler:
Kain kills the shadow dragon for you
so you don't have to deal with that.

Thanks very much! Glad you enjoyed it.

16
Front Page News / Re: ROM Hacks: Unprecedented Crisis
« on: July 11, 2015, 04:04:37 pm »
Maybe I'll add a short line at the end of the twins scenario.

The T is a mistake. It will be fixed in the next version.

The new character swapping will actually be removing the yes/no boxes. All those triggers are pretty near a save point, so if you don't like the result you can reset and not lose any progress worth speaking of.

Adult Rydia is not in this hack.

Thanks for your feedback!

17
Front Page News / Re: ROM Hacks: Unprecedented Crisis
« on: July 11, 2015, 04:40:01 am »
All of Rydia's summons are learned via level up.

18
Front Page News / Re: ROM Hacks: Unprecedented Crisis
« on: July 10, 2015, 05:12:59 am »
Actually I'm from Canada.

I did the NPC thing in FF - 1 but that one had a lot fewer armors. Also I don't know of a way to have them say that without it sounding cheesy. The little girl in Toroia says something about blood/cursed equipment but that's about as good as I can do. I think Grimiore is working on a text file that lists all the items and their properties. I can package that with the next version.

19
Front Page News / Re: ROM Hacks: Unprecedented Crisis
« on: July 09, 2015, 07:33:15 pm »
Draghinazzo: I've also seen some odd things happen with boss forms from time to time but I can't seem to trigger them consistently enough to be able to debug.

Expanded inventory: I've found the main inventory in combination with the Fat Chocobo to be enough. I know it's not as nice as the "infinite inventory" of FF5 and up but I didn't think it was a big enough problem to be worth inventing a patch to address it. There should be plenty of room in the main inventory for all your potions/medicine, shurikens/bombs, and a few secondary weapon or armor options at any given time. You can always swap stuff with ol' fatty between quests if need be.

Displaying defenses: I agree this would be a nice feature, even in the original game. Unfortunately, short of creating a patch that modifies the menu in that way, I don't see an easy way of accomplishing this.

NPC hints: There is someone who gives a hint to where Rosa is, actually, in the main lobby of the Dwarf castle. The people of Fabul I think tell you where Yang is, Edward is in the first place you'd probably think to check, so is Cid, you already should know where Rydia is, and the next version will have the doctor in Toroia's hospital tell you where Tellah is, but suffice it to say, he didn't go far. People in Agart should give you some hints about a couple of things too. To get rid of the twins and/or Kain, and to get the Paladin, you will have to get the Floater stone first.

Stat progressions: Some characters are the same and some are different. The most notable differences are Edge, Rosa, DK, and Tellah. Edge has fewer HP, DK has more, and some MP progression; Rosa has less MP and more HP; Tellah's HP is mostly the same but his MP grows very slowly at first but gradually accellerates and eventually overtakes even the other devoted mages. The other characters' progressions were pretty much left alone. (EDIT: Most likely due to an oversight, Yang's progression is missing any HP growth after a certain level in the original FF4. I gave him a sensible HP progression after that level.)

Mt. Ordeals:
Spoiler:
Get the Floater stone and give it to the Elder of Mysidia. He'll open the way to Ordeals for you as well as unlock the Serpent Road. You'll also then be able to raise the Lunar Whale and go to the moon if you so desire.

Cecil's magic: The black effect spells are based on Wis if I'm not mistaken. What you may find though is that certain monsters are immune to certain statuses. Undeads, for example, tend to resist a lot of things. Blind is pretty generally useful, as a lot of monsters just attack a lot and blind works on most of them most of the time. Poison is good at taking out slimes and large groups of small enemies in the early game. Mute is only useful against certain enemies, but when it is, it's a complete game-changer. Berserk, in addition to its usual use, is good against monsters with special techniques that can't be muted (for example, you can berserk the ToadLady to stop her from commanding her toads to croak). Sleep can shut down a monster completely (it won't even wake up when attacked!) but many things resist it. Drain has obvious uses; its advantage over the blood sword is that it doesn't reduce all your stats. Bio allows Cecil to actually dish out some decent magic damage when needed. Charm mostly does what it sounds like, but not all monsters have charm scripts currently. I'm working on that. The ones that do can do some interesting things sometimes when charmed. Dispel removes most of the statuses that Esuna does not, most notably, Reflect! This can even make some of the endgame monsters like the EvilMask end up hitting themselves. If you level up DK Cecil to needlessly high levels he even learns things like Death (I might reduce the level of this one in light of the Deathbringer) and the multitargetable insta-kill Break (Petrify).

20
Front Page News / Re: ROM Hacks: Unprecedented Crisis
« on: July 07, 2015, 03:26:10 pm »
Most of the swords at that part of the game are holy swords. However, DK can stay competitive with the Avenger, and if you take him into the final dungeon as a dark knight, he will get dark equipment instead of holy in there, including Deathbringer in place of the Lightbringer.

The only reason you're warned about people joining is to prevent the game from exploding, which it won't do when a character leaves. In future versions, it won't even ask you for characters joining as I think I know how to get it to automatically track your party size. There's a save point near all those triggers though, so if you decide you didn't want that to happen you can just reload.

Glad to hear you're enjoying it overall.

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