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Messages - pinkpuff

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Front Page News / Re: ROM Hacks: Unprecedented Crisis
« on: Today at 05:12:28 am »
Mid 30s should be plenty.

Vs. Draghinazzo:
Just aggro him. Cecil use Avenger, Rosa charge Dark arrows, Edge Kotetsu, Palom Bio, and Porom keep everyone alive. You should be able to take him out before he opens his cloak and Comets you.

I already posted some strategies for tackling Ciriatto.

I'm not budging on Float. Sorry to hear you don't like that aspect of it, but it's staying; take it or leave it. I may make it learnable at a lower level in a future version, but not much lower.

Front Page News / Re: ROM Hacks: Unprecedented Crisis
« on: July 04, 2015, 04:42:39 pm »
There is no party change menu or anything. How it works is that for each character in your party when you
drill back up to the overworld
there is an optional scenario you can do which will cause that character to leave your party, and for each character that isn't, there is an optional scenario you can do which will cause that character to join your party.

Sylph costs 0 because a bug from the original causes it to not consume MP even if it is assigned an MP cost. It is not currently known how to fix this efficiently so I just gave it a long casting time.

I'm aware of the text bugs. I'll try to have them fixed for the next version if possible. No promises.

Float: sorry if it makes it boring for you but if you have access to float before the damage floor ever shows up then there's no point to damage floors in the first place.

Thanks for all the feedback everyone. Glad to hear people are enjoying it overall.

Front Page News / Re: ROM Hacks: Unprecedented Crisis
« on: July 04, 2015, 08:56:54 am »
Pleasing everyone is difficult, if not impossible. Different people look for different things when it comes to hacks. Some like more challenge, some don't. Some only like it if the challenge is insane, some won't even play it if the challenge is insane. No matter what I do, there will be someone out there who doesn't appreciate it, and will not like this hack as a result. Thus, I simply made what I found myself to be more fun. I attempted to make it more challenging than the original, but without bringing it to the point where you have to do everything perfectly one specific way, or do a lot of grinding, in order to get anywhere. If you're familiar enough with the FF4 game mechanics, you should be able to beat everything (even both Ciriatto forms) without grinding. There's lots of good treasure in the underground and the characters should have many viable strategies.

This game also does contain a certain exploration component. There will be parts where you are not hand-held through and told at every step of the way where you need to go. Even the original had at least one part like this. Just explore. Try going everywhere you can. Worst comes to worst you get a few more levels and a little more treasure and maybe find a few other hidden things. By process of elimination you will eventually figure out where you need to go. Here's a vague hint for the floater:
The Elder may not know where to find a floater stone, but he hasn't played FF1.

The dialogue, I tried my best to mimic the style of the original translation. There's a lot in that which, if you were to read it for the first time now, would also be pretty cringe-worthy. That said, I'm not much of a writer to begin with so I don't really know what makes good dialogue from bad in the first place. Same goes for plot. My goal with the new plot scenes was less about making a "better" plot, and more about making it "different", and I'm sure there will be details that I like that other people don't; that's just how these things go.

If there's anything in the game you would like done differently, there's a great hacking tool called FF4kster which you can use to edit the hack to your liking ^_^. PM if you want a copy of the Unprecedented Crisis config files so that everything will be correctly labelled (well, most things; I was a little lazy sometimes with labelling).

That said, I am planning on eventually releasing a 2.0 version eventually, and while it will probably be more bugfixes than anything else, I am certainly open to ideas for improvements. Not everything will make it in of course, just the ones I think I would like as well and that don't involve a lot of work (I've moved on to other projects and FF4 is only a secondary focus for me right now).

As far as the Fiend battles go, here are the strategies I use/reccommend if you don't want to grind (there are probably others as well):

Vs. Scarmiglione 1:
Ifrit, if you have it, should take out the zombies on its own or with very little help. If you don't have it, a lucky Help! can get you Ifrit or Leviathan or Bahamut; even Mist might deal a nice chunk to them. Cid and Yang both have a lot of HP and, if you can keep them healthy, they can toss FireBombs for a decent amount of damage as well. When you have Scarmiglione alone, you basically want to deal as much damage as you can as quickly as you can. Oddly enough, it should be ok to Rage with Cid at this point. I wouldn't worry too much about HP healing; Rydia, Ed, and even Cecil will probably be one-shot by Bio, even at full, so just keep enough people alive with phoenix downs to keep your momentum going. Ed is fast and won't autohide from this battle so he can be on item duty. If Calcify becomes a concern, Rydia can save on remedies with her Wooden Staff, if you kept it, as it removes Calcify and Petrify.

Vs. Scarmiglione 2:
Split is faster than Life song and will probably provide more HP to your weaker characters. Ifrit deals a ton, as can a lucky Help!, or you can have Rydia help heal Petrified people with her Wooden Staff. Scarmiglione has a fairly short cycle, so if you can time it correctly, Ed can hide from Quake. Seeing as he's probably your main healer, having him healthy at all times is nice. Speed song should also help a lot if you can get one out between heals.

Vs. Ciriatto 1:
Harm is your friend if you have it. If not, Flame Sword, Ashura, Fire 2, and charged Holy or Fire arrows should all deal some nice chunks of damage, and you can try taking them out one at a time. You can also try getting Cecil to toss FireBombs if you can keep his HP up. Also don't attack Ciriatto himself until you take out his army. Stop is a bitch. Also for that reason, when you get him alone, you want to deal as much in a single attack as you can. For Cecil, this is probably the Avenger (you can swap into it during battle, you just can't swap out of it) or Chaos blade (despite being the Shadow Fiend, this form has no resistances or weaknesses, much like his Earthy counterpart). Edge throw Fumas, Rosa charge, Palom Bio if you have it, or he can help heal, Porom can heal.

Vs. Ciriatto 2:
You kinda do want Cure 3, but if you farmed all the treasures from all the dungeons first and are taking on Ciriatto last, you ought to have it by that point. Barring that, if you have Yagyus, toss them. Don't worry about saving them up; this is as good a place as any to use those. They should deal roughly 5000ish per shot. This is also a great time to throw away that Throwing Axe you may have picked up from the treasure in the Dwarf castle. Again, Edge's Ashura and Rosa's Holy arrows wreck him. In any case, the real key to victory here is time magic. Slow him at the first opportunity, and you may even want to haste your guys (especially Porom; if Ciriatto lives long enough, he will eventually cycle back around and sing the angel song again). Also you can probably let Cecil stay down; he doesn't really contribute much to this battle, being a dark knight and all. If he happens to live, he can help heal with Phoenix downs and X Potions.

The new (fixed) version is up now anyway.

I know but the waterfall isn't a dungeon in FF -1 and it certainly isn't needed in order to finish the game so I don't know what that person was talking about.

Oh crud. Thanks for bringing that to my attention. I'll put up the latest version soon.

Basically, to fix it on your own, the problem is with the type of tile next to it. In FFHackster, the wrong type of tile is next to the ROD tile for activating the rod. Probably the same for the LUTE. I think you just swap the tile types but it was a while ago when I fixed this on my own local copy so if that doesn't work, you may have to experiment a little, but that was the essential source of the problem.

The Twins can be unstoned once you get back from the Underworld with the optional sidequest to get a Supersoft (Old rumor from back in the day, referenced in FFIX I would like to include it)

Ha! I remember that old rumor! Though when I heard it, they called it the "Basilisk's Eye", though thinking about it now, I'm not sure how they would have fit something like that into an item name. Then along came the discovery of some very revealing game genie codes such as the "Gunslinger Code" which allowed you to cycle through every item in the game, and that basically put a stop to that rumor ^_^

Looks awesome!

All that's left now is to change the text "Arms" to "Job".

Do you have any plot/flavor reasoning behind how the jobs work? If they're crystal shards like in FF5 you could use the crystal symbol for the job items...

Newcomer's Board / Re: Final Fantasy IV/ FF4kster Questions
« on: April 08, 2015, 12:10:53 pm »
The reason it's not working in the "normal" dialogues could have to do with the DTE. "Normal" dialogues use a compression technique that assigns certain combinations of two symbols to one hex code. So for example there's a single code for a space " " followed by an "e". When FF4kster sees that code it prints " e". If you assigned one of your squish tiles to something from the DTE table it might cause that kind of mess up.

Newcomer's Board / Re: Final Fantasy IV/ FF4kster Questions
« on: February 25, 2015, 06:03:56 am »
Cactuar using 1000 Needles is rather easy to set up, just have whatever your HP of the Cactuar to be a multiple of 1000 and use a spell slot (DullSong is unused) to use the Damage = Max HP/Spell Power (as used in Blaze, Blitz, etc) so say Cactuar has 4000 HP, you'd set that to /4 and you're done. 1000 Needles created.

The "damage based on caster's HP" routine only looks at the caster's current HP. The "damage based on target's Max HP" routine only looks at the target's Max HP. So 1000 Needles would work as long as he's at full HP but once he's damaged it will be fewer needles...

Maybe he could give himself barrier at the start somehow and have it so that you have to do somehting specific for him to react to and drop the barrier and/or suicide or something...

Newcomer's Board / Re: Final Fantasy IV/ FF4kster Questions
« on: February 24, 2015, 05:53:00 am »
I second the vote for arachne. Another monster sprite that I for one wouldn't miss is the "sitting dragon" (green and yellow dragons); there are a bunch of other dragon sprites so they could just be changed to use one of the others and you could hijack that one.

Also I think most of the crystal room maps just use transparancy for the floor and use the "crystal room background" as the background map, which is a map consisting entirely of those glass event trigger tiles; since it's just a background they don't actually try to trigger events.

I have to say, the Damcyan crystal room does look really cool the way you have it there! Though it might need some more wall around the top where the crystal altar is, among a few other minor touch-ups... but otherwise looks awesome!

Apparently using that non-breaking space character within a name will cause issues, but it definitely works in front.

Personal Projects / Re: Project II: Final Fantasy IV
« on: February 07, 2015, 07:42:06 am »
Does changing "Ninja" help? i.e. "Arts" perhaps?

Personal Projects / Re: Project II: Final Fantasy IV
« on: February 06, 2015, 06:10:37 am »
I changed "Call" to "Sumon" in both battle and the menu using FF4kster and nothing messed up in the rom... not that I could see at least...

Newcomer's Board / Re: Final Fantasy IV/ FF4kster Questions
« on: February 04, 2015, 06:33:15 am »
Overworld editing is on the to-do list... there are some oddities that are causing some awkwardness with designing the interface, but I'm pretty sure all the necessary information is out there.

I had this problem in my hack too when I was messing with item names. "_FireBomb" would display correctly in the menus and such but if I got one from a chest it would say "Received !" (it correctly added the item to my inventory but didn't display the name). I found out that there is actually a separate "non-breaking" space character 0x15.

In future versions of FF4kster I will have this character mapped to # on the keyboard by default, but for a quick fix, you can open up your font.cfg font.dat file in the Config folder and add a line that says "# 15". Then go through your item names and make sure that whenever there's a leading space (or really any space within the name of an item) it uses the space typed by # not by the spacebar.

Personal Projects / Re: Project II: Final Fantasy IV
« on: January 31, 2015, 11:04:33 am »
No, the Tail icon was removed in favor of a space that is usable in between item names. If you notice in the ROM while you're hex editing, you'll see weird things like {Rod}Ice{Tail}Rod. If you change the tail icon to a space in hex, the rod will display in-game as {Rod}Ice. There's a lot of free room to put in an hourglass icon, though.

I do support making extra icons, though I wouldn't necessarily put them in vanilla Project II. I thought all the extra icons in J2e's translation made the item list look cute, but rather cluttered in a way.

Just so you know, there is already a space usable within item names: Character 0x15. The original game uses it to get names like "_FireBomb". In future versions of FF4kster I plan to include it in the font.cfg file, mapped to the # on the keyboard. For now you can easily open up the font.cfg file and just add a line that says "# 15" to get this behaviour.

Personal Projects / Re: Project II: Final Fantasy IV
« on: January 30, 2015, 09:44:35 am »
You could make an hourglass icon... replace the tail icon maybe? So:

(T)Rat -> RatTail
(T)Pink -> PinkTail

Then you could have:


Newcomer's Board / Re: Final Fantasy IV/ FF4kster Questions
« on: January 26, 2015, 08:08:55 pm »
I've been editing the text in Bank 1, but when I go to save I get a Bank 1 overload message.   I'm sure it's from me adding a lot in, so I ask what is probably very obvious: when I add text somewhere, I should take out text from somewhere else, correct? That or make sure it's within the same length or the original message?

There may or may not be a small margin for adding in extra text in a given bank but in general, you'll want to delete stuff to make room for adding stuff. The stuff you delete must also come from the same bank; so, you can't for example add a bunch of text to bank 1 and try to make room for it by taking away from bank 3. As for the amount, it's difficult to measure in terms of the number of letters/characters because the game uses a certain kind of text compression and the editor decompresses/compresses it automatically for you, so just because you deleted 10 letters doesn't mean you have room for 10 letters; you might only have room for 5, or you might have room for 20.

Is there a way to expand the rom to add extra space to the 3 main banks of dialogue?

Not if you want to continue using FF4kster; it doesn't play nice with rom expansion and/or moving data around.

Granted, my overload's probably coming from me editing the chocobo messages from one word to a text box full of stuff... haha.

That would do it ^_^

Right now I'm quite new to romhacking in general. Seeing as I've loved this game since I was 4 years old in the early 90's, and it has a nice editor, I figured I'd start off with a decent spoof text hack for my own enjoyment, maybe share it on here once I get the hang of editing things and I've got funny script that doesn't make my banks not want to explode. :D I'm aiming for the quality of FF5 Spoof, where there's a lot humor, but it's not completely stupid humor or constant sex/porn references like any Chrono Trigger/FF6 spoof I've come across.

Thanks ^_^

Be sure to read the readme though as there are some things that are stored/programmed very strangely in FF4 and it may not be obvious just from using the editor.

ROM Hacking Discussion / Re: Jeopardy text encoding?
« on: October 18, 2013, 05:27:23 am »
Indeed. This information is known by someone for sure.

I know what huffman coding is. If I knew where the text started, or where the huffman code table was stored (or otherwise knew what the table values are) then I could probably decipher the rest from that.

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