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Messages - Leviathan Mist

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Personal Projects / Re: Final Fantasy I Redux
« on: April 20, 2017, 09:08:39 am »
Well the credits are submitted- just waiting approval. I understand you, her, and others worked very hard on FF Restored and I greatly appreciate it. I never meant to take the deserved credit away from anybody.

I saw FF Restored credited in the forum post. That alone, but on the hack page, would be satisfactory to me. I personally don't care about attribution, since this hack is about your changes to the base hack, and not who did what in the base hack.

I'm all for giving credit where it's due, but don't you think that came off a bit petty? After all, "Final Fantasy Restored" was credited as the base, which is literally crediting the original makers by proxy. Not trying to create drama, that statement just seemed a little "off" to me..

FF Restored was credited in this message board post, but not on the hack page. No, I don't think it's petty. Yes, you are trying to create drama. Plagiarism is a serious problem, and I'm trying to give helpful advice to avoid problems down the road. I did give the ROM a quick run-through and noticed it used FF Restored as a base patch, but I had to search through the forums and find this post just to find that it had only been credited here. Note that I clearly requested proper credits "on the hack page." The author of this patch has already posted their intention to post proper credits, and I am satisfied with that. That would have been the end of it, and this whole response post would not even have been necessary.

Personal Projects / Re: Final Fantasy I Redux
« on: April 19, 2017, 11:11:20 am »
Would like to at least see AstralEsper properly credited on the hack page. She spent over 6 years working on FF Restored.

After that is done, I might give it a go.

ROM Hacking Discussion / Re: Seriously, why? (IPS vs BPS/UPS/Xdelta)
« on: August 06, 2016, 08:13:03 pm »
I didn't know that IPS had a byte limit, thanks for letting me know that.

However, 99% of the patches I'm referring to are under that byte limit, and they're mostly for NES/SNES games. I would like for there to be either:

1. An IPS alternative for those patches which exclusively use other formats. (This option will not happen because the creators are as stubborn as I am and are not including IPS for the sole purpose of wanting to phase it out sooner.)

2. An all-in-one patching program that will accept all of the common patching formats (IPS, UPS, BPS, Xdelta). That way, I don't have to have 8 different patching programs and look up how to patch some other format every single time I want to patch something.

You guys want me to do one option:

1. Just learn the new formats and accept that IPS is going away, and stop complaining. (I will not do this option until I can work with other patching formats with just as much ease as I can with IPS.)

I understand that these new formats were partially developed as a "solution" to the headered/unheadered dilemma, but if you ask me, this "solution" could have been done better. Basically, you just transferred the headache of choosing the ROM type onto the patches themselves. Now every time someone wants to patch a ROM, they have to do even more effort than it would've taken to find the correctly headered/unheadered ROM with IPS patches before. Now we not only have to find the exact ROM with the exact checksum and (usually) unheadered version, we now also have to have a separate patching program for each and every format. I now have to choose whether or not a hack is worth all that effort to play, and most hacks simply don't look interesting/useful enough to be worth it, whereas they would have been worth it with the IPS format.

ROM Hacking Discussion / Seriously, why? (IPS vs BPS/UPS/Xdelta)
« on: August 06, 2016, 06:46:20 am »
First of all, I know I'm gonna get a lot of hate messages for this from people who think I'm a crotchety old hacker who can't accept change. I get that.

However, lately I am seeing all kinds of patching formats all over the site, and it's getting frustrating that I need a separate program to use each patch type, and some of them won't even patch at all if I don't have the exact same copy of the ROM right down to the byte. We've been using IPS since the 90's, and everything has been built to function with IPS patches. Most emulators will even auto-apply IPS patches for you. Why are we phasing out IPS? Why can't these newcomers who think BPS (and all your other crazy patching formats) is the way of the future at least provide an alternate patch in IPS format? What's wrong with providing options? Or better yet, why doesn't someone create an all-in-one patching tool that accepts every known popular format? Every time I see a patch I want on RHDN, I immediately don't want it anymore when I see that the only format available is one that's not IPS.

And yes, I am expecting outright insulting comments from lots of people over this post, but this is just something that has bothered me for awhile and no one else was supporting the old formats like I am, so the question had to be asked. If you're planning to argue why IPS is garbage and should be phased out, why something else is better, or tell me that I am an idiot and/or doing something wrong, you're better off saving your breath. I've already seen people make all those arguments/statements before. You guys are very vocal when it comes to your love of the new formats. I mostly want to know that I am not alone in believing that IPS is being phased out too soon.

Just wanted to say that I'm just as interested in this project as I was for your FF2 project. The thing I like most is that you included the job levels/exp in the job selection menu - that will make keeping track of job levels much less of a chore.

Personal Projects / Re: Final Fantasy II: Refurbished
« on: June 23, 2016, 11:41:52 am »
Sorry for releasing two updates in a row, but here's v1.5! http://www.mediafire.com/download/6e0u7tgjt614naa/FF2+Retranslation+v1_5.zip

v1.5 fixes the intro so that it says "PROGRAMMED BY NASIR" instead of "PROGRAMED BY NASIR"

In addition to that, v1.5 also fixes some bugs that were present in the original game related to stat caps.
I know that I'm replying to a months-old post, but I've got great news for you! v1.5 takes care of these problems! HP and MP are now capped at 9999. Now, even though MP is 'supposed' to be capped at just 999, the game uses the same routine to update these values and I couldn't find out a way to specifically cap MP at 999, so MP will display weird numbers after 999, but at least it will never rollover to 0. Of course, HP is now capped at 9999 like it's supposed to, and displays properly and all. I wrote a routine that simply checks what these values are after level up and if it's higher than 9999, then it lowers them back to 9999. Gil is now capped at 9999999 and will not rollover to 0.

This is wonderful! I will get to testing this hack ASAP. Thanks for that!

What's up Muta, thought I'd find you here :P

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 14, 2016, 05:11:27 pm »
Don't think I'll have time to beta test it, unless it will take longer than 2 months to finish. Would love to play it when it's finished though. Good stuff.

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 08, 2016, 05:20:57 pm »
Why didn't I know about this before? Seems to be an epic undertaking going on here. I haven't read all the comments, but I see you're already making your own musical tracks. Let me know if you need any help with that.

Personal Projects / Re: Final Fantasy II: Refurbished
« on: January 30, 2016, 07:08:27 pm »
This project looks extremely in-depth. I have a number of glitches that no one ever seems to mention, but that I have wanted to see fixed in this version of the game for a long time. They all involve the lack of stat capping.

1. HP and MP are not capped. HP can go over 9999, and MP can go over 999. When they do, the digits look messed up. Also, when HP and MP go over 65535, it "rolls over" to 0. In the remakes, HP and MP are properly capped at 9999/999 respectively.

2. GP/Gil is not capped. It can go over 9999999, and when it does, the digits are messed up. When gold goes over 16777215, it rolls over to 0.

3. Inn costs are not capped. When the inn price goes over 65535, it rolls over to 0. This can only be observed when your HP and MP for everyone are over 9999 and 999, because normally inn costs won't reach those levels.

No one talks about these glitches, because no one gets their stats that high in a normal run. In fact, I'm the only person I know of who has ever leveled HP and MP above those numbers in a normal playthrough. Still, this is not only abusable, but potentially game-breaking. Here's why: Say you have 65437 HP and 99 Vitality on a character. Say they gain HP in their next fight. Their HP will be 65536, but 65535 is the maximum, so instead it will roll over and they'll be stuck with 0 HP. That character is now permanently zombified and can no longer be used. They can't ever gain HP again, and are stuck with 0 HP. Pretty extreme example, but it's something that can result from not having HP capped.

I love the NES version, and I particularly love the process of grinding, but without stat caps, I have no motivation to do so. If these are fixed, I will consider the version THE definitive version of FF2.

ROM Hacking Discussion / Re: Final Fantasy III Maeson Mix (Famicom)
« on: May 20, 2015, 05:44:22 pm »
Hey, just wanted to point out that I like these changes you made, but I wanted to throw in a suggestion. In the untranslated version, the job selection screen shows the skill level of every job at once on it. When the game was originally translated, the translators decided to remove that in favor of more character space available for each job name, so you now have to change jobs and then look individually at your stats page just to see what skill level that job is. There should be an optional patch that adds back the job level listing on the job selection screen from the original Japanese version. I know that character space is an issue, but I'd gladly sacrifice a few extra letters at the end of some job names to be able to see my skill level progress on all of my jobs at once in the English translated version of the game. I feel this becomes more important in a mod like this, as many more jobs become useful and you're not just focusing on the same exact ones for each character anymore. Also considering the fact that formulas have been changed to make skill level more effective.

Personal Projects / Re: Final Fantasy II Renovated
« on: February 02, 2015, 04:37:22 pm »
I think the one time I beat the game, I might've had like 3000 HP at the end. 9999, let alone 64k sounds just insane.

In the remakes, I've hit the max cap (9999/999) even before Minwu leaves the party numerous times, and usually in less than 15 hours of grinding (which is very normal for me). I don't even bother to grind like that in the NES version because I know about the rollover glitch, and it ruins the experience for me. Everyone plays games for different reasons - most people play to experience the story or overcome some sort of gameplay challenge. I play to mindlessly raise characters' stats.

Personal Projects / Re: Final Fantasy II Renovated
« on: October 25, 2014, 01:03:08 pm »
There are a few bus in this game that have "bugged" me over the years. (I apologize for that pun.  :P ) Mostly based on the lack of overflow check for certain stats. Namely:

HP and MP aren't capped at 9999/999, or at 65535, for that matter. If your HP/MP goes above 65535, it rolls over to 0.

Inn costs roll over to 0 once they top 65535. This bug would be inherently nullified by limiting HP/MP to 9999/999, respectively.

Gil rolls over to 0 once it hits 16777215. This would be fixed by capping it at 9999999.

The Ultima spell doesn't get stronger, ever.

General Discussion / Re: Playing your own Hacks/Translations etc.
« on: November 17, 2013, 06:39:22 pm »
I have never done a full-scale hack of my own, but I've made miniscule improvement patches and assisted with others' hacks. These are games/hacks that I felt would play better with slight modifications, and usually, I was right. I can imagine making a full-scale original hack would leave one feeling overdone though.

Newcomer's Board / Re: Introduction Topic
« on: June 25, 2009, 09:56:43 am »
I've been a lurker here for years. Previously, I used the forums at Blitzkrieg Innovations (forums defunct), Dragonsbrethren Industries (forums also defunct), and Slick Productions for all my ROM hacking needs. Since I started using the romhacking.net IRC channel, figured I might as well post here too.

I'm Leviathan Mist. Many of you know me already. I like to play retro games (NES and SNES RPGs being my favorites) and have been into ROM hacking since the late '90's. I can do just about anything besides ASM hacking, but I'm starting to learn that as well. I also tend to not complete the projects I start, but I hope to change that.

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