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Messages - vivify93

Pages: [1] 2 3 4 5 6 ... 35
1
I absolutely cannot find a Lunar 2 ISO on the internet that has the same MD-5 that your patch calls for,  and whenever I try to patch an ISO that doesn't have the right MD-5 in xdeltaUI, I get the error "xdelta3 not a vcdiff input xd3_invalid_input".

Is there anything that can be done? Like, can you release a patch that converts any Lunar 2 ISO to the proper MD-5 or something?

2
Hey Supper, do you want me to proper-case Lunar 1 for you? It looks like the dialogue is in plaintext ASCII. I could do this and you could work on whatever difficulty changes there were.

Edit 1 -



my soul is leaving my mortal body

Edit 2 - OK, so the one thing I don't think I'll be able to do is edit the captions for FMVs, like when Ramus appears. I'm not finding it in plaintext in the ROM, so it has to be compressed or a graphic or something. For some reason, I also can't find the "LEVEL" text next to a character's level amount? But still, I'm sure I can get the bulk of the work done. Holy shit, Lunar 1 has a lot of text.

3
Funny thing, that. The lower case font was actually already in the game and fully functional (in fact, the entire English font is included in the Japanese version). All I had to do was change the text. I think they did it that way because the lower case letters have a different baseline from the upper case ones, so they look a bit sloppy together, but it's such a ridiculous solution I have a hard time believing it.

On a related note, I might edit the font in the future to fix the baseline issue, though I'll have to write a compressor for the wacky font format first.
Oh my god, that's horrible. It reminds me of something similar that happened for Secret of Mana--a lowercase font is fully working for the menu text, but it just wasn't utilized. But that's just the menu text. To make an entire game in all caps is just... wow.

4
All I can say is very soon.  All of the listed level design changes have already been accomplished.  Snarfblam is working on the listed ASM change as well as changing the starting (after dying) health from 30 to 99.  There's a few other items he's looking at as well.

While he's working on his ASM improvements I'm going to continue to add a few more goodies to the game.  :thumbsup:

Time wise I'd say very soon, definitely in January.  We're just fine tuning everything, nothing that should require extensive amounts of time.  I'll post an update soon.  :thumbsup:
Thanks so much, Grimlock. :) No rush! You all take your time.

5
Hey Grimlock, is there any sort of estimate on when v1.20 would be released? Would we expect it before January is out, or maybe closer to mid- or end-February? Thanks again for all you guys' continued hard work.  :thumbsup:

6
The proper case in Lunar: Eternal Blue looks fantastic. Do you think you'd do Lunar: The Silver Star to have a matched set?

7
I'm kind of surprised the release of this was stumped down to a bullet point among other rom hacks on the front page and yet a translation of some D-grade Famicom game gets its own article. Thought this was something highly anticipated  :huh:

Anyway, I need to try this out sometime. Looks impressive.
Rogue Dawn did have a news article. http://www.romhacking.net/forum/index.php/topic,23418.html  :)

8
Looks like the dummied Samus leg. I looked through the ROM just now in YY-CHR and there were a lot of Samus legs left unused in there. One of them must be called on in this map. It's a simple fix of going through the ROM and replacing all of Dawn's sprites with a flipped right leg.

10
I used Snes9x as well. No idea what's going on. Sorry for the false alarm?

Edit - It just occurred to me that I also had three fully-filled save slots, if it makes any difference. I can send the save I used.

11
Something requires attention, alright.



This can randomly happen upon starting a new, unaltered TWUE with the Bug Fixes + Opera patch. I thought it was the result of me putting some personal flavor in the text, but, uh, no. This's on you, Rodimus, apparently. :o I've made this happen most often by continuing a previous save file, resetting, then starting a New Game. But it doesn't always happen.

All save files have over 100 hours, if it helps.

12
Unless anyone else thinks of more resources, that should be it. Chronosplit has everything I could think of.

13
Whoops, forgot to look at the readme. My bad! Thanks for your input on the speedup patch. :)

14
Alright, to my knowledge that just about covers everything, then. Thank you. :)

Edit - There's another you missed in the Pastebin, Chronosplit: Frozen Terra Fix and Auction Chocobo Fix by Madsiur.

And would the SwdTech speedup patch work with this too? http://slickproductions.org/ff6patch.php?id=Tweak%20-%20Sword%20Tech%20Gauge

15
They appear to be for an unheadered ROM, but I didn't really have a way of testing.

Edit - Would ZED's Invert Damage if Undead fix work as well? http://masterzed.cavesofnarshe.com/ff3.html

16
Chronosplit, do you know how Zephyr129's (aka mblock129) patches would factor into the patches allocation? https://web.archive.org/web/20131007113928/http://zephyr129.brinkster.net/ (You can download off of here no problem.)

17
Most excellent! Thank you all so much. :)

18
I got them from Madsiur, I'll send a PM.
Thanks! I appreciate it. :)

19
I'm impressed with the amount of dedication you've put into making this the definitive version of Final Fantasy VI. Thank you so much for all your hard work. :)

Edit - Where does one find Novalia Spirit's patches? I went to his site http://novaliaspirit.99k.org/ and it's just not there anymore.

Also, if it's not too much trouble, what in the world are the relationships between Leet Sketcher's patches? I did see that the text file noted that some patches need to be applied in a certain order, but when all was said and done, Leet Sketcher's step of this process contains 55 patches, and to be blunt I don't have the time to look through the readmes.

20
Thank you all for your continued hard work on this game, by the way. :)

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