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Messages - Dragonsbrethren

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1
News Submissions / Re: ROM Hacks: Final Fantasy V Sound Restoration
« on: October 30, 2011, 02:24:40 pm »
"terrible port of the music, with aggressive instruments" my ass. It was not only the best musically of the GBA ports, if you ask me, but also superior to the SNES version.

Glad I'm not the only one who thought so. I haven't given this new version a try yet, but I remember the previous one was pretty underwhelming to me.

2
Personal Projects / Re: Mega Man X3 - Fully Playable Zero WIP
« on: July 20, 2010, 07:02:34 pm »
I was going to suggest making the weakened saber the default special weapon (so we didn't need to charge to use it), but then I remembered the SNES games didn't actually have a dedicated special weapons button. :-[

Anyway, great project you have going here. I remember using GG codes right after I got the game to use Zero everywhere - incredibly broken, but still a lot of fun.

3
ROM Hacking Discussion / Re: Cartographer
« on: November 20, 2009, 05:15:52 pm »
I think you need to do both FIXED_STRING and FIXED_LINE, at least that's what I did:

Code: [Select]
#BLOCK NAME: Status effect names
#TYPE: FIXED_STRING && FIXED_LINE
#STRING LENGTH: 10
#STRING END: No
#LINE LENGTH: 10
#LINE END: Yes
#METHOD: RAW
#SCRIPT START: $2AFE1
#SCRIPT STOP: $2B121
#TABLE: ff6_snes_menu_a.tbl
#COMMENTS: No
#END BLOCK

I can't remember why I did it this way anymore, but there must've been a reason. You also need to have LINE END set to Yes or you'll get an error about it.

4
Personal Projects / Re: Opera of the Red Moon (my Castlevania game)
« on: October 04, 2009, 05:51:22 pm »
I don't know, provided the extra modes will be the same as/similar to the official CV games, Soma would suffer from the same problem as Alucard did in DoS. You're taking a customizable character and stripping them down to a few core abilities. All of the other extra characters, except for Richter and Maria, were planned as extras, so this was a non-issue. Richter actually kept all of his abilities in SotN and gained new ones, so he worked out really well.

5
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: September 30, 2009, 02:53:35 pm »
I've found that recoloring them to be darker, using some shades already used by FF6's sprites, is usually enough for them to blend in "good enough." They are done in a different style, though, and do stand out a bit no matter what.



Oh yeah, I never posted these here:

Pandora's Box Tech Demo: Sensei Strago

Pandora's Box Preview: Extended Failure

6
Personal Projects / Re: FFVI ADVANCE European Color Restoration Patch
« on: September 18, 2009, 06:01:55 pm »
This game doesn't need a color restoration; it needs a color enhancement. Both sets of screenshots are "bleh" looking. One's overly bright and faded bleh, one's overly dark bleh. (I actually prefer bright and faded, seeing the two next to each other...)

7
News Submissions / Re: Utilities: Phoenix Hacks Announces: FF4Tools
« on: September 08, 2009, 10:02:35 pm »
If only a few people want to remove it, they can edit the HTML to do so; if the majority of people don't like it, I'll get rid of it.

I didn't say anything while testing, but I don't really like it. I just go into the editors individually, though.

8
News Submissions / Re: Site: RHDN 2.2 Released!
« on: July 03, 2009, 04:50:58 pm »
Hmmm, looks like he only submitted the VWF's...

Yeah, I only added my custom ones. The 8x8's should be ripped from the games they originated in.

9
News Submissions / Re: Site: RHDN 2.2 Released!
« on: June 23, 2009, 07:33:54 pm »
3. The Font archive is on the left hand navigation bar now. I forgot about that.

Fonts are also missing from the submit files page, and there is no newest section for them on the right bar.

10
News Submissions / Re: Site: Romhacking.net Open for Business Again
« on: June 18, 2009, 11:26:29 am »
For Sonic hacks, at least the newer ones, xdelta would definitely be a better choice than IPS. Sonic hacks are usually created from disassemblies, and the resulting ROM will be layed out different compared to the original (meaning an IPS patch would basically be the entire ROM anyway). An xdelta patch will work a lot better, not perfectly if the clean ROM built from the disassembly isn't exactly the same as the original, but still a lot better than an IPS patch.

As for hosting sites, there is a small list here: http://www.romhacking.net/?&page=help&action=additionalhelp

11
News Submissions / Re: Utilities: Editroid 1.2 Released
« on: February 28, 2009, 11:00:48 am »
Sounds pretty cool. I have a partially finished Metroid hack I created with the first release on a backup CD somewhere, I've never really been big on the game compared to its sequels, but this editor is really nice.

12
Personal Projects / Re: New Mega Man 5 hack: Mega Man Powered Down
« on: November 21, 2008, 10:37:50 pm »
That sounds good, I actually really like the orange one even if it isn't "traditional."

13
Personal Projects / Re: Opera of the Red Moon (my Castlevania game)
« on: October 25, 2008, 01:26:18 am »
You mentioned items and food, do you still have to equip them to use them? Sometimes I wonder if I'm alone, but I actually thought the way SotN handled item usage fit the style of the game far better than using things through the menu. Here are two posts I made about improving item usage a while ago, if you're interested:

Quote from: Dragonsbrethren
I'm probably one of the few that wish they'd go back to having to equip your items to use them, it fits with the gameplay style so much better - have a few reserve slots you could select items for and swap into your left hand at any time. Of course, they don't even have separate hands in the newer ones...made sense on the GBA, doesn't on the DS.

Quote from: Dragonsbrethren
Quote from: I.S.T.
I hated that part of SOTN. To this day I want to slap IGA up the head for that, even if he's not responsible as. you see, he's a good target for my useless angst.

Well, I'm not talking about exactly how it was done in SotN, there's certainly room for improvement. The reason I like it is it doesn't pull you out of the action like having to open the menu does, which is why I suggested reserve slots. Basically, give the player a few extra slots to stick different items in, then they could simply hit a button to swap through the items at any time without pausing. You could use it for healing items, or even for different weapons and shields. Additional slots could be added with a relic, maybe the Bangle of Holding Things, that's a cheesy enough name for SotN.

The ironic thing about this is that I almost never use items in SotN anyway; when I do they're usually the full screen attack items to kill Legion and Beelzebub faster.


How are you planning to change the map in order to show this? Decent 2.5D maps are pretty hard to make. x_x
I haven't decided yet, but the idea is: you're walking in an outdoor area, like a mountain path. Now, you find a cave entrance in the middle of the screen, so you can decide to enter there or continue. If you go for the cave area, the map will branch on a different direction, but the viewpoint will be always the same. For this feature, I'm thinking about using a 3D local map, instead of the typical 2D one.

I'm not sure if I'm following what you mean here. Something similar to Order of Ecclesia's village map?

14
Personal Projects / Re: New Mega Man 5 hack: Mega Man Powered Down
« on: October 14, 2008, 11:31:26 pm »
I like the concept of this hack, I never got a chance to play the remake and most likely never will, so it'll be cool to see the new stages in classic style. Your titlescreen looks good, even without sprites being used for the face.

15
News Submissions / Re: Site: Revised RHDN Policy
« on: October 02, 2008, 08:37:25 am »
Meh. This doesn't really concern me. The only reasons I'd request a patch be removed would be:

A) It's really buggy and I don't want people to get it until it's been properly fixed up;
B) I want to replace the readme file for an updated one (I've been meaning to do this since I got my own domain, and left vice.parodius behind).

Meh.

A would be a completely reasonable request, it would be better to just submit an edit with your new readme in the case of B though.

16
News Submissions / Re: ROM Hacks: Final Fantasy II *is* Easy Type
« on: September 29, 2008, 10:16:00 am »
Except, er, Woolsey was never involved in FF2/snes.

Thank you, come again.

Actually, he was, just not as the translator:

Quote
His first project for Square had been to examine the translated script for the Super Nintendo release of Final Fantasy IV.

http://www.lostlevels.org/200312/200312-ffan2.shtml

17
News Submissions / Re: ROM Hacks: New Submitted Hacks Added to the Database
« on: September 03, 2008, 05:59:18 pm »
Exactly. I.S.T., why didn't you submit it well over a year ago?

18
*Notices Rockman Deus Ex Machina*

Yes, I can finally play it and stop looking for it. Thanks for submitting it, Insectduel.

It's...a bit disappointing, another ridiculous difficulty hack. I plan on writing a review of it some time, I don't know why these awesome hacks have to be spoiled with unfair enemies and level design.

19
News Submissions / Re: ROM Hacks: Final Fantasy II *is* Easy Type
« on: July 18, 2008, 01:59:23 am »
It's not scary enough and the image itself doesn't quite make sense... but whatever I guess.

Meh, I like it, I like the original more though. They did an excellent job on Zeromus's final form in the DS version; his first form...not so much.

20
News Submissions / Re: ROM Hacks: Final Fantasy II *is* Easy Type
« on: July 17, 2008, 08:59:00 pm »
Damn. Not even a sucky translation can stop that scene from being epicness personified. Except...the transformation. I dunno why, but the EG form doesn't have quite the same "OH SH**" quotient as watching evil ghost Zeromus turn into freakin' cosmic horror Zeromus just as the final boss theme picks up.

The only sane reasoning for the image change is that FF4 came first and someone thought it was a good idea to make the game a bit more district... besides changing his battle script.

I always figured it was just an alternate design they came up with during development that was rejected for the original but put to use in Easy Type. That's even more likely if they got around to actually making the sprite before rejecting the design.


And yeah, that all-party Doom number...that's cheapness personified, and this is coming from the man who magically goes back to full HP in the middle of the fight without any visual cue whatsoever.

The multi-target Doom/Count only comes when it's near death, so you should be able to finish it off before it runs out with little trouble. It does have a single target Doom that it can use throughout the battle but I rarely see it, I'm not sure what exactly triggers it.


The Call Books is the FF4A's terminology of the regular Grimoires. A random summon (other than Asura) is selected from all the standard summons (minus the special monster-item dropped summons) with a spell multiplier of 8.

The item drops are radically different in FF4ET. The Call Books tend to drop relatively frequently (Imps/Goblins are the best bet), which already existed in the original game as rare drops. These items are not really that useful once you are able to face Asura or Leviathan, but allow you to breeze through the original game quickly if you wanted to...

Yeah, I named them "CallBook" in this hack because I felt it fit in better with the rest of FF2us's item names.

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