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Messages - Tzepish

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News Submissions / Re: ROM Hacks: Zelda 2 Redux now officially released!
« on: October 03, 2020, 04:32:46 pm »
Congratulations, my friend! I've always wanted to love Zelda II, but the game itself kept getting in my way! This list of changes sounds amazing.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 200420
« on: April 25, 2020, 12:49:57 am »
While the following will seem a bit terse, I'm interested in discussion, not just having the final word. If you can convince me of the merits of an idea that I seem to be dismissing, please do. Keep in mind that I prioritize my preferences when something is subjective (I'm doing this for fun).

Of course, thanks for the thorough reply! I don't feel particularly strongly about any of these, and you've convinced me on maybe half of them.


Swap the Javelin's Strong and Weak attacks.
The biggest problem with the current setup is that the Javelin used to be "the weapon you throw all the time", but now it's "the weapon you have to do something special to throw", since a neutral attack is a bit harder to do than a dpad attack. Now it's not as fun to use because I have to take special effort to throw it, or else it just feels like another melee weapon. It's a change to the identity of the weapon, and one that is unwelcome because now it's a bit less unique.

But I also feel like, psychologically, dpad attacks "feel" like "farther" attacks, basically in the same way I "feel" like magic is on L and weapon is on R because the menus suggest it. It's a tiny thing that can help the user learn the game a bit better. But my gameplay complaint above is the thing I care most about. Heck, the Boomerang's dpad and neutral attacks also don't obey the "dpad = farther" thing, but I support it the way it is because it's so much better for gameplay.


The Bow's neutral attack is a bit crazy for a noncharged attack.
I mostly meant this aesthetically - firing three arrows simultaneously into the sky to have them land on your opponent reads more like a super move to me than a standard attack. But I also have a gameplay complaint with it - since it's a neutral attack, I can't tell for sure that I fired it in the right direction, and because the arrows leave the screen before returning, it takes a little while for the game to confirm to me that I actually did (or didn't).


Attacking Requires Full Stamina.
I think you would still want the character flash and confirmation sound, especially if the player opts to keep the default Stamina regen time, which is pretty long. This option would just be a safety for those who don't even want the option of doing an accidental penalty swing.


x2 xp and x2 luc is too generous.
I agree that it'd be a negative experience to check a box for more XP and Luc, but find that it doesn't work because you had to go into this other menu and change some numbers first. The only way my suggestion would work would be if you lumped all the anti-grinding features together in a single checkbox that was essentially called "Anti-Grinding", and the description said it uses all the multipliers - then you'd have the freedom to use x1's if you wanted to.

I was also suggesting this not because I want to resurrect grinding, but because even without grinding x2 caused the game to become easier and easier as I progressed, to the point where the challenge I enjoyed at the beginning disappeared as I steamrolled the enemies. I at first tried to change these to 1.5 but the interface didn't seem to like decimal values. I agree that the game is way too grindy, but x2 felt like an overkill correction. And since the interface wouldn't accept decimal values, I found other ways to enhance xp and luc (keeping x2 xp and luc for bosses, using the more generous chests feature, etc.)


No Heal At Level Up to be on by default.
I knew this would be a controversial one. Turning it off by default is one way to suggest to the user that the game really is a better experience without it. It's a catch-22 though, because the player may find it odd or surprising that it's turned off by default, whereas leaving it on by default means most players probably wouldn't think to remove something that benefits them.


L and R hotkeys swap feature on by default.
I'll try this again :-) (though again, I doubt I feel as strongly about this as you do).

The R button is easier to hit in general, or at least, I assume it is for most players. When spell hotkeys are on L, that tiny extra bit of thought and difficulty is enough to discourage me from using them. With spell hotkeys on R though, I actually do use them (but only for Primm, because Popoi's just aren't fast enough, having to hit X as well).

However, with guard on L, something happens to me psychologically that helps me to actually use the button. Using "the movement hand" to guard feels like "turtling up" - like it's a "Stop doing things!" input. This helps me remember to do it more often. It was a surprise to me because I was like "of course I want to use R, that's easier than L", but after trying it, I found both guard and spell hotkeys benefited from the change.

But I'm just throwing this out there because it was my experience. I also think swapping the positions of magic and weapons xp on the levels screen is a great idea.


Functional Fashion, default equipment.
Yeah, I actually switched to No Default Equipment for this reason. However, No Default Equipment is similar to No Heal at Levelup - it's a better experience, but I don't think many players will realize that ahead of time and decide to take something away from themselves. Also, it's in a completely different section in the interface than Functional Fashion, so the player may not necessarily make the connection. So I'm predicting this all adds up to the "default" experience being an orange Randi for many players, which just isn't as aesthetic as his default blue and it gives the wrong first impression of the character.


Default names.
I hear ya. I'm one of those players that always uses the default names so that it's easier to cement "the" story of the game in my mind, and so that I have a shared language with others about the game. For games that start you with a blank name, like this one (and Persona 5), for me it's "time to google to see if this character has a canon name!" :-)

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Personal Projects / Re: Secret of Mana, Turbo - Beta 200420
« on: April 22, 2020, 08:40:09 pm »
I'm loving the mod, fantastic job all of you guys. This compilation with all the changes opt-in with checkboxes is the greatest way to do this - I wish all the various FF6 mods could come together like this. Here are some of my misc observations and wishlist features after messing around with the various settings. Feel free to take or ignore any of this feedback!

* I suggest swapping the Javelin's Strong and Weak attacks. Currently holding the dpad causes the quick jab attack and neutral results in throwing. This feels backward to me as throwing is the "reach" ability and the one you expect to be using by default, and the quick jab feels more like the close-range, non-directional attack that i'd expect for neutral. Using this weapon is a bit of a bummer because I want to throw it all the time and it's difficult to.

* The Bow's neutral attack is a bit crazy for a noncharged attack. I suggest replacing it with a shorter range shot (the dpad attack would be a longer range shot).

* New feature request: Attacking Requires Full Stamina. This would be for those who like that the stamina system enforces pacing but are not interested in devoting mental space to keeping track of when the attack is available again. In other words, spamming the attack button would result in attacking as fast as stamina allows without any penalty swings.

* For Faster CPU Allies, I recommend a default speed of 2 instead of 1. 1 is technically "better" but it makes them look super spastic; 2 is just slower enough to make them look "competent fast".

* New feature request: Default names. When the name screen comes up, instead of being empty, have it pre-populated with Randy/Primm/Popoi.

* New feature request: Add character's name to ring menu text. For example, instead of showing "Equipment" in the upper left, show "Primm's Equipment", etc. Sometimes you open the menu and can't tell whose menu you're looking at. Alternatively, show it some other way, maybe by graying out the portraits at the bottom for the characters that don't have a ring menu open.

* New feature request: Goblins always kidnap you. This is a much less annoying way to get Primm to join than going to the Haunted Forest early.

* Circular Forging: I wish there was a bit more info here, I'm scared to turn this on. Will this revert a weapon to level 1, special ability and attack power and all? Or will it simply revert it to gaining the special ability without affecting its power level? If it's the former, there's probably a better way to implement this as a special feature, rather than an additional click at Watts. By the end of the game, the player is in the habit of mindlessly clicking on every upgrade that's available anyway, so it'd be a bummer to accidentally downgrade.

* Spell quick hotkeys: I wish this only supported four hotkeys instead of eight, and each of the four was character agnostic. For example, I could put Primm's Cure Water on dpad down and Popoi's Freeze on dpad up (rather than having to hit X to switch to Popoi). By the time I remember to hit X to switch characters, the feature is no longer fast enough to justify using.

* After playing up to obtaining Jinn/Sylphid with multiple sets of settings, I found the default x2 xp and x2 luc too generous. It's a grindy game, but that's mostly due to weapon and magic xp. I recommend setting those two to x1, but keep all other scaled defaults the way you have them (including x2 xp and x2 luc for bosses).

* I highly recommend No Heal At Level Up to be on by default. I didn't expect it to enhance the game as much as it has. No longer do I feel bummed when I have to use an item because gambling by waiting means I can heal for free with level up - now using items feels necessary, and I'm happy to have planned ahead buying them.

* I recommend having the L and R hotkeys swap feature on by default (or make L = guard and R = magic the default and make the swap option swap them back). Since my right hand is super busy with attacks and menus it's actually harder to remember to hit R to guard during combat, but L feels natural because it coincides with when I need to stop moving, and my left hand is the "moving" hand. Also, R is easier to remember to use for magic hotkeys. Finally, the levels screen has Weapons on L and Magic on R, so there's some nice symmetry that can help you remember which is which.

* I suggest moving the MP display in the HUD up into the space directly below the HP (where the weapon charging currently is), and move weapon charging to above the HP and portrait to make it stand out more. This would improve the look of the HUD and avoid putting critical information in that frequently-cropped space at the bottom. EDIT: Just realized that for people playing with Stamina this would also move the stamina bar above the portrait, which may or may not look good. It'd probably still make it more noticeable though, which would be a win.

* I wish there was some supporting UI when assigning backup weapons and spell hotkeys.

* I wish Faster Chest Opening wasn't silent - it feels buggy. Maybe it wants to play a single instance of that "chest slam" sound right at the start? Alternatively, maybe it just wants to speed up the "shaking / slamming the chest" animation, rather than bypassing it altogether.

* Functional Fashion: this is amazing. My one suggestion is to make the default equipment result in the default palettes, so you don't begin the game with an orange Randi, for example.

* Mimic Box Rewards: I wish this had more explanation text explaining what normally happens with mimics, for comparison (I couldn't remember)

EDIT: I missed one!

* When using Faerie Coconut and Relocalized together, the original Faerie Walnut is renamed to Magic Walnut, but the Faerie Coconut remains Faerie Coconut. I suggest renaming it to Magic Coconut for consistency.


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Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 20, 2020, 01:25:17 pm »
Hey guys, just popping in to note that I found a minor bug. If you have manual block on and you swap L and R, then the tutorial after dying to the first boss still says "Hold R to block". FYI!

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From the readme, it looks like one of the things it does is allow for more letters in ability and item names? That could be handy.

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Maybe I'll update the page description to make it clear that they are already split, just in case!

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Thanks for the plug, 121J. Your script port is what got me excited to mess with FF5 again!

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Can't die happy yet - we still need the Chrono Trigger DS script port.  :)

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Thanks, STARWIN!

And yeah, if there's one thing I've learned working on games professionally, it's that it's always safer to leave stuff in than to take it out, which is why things like Hot Coffee remained to be discovered (and why we find nonsensical things in the code of released games sometimes :-)

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Oh yeah, I had dropped this issue back then and decided to return to it now, 4 years later :-).  I confess that your replies assume a level of proficiency I don't posses.  I don't know where to put your code, and while I'm familiar with the concept of breakpoints from scripting in Lua, I wouldn't know how that knowledge translates into what to do on the SNES.  Is 7E/0A4D a location that 's tied to the Y button?

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In Final Fantasy 5, pressing the Y button does nothing until you have found the map; afterwards, pressing Y brings up the map.  Clearly, the Y button kicks off an event that checks a flag (has the player acquired the map?) and then does nothing or shows the map dependent on the result of that check.  I'd like to award the map to the player earlier, or bypass the check entirely, so that he always has the map.  If this were FF6, such a thing would be easy due to all the event data disassemblies out there, but I'm not aware of the same info being available for FF5.  Does anyone have some insight into this problem?

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News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: June 14, 2012, 01:58:01 am »
My original intention was to just copy the Oracles font over, but they use different tile sizes than Link's Awakening does, so I just drew it by hand using the Oracles font as a guide, and changing what I had to for technical reasons.

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ROM Hacking Discussion / Re: Patch: FFIV Tileset -> FFVI
« on: November 05, 2011, 01:54:59 am »
Wow, this is absolutely beautiful.  Great job!

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News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: February 21, 2009, 03:58:16 pm »
^ Thanks guy.  Sorry I didn't see this until just now, old threads and all.  I may submit a front page announcement for this hack, but I'm thinking I should give it one more revision first.

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News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: February 08, 2009, 04:20:59 pm »
The updated archive (with both the header patch and no header patch) has been uploaded.  Enjoy.

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News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: February 07, 2009, 05:54:01 pm »
No random encounters:
7E0B5600

Note that any FF5 codes for SNES FF5 should work on FF5Spoof as well.

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News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: February 07, 2009, 04:18:21 pm »
^ Just use game genie codes or something to fly through it with super powered characters.

I didn't like FF5 much either :-)

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News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: February 07, 2009, 08:05:52 am »
Hey fellas, for those having trouble getting FF5 Spoof to work, I've uploaded a new archive on my webpage that has two patches - one for a ROM with header and one for a ROM without a header:

http://devilsjockstrap.wikidot.com/

BTW, what's the process for updating hacks on this website?

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