I was thinking Project II: Classic Edition. Namingway's Revenge is kinda cute, though!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
It's been dealt with and has been, pretty much a day after the videos went live.Alright, thank you! Sorry I missed that. I just kinda panicked because someone was really upset with it.
Great! I was wondering why you hadn't improved cry like the other anemic abilities that were left out of the U.S. release. Am I correct that you left Dark unchanged, and that this is because it doesn't suck? I really love the design philosophy of improving only the abilities and spells that were left out of the U.S. version and leaving the rest untouched. Brilliant.Thank you! I think I've actually only improved five commands, though--Pray, Cry, Sing, Regen, and Salve, and I didn't even do the latter two of those! I personally think Recall is pretty fair on its own, though maybe it'd be better if it cast the spells for free.
Have you considered, though, making them a separate patch for those purists who may want to try them in their original versions? I'm thinking of the Final Fantasy Restored hack which has a few optional patches that alter the game.If I did this, I think I'd basically just be putting in the original spell acquisition rates for Rydia and Rosa, and returning the commands to their old, dinky selves. The two major treasure changes would be the same, and I'm never going to put back the original maps. I'll see if there's demand for the first two changes, though. Thank you for the suggestion!
How come you went with "Revive" instead of "FenixDown"? You could have made it [potion]Phoenix.If I wrote it as FenixDown, I would've had to drop the potion icon. Didn't wanna do that at all. I could've gone with FenixDwn or FenxDown, but those look awful to me. I mostly went with Revive Potion because it sounded nice, and that's what it was called in the Final Fantasy II: Shadow of Palakia prototype. Phoenix Potion could be an interesting change, although I think it sounds more like a stat-buffing item. Again, we'll have to let the jury reach a verdict on that!
So far I'm blown away with how good the dialogue is. Definitely an improvement over the Playstation version (the J2E translation is no longer worth mentioning).J2e's translation is... pretty bad. I can't mince words here. But it's a part of Final Fantasy history, and I have to give them that, at least.
Your success at this makes me bummed that I wasn't able to finish my attempt at doing this to II. I was going through the newer translations in order to smooth out the fan translation and update names, but the hacking utility, it turned out, had a glitch that resulted in dialogue changes breaking the memorization system, rendering the game unplayable. Oh well. What that game really needs is for someone to fix the bugs; the dialogue is pretty good.Aww, I'm sorry to hear about that! I think Demiforce did a great job on the dialogue, too. I think the three major bugs are the experience bug, the title screen bug, and the Ultima bug. I think I did a graphical cleanup mod that also fixed Ultima, but I'm not sure if I'd ever finish it. I prefer the GBA version.
Do Cecil and Rosa kiss in this version, like in the Japanese one?They actually always kiss in all SNES-based versions. No frames were removed, unlike how Ian Kelley claimed in his "FFIV to FFII US changes" FAQ. He actually made up a lot of stuff in that FAQ...
I noticed that at the beginning of the game, when Kain tells Cecil to go to bed, the word to seems to be missing. He says "go to bed [to] rest."Argh, I wish I'd have caught that before submitting v2.02. He now says "go to bed and rest." Thank you for pointing that out; it'll be in the next version!
In the black magic research room, the magic symbols for Lit and Ice look weird, like some of the pixels are the wrong color. What is this?When showing menus, FFIV actually prints the color black as see-through, creating the look of a "hole." The reason why it shows up as black in the battle menu and main menu is because they have black backgrounds. The only way to get around this would be to remove the color black from the black magic icon entirely, and I'm not comfortable with that.
I've discovered the dual text encoding that the SNES game has, and can utilize it to stretch out names, but as I'm not sure if FF4kster allows for this. If not I can simply use a HEX editor. Some monsters need just ONE more letter. I did notice that some monsters already have this.Do you mean the li / il / ll digraphs I added in? Yeah, I had to put the majority of those in myself in a hex editor...
Oooh, got it. Interesting approach.Yeah, I definitely wanted to make it seem authentic of the era: no swearing, not many overt religious references, etc. I'm definitely not as militant of it as Nintendo of America was. I make it pretty clear that Cid et al "die," and when it's impossible to write something without referencing religion, (e.g. GodsFury item, Pray command. I could've written around those in a half-baked manner, but it would've sounded completely stupid.) I go ahead an add it in. I also have zero qualms about nudity, since nudity is pretty tame in the FF series. For perspective, I reverted the original dancer sprite (Though, unfortunately, the one in Baron still doesn't strip) and the black orb in the Tower of Zot is now again a guillotine.
By text resource, you mean like a text file included in the download, right? Or is it some kind of new function to the game itself?It's just added .TXT files you can use. Think of it as a digital set of manuals!
While I'm editing for the items, I noticed that the dummy items that you brought back have a space where the items icon is on them, but no item icon. Is there an overflow caused if the dead space used there to fit in a letter is used? Just want to be sure.The Hand Axe and Assassin Dagger? They should have their correct icons. They did when I tested them...
Ah, right I had nearly forgotten Vivify93... When PinkPuff put the editor together something odd happens whenever you make a change to text and this "marker" so to speak is saved in the final "glitch world" map which takes up one character of space for each message. This may not seem like much but Project II alone had roughly 2300 messages in that map alone. If you delete them you should free up some crucial space for yourself.I remember that. I cleared all of them a long time ago, actually. I tried to look for space to free in Bank 2 wherever I could!
As for the tutorial text, I might change Kain's "leaving Baron Castle" lines around a bit as well as Cid's initial lines in the Airship, since Combat Boost is aimed at veterans rather than newcomers to the game I expect them to know how to move and use an airship.You could also trim the walking/talking tutorial, too, in the opening. If you haven't done so already. Well, let me just share the tutorial text updates, then. Not sure if you're using FF4kster to edit text, but here:
I might... because of very specific code changes I made to the Commands (well in many cases the new command doesn't resemble what it's replacing at all), the current FF4kster overwrites some crucial aspects of my command hacks making it unusable past a certain point. I know Chillyfeez gets around this by using a patch every time he wants to make a change in FF4kster but that just seems like far too much of a pain to me.I actually just entirely redrew the Forest Where You Lose Kain map by hand to look like the original. I don't remember what you told me to change it to, since, if I remember right, your change didn't work for me. You were basing Combat Boost off of v1.03, right?
All I think I am missing from Project II at the moment is some extra tutorial text on running and the airship toggles as well as the rest of the item descriptions and if you can manage that without using FF4kster then that would be great. Though could you tell me what I changed the warp x and y to near the end of the Bomb Ring event in Project II? I can't actually recall.
Or is there more that I'm unaware of?
I'll work on the fixes on my non-project II ROM if I can't get it to work. Theoretically, if it works on a regular FFIV, it should work the same on PII.I always used Lunar IPS to apply it. The Project needs to be applied to an FFII US v1.1 ROM with a header. Once you apply the patch, though, the ROM becomes unheadered. I hope that helps; a few people reported not using Lunar IPS, and once they switched to it, everything was hunky-dory. Not sure what's going on there. Thanks for the patch anyway!