News: 11 March 2016 - Forum Rules, Mobile Version
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia

Show Posts

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.

Messages - vivify93

Pages: [1] 2 3 4 5 6 ... 36
i did that 'cause it was like that in the original! it's a big space-saver lol

Awesome stuff! Looking forward to it. :D

Personal Projects / Re: Project II: Final Fantasy IV
« on: October 10, 2017, 01:41:21 pm »
It had come to my attention that Namingway Edition's renaming menu was broken, so I checked Project II--it was broken there as well. That is to say, the cursor was invisible and it was difficult to navigate the menu. This has been fixed in v2.21, and I renamed Cid's daughter again--Hilda, an FFII reference. I figured this was more appropriate. :)

v2.21 is live on RHDN. Grab it there.

Edit 1 - I'm aware that I forgot to update the version number on the site page, but when you go to download it, you will be getting v2.21.

Players of Namingway Edition, as soon as Rodimus finds the time, he'll be releasing a fixed version of his mod with the renaming menu fixed.

Edit 2 - Version number is changed, for those who care. :P

I hate to ask this of you, Rodimus, but if you find a fix, would you be willing to send it my way? Apparently, this issue stemmed from Project II.  :-[

Personal Projects / Re: Project II: Final Fantasy IV
« on: September 25, 2017, 04:32:35 am »
Alrighty! You can use TUSH to easily add or remove an SNES header. :)

Personal Projects / Re: Project II: Final Fantasy IV
« on: September 24, 2017, 02:40:32 am »
You're using Lunar IPS with a headered v1.1 ROM, right? Let me look into it.

Edit - I applied it to a headered v1.1 ROM with Lunar IPS and the game works fine. I think it might be something on your end, then. Did you use a different patcher, or an unheadered ROM maybe?

Personal Projects / Re: Project II: Final Fantasy IV
« on: September 14, 2017, 11:30:11 pm »
I noticed my script is kind of... lacking in detail, for lack of a better term. I had to be concise with some NPCs due to limitations within the data. For example, one NPC in the prologue says something like "I trust the king!" but in the 3D version, it's more verbose: "Despite his changes as of late, I place my full faith in His Majesty." (Paraphrasing in both instances, but you get the idea.)

As a result, Namingway Edition suffers the same problem, but it's not as bad as J2e blatantly making things up.

The only real limitations Rodimus had to deal with are the magic, item, and enemy names. "Menu strings," as I call them. To fit in more words, he would have to use digraph tiles--for example, the letter limit for spells is technically 5, but he was able to spell out the LV 3 lightning spell as Thundga. To do this, he used digraphs. (Or "squish tiles" as we call them in the scene; I prefer to call them digraphs despite this not being technically correct. It sounds a bit more professional.)

You can't go wrong either way, really.

Personal Projects / Re: Project II: Final Fantasy IV
« on: September 14, 2017, 02:07:33 am »
Hey there Sephirous, thanks for your interest in Rodimus' and my projects.

To sum things up, it's down to taste. Namingway Edition is based off of Project II, and thus uses its script for the most part. The v2.20 update changes haven't been implemented into Namingway Edition yet--they may not be since it's up to Rodimus' discretion--but pretty much, it's the same script with some minor alterations.

My goal was to stay as true as possible to a 1991 Nintendo-era script while keeping in line with most of their policies, such as:

- No religion (Allowances made in the following places: Rosa's command Pray, the Tower of Prayers and the concept of praying, the Cross item which cures Curse, possibly another allowance that I can't remember)
- No swearing (Not even for the concept of Hell)
- Names for items, spells, enemies, etc. have to be within the allowed character space
- All tutorial text kept, for better or for worse
- People ARE allowed to die, and death is openly referenced, so that's one major difference to my script as opposed to a 90's SNES-era game script

As for gameplay and exploration, I did do the following.

- Restored missing spells, commands, and items and the text associated with them
- Restored missing magic attached to weapons (i.e. Lunar Staff, Murasame and Defense Sword, and Elven Bow now cast Dispel, Armor, and Shell again, respectively)
- Restored missing items to shops, chests, and enemy drops

I did not do any of the below.

- Restore stripping dancer in Baron Town (though I'd like to, at this point)
- Restore original maps (Not even the Developers' Room, no; you find the Magazine in a chest in a dungeon someplace instead)
- Restore original enemy stats or battle scripts
- Restore original title screen
- Restore Asura's original effects (Rather than casting a full-party Armor, she casts a Mega-Cure instead)

Rodimus Primal actually based Namingway Edition off of Project II with the goal of having a modernized FFIV experience. He and his friends did all of the above that I did not do, plus more.

- Hold down the B Button to dash as opposed to tapping the L Button
- Gave all items, except key items, a description
- Modernized terms utilizing digraph tiles (For example, Fire3 is Firaga, Milon is Scarmiglione, Silver equipment is Mythril, Nuke is Flare)

If the latter appeals more to you and you have no nostalgia for FF terms circa 1991, I say go with Namingway Edition. It's a really polished job considering the limitations Rodimus had to suffer with!

However, if you'd like a bit neater of a presentation plus my original intent, Project II is the way to go.

There's something I must point out though. While Project II's script takes inspiration from the PS1, DS, GBA, and PSP translations, it is at its core a rewrite of Kaoru Moriyama's original translation from the SNES. It is by no means a retranslation. I replayed the opening recently and while I'm still very happy with my work, it's obvious that things have been pared down from what they once were, and it just doesn't have that solid fantasy feel to immerse you in the world.

If you want my honest-to-god opinion, though, I recommend the PC version above all. The new battle system is leagues above the original and the Augment system is great fun. Just give it the original soundtrack mod and the 25 FPS Battles mod though, for the love of all that is holy! 15 FPS battles are nearly unplayable and the "remastered" soundtrack is awful in my opinion.

So, to sum things up...

- If you want an original SNES-style take on terms and censorship, (Except for the concept of death.) go with Project II
- If you want a more modern take on FF terms with some minor censorship removal, (If I remember right, this basically equates to explicitly referencing the concept of Hell, maybe some "damns" in there for good measure someplace, and the spell Pearl and the Pearl Arrows are now Holy instead.) go with Namingway Edition
- The original author of Project II ultimately recommends you get the PC Steam version, with the 25 FPS Battle and Original SNES Soundtrack mods

Personal Projects / Re: Project II: Final Fantasy IV
« on: September 03, 2017, 11:27:46 pm »
Another update. The whole reason I made v2.15 was actually so I could have an excuse to fix a typo in the readme. I didn't do that. Whoops! That's done, and I also did a few other things.

- Eliminated references to current and former friends in the script (Julia's name is now Helen, a Clock Tower reference for fun)
- Fixed a typo in the opening (airforce is two words)
- Changed one of Cecil's lines in the prologue, where he and Rosa are discussing the attack on Mysidia in his room. This was to reflect the more accurate DS script
- Capitalized all instances of Crystal to reflect the DS script, except in reference to the Lunar Whale's crystal activation mechanism

It's been submitted to the site as per the usual.

Edit - It's live!

ROM Hacking Discussion / Re: Metroid (NES) - mOTHER + 99 (full health) hack?
« on: September 01, 2017, 06:45:47 pm »
I have no clue. Snarfblam said to change "both 88's" to the desired bitmask, but there's only one 88 existent anymore in Metroid + Saving. I contented myself in both my personal mod of Metroid + Saving v0.3, and in Metroid mOTHER: Galactic Edition v3, with just keeping it as Up + A. I wanted it to be A + Select though, or even A + B + Select like in Metroid: Rogue Dawn.

ROM Hacking Discussion / Re: Metroid (NES) - mOTHER + 99 (full health) hack?
« on: September 01, 2017, 01:35:24 pm »
Only thing I want to do is apply the Pause & Up+A for saving which has been talked about recently.,4433.msg60366.html#msg60366

Look there, my good chum. :)

So I just found a small bug of when you get out of Brinstar, the new "E" and Missile indicators revert to the "...." and the right half of the old Missile indicator. I've fixed it, and I also did some minor behind-the-scenes updates, but I'm not gonna put a new version up yet. I really want it to be made so that saving can be done all on one controller--that's worth a new full update to me.

August 29, 2017, 12:50:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)

Snarfblam kindly told me which byte to change to make it so you only need Controller 1 to save. Pause, then press Up+A on Controller 1 to be taken to the save screen. You shouldn't need the A Button at all on the pause menu--scrolling the map is done with the D-Pad and unpausing requires the Start Button. But remember not to press A while perusing the full map just in case, OK?

This also fixes the minor issues with the Energy and Missile displays that I mentioned earlier in this post.

Enjoy. :)

Some Final Fantasy VI mods combine like over 50+ patches. But this may be a record for a (non-Super) Metroid title. :p

Look up above you, good sir! :)

Well I didn't know that. :) Besides, I didn't see it in the database. I just responded to what somebody asked about in this thread. I don't have a massive interest in this. :)
I wasn't being rude, and I didn't mean to come across that way. You helped out a lot and I'm sure Krustentier7 is grateful. I was just posting more information on the hack they asked for.

Edit 1 -
Feel free to tell us how to do it this then, "Metroid [mOTHER].ips" + "Metroid Saving 0.4.notdone.ips" does not work here, no matter what i try, or which order, expanded or not.

Does it actually work for you, glitch free, as in confirmed?
And if yes, could you create a patch from it & share please?
You want the mOTHER graphics on top of everything else, right? I'll see what I can do.

Edit 2 - It's done! Jesus, that took forever. I'll upload a patch here soon, but I will not upload it to the site without Snarfblam and dACE's permissions.

There's a couple more changes I think that should be made before it's considered "fully finished," though.

Firstly, the save button combination. You guys know how in Metroid: Rogue Dawn, you can save at any time by pausing, then pushing Select on controller 1, then also on controller 1, you press the A Button, and the B Button simultaneously? I think something similar should be done for Metroid mOTHER. Right now, it uses Pause, then on controller 2 you push D-Pad Up, then the A Button. To go along with the "ease of access" philosophy, I really think that it should all be on controller 1.

I was also wondering if Missile pickups should be a full 5 at a time instead of just 2, but would that make things too easy?

Edit 3 - I call it Metroid mOTHER: Galactic Edition. (The old v2 link has been removed; only v3 remains, which fixes some graphical glitches and makes saving happen entirely on Controller 1)

I'm no super hacker; all I did was make patches and apply them, and pray! LMAO. So to clear up any confusion, I'll outline my process here:
- Applied Metroid mOTHER to a Metroid I ROM
- Applied Metroid + Saving v0.4 NotDone to another Metroid I ROM
- Applied Metroid + Saving v0.3 to yet another Metroid I ROM
- Incorporated nesrocks' Low Energy Alarm (10 NRG or less) and Full Energy mods to the Metroid + Saving v0.4 ROM
- Made a patch for Metroid + Saving by using v0.3 as the "original, unmodified ROM" and v0.4 (With nesrocks' enhancements) as the "new, modified ROM"
- Applied the above patch to Metroid mOTHER
- Did some rudimentary testing

I'm glad it worked. I pretty much went on instinct here and could've wound up with nothing to show for it. The whole game has not been tested, but everything seems alright.

Someone actually did make a patch for mOTHER (And Metroid + Saving) that starts Samus up with 99 Energy, and full tanks, every time you start the game. It's quite nice.

Edit -,2434.msg59042.html#msg59042 Corner map + wall jump as well here from Snarfblam--in their words, "I still have a little more work to do for the next 'official' version, but here it is in its current state. Metroid + Saving + Wavy Ice + Corner Map + Pause Map + Wall Jump."

Personal Projects / Re: Project II: Final Fantasy IV
« on: August 22, 2017, 05:22:20 pm »
v2.15 is out. Not much happened.

- Fixed an improper indentation on the "leaving key item behind" text.
- Tiny typo fix. On the save screen, the message "Failed......" can appear somehow. I changed that to "Failed..." using the il digraph. I removed the digraph from this message since it didn't need it.
- Minor changes to how status names are treated; in later FF games, namely XII and XIII, statuses in menu descriptions are capitalized. e.g. "Randomly inflicts Stop upon striking an enemy." So I changed that up real quick and the Supplements have been updated to reflect that.
- Small updates to the Supplements. Nothing major.

Honestly, I made this update because I noticed that I had misspelled "efficacy" in one of the changelog descriptions, and... turns out I forgot to fix it when uploading the new ZIP. Whoops.

Oh. And obviously, I won't be doing a remake of the English manual to go along with Project II; I realized the Supplements may be text-only but it accomplishes pretty much the same thing that the original FFII US manual does.

ROM Hacking Discussion / Re: Screenshots
« on: June 09, 2017, 10:20:29 pm »
Managed to start pulling Darkmage's script out of "retirement."  Sorry, the GBA font isn't optional.  I had to do a lot with the intro to make it not look awkward and result in you pressing A in the middle.  How is it looking (and yes, I had to make the first spiel start to the left)?
The w in the font needs to be moved down by 1 pixel. Otherwise it looks fine :)

News Submissions / Re: ROM Hacks: New Hacks Added to the Database
« on: June 01, 2017, 01:06:47 am »
The Vancian Magic System patch for FFI is amazing. Adds back in so much difficulty.

This probably doesn't warrant another update, but I fixed the indent.

I'm gonna write a small guide on how to fix this for anyone who might need it in the future.

1. Headered ROM: Go to 0000E003 / Unheadered ROM: Go to 0000DE03
2. If you're not using a table file, type in 51 67 60 5C 6E 60 FF 6F 5C 66 60 01 52 03 6F 63 60 FF 66 60 74 C1
3. If you're using a table file, type the ASCII "Please take" without the quotation marks. Then type in the hex bytes 01 52 03. Switch back to typing in ASCII and enter "the key." with the period, but without the quotation marks.
4. The new message should display perfectly fine.

For Rodimus: change 01 54 03 to 01 52 03. I should've tried this in the first place. Sorry. :(

Pages: [1] 2 3 4 5 6 ... 36