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Messages - vivify93

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101
Personal Projects / Re: Final Fantasy IV - Project II
« on: December 01, 2013, 02:15:05 pm »
Wow! I definitely don't recall that. But I would never put it past that script, either.

102
Personal Projects / Re: Final Fantasy IV - Project II
« on: December 01, 2013, 05:21:20 am »
Pretty much all SwordRat variants counter, and MiniMage variants counter with Psych if you attack them with magic.

103
Personal Projects / Re: Final Fantasy IV - Project II
« on: November 30, 2013, 03:43:45 am »
True, but that slowdown also exists in FFVI Advance with one of Sabin's blitzes. I believe it's called Rising Pheonix? It's the fire one where a bunch of red Sabin clones fly around the enemies.
That's the thing, though, FFIV Advance has slowdown everywhere. V Advance and VI Advance only have some isolated incidents.



Thank you for the praise, Rodimus Primal! :) I'm glad you're enjoying the Project.

Speaking of Tellah, I actually prefer the h at the end of his name. I know it might be a challenge but, please keep him as Tellah!
I'm not changing any of the established character names. The closest thing I did was insert il / ll icons into Tellah and Cecil's names.

Quote
Since you are going to be working on them, I much prefer the established names where possible. Tonics and Tinctures still do not seem right in FF4. I know it was Cure1, Cure2, etc in FFIIUS, but Potion, HiPotion (if possible Hi Potion or Hi-Potion) I think works better in general, IMHO. Also, I'm not sure what you named Rosa's White spell, but I'm sure it was suppossed to be Holy.
The thing about that is, though, that if I changed those, it'd be going against one of the Project's goals: to make the game seem like a natural bridging point between Phil Sandhop's FFI and Ted Woolsey's FFVI. In all honesty, thanks to the FF Legend games and FF Mystic Quest--also released around the era of FFII US--I kind of wanted to keep them as Cure Potions, but decided that the spells and the potions didn't need to have the exact same name.

Also, feel free to report any typos and grammar errors here, too, everyone! :)

104
Personal Projects / Re: Final Fantasy IV - Project II
« on: November 29, 2013, 04:43:41 pm »
The European version of FFIV Advance is much more polished, in case you didn't know. Glitches were fixed and plus it has a sound restoration.
Buuut it didn't fix any of the slowdown. Cecil's Dark is lightning-fast in the original, and tons, tons slower in the GBA port, for example.

105
Personal Projects / Re: Final Fantasy IV - Project II
« on: November 29, 2013, 02:47:58 am »
Oh, geez, I'm sorry; I had no idea you were still editing that post. I feel terrible now.

I also noticed some inconsistency regarding the il icon; you used it by default for Cecil, but didn't make use of it for Sheila (Yang's wife). Not a huge deal, just thought I'd point it out.
Well, I used it for Cecil because you can actually name him. If you noticed, I didn't use any of the il / li / ll icons in the out-of-battle dialogue, just the menu text and in-battle stuff. Since "Cecil" is a name variable, it counts as a menu item even when drawn in the out-of-battle dialogue, so it can display properly in dialogue because of that. il / li / ll all use the same hex byte as dual-tile encoding for the main game script; even if I wanted to insert them, it wouldn't work. In the Sheila example, it would show up as "Shetha" due to the il icon sharing the "th" DTE's byte. I hope this makes sense.

One more thing. This is probably me just being nitpicky, but I think you should change Rosa from a "Wh.Wiz." to a "Wh.Mage". Wizard implies a guy, right? Besides, Mage doesn't need an abbreviation, so in my opinion it would look better.
I kept Rosa as a White Wizard because I felt she would be much wiser than a fledgling White Mage like Porom.

Lastly, I have a quick question/request. Once you finish with this game, is there a possibility of you doing something like this for Final Fantasy 6? I know it doesn't need a touch-up near as bad as 4, but there are occasionally spots in 6 where I think the dialogue could use a touch-up or where Slattery did a better job on with the GBA script. Not to mention the whole name-in-caps-by-default thing that bugs the tar out of me, as well as errors in naming (Fenix Down, Vicks, memebers, etc.)
The Woolsey Uncensored Edition is a good patch, as previously linked, but if you want something closer to the Project's ideal, I recommend Stand Guard, which reinvigorates the vast majority of the text.

I was going to make a Project I and a Project III, actually, but the ideas fell through since I figure one could just play the GBA version of FFVI for its edited text; just get the European release, slap on the font facelift, the uncensored graphics patch, General Violence, color restorer, sound restorer, and maybe the Woolsey-Slattery Compromise patch if you're feeling festive.

Not so with Final Fantasy IV "Slowdown Glitch-fest" Advance. If people want to play something with the original-size sprites and original-style graphics, they're stuck with FFIV PS1 (Slowdown), FFII US (Terrible script, missing content), J2e's translation (Need I say more?), or the GBA game.

106
Gaming Discussion / Re: Persona 5
« on: November 24, 2013, 11:22:04 pm »
Call me when Atlus stops pretending that Persona 1 and the Persona 2s never happened.

Spoiler:
The Nyarlathotep-like entity that's purportedly in Persona 4 Arena for all of five minutes doesn't count.

107
Personal Projects / Re: Final Fantasy IV - Project II
« on: November 22, 2013, 06:04:42 am »
Bug report. The MagicMap and EyeDrops descriptions are just "D". This might also be for other items.
You didn't check the readme, I see! :P I outlined that in the "Left to Do" section. That's why Item_List.TXT exists in this version of the mod.

EDIT2: As I've played more of the game, I've noticed how weird some of the icons make options look. For example: Call. I personally think it would look better if it was spelled out all the way instead of with the ll. That might just be me, though.
I like it as it is now, but that's not to say I'm not going to undo it if I don't get enough complaints about it. Even then, I'd still be using the il / li / ll icons in places that necessitate it, like for the Recall command, and a fair handful of enemy names.

108
Personal Projects / Re: Final Fantasy IV - Project II
« on: November 21, 2013, 04:49:31 pm »
I'm suprised you didn't rename the items or spells. I know space is an issue, but Lit always bugged me as a spell name. I like the translation so far. It almost feels like a refined version of the US FFII so far.
I did rename a lot, a lot of the items, actually. I just had them mostly fit in with FFIII US. Tonic, Potion, X-Potion, Tincture, Ether... Keep in mind this stuff was Cure1, Cure2, Cure3, Ether1, and Ether2 before. Are you actually mostly just asking me why I kept Lit and didn't change it to Bolt? My reasoning was, a lot of FF translations called it Lit back then, and I wanted to preserve that. It gives it a touch of uniqueness that is only found in translations of the era.

I'm glad you're enjoying it! Let me know if you find anything that could serve to be improved upon. :)

109
Personal Projects / Re: Final Fantasy IV - Project II
« on: November 21, 2013, 12:56:59 am »
There's just one tiny, itty-bitty detail that bugs me. There's a column of empty space on each side of the main text boxes that is never used in the original game and you didn't make use of it. For example, look at the bottom-left screenshot. See the empty space on the far left and right in the text box? That's what I'm talking about. I mean, why have that space there if you never use it?
That's actually a part of the game's routine! I'm not that skilled of a hacker, so I couldn't do anything with it. I think it's there in case of over-scan issues on CRT TVs.

110
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 20, 2013, 03:03:33 pm »
I have some errors to point out and an improvement suggestion.

1. In Aerith's flower garden, one of the chests you find says it's a "MdPotion"; this has been changed to Hi-Potion in the item screens.
2. The chest to the far west of Sector 5 says you find a HiPotion, but it's actually a Low-Mega.
3. Aerith says "Well, the worst is over.... Maybe not...." after they land when Don Corneo drops them in the sewers. She originally says "Well, the worst is over..." in regards to them being out of the Don's mansion. Then she turns and hears Aps shriek and says "Maybe not..." Since the boss Aps was removed from FFVII NES, I think the "Maybe not..." should be removed too.

111
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 19, 2013, 08:16:37 pm »
Good news!  I uploaded a new patch to the RHDN database that changes the magic names, item descriptions, and an issue I found with 7 of the optional bosses in the game.
Thank you so much, I have wanted to get back to this for days.

112
Personal Projects / Re: Final Fantasy IV - Project II
« on: November 19, 2013, 12:08:16 pm »
Looks good. Did you add a battle gauge?
Unfortunately not; but it would've been a lovely addition!

113
ROM Hacking Discussion / Re: stand guard story
« on: November 19, 2013, 01:17:03 am »
You were actually one of my main inspirations for writing up Project II; I probably wouldn't have kept going if I hadn't kept Stand Guard in my mind, and in the opening--one of the screenshots I took for it--I referenced your awesome mod with Cecil's line.

Cecil: Stand guard!

114
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 18, 2013, 03:34:40 pm »
Lugia2009, not to be rude or picky or anything, but has an updated patch with the new spell names been released? I know this makes me sound like a huge fuckin' nerd, but the spell names bug me so much that I haven't been playing FFVII NES despite really wanting to.

115
Personal Projects / Re: Final Fantasy IV - Project II
« on: November 18, 2013, 03:13:43 pm »
But this looks pretty neat.
Thanks, hope you check it out! :)

I really love this idea. I might take another stab at Final Fantasy IV again. I wonder though, why not just add your translation and bug fixes to the Japanese version? I know I thought of doing that to my hack :http://www.romhacking.net/hacks/1386/ but don't have the know how to make it work properly.
There's a couple of reasons for this, actually; for one thing, despite my credits page on RHDN, I'm nowhere near as skilled a game modder as other people on this site. I can barely do graphics and text, to be honest! For another, it was FFII US specifically that I wanted to do this for. I've known for a long time that Kaoru Moriyama's FFII has a subpar script, and I wanted to set out and remedy this. Another reason was that I wanted to give FF4kster some free press with the Project, and it doesn't work with the Japanese version of FFIV.

I love the new title screen.
Thank you; all credits for that go to Paladin of Paladinet.com! I have always liked the title screen in his mod. Wonder if I could convince him to port his changes to Project II's script. :P

I've never played FF4. It seems a good opportunity...
I would be honored for Project II to be your first Final Fantasy IV experience. :D

116
General Discussion / Re: Playing your own Hacks/Translations etc.
« on: November 18, 2013, 10:22:26 am »
Pretty much what FAST6191 said. The tweaks and such I make are usually for my own benefit, and I just happen to release them if I think other people could use them. (Secret of Mana Proper-caser, for example.) Other times, I sit down and say, "OK, I need to do this for the people, but I'm going to use this, too." (Lufia: The Legend Returns Text Cleanup, in this case.) I only once didn't play my own mods, and it ended up disasteriffic (Phantasy Star: The end of the millennium Proper-caser... Eugh, I still feel ashamed that got past the radar in v0.1.)

I do know how it feels to not ever want to touch a game again once you're done editing it--now that I'm done with my Final Fantasy IV mod, Project II, I think I'm only going to go in and play or test it if someone tells me there're any bugs or typos!

117
Personal Projects / Final Fantasy IV - Project II
« on: November 17, 2013, 11:31:11 pm »

Rewrite. Revitalize. Renew.
Project II

It is well-known that the official English Super NES version of Final Fantasy IV, Final Fantasy II, has a terribly written script. Chock-full of censorship, poor translations, awkward phrasings; combined with the removal of various content, it was an insult to the intelligence and the reading comprehension of gamers everywhere! J2e set out with a goal to remedy this by translating the Japanese version, yet at the price of a hack-job hacking job and many inside jokes added in unfitting places for the fun of it—and the script itself still left something to be desired.

Enter Project II. Using Pinkpuff and company's editor, FF4kster, I have entirely rewritten the script of Final Fantasy II from scratch, utilizing various elements from nearly every English version of Final Fantasy IV, as well as taking cues from Tomato's findings at the famous FFIV page at his site, Legends of Localization.

This wasn't enough, however. There was more that needed to be done. Dummy content has been restored; battle commands enjoy vast upgrades; enemy item drops have been reverted and improved; shop inventories have been updated, using the Japanese game as a close guideline; Sirens can now be bought; other authors' improvements have been added.




Download now and experience the Project, version 2.00. Included is an item list, for your convenience.

(If you have not yet upgraded from v1.00, you are extremely encouraged to, as a balance-shattering problem that was in v1.00 has since been fixed in subsequent releases.)

ROM Specifications:
Final Fantasy II (U) [!] (v1.1).smc
Super Nintendo Entertainment System (SNES)
English
Headered (1,049,088 bytes or 1.00 MB)
Game Version 1.1

Hacking Credits:
(I recommend looking the linked mods' readmes to find out what they do; I didn't cover that since they aren't my projects, and I felt I had no right to explain them.)

This is work is my apex, Project II. Please, enjoy the result of my blood, sweat, and tears.

118
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 17, 2013, 12:41:40 pm »
I'm no expert on this game's inner workings, turkey, but I believe at the moment there's no way to put specific enemies for random encounters in any one place. The patch should have worked just fine!

119
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 16, 2013, 02:24:47 pm »
Shouldn't the Earth elemental spells be Quake, not Stone? After all, the original game did have a Quake materia, and it still fits for the character limits.
The NES version of FFVII's materia, typically, has two spell sets: Four single-target spells, each one stronger than the last, and four multi-target spells, also getting successively more powerful. "Rock", as it was named before, was the single-target earth magic. Quake is the multi-target earth magic. I suggested Stone since it's an ability in FFXI and FFXIV, and it does much the same thing that "Rock" does: single-target earth-elemental magic damage. It even has its own line of Stone, Stonera, Stonega, and Stoneja.

120
Personal Projects / Re: Final Fantasy VII NES Project (Completed!)
« on: November 16, 2013, 11:12:22 am »
I personally don't have a problem with the -ra -ga -ja suffixes and don't see why other people would. It's part of the FF spell name pattern.
Well, I don't have an actual issue with the new-age FF suffixes. Not only does it give the FF series their own unique brand of magic names, but the suffix system is pretty much more or less how it's always been done in Japan, ever since FFI on NES.

The problem with them being in FFVII NES is that there isn't enough room to fully display the majority of them without resorting to truncations that look, frankly, ugly. FFVII NES has the longest spell name allotment of the NES FFs, six letters, but it's not enough to spell out, for example, Waterga, Flarega, or even Tornado and Thunder, much less Tornadoga and Thundara.

I would be all for using suffixes over the numbering system any day, but not when it means Cloud has to cast "Tndoga" or "Thndra".

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