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Messages - vivify93

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161
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 07, 2014, 05:53:21 am »
I'm in FF4kster now and I'm wondering something about armor. I noticed they have an enemy type bit to set, and I'm writing up the armor list assuming that those bits, when set, reduce the damage taken from that particular enemy type. Is that true, or do they help you attack that enemy type?

162
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 06, 2014, 10:30:37 pm »
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...

163
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 06, 2014, 09:00:49 pm »
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! ;D

Edit - While I'm here, I think I'm going to give a list of every text resource that will be in v2.02.

- Item List
- Magic List
- Spell Acquisition List
- Status Glossary
- Weapon List
- Armor List

164
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:

#178 Training room main floor:
Msg. 2: "In field maps, press R to cycle through teammates. You can also sprint by tapping L."

#179 Training room upstairs:
Msg. 1: "Act fast in fights! If you're leery about the new battle system, reduce their speed in the Customizer. Want a real fight? Choose Active and foes'll attack even while you're in battle menus!"
Msg. 3: "If a fight looks grim, flee by holding both L and R. You can't run from bosses! Also, hold X to skip someone's turn, and press Select to see when someone can next act. It may save your life!"

There was basically zero room in Bank 2 to put these in, so I had to do my old trick of "scan every single piece of NPC text to see what little things I can sacrifice without losing too much."

165
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 05, 2014, 11:40:46 pm »
Don't worry, guys, I'm gonna submit v2.02 sometime tonight so you can just apply the whole thing to a clean ROM!

Edit - Would anyone like to wait on v2.02 so I can release some supplements along with it? I'd include an item list, an equipment list, a magic list, a shopping list, and a magic acquisition list. Basically, all the cool little "feelies" to make it seem more like a deluxe release. There would be spoilers, but I get the feeling that many people who play Project II: FFIV have played the game before.

166
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.

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 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?

Umm, let's see. What did I do...

- I added back in the HandAxe and Assassin Dagger. (not sure if you want either of these)
- I rearranged Rosa's command list as "Fight, White, Aim, Pray, Item" and Yang's as "Fight, Focus, Brace, Kick, Item". (probably not applicable to you)
- Added an extra save point in the Lunar Core (On that little useless part that stuck out at the end)
- Break is now single-target with a delay time of 6 to make it less useful. I think I'd rather just make more foes immune to Break, but this helps a bit.
- And then there's the tutorial text. I had to shorten a lot of things in bank 2 to get this in... which makes me think that we might have a bit of trouble doing this.

Do you still have an copy of the version of Project II that you based Combat Boost off of? If you make a patch with that version of Project II with no other changes as the "unedited ROM" and Combat Boost's edits as the "new ROM", do you think maybe you could apply that to Project II v2.02?

167
Grimoire LD, would you need my help at all to more smoothly integrate Project II updates into Combat Boost? I wouldn't at all mind helping, especially since--barring any more User Options updates or typos to be found--I should be done with it by now.

168
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 05, 2014, 05:56:33 pm »
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!

Edit - Never mind the report that was once here, it seems to be working now.

169
Not sure how far he got. I felt sad that I missed it because he's also playing Project II due to playing Combat Boost. One of my idols streamed me, and I missed it! :banghead:

170
Tomato is playing Combat Boost, or was tonight. Not sure if you guys stepped in. Hope he continues.

171
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 05, 2014, 02:12:20 am »
Yeah, one of my goals was to somewhat follow Nintendo of America's guidelines at the time: no religious content (GodsFury being the only exception due to there be no alternatives I liked, maybe a few less overt religious references?) and no swearing. I was OK with light nudity, the fantasy violence provided by FF, and alcohol references (Although I'm pretty sure I wrote around it in most cases?) though. I'd even like to make the Baron dancer strip again if I could.

Not that I'm against religious content or swearing, I was just trying to make it match the era!

chillyfeez, do you think I could just apply the new User Options over the version applied to Project II?

Edit - I just need to stop and freak out. Tomato is playing Grimoire LD's Combat Boost, meaning he is also playing Project II. Senpai noticed me. Senpai noticed me. Senpai noticed me. SENPAI NOTICED ME MY LIFE IS FUCKING COMPLETE AGFRPH OTRHN IJO! !!!!!!

I apologize for the unprofessionalisms!!!!!

172
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 04, 2014, 06:25:48 pm »
Yeah, I encountered that too, Zunar. It's weird, but not fatal since you can just zone out. Or you should be able to...

Edit -
I want to create an optional patch, if its possible, to change the name of things to their current names ala GBA/PSP/DS to keeps things up to date.
Not sure if you'd be able to do that entirely due to space restrictions, I wish you luck to do so as much as possible. :) Let me know when it's done.

173
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 04, 2014, 03:47:53 pm »
v2.01 is out! Updates include the integration of FFIV: User Options by chillyfeez.

New controls include:
  • You can now toggle sprinting by tapping the L Button.
  • There is a slow mode for airships to fine-tune landings, also toggled by tapping L.
  • You can press and hold the X Button to pass someone‚Äôs turn to someone else.
  • There are ATB percentage gauges available by pressing the SELECT Button.
  • You can now pick between Active and Wait battle modes instead of choosing Stereo and Mono sound.

The Beginner's Classroom has been updated to account for this. Also, the HandAxe and Assassin Dagger are now available to find in-game! The HandAxe was added to the Mist Village weapon shop, while the Assassin Dagger replaced a common item in a chest. Happy hunting! Adding to this, there is now an extra save point in the final dungeon. I lifted this idea from FFIV: Easy Type.

Lastly, I slightly rearranged Rosa and Yang's battle command lists. They now read as thus...
Rosa:
Fight
White
Aim
Pray
Item

Yang:
Fight
Focus
Kick
Brace
Item

Existing saves will work with these updates. There have also been minor typo fixes.

Come and get it!

174
Personal Projects / Re: Final Fantasy IV User Options
« on: December 03, 2014, 01:39:23 am »
That's how I do all my releases. If I have a big enough change, out it goes. v2.01 of Project II actually started from me wanting to add the Assassin Dagger and Hand Axe back in, and then I did some more stuff, and here we are! User Options was the big push that got me to send it out.

Anyway, it's been submitted, and I'll dig up the Project's thread when I get the approval email! :)

175
Personal Projects / Re: Final Fantasy IV User Options
« on: December 03, 2014, 01:06:01 am »
I had to shorten some text in the NPC dialogue to add the tutorial text for chillyfeez's edits. It's nothing major that anyone would notice, I promise! :)

Edit - I found a possible bug that I don't really care about, but you might, chillyfeez--if you turn on ATB gauges and flee, the gauges are still there in the next battle. Since you didn't "win" the battle due to your escape, it's not that big of a deal, but you may be interested to know about it.

176
Personal Projects / Re: Final Fantasy IV User Options
« on: December 03, 2014, 12:44:44 am »
Well, I had to truncate some text (I was especially fond of that "fledglings" line of Tellah's... Aww.) but it seems like I've finished the tweaks. All that's left is to apply User Options and release v2.01!

177
Personal Projects / Re: Final Fantasy IV User Options
« on: November 30, 2014, 09:42:56 pm »
FFII does in Grond's FFI + II translation update, and in ad0220's translation of FFIII, he added a B Button Dash.

178
Personal Projects / Re: Final Fantasy IV User Options
« on: November 30, 2014, 07:47:12 pm »
Seeing as how User Options is being implemented into Project II, I really don't see a need to have a patch for the unheadered game. You can make a headered an unheadered patch if you'd like?

I think if you'd have to re-enable dashing after speaking to an NPC, just keep the dash broken for events. It doesn't move characters to impossible places, does it? I can see it making the ending go out of sync, though... but I don't think I really care?

So, we have dashing in the NES games, FFIV, and FFVI... Now we just need someone to do a B Button Dash patch for FFV without needing the Thief's ability. ;D

179
Personal Projects / Re: Final Fantasy IV User Options
« on: November 28, 2014, 09:24:14 pm »
I plan for the default to be Wait, yes. I'm slightly concerned about whether there will be enough space to write the whole word "Active." I may have to shorten it to "Act."

The tutorial text looks good, BTW, vivify93.  :)
Thanks! Not sure if you could do this, but could you make it so the selection goes Active, Wait in that order? I think the original had Wait, Active in that order, but Stereo and Mono are the same lengths as the two battle modes. That's why I made the whole fuss of pointing it out. :)

I recall FFIV kinda had trouble getting the PAUSE function right. :P (I recall there was a bit of lag between pausing the game and the game actually stopping.
And wasn't there one version of one of the FF games that had a bug where Stop spell could completely stop the game? :D )
The one that had trouble with Pause was the GBA game. It had terrible battle lag. And the Stop spell bug was the v1.0 FFII US release.

180
Personal Projects / Re: Final Fantasy IV User Options
« on: November 28, 2014, 12:26:54 pm »
Works for me! I love the ideas. Thank you for all you've done, chillyfeez. :)

As a bonus, I'll give you guys a taste of the updated tutorial text for Project II. The first three come from NPCs in the Beginner's Classroom. The last one comes from Cid when you first get the Enterprise.

"In field maps, you can cycle through teammates by pressing R. You can also tap L to dash."

"You gotta act fast in fights! If you're not confident about the new battle system, use the Customizer to reduce their speed! Want a real fight? Choose Active and foes will attack while you're in battle menus!"

"Carelessness heralds doom. If you're losing a fight, don't hesitate to flee by holding L and R at once. You can't run from bosses! Also, hold X to skip someone's turn, and press Select to see how long it'll be 'til someone can next act. It may save your life."

Cid: Gettin' on and off an airship means ya gotta press A. When you're in the air, move by usin' the D-Pad. Watch the shadow to see where to land, but ya can't land in forests, mountains, or deserts. Press L for slow mode to fine-tune a landin'. Now, let's get movin'! Troia's in the northwest.

Edit - So, just to clarify, the option "Sound  Stereo  Mono" will become  "Fight  Active  Wait" with the cursor starting on Wait, right?

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