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.
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.
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.
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!
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. Dummied 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.
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.
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".
Lugia2009, did you also catch my realization of Cure2 and Cure3 being on the Wind and Water materias? Because I made some edits to that post adjusting for that personal discovery. Basically, Wave3 and Squal3 shouldn't be named as such, since there doesn't exist a Wave2 or Squal2. So when you rename them, they should probably be Flood2 and Gale2.
Thank you so much for this mod, and thanks for listening to my suggestions.
The Dia line is probably a better source of inspiration here.
Yeah, that's what I thought at first, too, but Dia has consistently been magic for damaging the undead only. But, and if I'm remembering right, you would have had the light-elemental damaging spell cast on you by enemies before you gain access to the actual Light materia. So I suppose there's no difference; I'll edit my previous post to include this.
I've played up 'til after getting Tifa, and I have some suggestions.
- During the scene where the train security system discovers AVALANCHE's fake IDs, would it be possible to have one of the more fast-paced songs play to add a sense of danger? Maybe the battle music if another more suitable song isn't available.
- A few item names could serve to be optimized.
Old name > New name MdPotion > HiPotion HiMega > Hi-Mega HiEther > Hi-Ether
- The spell names. Hoo boy, do I have some words about the spell names.
I know that naming the spells this way was Lindblum's decision, but there are a lot of spell names that I feel were poorly chosen. I have some suggestions to make them more consistent and powerful-sounding. I put them under a spoiler cut.
GENERAL Take out the -ra / -ga / -ja suffixes, and replace them with simple numbering. The suffixes are used in official FF translations post-1999, sure, but on some spells, it just looks awkward due to the 6-letter limit--Watrga, for example. On top of that, not all spells follow the modern-day FF suffixes. So we get Fire, Fira, Firaga, and Firaja, sure, but out of the blue, there's Blaze, Blaze2, Blaze3, and Blaze4? It just looks bad. Fire / Fire2 / Fire3 / Fire4 and Blaze / Blaze2 / Blaze3 / Blaze4 look a lot more professional.
Also, it looks like the Wind and Water materia also grant Cura and Curaga, but the secondary spell lines weren't adjusted to account for this. It ends up so that, for example, the "Wave" line of spells goes "Wave, Cura, Wave3, Curaga." That doesn't make any sense; if there isn't a Wave2, how can it be Wave3? Spells should be adjusted to make up for this. In my naming method, illustrated below, it would go "Flood, Cure2, Flood2, Cure3". In this case, it makes sense for it to be called Cure2 and not simply Cure, since the first-level Cure spell exists on a different materia. Flood2 doesn't exist at all, so Flood3 should be named Flood2; see what I mean?
WATER Changing "Wave" to "Flood" would make the Wave line of spells sound a lot more fierce.
THUNDER A better name for the Rage line would be Shock; it's a thunder-elemental spell in FFXI. "Rage", to me, sounds more like an alternate name for Berserk.
WIND The "Wind" line has really no business being named as such. Aero is the same amount of letters and is the actual name official games have given the spell.
Squall is one of those spells that gets shortened in an ugly manner to make way for its higher-tiered brethren. (Squall, Squal2, etc.) "Gale" is a shorter name for it, and this way you get to avoid connotations with thunder-elemental spells--and the FFVIII protagonist. I would've suggested "Tornado", but there isn't enough room, and I'm trying to avoid abbreviations. (Trnado, Trndo2, etc.? Um, no please.)
EARTH "Rock" is another spell that really shouldn't be named how it is. "Stone" is a single-target earth-elemental spell in the MMO Final Fantasies, and fits right in with the allotted space of 6 letters for spell names.
LIGHT "Holy" is quite possibly the most questionable choice for the damaging light-elemental spells, since Holy is the name of an important plot device in FFVII.
EDIT: Though it's usually branded as a spell that only damages undead in the FF series, Dia would be a great name for these spells. Your team has it cast on them beforehand, and people would be able to recognize that it damages all types of foes.
"Bhamut" looks terrible for an abbreviation. "Bahamt", if a six-letter shortening has to be used, looks a lot better.
ICE For some reason, the Ice line and Hail line both have spaces between their names and their numbers, when they really shouldn't. So, for example, "Ice 2" and "Hail 4" should become "Ice2" and "Hail4".
I feel like that's wordy and unnecessarily complicated, so tl;dr spell names need to be changed, here are my suggestions.
Old name > New name Fira / Firaga / Firaja > Fire2 / Fire3 / Fire4
Hello, everyone. I recently added the homebrew channel to my Wii, and it's quite fantastic! I'm very grateful to the scene for getting this started in the first place. One of the first apps I downloaded was Visual Boy Advance GX, and of course I moved the majority of my GameBoy, GameBoy Color, and GameBoy Advance games there. Among that bunch was The Final Fantasy Legend. At first, everything was fine--the game played normally with no problems.
Then I decided I wanted to rename it "Final Fantasy Legend I.GB" (From the old "Final Fantasy Legend, The.GB") so it would fit numerically on the game selection list. I also deleted the old "Final Fantasy Legend, The Auto.SAV", opting to make a new one instead. This is where things started to go downhill real fast...
"Final Fantasy Legend I.GB" would no longer recognize my save file if I saved in game, then returned to the game selection menu. I could go into the emulator menu and choose the "Save" option to save a SRAM and load it again with the "Load" option, but this wasn't satisfactory for me, so I continued to try and work on a solution.
Eventually, even saving via "Save" in the emulator menu didn't work anymore, and all my hard work was for nothing.
Does anyone have any idea what the hell is going on here? This problem seems to be unique to me, unfortunately.
I've also tried putting a .SAV file from the PC emulator Visual Boy Advance-M onto my SDHC card and trying to load it with the emulator menu's "Load" option, but it tells me it's an invalid save file.
Thank you very much in advance and have a wonderful day.
Vivify, after looking at these screenshots again, it almost appears as though the tilesets were changed, and not necessarily the maps themselves. Have you changed any tilesets for any maps that may have appeared unused?
The only tile set change I made was altering the circled S save points to the five-pointed star found in the Sylph Cave. Do you think I should try reverting them to the S ones and see if that makes a change?
I compared the original screenshots with the corrupted ones, and it all just looks like garbage to me. The dwarfs in the last screenshot have even had their positions moved around.
While I'm not an experienced hacker, I can think of two approaches.
1. Basic approach: set a graphics-related breakpoint that triggers when the corrupted tiles are chosen/drawn (not sure of graphics details). Have tracing on and backtrack the causality. If the amount of asm is too much to handle, try to get a similar trace from the unmodified game, and see where the logic path differs.
2. Inferior approach: If you can save conveniently enough before the ending and if the savegames between your hack and the original version are compatible enough, you could try undoing hack components and re-finish the game to narrow down the cause. (I assume that savestates won't work for this, but not sure)
I agree with the tileset point, worth checking. You could compare screenshots of corrupted/proper to see if the pattern itself changes.
I'm not smart enough for 1, and 2 sounds extremely tedious. So, I guess that's it for this project. Thank you for your suggestions, though.
I guess I really shouldn't try hacking if I don't have the knowledge of doing complicated things.
Well, I'm not sure what it is, to be honest. I'm calling it "corruption" because I don't know what else to call it. And yes, the throne room and top of the castle are copies of their respective maps, apparently; they have two separate listings in the ROM, plus they weren't corrupted when I actually went there in-game.
Hello, everyone! I asked this on Forum Slickness, but I figure asking around couldn't hurt.
I'm creating a Final Fantasy II US v1.1 mod--it's very near completion, but I have one last issue: some map corruption! These three maps, exclusive to the ending as far as I know, became horribly altered into some mess of garbage.
1. Palom, the little girl, and the toads at the lake in Mysidia.
2. Rydia, Leviathan, Asura, and the summons in the Throne Room in the Land of Summon Monsters. (It wasn't like this when I went there in the game itself!)
3. The topmost part of the Castle of Dwarf.
Does anyone here know how I might go about remedying this? I already compared the map data between both versions, and they appear to be identical.