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Messages - vivify93

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161
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! :)

162
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.

163
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!

164
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.

165
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

166
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.

167
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?

168
Personal Projects / Re: Final Fantasy IV User Options
« on: November 28, 2014, 12:15:55 am »
Ahh, you were dealing with an unheadered ROM in the first place, then.

169
Personal Projects / Re: Final Fantasy IV User Options
« on: November 27, 2014, 05:29:36 pm »
I need chillyfeez's permission first, Digitsie. :) And I'd also like to see if he could restore Active and Wait's choices.

I'd personally like the dash to remain as the L Button, since it has no other function and all you do is tap it rather than hold it like in the FF Advance games and FFVII.

170
Personal Projects / Re: Final Fantasy IV User Options
« on: November 27, 2014, 02:27:11 pm »
When you did so, vivify93, which project did you add first? And which project did you add first?
I tried applying it User Changes, then the Project, but for some reason, Project II coming last erased chillyfeez's changes. So I added a header via TUSH and applied it Project II, then User Changes, and it worked fine.

Edit - Do you and your wife ever play Final Fantasy together, Rodimus Primal? I think it'd be cute if a husband and wife were playing my hack together! Although, I guess it'd be tempting to mess with someone else's controls, since you can both do everything... :p

171
Personal Projects / Re: Final Fantasy IV User Options
« on: November 27, 2014, 01:17:46 pm »
Edit - Redoing this post, because it was a mess before!

I didn't mess with any of the controls or anything, so I don't think the issue inherently is due to the controls conflicting. When most people see the title screen glitch, it's due to a header issue. I have found a way to get FFIV User Options and Project II to work nicely together. Get TUSH and add a header to your Project II ROM, then apply User Options. It works for me, at least!

FFIV seems to play so nicely now that I do have a proposition for chillyfeez, however. Would you like to merge our projects? Or maybe I could merely add User Options to the Project, and you could have it also as a separate patch. I have no qualms about merging / adding, except for the need to find room to explain the new X Button and L Button functions in the Beginner's Classroom.

By the way, chillyfeez, would you ever consider adding back in the Active and Wait option in the customizer menu? I know the flags / triggers / whatever they're called still exist within the game, the menu option had just been removed.

172
Project II's descriptions of these items are:
ExitDoor - "Leave dungeons fast"
Siren - "Alerts rare enemies"

If it helps!

173
Gaming Discussion / Re: Beating a dead Chocobo
« on: November 21, 2014, 04:45:18 pm »
This kind of stuff shows up in these works. For instance, the Sailor Moon RPG translation had some weeaboo-isms like using the term "Sailor Senshi". Regardless, I try to respect the work these hackers and translators do.
Ugh, that translation is a mess. Sailor Mars once says "Sonna... Faregg... Phobos... Deimos..." When I was little, (Because this translation is from 1999!) I was wondering who Sonna was and why she disappeared. :huh:

Gonna go off on a tangent, but Sailor Moon fans still use that gods-be-damned term Sailor Senshi to this day, despite the fact that we now have four official English terms, (Sailor Scouts, Sailor Soldiers, Sailor Warriors, Sailor Guardians) as well as one that the creator herself prefers! (That would be Guardians.) It's really showing of the state of mind of the franchise's fandom...

174
Gaming Discussion / Re: Old games you wish would get updated re-releases
« on: November 21, 2014, 04:25:25 pm »
I'd like to see Parasite Eve redone, especially if it were to fall in line with more modern shooter/RPG hybrids. If the game were to use something like the Unreal 3 engine, it could work spectacularly.
Parasite Eve 1 and Parasite Eve II redone in HD would be everything. Add in hotkeys and voice acting and you're set.

175
Gaming Discussion / Re: Legends of Localization - Final Fantasy IV
« on: November 19, 2014, 03:08:10 am »
I love Tomato and Poe's streams! They are such cool people. I used Mato's FFIV page on Legends of Localization a lot of the time when I was doing my FFIV mod, Project II.

176
Gaming Discussion / Re: Gaming Frustration
« on: November 16, 2014, 06:40:34 am »
I've mostly been playing Tomb Raider lately. I got the entire Core Design Tomb Raider series from GOG. I was really frustrated at Tomb Raider: The Last Revelation's puzzles, but I think it's one of the better games, ultimately. Tomb Raider Chronicles... Hoo boy. It had an interesting pretense, but those last levels, yeesh! How glitchy can you get?! So many bugs. Ugh.

Before that, I was trying a replay of Resident Evil Zero. It has to have, bar none, the most frustrating tutorial section ever. The train you start on is so small, so there's not much room to dodge zombies. I was trying to keep Rebecca and Billy bite-free until they got to the training facility, but I eventually said "fuck it" and decided to conserve supplies instead of trying to do that and keep them in the green.

177
Newcomer's Board / Re: SNES Final Fantasy hack
« on: November 13, 2014, 11:15:00 pm »
That looks like his Bartz Blue Mage sprite fix and his Galuf Mimic sprite addition patches put together. It fixes an error with Bartz's Blue Mage sprite when he attacks physically while holding a weapon in his right hand, and gives Galuf Mimic sprites, a job which he normally has no access to.

178
Newcomer's Board / Re: SNES Final Fantasy hack
« on: November 12, 2014, 05:12:09 pm »
I think Digitsie was talking about FFV, but those are very interesting mods, chillyfeez! :)

179
Newcomer's Board / Re: SNES Final Fantasy hack
« on: November 11, 2014, 03:10:13 pm »
Well I'm not the one who said it. That guy said he was playing the original Japanese verison and said it was annoying how much it was impossible to beat the last boss, and that he had to grind to Lvl 99 to beat it but that even then it was very hard.
I know, I'm just appalled at your friend for saying that! ;D Haha.

180
Newcomer's Board / Re: SNES Final Fantasy hack
« on: November 11, 2014, 04:59:30 am »
Level 99?!?! That's a blatant lie! You need to be around level 55 for Zeromus, which would land Rosa and Rydia at having learned Holy and Flare. (Or, "White" at LV 48 and "Nuke" LV 52, respectively, in FFII US.) Anything else is fair game.

Edit - And I do agree, it'd be really nice if someone made a comprehensive changes FAQ that didn't make up stories like Ian Kelley's FAQ did.

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