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Messages - vivify93

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161
Really? Fantastic! Maybe my mod is unnecessary in its entirety, then. Did you also fix typos and remove extraneous punctuation? Ted Woolsey really seemed to love his ellipses and exclamation points...............!!!!!!!!!! (Sorry, sorry, had to do it. :p)

162
Well, I guess I can stop testing my Ted Woolsey-translation FFVI text cleanup now and just slap it on my Wii, then, if everyone's good with RPGONE's translation, Dr. Meat's Relocalization, and Rodimus Primal's Ted Woolsey Uncensored Edition. >.> I thought that RPGONE, Relocalization, and Uncensored Ed. all offered something different. (Being terrible and dry, totally re-writing the script, and making the script basically Ted Woolsey's except with some missing features restored, respectively.) But there's no need to make unwanted hacks, I guess?

163
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 26, 2014, 06:06:30 pm »
Oh. Well, crap. I guess I need to go through the bestiary again and check to see which enemies have Magic Power. >.> I know a couple of them were changed pretty drastically, too.

Edit 1 - OK, I submitted the new version. For now, here's the updated Namingway Edition with the original Magic Power.

Edit 2- Oh, and Rodimus Primal, I did add you to the credits page, we're just waiting for it to be accepted.

164
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 26, 2014, 05:07:09 pm »
Thank you for the info on MP, Grimoire LD. As for Magic Power / Spell Power, it seemed as though I could only edit whether or not an enemy had it, not the actual stat itself.

Edit - It seems I forgot to mention this anywhere, but Rydia and Rosa do have their original spell acquisition rates in Namingway Edition. That was the first thing I did after reviewing Rodimus Primal's alterations to Project II's nomenclature.

165
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 23, 2014, 02:56:45 am »
Namingway Edition is still coming. I'm adjusting the EXP and GP of all enemies. Since I have the "il" digraph in there, maybe I should real quick change the currency to gil too. A few things that can't be done at the moment: 1. Twin Magic's casting time. I don't fully understand how it works, so it will be speedier in Namingway Edition compared to the original Japanese FFIV. 2. The stripping dancer. 3. The original enemy AI, which I think just consists of Asura casting Armor on herself, but I'm not sure.

For a couple of other notices, the original maps and chest graphics will never be put in, including the developer's room. And I'm not going to revert the title screen. Not sure when it'll be out, but eventually it'll come. Hold tight 'til then!

December 26, 2014, 01:15:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Happy Boxing Day! Looks like I couldn't make this release a Secret Santa Surprise like I wanted. But, here it is:

http://www.bwass.org/bucket/ProjectII_v2-03.zip

- Fixed map bugs.
- Fixed typos. (No more "go to bed rest." :p)
- Project II: Namingway Edition is in, with the original enemy EXP drops, GP drops, HP, Strength, Defense, and Magic Defense. Magic Power still needs to be edited, and I'm not sure that enemy MP was changed, but if it was, it's also outta my hands right now. (Grimoire LD has informed me that enemy MP is equal to 1/8 of their HP, so MP has also been updated as a consequence of updating their HP.)

Enjoy, everyone.

Edit - v2.03 has been accepted to RHDN!

166
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 14, 2014, 07:48:23 am »
I was thinking Project II: Classic Edition. Namingway's Revenge is kinda cute, though!

167
It's been dealt with and has been, pretty much a day after the videos went live.
Alright, thank you! :) Sorry I missed that. I just kinda panicked because someone was really upset with it.

168
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 13, 2014, 01:09:48 pm »
Good luck. There is no room in bank 2. Like, none.

169
Grimoire LD, I mean no disrespect, but I'm watching Tomato's streams of Combat Boost and they seem really put off by the eidolons vs. espers inconsistency. I know you've noticed this already and have probably changed it, but as the script writer, I feel the need to put this out there and ask: would it be any trouble at all to change it to be consistently "esper"? Thank you, I'm sorry if this seems too forward.

170
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 13, 2014, 11:27:50 am »
Yep, and the patch size is much smaller now, because the ROM stays headered after patching.

Whenever Rodimus Primal finishes his more classic FFIV edition of Project II, I'll start on the enemy stats and original spell acquisition rates, then 2.03 will be released! No rush though, Rodimus. :) I'm in no rush.

171
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 12, 2014, 10:13:24 am »
It looks like v2.02 is up. I never got an email notification about it, though, which is weird.

172
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 11, 2014, 04:09:08 pm »
I think I just might do that. I could use the FFIV Advance bestiary or the FF Wiki. I might even be able to combine this with Rodimus Primal's addendum. (Maybe even ask him if he'd add the addendum to my hack as another "feelie?")

173
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 11, 2014, 12:46:46 am »
Hmm, I guess I could make a patch for the original enemy stats and spell learning rates. Not sure if I'd wanna revert the commands, and maps are still out. I will probably do the stats and spells, though.

How did you compare stats exactly, Chrysologus? Did you just open a plain Japanese Final Fantasy IV ROM and Project II and compare the two monster stats? If I can easily do that, I'll probably do so.

174
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 10, 2014, 03:02:47 pm »
Whoops, looks like I took too long in my editing. Oh well. I think FFII US mostly seemed easier because of the accelerated spell learning and the fact that Remedies can be bought anywhere cheaply. The multi-target Charm thing apparently stems from the PSP version, which changed Charm to do exactly that.

I did kind of want to change Pray to use a Tincture on the whole team, but FF4kster doesn't support that kind of change. I'd have to see which of the enemy attacks are unused and change it to an MP-healing skill, then set that for Pray. I'm kind of alright with it being a free Cure2 at 70% chance for now.

I went with Magic Defense for a couple reasons... For one, not many enemies actually have a Defense stat in the 2D FFIVs. For another, it makes the twins' powers have synergy. Porom cries and distresses the enemy, lowering their Mag. Def.; Palom boasts about how smart he is, raising his Wis.; and then they twincast a spell on the enemy. Grimoire LD helped me figure that one out.

175
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 10, 2014, 02:45:14 pm »
They also reduced the cast times of Twin Magic drastically. It took 16 seconds to cast it in FFIV, but only 6 seconds to cast it in FFII US. The twins can still go out of sync, it's just harder to due to the reduced time. Some other things may have had their casting time lowered, too.

Aside from the graphical differences, the only other thing I can think of is that the Black Robe got its bonus changed from Wisdom +5 to Willpower +5 for some reason.

Edit -
Great! I was wondering why you hadn't improved cry like the other anemic abilities that were left out of the U.S. release. Am I correct that you left Dark unchanged, and that this is because it doesn't suck? I really love the design philosophy of improving only the abilities and spells that were left out of the U.S. version and leaving the rest untouched. Brilliant.
Thank you! I think I've actually only improved five commands, though--Pray, Cry, Sing, Regen, and Salve, and I didn't even do the latter two of those! I personally think Recall is pretty fair on its own, though maybe it'd be better if it cast the spells for free.

Have you considered, though, making them a separate patch for those purists who may want to try them in their original versions? I'm thinking of the Final Fantasy Restored hack which has a few optional patches that alter the game.
If I did this, I think I'd basically just be putting in the original spell acquisition rates for Rydia and Rosa, and returning the commands to their old, dinky selves. The two major treasure changes would be the same, and I'm never going to put back the original maps. I'll see if there's demand for the first two changes, though. :) Thank you for the suggestion!

How come you went with "Revive" instead of "FenixDown"? You could have made it [potion]Phoenix.
If I wrote it as FenixDown, I would've had to drop the potion icon. Didn't wanna do that at all. I could've gone with FenixDwn or FenxDown, but those look awful to me. I mostly went with Revive Potion because it sounded nice, and that's what it was called in the Final Fantasy II: Shadow of Palakia prototype. Phoenix Potion could be an interesting change, although I think it sounds more like a stat-buffing item. Again, we'll have to let the jury reach a verdict on that!

So far I'm blown away with how good the dialogue is. Definitely an improvement over the Playstation version (the J2E translation is no longer worth mentioning).
J2e's translation is... pretty bad. I can't mince words here. But it's a part of Final Fantasy history, and I have to give them that, at least.

Your success at this makes me bummed that I wasn't able to finish my attempt at doing this to II. I was going through the newer translations in order to smooth out the fan translation and update names, but the hacking utility, it turned out, had a glitch that resulted in dialogue changes breaking the memorization system, rendering the game unplayable. Oh well. What that game really needs is for someone to fix the bugs; the dialogue is pretty good.
Aww, I'm sorry to hear about that! I think Demiforce did a great job on the dialogue, too. I think the three major bugs are the experience bug, the title screen bug, and the Ultima bug. I think I did a graphical cleanup mod that also fixed Ultima, but I'm not sure if I'd ever finish it. I prefer the GBA version.

Thank you for your praise and for letting me know about any typos! :)

176
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 10, 2014, 02:26:32 am »
Edit - Oh! I almost forgot! v2.02 has been submitted. It implements the latest FFIV: User Options patch by chillyfeez, adds the supplements, and improves the Cry command to actually be useful! Cry now reduces all enemies' Magic Defense by half of Porom's Willpower rating. Thanks to Grimoire LD for help deciding what it should do. :)



Hello, Chrysologus! Thank you so much for playing Project II. I'm glad you're enjoying it! Please feel free to post more impressions and ask any questions about the script or game-play. :) Also, by all means, let me know of any typos that may have wormed their way through.

Do Cecil and Rosa kiss in this version, like in the Japanese one?
They actually always kiss in all SNES-based versions. No frames were removed, unlike how Ian Kelley claimed in his "FFIV to FFII US changes" FAQ. He actually made up a lot of stuff in that FAQ...

I noticed that at the beginning of the game, when Kain tells Cecil to go to bed, the word to seems to be missing. He says "go to bed [to] rest."
Argh, I wish I'd have caught that before submitting v2.02. He now says "go to bed and rest." Thank you for pointing that out; it'll be in the next version! :)

In the black magic research room, the magic symbols for Lit and Ice look weird, like some of the pixels are the wrong color. What is this?
When showing menus, FFIV actually prints the color black as see-through, creating the look of a "hole." The reason why it shows up as black in the battle menu and main menu is because they have black backgrounds. The only way to get around this would be to remove the color black from the black magic icon entirely, and I'm not comfortable with that.

I've discovered the dual text encoding that the SNES game has, and can utilize it to stretch out names, but as I'm not sure if FF4kster allows for this. If not I can simply use a HEX editor. Some monsters need just ONE more letter. I did notice that some monsters already have this.
Do you mean the li / il / ll digraphs I added in? Yeah, I had to put the majority of those in myself in a hex editor...

Oooh, got it. Interesting approach.
Yeah, I definitely wanted to make it seem authentic of the era: no swearing, not many overt religious references, etc. I'm definitely not as militant of it as Nintendo of America was. I make it pretty clear that Cid et al "die," and when it's impossible to write something without referencing religion, (e.g. GodsFury item, Pray command. I could've written around those in a half-baked manner, but it would've sounded completely stupid.) I go ahead an add it in. I also have zero qualms about nudity, since nudity is pretty tame in the FF series. For perspective, I reverted the original dancer sprite (Though, unfortunately, the one in Baron still doesn't strip) and the black orb in the Tower of Zot is now again a guillotine.

177
Personal Projects / Re: Project II: Final Fantasy IV
« on: December 07, 2014, 10:48:43 pm »
I stole that item name from the PSone translation. ;D

178
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?

179
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...

180
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

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