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Messages - vivify93

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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?

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.

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.

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

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.

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

If it helps!

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...

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.

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.

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.

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.

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! :)

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.

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.

Newcomer's Board / Re: SNES Final Fantasy hack
« on: November 10, 2014, 02:23:18 pm »
Everyone complains about the bad translation and censorship of Final Fantasy II (U), but nobody mentions that it prevents hours of grinding that Final Fantasy IV (J) has (that I've heard of), while still not being a piece of cake like Final Fantasy IV - Easy Type (J). Some people don't like spending hours just to level up. At least personally I found the difficulty of Final Fantasy II (U) just fine, and I didn't do any other playthoughs so I can't really juge.
It's not that much easier, actually. I'm pretty sure that when FFII US was localized, they didn't increase the EXP and GP gains, and I'm fairly certain they didn't reduce the amount of EXP it takes to level up. All they did was remove a plethora of items, commands, and spells, made Remedies easier to get, accelerated Rosa and Rydia's magic learning rates, maybe reduce some command and/or spell charge times, and changed some maps and added the Beginner's Classrooms. And for the curious, Ian Kelley's "Japan to US changes" FAQ on GameFAQs is mostly fables and myths.

- There might not be enemy rows in FFIV Easy Type, but there certainly is in FFII US.
- Palom and Porom may use Twin Magic more quickly, (It took 6 seconds to cast Pyro in Project II, but 16 to cast Little Flare in J2e's FFIV.) but they can still go out of sync.
- Items aren't harder to get in FFIV. Ethers still cost 50,000 GP in FFII US. Just because it's available from the starting town doesn't mean you can actually buy it.
- Bosses are about the same difficulty between versions, maybe a bit easier due to learning spells faster and certain abilities having a shorter charge time. The bosses themselves were, for the most part, kept the same. I think Asura might've used Protect at one point in her battle in FFIV, but doesn't anymore in FFII US.
- Selene Guardians (Moon goddess enemy, you can steal Artemis Arrows from her.) still use Embrace, that skill still turns you to stone as well as heals you. I'm pretty sure none of the enemies or their scripts were touched, aside from maybe removing Asura's ability to cast Protect.

My point is, if you want to be strong enough to face the enemies without fear, you do have to grind a bit even in FFII US. Though, I guess you're kind of right, Bregalad, in that you don't have to grind as much for Rosa or Rydia's spells. (Palom and Porom have the same learning rates.)

Also once I get some more knowledge with this I plan on restoring the music from the PS1 version of persona to the PSP one since the new soundtrack really sucks.
Could you make a version where you keep A Lone Prayer as the battle theme but restore all the other songs? The battle theme from Revelations: Persona is terrible and ear-bleeding.

We're a rare breed, blaze! Hahaha. I personally love Maki and the Mikage-cho Defense Force the most. Everyone considers P1 to be horrible, though. Makes me sad.

I am by no means an Atlus fanboy, but I do like the first three Persona games. And I have to say, yeah, Eternal Punishment's translation can be really spotty. It at least needs a text edit to revert all the changed names like Ellen, Mary, Brad, etc. Innocent Sin's fan and official translations, as well as SMT: Persona 1's translation, were all far better. At least Batsu's translation was better than Revelations'.

Personal Projects / Re: Final Fantasy VI SNES Woolsey Uncensored Edition
« on: October 24, 2014, 08:49:25 am »
There's Project II, Digitsie. I rewrote the script, updated many game-play elements, etc.:) And Spooniest's FFV: Legend of the Crystals does a good job at updating RPGe's translation of FFV.

Personal Projects / Re: Final Fantasy VI SNES Woolsey Uncensored Edition
« on: October 18, 2014, 06:10:49 pm »
Sorry to go offtopic here, but why port the PSX version to the SNES? All it added(I am not counting the porting difficulties such as the occasionally inaccurate sound and the slowdowns of JESUS CHRIST) was a music player, a bestiary and a little bit of uncensoring.
Well, there were a few textual changes made, and I like the uncensored graphics, so that's basically why I'm doing this. It'll be a cleaned up Ted Woolsey translation with some changes the PSone port made and uncensored / reverted graphics. I also want this to be a base for other patches, so people won't have to look for stuff like all the uncensored graphics and such with major changes. If I've changed anything from the original US game, it's only for completionist issues or user-friendly changes.

Edit - But I'm gonna stop hijacking Rodimus Primal's topic here. I've since done everything I thought would be even moderately difficult. All I really need is the top two tiers! :)

You don't have to uncompress anything to fix that. Just paste all the original signs over the Cafe signs, and it'll be uncensored in battle too. The game loads the same Pub sign from the field. ;)
Oh! Awesome! Thank you so much, Almagest!

Edit - Thought I'd mention it here, but everyone I saw on previous attempts of this claimed uncensoring the Pub signs was like some Sisyphean effort, so that's why I felt such trepidation... But it was actually really easy. Haha.

Sorry for hijacking your thread, Rodimus Primal. Thanks again for all your hard work on your patch!

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