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Messages - vivify93

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21
I'll fix the Opta woman's line. And I would be very interested in that Shir enhancement. How would it work? You'd just reenter the town and Rolf would say, "Hey, Shir's coming back!" ?

22
Personal Projects / Re: Final Fantasy IV - Project II
« on: August 12, 2014, 12:03:31 am »
At long last, v2.00 will be out soon. The latest update of ff4kster allowed for editing of item descriptions, which I hurried to do today before bed. I also removed the superfluous il / li / ll icons from field map labels. This should be the last update ever for Project II.

Edit - Unexpected bug has cropped up. Will still hopefully be out this month.

August 15, 2014, 10:01:12 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
v2.00 is up! This should be the final release. Here's a link for convenience. Item descriptions are in, and three bug fixes--two that are in the vanilla game, one that happened via hacking--have happened.

Edit - I'm putting a small bug fix for the odd "To equip" text here.

Quote from: Phoenix
In case anybody wants to use it, here's my fix to this message. For a FF2us ROM with header, paste in the following data at 0DBF2:

8E030E04D0035563646EFF72605C6B6A69FF646E0150046F726AC2635C695F605FC1FFFF00

It changes the window to two lines and the message to "This weapon is two-handed."


Courtesy of Phoenix Hacks.

I may also soon release an update that adds back in the Assassin Dagger to a chest in the game, the HandAxe to the Mysidia weapon shop, adds a save point in the final area of the final dungeon, and forces Break to be single-target with a long casting delay, though not as long as Warp's. It'd probably be the final update, unless I wanted to go and give certain enemies immunity to Stone status.

23
Nah, I don't want to include the palettes. I was just pondering on what it possibly would've been used for. Thanks for the fix!

24
Oh, the Central Tower palettes are interesting. I wonder if a day/night cycling system like in old-school Dragon Quest was meant to be implemented.

I'll put in the Dexterity fix, sure. I really have no reason not to--as long as it's easy to do.

We should submit some of this unused stuff, like Anna's gun sprite and the Central Tower palettes, to The Cutting Room Floor.

25
I think I'll leave it be, it'll be full healing either way. I'm going to get v1.2 up right now, I'll edit this post when I receive the notification.

Edit - I didn't get the upload notification yet, but I forgot to change the version number on the RHDN page, as I usually do these days... I'll fix it after I get the notif. :)

Edit - It's up! Gotta fix the version number but otherwise it's fine

26
I never really intended PSII Improvement to go that far, honestly. I'm pretty content with how it is now. I'm aware of Phantasy Star generation:2's fan translation. I was actually playing generation:1, but I heard you were going to improve it so that it doesn't have the T e r r a n i g m a thing going on with its font, so I decided to take a break.

I think I'll take you up on that PM though.

27
I think that unused line of dialogue is meant to be narration. By the way, Lorenzo, do you think that the reason the healing for Trimates, Nasar, and Nares is so high is because enemies can heal? I know enemy HP can go over 999.

28
Nah, I think I'm good with just the few bugs we fixed. I'll implement the Trimate / Nares / Nasar tweak and if there's nothing else found today, I'll submit the new release to the RHDN database around 12:00 PM. (It's 7:21 AM as of this post.)

29
- Never knew about it 'til now, but I'd like to fix the wall in Menobe very much, so I'd appreciate your findings. :)

- I don't think it'd be easy to fix Sak, but I'd like to if it's possible. If not, I won't mind, since, as far as I know, only Nei and Amy learn it, and it's a little hard to pull off a fully-dead party.

- The dams are another bug I'd kind of like to fix, but it's really not a priority, since it's just cosmetic in a way that's not even a detriment to the game.

- I don't mind that Strength, Mental, and Luck don't do anything, mostly because, unless they're already taken into account in damage formulae or other formulae, we'd have to overhaul how the entire battle engine works just to fix these small oddities. Even if that were the case, it probably wouldn't be easy... I remember the Intelligence Patch for Final Fantasy I; if I recall right, the creator had to do some ASM magic.

- Would it be easy to lower Trimate, Nares, and Nasar's healing to just 999? 10,000 HP is overkill.

I'm not really concerned with Anna's gun sprite or the unused piece of dialogue in Kueri, and the stat-increasing techs are fine as they are.

30
I appreciate the thought, but I'm going to have to decline unless you started working on a patch already. (In which case, I'll use it to not be rude!) I'm not a fan of having extraneous strings throughout game modifications. It's so "hacky." J2e's Final Fantasy IV translation did something similar, and it has four or five different strings for item names throughout the ROM! Urgh.

31
I'll skip those two changes, then. Thanks for the input.

32
lory1990 - I don't really mind it if there's a small chance to escape all battles. If there was a chance to remove the 1% from the Army Eye battle and that only, I'd do it just to prevent that error. But I want to keep the chance to escape from the boss at Climatrol. Adding to that, I like the slow motion Easter egg and I don't mind having to fix the checksum of the ROM when I combine patches or update the mod. Thanks for your input, though--keep it coming! :)

IIRC, slow-motion disables ennemies encounters.
Nope, I've gotten into battles in slow-mo mode before.

I'm implementing a proportionnal font (VWF) for PSIII. Maybe I'll be able to port it to PSII. It would allow to use longer names.

I also documented on the wiki how the windows are built (for PSII). I plan to reorganize the menus, then again to use full length names. But it's really boring.
Wouldn't we also need to expand the strings to fit in the menus though? Regarding expansions, to be honest, I'm mostly only interested in expanding the Use / Giv / Tos menu to actually say Give and Toss. I'm not sure how difficult that would be though.

33
Gaming Discussion / Re: Resident Evil 1 gets remade, again.
« on: August 08, 2014, 04:04:35 am »
I'll take your word for it, KaioShin, but my point was more that GameFAQs' "fans" of big-name titles complain about everything and anything.

34
Gaming Discussion / Re: Resident Evil 1 gets remade, again.
« on: August 08, 2014, 02:26:06 am »
As perhaps the only human being alive who actually enjoyed RE6 I will say that for all its faults, at least it tried to be something new in terms of introducing characters, and changing up the system. I'm all for remaking good games, but there's a limit to that, and remaking a game, that was itself a remake, based on a director's cut of a game is pushing that limit.
I really liked Resident Evil 6. A lot of people in the RE fandom, especially GameFAQs, just hate new things to hate them. I mean, for the love of fuck, they hate Tomb Raider 2013--the one game that everyone pretty much knows is objectively good. If every game company ever just rehashed their "best" game repeatedly but with graphical upgrades and additions, GameFAQs would be in love.

I'm pretty happy for Resident Evil Remake getting ported to current- and next-gen systems. So many RE fans haven't been able to play it since they don't have the system for it; adding to that, I'm pretty sure RE's user base is mostly on the PlayStation and Xbox. This is just a good thing all around, in my opinion.

Let's hope Zero is next, right? I'd really love if they implemented online co-op for that game.

35
I thought about it, and you know, I don't see why Phantasy Star IV Proper-caser wouldn't combine with other mods, PresidentLeever! Unlike Phantasy Star II, I haven't changed anything but text in PSIV. Just make sure that when you combine patches, whether you're combining PSII mods or PSIV mods, to fix the ROM with the program FixCheckSum.

Edit - It looks like Sixfortyfive changed some item names in PSIV: Arranged. If you're so inclined to put them in proper case, here's how I'd name them.

BLOODAX > GoreAxe (All axes are spelled "Axe" in PSIV Proper-caser, so this is for consistency.)
SP-SLSH > Spirang <Spiral Boomerang> (There's barely enough room to name it properly...)
ALGOMAP > AlgoMap
ELECBARRIR > VolticShld <Voltic Shield> (It's hard to come up with names and avoid abbreviations.)

He also renamed the STUN-SHOT to the PULSESTUN (I'd call it the PulseStun.) for some reason.

36
That's very interesting. Thanks, Lorenzo. I'm grateful you documented it. :)

37
I think it's fine as-is. Poison, to my knowledge, doesn't really do anything in battle, right? It just prevents you from being healed, I think... And having Rever usable in battle would really shatter the balance of the game. Not something I'd want to do.

38
For the tech-cast-by-item I will post a link to a txt file for you to go through and maybe you could include it in your hack folder along with the ROM and other documents; you can also edit my document however you want  if you don't like something, like the layout, choice of words etc... Will that be OK?

As for fedorajoe, I was wondering because I sent him some emails with bug fixes and other stuff but he never replied. But it's OK, though, I was just curious.
He's got a pretty busy life as a businessman, I gather, so maybe he just got really busy.

As for the hacking note text file, that'd be absolutely wonderful. fedorajoe actually sent me this large folder filled with his PSII modding notes. I'd love to add the tech-cast-by-item data to it.

This patch probably isn't stack-able with the Modernization hack, is it?
Considering that once lory1990 can get in contact with fedorajoe, he's probably going to put in all of the bug fixes I have in Phantasy Star II Improvement in his Modernization Hack, you might be able to get the best of both worlds. Who knows, maybe he'll find a better use for the Fire Staff than how I decided to upgrade it. :p

I'm going to wait until the end of the week before I start releasing v1.2 of the Improvement. I just want to be sure lory1990 doesn't have anything else for me to fix.

Edit - You actually might be able to combine the two. I didn't touch tech progression or who can equip what aside from allowing Nei access to some late-game equipment. I also didn't touch starting equipment, shops, weapons and weapon stats aside from fixing the Laconia Dagger... it looks like they'd be compatible in all aspects except for text, meaning you'd probably want to get a hex editor and the table files and put some equipment names in proper case.

39
Holy crap!!! Thank you so, so much lory1990!!! I've been wanting to do this for ages, this will totally balance out so many more teammates.:) Also, I would absolutely love if you'd document where tech-cast-by-item functionality is implemented.

As for the implementation of other features, the only two things I honestly want to do is shove the font up by one pixel and change the weird floating dot in the font (···OK. Which one of you lugs is gonna hold this?) to an ellipsis. And those are both such non-issues that you don't even need to worry about it. I'm basically just waiting to hear of more bugs I need to fix, or you and others need to help me fix, at this point. :)

fedorajoe contacted me, actually, after I made v1.0 of PSII Improvement, wondering how I managed to do it. I told him about you and to come check out the topic and I've been waiting on a response.

40
Actually, that'd be great. Let me leaf through the topic and I'll see if I understand; I'm a bit tired.

Edit - For the Paseo grandpa, I'd change 9D to 96 at $E6BB?

Edit - I did that, it works flawlessly! Thanks. So does the new message for trying to rearrange a one-man team.

Hey, lory1990, this is a stretch, but--do you by chance know how to change what technique a weapon casts? I've been wanting to make it so the Fire Staff casts Gifoi for a long time, but no one I knew could figure out how to do it.

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