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Romhacking => Personal Projects => Topic started by: vivify93 on May 21, 2012, 03:45:02 pm

Title: Phantasy Star II Improvement v3.5 | Phantasy Star IV Proper-caser v0.6
Post by: vivify93 on May 21, 2012, 03:45:02 pm
Phantasy Star II Improvement v3.5 - Genesis (http://www.romhacking.net/hacks/925/)

Phantasy Star II Improvement v3.5 - Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=674686794)

The original intent of Phantasy Star II Improvement was to rewrite menu terms to use mixed case, resulting in easier reading. However, thanks to many talented modders, it grew to become a bug fix and minor enhancement patch. Below are just some of the features of this project.
Screenshots:
(https://i.imgur.com/Cj6yS6K.png)(https://i.imgur.com/PPvVDAw.png)(https://i.imgur.com/XfyF6aQ.png)



Phantasy Star IV Proper-caser v0.6 for Genesis (http://www.romhacking.net/hacks/926/)

Phantasy Star IV Proper-caser v0.6 for Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=677577015)

This is still very basic--difficult-to-read all caps text is now in proper case. Several minor series continuity issues have been corrected; some item and attack names are renamed to fit within character limits; and lory1990's bug fix project is incorporated.

I would like to fix other series name issues (Rubetz, Dezolis, Parma, etc.), and expand certain item names to take advantage of the full 10-character limit (TitanAxe and SilvrRod are egregious examples of the current issue), but I'm not skilled enough to make the pointers or compression work. Please contact me if you're able to help me with this while keeping lory's bug fix.
Screenshots:
(https://i.imgur.com/3E9Bibb.png)(https://i.imgur.com/ORFczcM.png)
(https://i.imgur.com/mu0evKE.png)(https://i.imgur.com/nT24xvp.png)



To Steam players who would like to use these mods legally with the Genesis/Mega Drive Classics Simple Launcher:
Please refer to Spooniest's guide Mods in the Simple Launcher: How I Did It (https://steamcommunity.com/app/34270/discussions/0/357286119102771066/).
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: DarknessSavior on May 21, 2012, 03:46:32 pm
Now if only someone would go through those games and expand the menus and stuff so we can get full item names AND lower case fonts.

Edit: I forgot to say it, but that looks amazing, btw.

~DS
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: cobaltex on May 21, 2012, 04:30:10 pm
Zippyshare deletes files after a time, so get ‘em while they're hot! Thanks in advance for checking them out, and have a lovely day! :)

If you want I can make sendspace mirrors that will last for at least 3 1/2 years (the length of my max account) for you?
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: vivify93 on May 21, 2012, 06:06:52 pm
Now if only someone would go through those games and expand the menus and stuff so we can get full item names AND lower case fonts.

Edit: I forgot to say it, but that looks amazing, btw.

~DS
Thanks DS! :D I'd prefer people to get crackin' on Phantasy Star generation:1 and Phantasy Star generation:2, personally. I'd look into PS2 emulation for those games, no question! I've always really wanted to try the Phantasy Star series, but I've had many failed attempts... the generation duology looks like it'd be just right.

If you want I can make sendspace mirrors that will last for at least 3 1/2 years (the length of my max account) for you?
That would be amazing. Thank you, cobaltex!
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: golden on May 21, 2012, 06:23:12 pm
Zippyshare deletes files after a time, so get ‘em while they're hot! Thanks in advance for checking them out, and have a lovely day! :)

vivify93, why don't you submit those patches to RHDN?
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: vivify93 on May 21, 2012, 06:29:46 pm
Don't you need to supply a direct download link? The way those are accessed, you need to go to the website and then press the download button. Unless I'm mistaken, I don't think I can upload them here...
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: golden on May 21, 2012, 06:49:35 pm
We provide a list of available options under the file submissions section, here: http://www.romhacking.net/?page=help&action=additionalhelp

Personally, I recommend creating a dropbox account. It's quite useful even for non-romhacking purposes :)
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: vivify93 on May 22, 2012, 01:04:28 am
Thanks for the info, golden! I decided to submit them. :thumbsup: They should be up sooner or later.

They're up. I'll link them here for convenience, but I'll also link them in the opening post.

vivify93's Phantasy Star II Proper-caser. (http://www.romhacking.net/hacks/925/)
vivify93's Phantasy Star: The end of the Millenium Proper-caser. (http://www.romhacking.net/hacks/926/)
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: golden on May 22, 2012, 04:47:54 am
Thanks for the info, golden! I decided to submit them. :thumbsup: They should be up sooner or later.

Cool! Glad to know :)
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Spooniest on May 23, 2012, 01:55:28 am
Edit: I forgot to say it, but that looks amazing, btw.

Good screenshots, too...looks like you did your homework.

Thanks again for your help with SG, btw...it really took it up a notch to have the larger font.
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Validus on May 23, 2012, 09:50:02 am
already started on Phantasy Star 2 with the reduced difficulty hack and this AND the retranslation all combined into one fine thing of beauty.
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Garoth Moulinoski on May 23, 2012, 02:43:13 pm
already started on Phantasy Star 2 with the reduced difficulty hack and this AND the retranslation all combined into one fine thing of beauty.

And it works with no hiccups? Also, in what order did you do the patching in?
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: vivify93 on May 23, 2012, 05:44:23 pm
Good screenshots, too...looks like you did your homework.

Thanks again for your help with SG, btw...it really took it up a notch to have the larger font.
Oh, no problem, Spooniest! I'm just kind of a nerd about fonts. ;D It was nice to begin with, as I believe I've said before. As for the screenshots, I'm a bit familiar with the series though I must admit I have yet to even beat the first in the Genesis set.

already started on Phantasy Star 2 with the reduced difficulty hack and this AND the retranslation all combined into one fine thing of beauty.
Well thanks, Validus! Though I must admit, I believe the retranslation already does what I did with a few missing instances. Still, if you applied mine first everything should still be okay!

And it works with no hiccups? Also, in what order did you do the patching in?
Well, I can't speak for Validus, but I'd assume the natural progression would be mine first (I asked it to be used first in the readme), then the retranslation, then the difficulty mod as it alters something other than the text. Hope that helps, Garoth! :)
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Spooniest on May 23, 2012, 05:46:30 pm
Sounds like trolling if you ask me. I tried combining the proper-caser with the easymode in either order using LunarIPS, and recieved a res screen of death both times.

So what's the story, morning glory?
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Garoth Moulinoski on May 23, 2012, 05:56:35 pm
Well, I can't speak for Validus, but I'd assume the natural progression would be mine first (I asked it to be used first in the readme), then the retranslation, then the difficulty mod as it alters something other than the text. Hope that helps, Garoth! :)

That sounds like a natural progression to me, although wouldn't the retranslation redo your work? I haven't looked into how the retranslation works, so I'm just guessing, but I was curious enough to ask.

Sounds like trolling if you ask me. I tried combining the proper-caser with the easymode in either order using LunarIPS, and recieved a res screen of death both times.

So what's the story, morning glory?

I wouldn't want to rule Validus's post as trolling just yet (although this user a new-topic-philiac or something...) but maybe that's me being optimistic...
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: vivify93 on May 23, 2012, 06:04:03 pm
That sounds like a natural progression to me, although wouldn't the retranslation redo your work? I haven't looked into how the retranslation works, so I'm just guessing, but I was curious enough to ask.
Well, it'd change the character names and it'd redo some of the items, but as I recall some dialogue instances were never changed back, and a few menu strings weren't put in proper case... That and I restored the gay musician's original line. :D "Hey, he looks smart!" to "Hey, he looks cute!" Don't think the retranslation did that.

Sounds like trolling if you ask me. I tried combining the proper-caser with the easymode in either order using LunarIPS, and recieved a res screen of death both times.

So what's the story, morning glory?
Fusion told me the checksum is incorrect. I'm betting that Reiska never fixed the checksum for PSII easy mode - that or combining the two messes it up. Fix CheckSum (http://www.romhacking.net/utilities/342/) should work. I'll report my results.

EDIT: Yeah, Fix CheckSum makes it work just fine. It's also possible that Validus has Fusion's "AutoFix Checksums" box checked off, which presumably does as the label says.

Wow, that's a lot of "check."
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Spooniest on May 23, 2012, 07:29:11 pm
Confirmed, when treated with FixChecksum, applying the patches in this order works just fine.

1. Proper-Case
2. Retranslation
3. Easymode

Then treat it with FixChecksum and you're all set.

I retract my earlier accusation of trolling...something about that Validus just rubs me the wrong way... :D
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: vivify93 on May 23, 2012, 09:39:43 pm
Glad it works for you, Spooniest! While we're retracting statements, I retract mine about Reiska not fixing the checksum. They likely did, it's just that Genesis emulation doesn't happen to like the fact that patches were mixed.

EDIT: The reason I say combining patches is the cause of the checksum becoming incorrect? I also mixed the PS: Teotm proper-caser with the level 99 bug fix, and I know for a fact that Sixfortyfive corrected the checksum for that patch as I've briefly poked around in Teotm before.

EDIT 2: I'd like to note that I would also be interested in making a version of this for Phantasy Star II's port in the Phantasy Star Collection for the GBA. I'd also like to tinker around a bit with the GBA port of Phantasy Star - as in the first of the series - and though it's in mostly ASCII so I could go do it right now, I really, really want to mess with the names of the battle commands and spells. ATTK, MAGC, HELP, PROT, TELE, TERR, WIND, and THUN all definitely, definitely need to be changed... But I don't really have the desire to do that right now.
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: cobaltex on May 24, 2012, 02:46:35 am
EDIT 2: I'd like to note that I would also be interested in making a version of this for Phantasy Star II's port in the Phantasy Star Collection for the GBA. I'd also like to tinker around a bit with the GBA port of Phantasy Star - as in the first of the series - and though it's in mostly ASCII so I could go do it right now, I really, really want to mess with the names of the battle commands and spells. ATTK, MAGC, HELP, PROT, TELE, TERR, WIND, and THUN all definitely, definitely need to be changed... But I don't really have the desire to do that right now.
If you do just remember that psc's ps has a few bugs, just to name a few (that I remember), certain combinations of levels+equipment make the chrs immune to certain monsters (take no dmg>lvl up>start taking damage again), and the whole collection shares a bug where it'll randomly crash when you go to save (not a problem if your using save states :P, but when your playing on the actual cart it's pretty damn annoying :banghead:)

P.S. Do you still want those sendspace links or are you good?
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: vivify93 on May 24, 2012, 01:49:25 pm
I'm good, cobaltex, but thanks for the offer and information!
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Validus on May 24, 2012, 02:33:09 pm
Sounds like trolling if you ask me. I tried combining the proper-caser with the easymode in either order using LunarIPS, and recieved a res screen of death both times.

So what's the story, morning glory?

Im not trolling. Fix your checksum or something in the emu

having a blast playing this wonder of  a game now with all 3 patches working in unison.

I patched it in this order

1.Retranslation
2.Text Casing Correction
3.Easy XP&Money patch
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Spooniest on May 24, 2012, 04:36:36 pm
Im not trolling.

I got my eye on you, weirdo.  8)
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Validus on May 24, 2012, 10:07:58 pm
lol see you in the algos system
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: vivify93 on May 29, 2012, 01:28:55 am
While I'm here, I'd like to let everyone know that if you find issues with anything, please report them to me in this topic or send me a PM.

If you're mixing the Phantasy Star II Proper-caser with Naflign's Ego's retranslation patch, for example, you may find discrepancies with item names.
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: KingMike on May 29, 2012, 11:02:20 am
and the whole collection shares a bug where it'll randomly crash when you go to save (not a problem if your using save states :P, but when your playing on the actual cart it's pretty damn annoying :banghead:)

Is it for sure random?
When I tried playing PS1, it seemed to only happen if I accidentally pressed a button on the "NOW SAVING. DO NOT TURN OFF YOUR GBA" screen, rather than waiting for it to return to the game on its own.
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Validus on May 29, 2012, 11:31:24 am
Playing through Phantasy Star 2 proper casing, I am at the 4th dungeon with no problems so far.
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: cobaltex on May 29, 2012, 02:15:33 pm
Is it for sure random?
When I tried playing PS1, it seemed to only happen if I accidentally pressed a button on the "NOW SAVING. DO NOT TURN OFF YOUR GBA" screen, rather than waiting for it to return to the game on its own.
pressing a button on the "NOW SAVING. DO NOT TURN OFF YOUR GBA" screen, (almost (~90%)) gerenties (SP?) a crash, but it will still randomly happen even if you don't press anything, I can vouch for that personally.
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Reiska on May 29, 2012, 04:08:56 pm
Glad it works for you, Spooniest! While we're retracting statements, I retract mine about Reiska not fixing the checksum. They likely did, it's just that Genesis emulation doesn't happen to like the fact that patches were mixed.

EDIT: The reason I say combining patches is the cause of the checksum becoming incorrect? I also mixed the PS: Teotm proper-caser with the level 99 bug fix, and I know for a fact that Sixfortyfive corrected the checksum for that patch as I've briefly poked around in Teotm before.

EDIT 2: I'd like to note that I would also be interested in making a version of this for Phantasy Star II's port in the Phantasy Star Collection for the GBA. I'd also like to tinker around a bit with the GBA port of Phantasy Star - as in the first of the series - and though it's in mostly ASCII so I could go do it right now, I really, really want to mess with the names of the battle commands and spells. ATTK, MAGC, HELP, PROT, TELE, TERR, WIND, and THUN all definitely, definitely need to be changed... But I don't really have the desire to do that right now.

Phew, I was about to worry I made a dumb mistake or something ^_^

As an aside, I'm totally cool with people incorporating my PSII easymode patch into whatever other patch they want so they can be bundled with a proper checksum so long as I get credit for it. :P
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Validus on May 30, 2012, 10:36:52 am
combining patches to make the ulitmate version of Phantasy Star 2 rulz
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: vivify93 on June 07, 2012, 12:05:33 am
Hey guys! v0.2 is going to be out hopefully soon. I have a few questions for you all.

1. The most important one, first and foremost: I just now realized I'm editing a ROM that has not only my patch, but Reiska's 4x EXP and MST patch as well. I would like Reiska's work and mine to remain separate in my official release, so I was wondering... if I were to use a ROM patched with Reiska's work as the "original, unmodified ROM" and mine was the "newly modified ROM," would it create a patch that just includes my changes and can be applied to any vanilla Phantasy Star II ROM?

2. I'm thinking of making a patch that utilizes the Japanese names. The thing is, though, should change Lutz's name to Noah in the regular patch? I know this would create issues with the name of the final dungeon.
Here's what I'm thinking...
Spoiler:
Rolf = Usis
Rudolf "Rudo" Steiner = Rudger "Rudo" Steiner; nickname pronunciation would change from "ROO-doh" to "RUH-doh"
Amy Sage = Anne Saga
Hugh Thompson = Huey Reane
Anna Zirski = Amia Amirski
Josh Kain = Kind GieAn
Shir Gold = Shilka "Shil" Levinia

"Alis" and "Lassic" in the intro would be changed to "Alisa" and "LaShiec."

3. Has anyone found any issues so far? I know a few things are wrong, like Poison Sot (Should be PoisonShot).
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Reiska on June 09, 2012, 08:00:04 am
1.  I... think so, but I'm not entirely positive.  It shouldn't be overly difficult to test one way or the other, just likely time-consuming.

2.  Is the name of the final dungeon actually printed anywhere that you can't just change it?
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: Garoth Moulinoski on June 09, 2012, 11:31:08 am
Hey guys! v0.2 is going to be out hopefully soon. I have a few questions for you all.

1. The most important one, first and foremost: I just now realized I'm editing a ROM that has not only my patch, but Reiska's 4x EXP and MST patch as well. I would like Reiska's work and mine to remain separate in my official release, so I was wondering... if I were to use a ROM patched with Reiska's work as the "original, unmodified ROM" and mine was the "newly modified ROM," would it create a patch that just includes my changes and can be applied to any vanilla Phantasy Star II ROM?

If you patch PS2 with Reiska's patch and you use that as the original ROM, which you then copy and make your patch over that one?

I'm 90% sure that, if you take the same original original ROM, patch it with the same version of Resika's patch (or you just take the backup of the copy if you did that), and you use that as the original, it should produce a vanilla version. Since patches, iirc, only contain the changes between your modified rom and the original, it should follow that if you use a modified rom as the original and your modified rom is built on the modified rom, then the previous modifications sorta... get ignored, because they're "not part of the changes". Yay, Logic. But this is all theory, and like Reiska said, you should test it out regardless of how sound a theory is.

Oh, and you might want to do that ASAP. If it turns out that my theory is wrong, you might have to waste time re-doing a lot of your work up to the current point.
Title: Re: Phantasy Star II & Phantasy Star: The end of the millennium proper-casing hacks.
Post by: vivify93 on June 10, 2012, 02:35:08 am
I managed to make an anti-patch. Thanks for your help, you wonderful people! :D I didn't follow your post exactly, Garoth, but I did how I said...

"Original ROM": Phantasy Star II Easy Mode.BIN
"New ROM": Phantasy Star II Vanilla.BIN

It created the anti-patch.

Now...

2.  Is the name of the final dungeon actually printed anywhere that you can't just change it?
I could, yeah, but I'm not sure what I'd change it to. "The Ark"? And besides, that might piss players of the original off. I'm kind of thinking of making him and the ship both Noah and saying screw it. Furthermore I'd need to change it to Noah in Phantasy Star IV, meaning I'd need to make two patches for that too... It might be easier to tell people to ignore the official US version of PSI.

EDIT: I think I'm not going to end up making an original names patch. For one, everyone is used to the changes, whether they're for the hell of it or not. Secondly, it'd be a huge hassle for me to go in and edit the text, especially the many references to Alis.

EDIT 2: Hello everyone! I have completed my proper-casing hack of Phantasy Star II. I fixed a lot of the grammatical errors in the text this time around, as well as some consistency and logic issues. I even managed to change "DIRECTER" to "DIRECTOR" in the credits! :D

For some reason, FileDen isn't letting me upload anything for now, so here is vivify93's Phantasy Star II Proper-caser v0.2. (http://www59.zippyshare.com/v/66999056/file.html) As stated before, this time around I caught many of my own issues and almost all of the original's.

I hope you all enjoy it! ;D As stated before, if you find any other textual issues or other problems, please let me know.

EDIT 3: FileDen is now working properly and I have submitted the updated files to RHDN's hack archive. When it's done, I'll post it here for the sake of convenience and also in the opening post.

EDIT 4: Whoops, I forgot the entry is the same for each release! :laugh: Oh well, I'll link to it anyway. (http://www.romhacking.net/hacks/925/)
Title: Re: Phantasy Star II & IV proper-casing hacks, Phantasy Star III text cleanup
Post by: vivify93 on June 17, 2012, 01:05:14 pm
So I finished PSIII: GoD. I made a text cleanup patch for it. (http://www1.zippyshare.com/v/96710641/file.html) Please enjoy and let me know if anything's broken, as I really, really doubt I'll ever play this game again.

EDIT: Link to the RHDN database entry. (http://www.romhacking.net/hacks/936/)

I am aware that The end of the millennium is glitched to hell and back with my patch. Don't worry, it'll be remedied once I finish my play through. :D I've already fixed the fact that items are off-pointer (MonoMates display as MahlayMails, etc. - I actually think this happens for more than just items) and the glitchy text when you buy things.

I strongly discourage everyone from playing PS: Teotm with my patch until I can 100% fix this.
Title: Re: Phantasy Star II & IV proper-casing hacks, Phantasy Star III text cleanup
Post by: vivify93 on June 24, 2012, 10:22:18 pm
Hello everyone! I have finished v0.2 of my Phantasy Star: The end of the millennium Proper-caser. It can be found here (http://www.fileden.com/files/2012/6/12/3315193//PSTeotm_propercasev0-2.zip) and in the first post of this topic. All bugs created by this patch have been fixed!

Similarly, I have updated my Phantasy Star II Proper-caser, which can also be found here (http://www.fileden.com/files/2012/6/12/3315193//PSII_propercasev0-2c.zip) and in the first post.
Title: Re: Phantasy Star II & IV proper-casing hacks, Phantasy Star III text cleanup
Post by: Gideon Zhi on June 24, 2012, 10:24:43 pm
All bugs have been fixed!

Famous last words!
Polytron said the same thing about FEZ!
etc etc etc
Title: Re: Phantasy Star II & IV proper-casing hacks, Phantasy Star III text cleanup
Post by: vivify93 on June 24, 2012, 11:12:21 pm
Now I'm scared.

...B-but mine were only textual bugs! Some mis-pointering that was easily fixed. And I'm not going anywhere in the next ten years, so... it'll be okay, right?
Title: Re: Phantasy Star II & IV proper-casing hacks, Phantasy Star III text cleanup
Post by: vivify93 on April 13, 2014, 07:39:58 am
A huge update was made for Phantasy Star IV: The end of the millennium Proper-caser! The entire project has been completely redone. Not much had changed, truth be told, but I do recommend anyone who was using it before to get in on this new version of the patch.

When I first made PSIV Proper-caser, it had a lot of problems, and I accidentally left Sixfortyfive's Level 99 & Megid Bug Fix applied to my patch. After so many updates of applying a homemade anti-patch to the ROM whenever I needed to update, then reapplying Sixfortyfive's bug fix, I've finally just thrown in the towel and redone the entire thing. It may not be appreciated, but I strongly urge everyone to update.

Here is the newest patch, v0.4 REFRESH FIX! (http://www.bwass.org/bucket/PSIV_propercasev0-4REFRESHFIX.zip)

Thank you to everyone for supporting me all these years.
Title: Re: Phantasy Star II & IV proper-casing hacks, Phantasy Star III text cleanup
Post by: vivify93 on April 20, 2014, 11:58:47 pm
Phantasy Star II has had an update. (Good lord, I've been at this for almost three hours.) Thanks to fedorajoe, everything is in proper case now! Well, not the HEAD / RGHT / LEFT / ARMS / LEGS labels for equipment, but I thought it was easier to read with those particular items in all caps.

In case anyone has missed v0.3, the LAC DAGGER now has an attack rating of 40, as it should.

But new to v0.4, you can now name your characters manually in proper case! Isn't that grand?! Get it here (http://www.bwass.org/bucket/PSII_propercasev0-4.zip). The updated RHDN entry will be up soon!
Title: Re: Phantasy Star II & IV proper-casing hacks, Phantasy Star III text cleanup
Post by: tryphon on April 21, 2014, 02:17:36 am
You may be interested in the notes about PSII on the Wiki (here (http://datacrystal.romhacking.net/wiki/Phantasy_Star_II:Notes)).

It's still unfinished (I'll add some other infos later, I'm busy on other projects now), but there are infos about how to enlarge windows (to have full names for example).

Warning : it's boring :)
Title: Re: Phantasy Star II & IV proper-casing hacks, Phantasy Star III text cleanup
Post by: vivify93 on April 21, 2014, 04:51:34 pm
Thank you for the info, tryphon!

Minor update, nothing fancy, but I found out there are two strings for RGHT and LEFT in the ROM, so I decided to proper-case the body part labels. I put a dash between the label and the name of the equipment, though, so you won't worry about having to see something like "Head Luna Gear." Instead, it'll be "Head-Luna Gear."

Here (http://www.bwass.org/bucket/PSII_propercasev0-4a.zip) y'are.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on April 30, 2014, 01:27:48 pm
Phantasy Star II has received an update!

- Rolf and Kain can now wear the Laconia Helm, instead of Rudo and Hugh.
- Hugh can now wear the Crystal Chestplate and the Laconia Chestplate.
- Nei can now wear the Snow Crown, the Laconia Dagger, the Fire Staff, the Truth Sleeves, the Green Sleeves, the Titanium Chestplate, the Ceramic Chestplate, the Crystal Chestplate, the Laconia Chestplate, and the Shune Boots.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on July 27, 2014, 06:08:34 am
Hello everyone. I got a reply from vivify93 saying that I could post here what I found out about the bugs and their respective fixes.

The only "hard" bug to fix is the music freeze in the Esper Mansion. I will start posting the simple ones and explain that bug later in this post.

1) Accessing the lowercase x and y:

  This is very simple. You just need to fix a couple of numbers and I'll also explain what happens in the original code.

  In your ROM go to address $16B7. The value for that is 31. Change it to 33.
 
  Then go to address $16BD and change the value 0F to 11.

  Done. Now the explanation: the value 31 (or 49 in decimal) in that location is used in a compare instruction. 31 is the position of the uppercase Z in the original and
  in your hack is the lowercase w. What the instruction says is that once you reach that position and the next value that is compared to 31 is greater than 31, it
  subtracts 15 to the result (0F in hex). So when the cursor is on the lowercase w and you press right, it subtracts 15 and it goes the lowercase i. We changed the
  first value to 33 (51) so now it compares the next value to 33 and when they are equal it subtracts 11 (or 17) and it goes back to lowercase i.

2) Wrong message pointer for old man in Paseo

  Go to location $E6BB. You should see the value 94. Now I found an unused piece of text in the section where pointers for Central Tower are referenced. I think
  that's the line this old man is supposed to say but it's only an assumption. Moving that text to the location we want would be tricky using only a hex editor.
  So what we're going to do is give the old man the same lines as the other old men in Motavia. The old men generally use the following text pointers:

  - 9D = Biohazards are gone, but the heavy atmosphere of this planet somehow stays the same...
  - 9E = I've seen your face somewhere...

  So replace 94 with either 9D or 9E and it should be fine.

  For your information text pointers used when you speak to people in towns or dungeons start at location $E6B0

3) Music Freeze in the Esper mansion

  Now it gets kind of complicated. First the explanation of why the bug occurs: the data used for loading and displaying text are in location $FFCD40 in the RAM.
  When you talk to Lutz in the Esper Mansion after you get all the Nei items, it loads the text at location $2019E. The bug happens because the sequence of bytes
  used for text is too long. At a certain point it overwrites the values from $FFD000 on: this part of RAM is used for the sound. That's why the music no longer works,
  it's given the wrong values. It may also overwrite sections of RAM beyond the sound part and that could also be the reason why the game freezes when you get
  to Noah if you don't reload the game.

  Okay I have a couple of solutions even though one is probably not even worth it but this is what I came up with anyway:

  - Simply cut the text. The whole piece of text that is being loaded starts from $2019E ends at $2057A. Just decide what you want the master to say using less
    bytes. I'll give you in another post the maximum number of bytes you can use without it glitching so that you can plan ahead. If you decide to work on it and I
   somehow forget to provide you with the number, just tell me  :)

  - The other solution requires adding a piece of code. I did this by splitting the whole sequence in two and and loading the two text separately. Unfortunately this
    shifts all the bytes forward and using a hex editor this will result in having all wrong pointers. So a workaround I thought of is that I assemble the ROM with
    this bug fix so that you can keep the whole text, but then you'll have to recreate your hack by changing the values again, keeping in mind that all data after
    inserting the code will be shifted forward.

   I really don't think you'd want to go with the second one considering that you'll have to start from scratch. If I can think up something else I'll let you know.

 I hope this is clear enough. If something doesn't work or other bugs show up, please tell me  :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on July 27, 2014, 12:18:21 pm
Regarding too long texts :

I faced this problem when working on a French retranslation of the game (French is more verbose than English, and the English script is oversimplified).

IIRC, texts can't exceed 256 bytes and long texts are handled by writing sequences (up to 4 I think) of dialogues ids (words) from 0xFFCD00, so that 0xFFCD00 refers to the first part of dialog, 0xFFCD02 the next part, and so on.

All of that is hardcoded, that means that you'll see in the program code things like :
Code: [Select]
move.w #$0142, (something_that_refers_to_0xFFCD00)for a short dialog, and
Code: [Select]
move.l #$01420143, (something_that_refers_to_0xFFCD00)for a long one (and even two move.l for very long dialogs).

It has for consequence that replacing a short dialog by a long one cause means hacking a little the code itself, which is painful.

So I came with the idea to add a control sequence that allow to specify the next dialogue_id inside the current dialog (I used 0xD0, I'm pretty sure it's unused in the game). So a long dialog would be, in the code :
Code: [Select]
move.w #$0142, (something_that_refers_to_0xFFCD00) # just like a short dialogAnd in the data (text) of dialog #$0142 :
Code: [Select]
; dialog #$0142
It's a long, long, very long, [0xD0 0x0143]
; dialog #$0143
such a long dialog...
It could help to fix the 3rd issue.

I plan to write a inserter script that computes itself how to break dialogs, handles the ids and update the dialog_id table (and relocate dialogs at the end of the ROM to avoid deleting other data)

I've started a page on the Datacrystal wiki : http://datacrystal.romhacking.net/wiki/Phantasy_Star_II:Notes
It's still a WIP (I've found much more things than what I wrote) and I'll update it sooner or later, but feel free to contribute.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on July 27, 2014, 01:25:58 pm
Yeah, my fix was exactly using a move.l instruction so it can process the sequence of bytes separately to avoid overwriting the sound RAM.

Can you please elaborate about the control sequence, the one by adding D0 when you want to break the dialogue? It sounds interesting and either you or I can help
fix this bug without losing the original text.

I'll certainly consider contributing to the wiki page. I prefer disassembling the code better to have a much clearer idea of things and I'm in the middle of figuring out
all the objects, map indexes and other stuff, but I'll get to contributing to it at some point.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on July 27, 2014, 05:16:18 pm
It's a pretty straightforward hack. The routine that reads dialogs loads a character in d0 (at 0x11158), then compares d0 to all control codes known (from 0xBB = 'name of character' to 0xC4 = 'I don't remember'), and if not put the char in the display buffer (at 0x11268).

So I derived the program at this position (0x11268) and included a new test againt my handmade control code 0xD0, and perform the right thing todo (simply put the next word at position 0xFFCD00) :

Here the relevant parts of the program (I tested other hacks) :

The dervation :
Code: [Select]
00011268                            39          ORG     $11268
00011268  4EF9 000C0030             40          jmp     shunt_5
0001126E                            41  return_5:

The control code :
Code: [Select]
000C0030                            70  ;; $D0 tag in text : set next dialog
000C0030                            71  ;; usage D0 XX YY
000C0030                            72 
000C0030                            73  shunt_5:
000C0030  0C00 00D0                 74          cmpi.b  #$D0, d0
000C0034  6600 0014                 75          bne     sh5_suite
000C0038  1019                      76          move.b  (a1)+, d0 ; two byte read rather than a word read because data is not required to be aligned
000C003A  11C0 CD00                 77          move.b  d0, (dialog_id) ; dialog_id = $FFFFCD00
000C003E  1019                      78          move.b  (a1)+, d0
000C0040  11C0 CD01                 79          move.b  d0, (dialog_id + 1)
000C0044  4EF9 00011158             80          jmp     $11158
000C004A                            81  sh5_suite:
000C004A  14C0                      82          move.b  d0, (a2)+
000C004C  31FC 0001 CD10            83          move.w  #1, (window_state_flags).w
000C0052  4E75                      84          rts
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on July 28, 2014, 11:38:54 pm
Thanks for the fixes, lory1990! I think fixing the music bug is beyond my capabilities, though, unfortunately...
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on July 29, 2014, 01:37:24 am
Yeah, my fix was exactly using a move.l instruction so it can process the sequence of bytes separately to avoid overwriting the sound RAM.

Could you please provide the address of the move.l you added ?
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on July 29, 2014, 04:14:00 am
Quote
Could you please provide the address of the move.l you added ?

At address $CF68 there's this line:

Code: [Select]
move.w #$1690, ($FFFFCD00).w
This is called when you have all the Nei items and talk to Lutz. I simply replaced the move.w with move.l and added the other text pointer to process:

Code: [Select]
move.l #$16901693, ($FFFFCD00).w
The value for the byte before pointer 1693 must be C4 to make the routine return so that it can process the other text. Since there are 5 pointers for these lines,
we can process them one by one with multiple move instructions:

Code: [Select]
move.l #$16901691, ($FFFFCD00).w
move.l #$16921693, ($FFFFCD04).w
move.w #$1694, ($FFFFCD08).w                ; this pointer is also used for the old man in Paseo for some reason...

Again inserting C4 at the end of every of these pointers is necessary for it work. I prefer the first solution since it's only a line of code.

Quote
Thanks for the fixes, lory1990! I think fixing the music bug is beyond my capabilities, though, unfortunately...

You're welcome  :)
 
Actually for the music bug I found another solution, although this requires adding code at the of the ROM. It's up to you. If you're interested I can walk you
through the lines you need to edit and add.
Basically at the part where Lutz says those lines we jump to the end of the ROM and we add our fix there and we return from there. This way data stays aligned and the game won't crash. This is much shorter than having to change the lines. This is also based on tryphon's idea when he wanted to implement the control sequence and break the dialogue and then add the code at the end.

I tested it and it works and it doesn't take long.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on July 29, 2014, 05:24:24 am
@ Vivify93 : I can provide an ips to apply to a clean ROM, then you can apply your patches. The checksum would have to be fixed though. Are you okay ?
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on July 29, 2014, 07:18:59 pm
@ Vivify93 : I can provide an ips to apply to a clean ROM, then you can apply your patches. The checksum would have to be fixed though. Are you okay ?
That'd be great, but would everything be alright? Like, I apply the Lutz fix to the ROM, then apply the Improvement, fix the checksum, and it'd be OK. I wouldn't have to fix the following again?

- LAC DAGGER's stats
- LACONIAMET's distribution
- Hugh being able to cast GIRES out of battle
- Uzo Island text
- Climatrol text
- Paseo old man's text

And all the changes I made will be OK too?

- Altered linebreaks and "push button" prompts in dialogue
- Proper casing, spelling changes, grammar issue fixes to various text
- Nei's equipment repertoire additions
- Enemy name expansions
- Lowercase letters on the naming menu (With lory1990's fixes)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on July 29, 2014, 07:24:38 pm
Actually for the music bug I found another solution, although this requires adding code at the of the ROM. It's up to you. If you're interested I can walk you
through the lines you need to edit and add.
Basically at the part where Lutz says those lines we jump to the end of the ROM and we add our fix there and we return from there. This way data stays aligned and the game won't crash. This is much shorter than having to change the lines. This is also based on tryphon's idea when he wanted to implement the control sequence and break the dialogue and then add the code at the end.

I tested it and it works and it doesn't take long.

Actually it was exactly what I proposed to do :)

That'd be great, but would everything be alright? Like, I apply the Lutz fix to the ROM, then apply the Improvement, fix the checksum, and it'd be OK. I wouldn't have to fix the following again?

- LAC DAGGER's stats
- LACONIAMET's distribution
- Hugh being able to cast GIRES out of battle
- Uzo Island text
- Climatrol text
- Paseo old man's text

And all the changes I made will be OK too?

- Altered linebreaks and "push button" prompts in dialogue
- Proper casing, spelling changes, grammar issue fixes to various text
- Nei's equipment repertoire additions
- Enemy name expansions
- Lowercase letters on the naming menu (With lory1990's fixes)

Provided you didn't enlarge the ROM, it's no problem. If you enalrged it, the easiest is to make my (our, since it's the same as lory1990's) patch directly from your modified ROM.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on July 29, 2014, 10:33:12 pm
I didn't change the ROM's size, nope. It should be all alright, then. Oh, will it work with the x4 EXP and MST patch?
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on July 30, 2014, 12:39:06 pm
It will work because the fix doesn't overwrite the data changes for the x4 EXP and MST patch.

tryphon, I have the ips with the fix ready. Can I provide the link with the file? I'm asking because you were the first one who wanted to send the ips to vivify93, so if
you have it, go ahead. But if you still didn't get around to creating it, I will post the link with the ips
Also for your information I found a lot of free space in the middle of the ROM. It's just bytes with 00s, there are like 1000+ bytes free. I decided to apply the change
there rather than doing it at the end. It feels much cleaner this way, at least to me
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on July 30, 2014, 01:38:50 pm
In fact, it's not cleaner nor safer. Trust me, I did it :)

Sometimes, lots of 00 are indeed data (think of a table, whose some entries are blank).

Enlarging the ROM is much safer (especially when the ROM is not really big, as it's the case here).

In this precise situation, I have no idea if PS2 blank space is actually blank.

Regarding your patch, please proceed, I didn't make mine yet :) It'd b a good idea to document this bug too.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on July 30, 2014, 03:01:36 pm
Thanks tryphon  :)

I moved the fix towards the end, though. There was no need to expand the ROM. There's a section of ROM padding and I'm totally sure there's no way other parts
of code can get that data.

vivify93, here's the link for the patch:

https://www.dropbox.com/s/45w6b3mcjkfrpgi/music_freeze_fix.ips (https://www.dropbox.com/s/45w6b3mcjkfrpgi/music_freeze_fix.ips)

Apply this to any original UE ROM. There shouldn't be any problems with other patches so go ahead. Test and see how it goes.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on July 30, 2014, 06:56:30 pm
Thanks so much, guys! I'll add you to the project's credits page. With this, Phantasy Star II Improvement is officially finished!

Edit - Here (http://www.romhacking.net/hacks/925/) you all are. Phantasy Star II Improvement, v1.0. I added tryphon to the hacking credits, too, but he was removed for some reason...
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Lilinda on July 31, 2014, 02:54:29 am
Thanks so much, guys! I'll add you to the project's credits page. With this, Phantasy Star II Improvement is officially finished!

Edit - Here (http://www.romhacking.net/hacks/925/) you all are. Phantasy Star II Improvement, v1.0. I added tryphon to the hacking credits, too, but he was removed for some reason...

Resubmit it. I approved that myself and I never saw tryphon's name.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on July 31, 2014, 05:11:32 am
While fiddling with this new version, I found a minor glitch in the dialogue window when talking to Ustvestia:

(http://i.imgur.com/zthswO0.png)

There's a blue portion coming out of the window and I'll explain why it happens: at location $1B156 a new line starts (there's a C1 before that). Only 24 characters
can fit in one line and the following characters will of course go out of the window. At address $1B16E and $1B16F there two 00 which represent the space
character but technically they are just blue tiles. So you should immediately put the terminator C5 after the period and then pad with 00 what's left. In the end the fix is as follows:

$1B16E = C5
$1B16F = 00
$1B170 = 00

So you can resubmit the file with this glitch out of the way as well
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on July 31, 2014, 09:24:11 am
Resubmit it. I approved that myself and I never saw tryphon's name.
I will, then. Maybe I forgot to enter it? Whoops. Thanks, I.S.T.!

While fiddling with this new version, I found a minor glitch in the dialogue window when talking to Ustvestia:

(http://i.imgur.com/zthswO0.png)

There's a blue portion coming out of the window and I'll explain why it happens: at location $1B156 a new line starts (there's a C1 before that). Only 24 characters
can fit in one line and the following characters will of course go out of the window. At address $1B16E and $1B16F there two 00 which represent the space
character but technically they are just blue tiles. So you should immediately put the terminator C5 after the period and then pad with 00 what's left. In the end the fix is as follows:

$1B16E = C5
$1B16F = 00
$1B170 = 00

So you can resubmit the file with this glitch out of the way as well
Yikes, thanks, lory1990. I'll fix that right away.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on July 31, 2014, 09:43:01 am
My participation in this project is anecdotal, I don't deserve credit :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on July 31, 2014, 10:07:11 am
Too late, I added you anyway. :) I uploaded the fixed version to RHDN; it'll be up sooner or later. I also updated the music track titles a bit. Namely, that "Restration" typo is gone now.

Edit - And, it's up! Provided there are no more textual issues, this should be the last update. I'd kind of like to change the font to Phantasy Star IV's, but that's neither here nor there, and I've kind of grown attached to the old font.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on July 31, 2014, 11:14:01 am
I can help you for PSII or PSIII, but not PSIV, sorry :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on July 31, 2014, 11:47:18 am
Quote
My participation in this project is anecdotal, I don't deserve credit

You suggested where to put the fix, so you DO deserve credit  :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on July 31, 2014, 02:29:21 pm
I can help you for PSII or PSIII, but not PSIV, sorry :)
That's not what I said; I said, "I used to think that I would like to replace Phantasy Star II's font with the same font that was used in Phantasy Star IV, but I have decided that the original Phantasy Star II font fits Phantasy Star II better." It's OK though, thanks for offering. :)

Edit - Actually, come to think of it, I still want to shove PSII's font up by one pixel, and change the awkward floating period into an ellipsis. The second change there would save a lot of space in the script.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 04, 2014, 01:25:42 pm
I found a bug which is also in the original game. When you are using only Rolf and select ORDER, a wrong piece of text is displayed. Take a look:

(http://i.imgur.com/cRes8HR.png)

vivify93, tell me how you want to go about it: do you prefer leaving it alone, including new text, or something else? It's all up to you. I'll see if I can fix it.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 05, 2014, 03:47:14 am
I noticed the "Hey,Shir is coming back!" text is in the middle of the area where the character introductions are. Would we have to somehow find a piece of text around there to replace this with? I noticed there's a piece of menu text in with the key item descriptions that says "Nothing happens." Would it be at all possible to make it display that message? They look like they're in entirely different dialogue blocks, though.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 05, 2014, 06:29:03 am
Fortunately, the pointers for both the block and text are referenced independently so we only need to change two bytes. Change the values 09 and 27 at
the following addresses respectively:

$A49E = 00
$A49F = 04

So now we are referencing the 1st block and the 4th pointer of the text in it, which is the one you wanted.


Another thing. Recently while going through the whole script in the game, I found an unused piece of dialogue:

96 - "Good grief! We now have to worry about the lake getting flooded."

The number 96 is the pointer for that text. Had I found this line sooner, I could've told you to use it for the old man in Paseo. Probably you want to leave it as is,
but if you want you can replace the pointer you used for the fix with this one so that this text doesn't go unused and you can have him have a unique line. Of course
this is also additional information so that you or someone else are aware of this.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 05, 2014, 10:05:58 am
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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 05, 2014, 11:21:02 am
No problem.

As for Fire Staff casting Gifoi, go to address $268F: you should see the value 01. That's the id for Foi. So change it to 02 (Gifoi). Do you want the addresses of where the functionality is implemented and where to change id values?

If you want to implement anything else, feel free to ask. I'll try and see if I can work it out. I'll post again if I find something odd, bugs and whatnot.

This is also Phantasy Star IV topic. I wish I could help out with that game as well, but before that, I wish I could also study PSIII code first, so it'll take a while.

A bit off-topic, but this reminds me... Even fedorajoe had some things he wanted to implement in his hack (PSII Modernization), like weapons with different techniques effects, shift cast on any party member, etc. Maybe he could take a look at  this thread as well to check what's been found. Has he been around recently?

Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 05, 2014, 01:51:42 pm
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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 05, 2014, 06:10:36 pm
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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: darkanx on August 05, 2014, 08:22:59 pm
This patch probably isn't stack-able with the Modernization hack, is it?
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 05, 2014, 10:37:05 pm
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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 06, 2014, 04:52:14 am
As for other things to implement in your hack, I've been thinking... How about making Anti and Rever usable in battle as well? The choice of not including them was most likely intentional; I doubt it's a bug  since no one who has these techs can use them in battle. Maybe they thought it would make the game too easy, but I don't agree too much on this. Opinions?

Anyway I presume you know how to edit technique data, also to make them usable in battle. It was only a suggestion...
The only problem is Amy will end up with 17 techs and the limit is 16. Of course a simple workaround is to just drop techniques like Foi, Gra or Gigra since I personally never used them too much in general, let alone with Amy.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 06, 2014, 05:07:07 am
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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 06, 2014, 06:53:15 am
I wrote the document about the tech-cast-by-item. Here's the link:

https://www.dropbox.com/s/pdbs8s9ul03zq30/tech_cast_by_item.txt (https://www.dropbox.com/s/pdbs8s9ul03zq30/tech_cast_by_item.txt)

Feel free to ask for clarifications if any. Note that other than changing ids for the technique produced by any item, the way it was coded doesn't make it so flexible. For example if you want to make a new item cast a technique there are some considerations to take into account. First of all, not all the tech-cast items are sequential, meaning that it takes some programming logic to achieve this effect. It's hard to explain without seeing the code, so I don't expect you to understand this completely. The items in the inventory list from Amber Robe onward are handled singularly so you can just change the id of the item being tested and make it cast techniques.
Another problem is that you can't add new technique casts from item use without changing the code itself, and this results in bytes being shifted and that breaks the game. Of course it can be done just like the music freeze fix, putting additional code at the end, but I prefer avoiding this if possible. Another problem off the top of my head is that items producing Gra all share the same code, meaning that if you change the id for Gra all the items are affected, so additional logic must be implemented.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 06, 2014, 07:43:30 am
That's very interesting. Thanks, Lorenzo. I'm grateful you documented it. :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 06, 2014, 07:54:31 am
No problem  :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on August 06, 2014, 11:01:52 am
Do you see a problem if I include your findings in the datacrystal wiki ? (unless you prefer to do it yourself of course).
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 06, 2014, 11:49:06 am
It's OK. Go ahead.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: PresidentLeever on August 07, 2014, 08:58:47 pm
Does Arrange Hack 1.0 (PSIV) work with this? Thanks.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 08, 2014, 02:19:15 am
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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 08, 2014, 04:30:42 am
vivify93, here are a few other things:

- There's a very small chance to run away from boss battles. It's around 1% or less but that depends on how the number generator works. Enemies have, along with
  other properties, a byte which affect the chances of you escaping: the higher the number the higher the chances are to escape. When a random number is
  generated, it compares this number with the value of the escape rate byte. If the number generated is less or equal than the escape rate byte then you can run
  away otherwise you get attacked. Bosses have this escape byte with value 0 so if the random number is 0 the code checks if they are less or equal (in this case only
  the latter applies) so it exits the battle. This is very rare but it counts as a won battle, and this could be a problem for Army Eye: there would be no trigger and you
  are stuck. The fix is simple: we just make it so that it checks only if the number generated is less than the escape value. The side effect is of course that you have
  one chance less to escape the other battles. A workaround would be to increase the escape value by 1, but there are a couple of enemies that have value FF so
  it's not possible to increase it since it's only 1 byte, unless of course you include a check in the code...

- Do you want to remove slow motion? I think you know what it is: it's activated when you hold B or press C when the game is paused. No issue here. Just a design
  choice. Let me know what you wanna do.

- Do you want to remove the checksum test? Well, I'm not going to remove the whole function of testing the checksum, I'm talking about removing the condition
  that makes you end up with a red screen should the checksum be wrong. Again, just a little convenience but nothing serious since fixing it is easy. The emulators
  will still report that the checksum is wrong if the auto-apply-checksum option is turned off, but the game will still work normally.

I'm making a list of other bugs and little annoyances and I found other unused text, although fixing them (especially with only a hex editor) will be hard. In any case
I also thought I would share the info I found out.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on August 08, 2014, 04:37:50 am
IIRC, slow-motion disables ennemies encounters.

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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 08, 2014, 05:20:42 am
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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 08, 2014, 05:32:39 am
IIRC, slow-motion disables ennemies encounters.

I re-read my post and I worded it poorly: when I said slow motion was a design choice I meant whether vivify93 wanted to leave it or not in his hack as it's not an issue per se. My bad.

Slow motion was used mainly for developers to test what would happen each frame. There could be other reasons I'm not aware of... In any case apart from the speed the whole code processing is the same so random encounters are not disabled. The only thing is that the music that was playing before pausing is the same regardless of which map you are in.

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! :)
Nope, I've gotten into battles in slow-mo mode before.
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.

For the Army Eye battle I would need to add checks in the code... Very hard for just hex editors.

I actually tried to expand the Use/Giv/Tos before and it looks neater. Do you want to see a pic of it? It's not hard in itself, but I (and the same goes for tryphon as well I think) can edit the code like expand and reduce it without problems because of the assembler relocating every pointer through the use of labels. For just a hex editor it's not very easy...
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 08, 2014, 08:01:33 am
I'll skip those two changes, then. Thanks for the input.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 08, 2014, 09:01:32 am
Hey vivify93, if you're really interested in expanding the USE/GIV/TOS window, we can use the same workaround as the music freeze fix: basically we create a new, larger window in an empty space in ROM. We just need to change the pointer to this new window. Of course if you're OK with having some bits of data scattered around in the ROM...
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 08, 2014, 10:50:04 am
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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 08, 2014, 11:30:34 am
No, don't worry. I only work on patches when someone tells me to. I don't like having random data throughout the rom either.

Edit - As I said earlier I'll be posting some miscellaneous findings like bugs, unused text or art, etc.. Some of these are most likely known but I'll mention them anyway, also to confirm what's been found or assumed over all these years.

- Ghost party

   Sak can be used on the caster as well. On the map screen, when he/she uses this technique on himself/herself and all characters are dead, there won't be a game
   over, you can still scroll the screen as usual. When you enter a battle, though, and start fighting, it'll be game over instantly (of course).
   This bug can also occur when you enter any shop or central tower with only Shir alive and she steals an item.

- Anna unused battle sprite

  In the list of the character sprites in battle is also an unused sprite for Anna: it's the animation for guns. Here's a screenshot:

  (http://i.imgur.com/8aOYJTd.png)

- No wall collision
 
  In Menobe you can walk through a wall on the third floor:

(http://i.imgur.com/vx3RN1F.png)

  Once I have a clearer understanding of maps and collision, I should be able to fix the bug without too much trouble.

- Intro screen dams

  After the ending credits you're taken back to the Sega screen. When you are in the title screen and wait until you get to the Motavia intro screen,  some flags don't
  get cleared and you'll see this:

Spoiler:
(http://i.imgur.com/erZHgRn.png)

   The dams show as opened but they shouldn't be.

- There is an used piece of dialogue for the inventor in Kueri:

  "Now, let me see, what can I work on?"

  This was probably meant to be used after
Spoiler:
he gives you the gum so that you don't have to hear the initial dialogue since it doesn't make sense
  This text does get loaded in the code but is immediately overwritten by the initial text. Most likely they wanted to include a check and see if you're done with that
  event but they seem to have stopped halfway through.

- This is well known, but I can confirm this: Luck, Strength and Mental stats don't do anything at all!

- Shift increases attack, agility and dexterity by 20; Shu and Sashu increase defense by 20; Ner and Saner increase agility by 10;

- Trimate, Nares and Nasar heal 10,000 HP (kind of a lot, huh?)

There's more than that, but I'll continue another time since I'm tired
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 09, 2014, 04:32:31 am
- 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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 09, 2014, 06:54:41 am
For Trimate, Nares and Nasar go to address $239A and $239B and you'll see the values 27 and 10 (basically 10000). Change the two values to 03 and E7 (999) respectively and it's done. This logic is only applied in battle. When used on the map screen it will just take the maximum HP and add it to the current HP (capped to max HP).

You know I was wondering... To have certain bugs fixed, we need to change the ASM code. If you feel like it, I can edit my ASM code to accommodate the changes you made in your hack. Then I can add all the code necessary to fix the bugs and whatnot, and I will create a patch for you to apply to a clean ROM. All pointers will be adjusted accordingly so the game will work just as fine. A couple of things though: I didn't test the whole game (from start to finish) when applying changes like this (adding or removing asm code). It should work fine, but you never know... Also save states that you have for the original game won't work because of all the data being shifted, so a new game must be started. If you feel uneasy, it's OK, I was only suggesting that. So how about it?

Edit - Another thing but this should be obvious: applying other patches will not work due to data being shifted.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 09, 2014, 08:21:11 am
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.)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 09, 2014, 08:42:05 am
Here's some other stuff:

- there's some text in the Central Tower section:

Spoiler:
"Something is rotten in the state of Mota! Neifirst is dead and the Biohazards have been destroyed... But why was a creature like Neifirst created in the first place? Who is behind all of this?"

  I have no clue as to who was supposed to have this piece of dialogue. Probably the commander? Or some generic person in one of the towns?

- I was never able to achieve this bug, but I read up on the internet that you can duplicate items. It requires some precise timing and it's kinda complex. Since it's
  very rare and hard to pull off, I'll probably leave this alone since I cannot even do or wanna do it.

- Stats are not capped at 999. Once they go over 999, the hexadecimal value will be displayed, and wrong to boot. For example if you'are at 999 HP and they go up
  5 points, A04 will be displayed.

- There some music bugs I would like to fix, but as of now I don't anything about sound for Genesis/Megadrive or in general. I'll get to that sooner or later thought
  since I wanna have a good understanding of the hardware in general. When A Place of Death (boss battle music) plays, and there's a sound like when you attack,
  some instruments are suppressed; or when you pause the game at Rolf's house, you hear an annoying beeping noise.

More will come later.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 09, 2014, 08:44:28 am
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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on August 09, 2014, 09:59:14 am
You know I was wondering... To have certain bugs fixed, we need to change the ASM code. If you feel like it, I can edit my ASM code to accommodate the changes you made in your hack. Then I can add all the code necessary to fix the bugs and whatnot, and I will create a patch for you to apply to a clean ROM. All pointers will be adjusted accordingly so the game will work just as fine. A couple of things though: I didn't test the whole game (from start to finish) when applying changes like this (adding or removing asm code). It should work fine, but you never know... Also save states that you have for the original game won't work because of all the data being shifted, so a new game must be started. If you feel uneasy, it's OK, I was only suggesting that. So how about it?

Edit - Another thing but this should be obvious: applying other patches will not work due to data being shifted.

If you place your asm hack to the end of the ROM and make jumps so as you don't shift code bytes, most will work. In particular, savestates (which deal only with RAM and processors states), or cumulating patches (as long as they don't have extra code of course, in case you just have to put your own a little further) will work.

I am interested in this idea, and I have the project to do this with a French retranslation of the game. So if you feel inclined to do it, I can say it won't be lost :)

August 09, 2014, 10:22:24 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Vivify93 : I've not played your version (not too much time now) but you may be interested by the fact that I'm currently working on the French and English translation of the PS2 remake.

In particular, we had several discussions on the translation of the japanese script. Some of them can be found here : http://pscave.com/forums/viewtopic.php?f=14&t=3175

If you or Lory1990 are interested by an in-depth hack of the Genesis version, I have other private links that may be interesting (send pm).
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 09, 2014, 12:10:03 pm
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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 09, 2014, 01:55:08 pm
If you place your asm hack to the end of the ROM and make jumps so as you don't shift code bytes, most will work. In particular, savestates (which deal only with RAM and processors states), or cumulating patches (as long as they don't have extra code of course, in case you just have to put your own a little further) will work.

In previous posts vivify93 said he didn't want to do this, that's why I made that suggestion. I try to propose all solutions and workarounds I can think of to get rid of as many bugs as possible. It's all up to the creator of the hack, though.

If you or Lory1990 are interested by an in-depth hack of the Genesis version, I have other private links that may be interesting (send pm).

I'm interested in the links as well, so send them over.

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.

The value 10,000 in this case only applies to the techniques, so there's no problem. One theory I have is that they probably wanted the characters' HP to be much, much higher (even over 999) so that healing value would be a guaranteed full HP recovery. It's a stretch though. If it makes you feel uneasy, you can revert it back to the original value.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 09, 2014, 02:09:01 pm
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
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 09, 2014, 07:10:56 pm
OK, last-for-now post about a few other stuff which I think are relevant. Again if you vivify93 or someone else has some questions, feel free to ask and I'll see if I can answer.

- dexterity bug

  Dexterity affects the chances of hitting an enemy. The dexterity value is first multiplied by 256 and then divided by the enemy's agility. According to certain values and
  checks, there will be 1 of 3 possible values saved in a variable. Then this value is compared to a random number and if that value is higher or equal than the random
  number, you hit the enemy. The problem is the dexterity number after being multiplied by 256 is truncated and only the lower two bytes are taken into account. This
  means that the value rolls back to 0 every 256 bytes. So after 255, it goes back to 0, and so does it after 511 and so on. Very simple fix: just include the whole
  number in the calculation.

- Palette swapped Central Tower portraits

  There are two unused palettes for the Central Tower portrait. Here are three screenshots, first one being the used portrait for a comparison:

(http://i.imgur.com/dvqEAdZ.png)          (http://i.imgur.com/BeeVaWz.png)          (http://i.imgur.com/BNmKf3r.png)




vivify93, if you want to include the dexterity fix, you'll have to re-submit the hack. I'm sorry about that.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 10, 2014, 04:49:53 am
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.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 10, 2014, 06:15:12 am
The idea of a day/night cycling system sounds interesting. To keep it simple though, if we wanted to include all the palettes, we could do this:

Spoiler:
Use the first set of palettes from the start of the game until the dam quest, then the second one during the dam quest, and finally the third one after the dam quest

For the dexterity fix, go to address $2769 and change the value 48 to 88. That's it. For those who are interested, the instruction was

Code: [Select]
lsl.w    #8, d0
and now it's

Code: [Select]
lsl.l    #8, d0
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 10, 2014, 06:27:30 am
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!
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 15, 2014, 01:46:20 pm
- I uploaded some screenshots about unused enemy data. There are six of them but I got only 4 because the other two were the same as the 4th one.

(http://i.imgur.com/l4vOJnP.png) (http://i.imgur.com/pdASUzp.png) (http://i.imgur.com/y2UFwNk.png) (http://i.imgur.com/GGk36if.png)

As you can see they share the same art as the ants, except for the 2nd one, and when they attack the game crashes as there's no functionality for them


- There's a technique after Megid in the list: it's called RRRRR and has TP consumption of 28. No idea what this was supposed to be used for and there's no trace of functionality for it. There are also 10 empty spaces in the list so you can include new ones, although functionality must be integrated as well


- There's some data about two unused items: one is called T, and costs 62000 meseta; the other one is called H, and costs 46000 meseta. No logic applied to them, just some data sitting there.


- vivify93, I noticed a line that doesn't sound totally right to me in this context. It's said by a woman in Oputa:

Spoiler:
"Even if those monsters are gone, Mota has already been devastated. There's nothing we can do."

Since this line is used before the dam quest, the monsters are still around. So shouldn't it be "Even if those monsters were gone..."?

What do you think?

Edit - I made a little mistake: the 2nd picture of the unused enemy does reference the graphics for the ants, it's really messed up though
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on August 15, 2014, 05:19:03 pm
A fix that could be useful : make shir reappear in the last visited town rather than at home (when you're on Dezolis, it can be bothering).
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 15, 2014, 06:07:11 pm
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!" ?
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 16, 2014, 03:15:08 pm
Are you actually interested or just wondering how it'd work? If you are interested, can I propose a simpler solution like prevent Shir from stealing in Dezolis?
I'll see if I can find a solution suitable for you in that case...
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 16, 2014, 03:53:12 pm
I'm wondering about both, actually! I know it's been a major source of frustration for PSII players across the ages. I once made a topic on GameFAQs asking for veterans' help on assembling my equipment list and they all asked if I could somehow prevent Shir from stealing on Dezoris.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 16, 2014, 04:54:38 pm
For the first one (Shir joining when re-entering town), it's not easy due to having to add some more code. For the latter I'll check the part that deals with stealing and see what kind of fix I can work out for you. There's a flag which determines whether you are on Dezolis or not, so the logic is easy per se. I'll see how to handle it in your case without breaking the game.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 16, 2014, 09:59:36 pm
Alright. Thanks! I understand if you can't fix it, but I appreciate you looking into it.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on August 17, 2014, 04:53:31 am
An easier hack would be to prevent Shir from leaving when she steals, but it would remove some spirit from the game (likely NOPing from 0xD0B6 to 0xD0E6)...

Also, I think I've written somewhere on this board how to edit the items she steals (don't recall where though).
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 17, 2014, 05:43:43 am
Among the conditions for Shir stealing there's one which is less relevant and important than others: when you steal the at the Central Tower Room. When it checks which building you get out of, it sees if you got out of the Central Tower Room. If you did, then it checks if Shir's level is lower than 10. If it is, it skips the routine. You have two options:

- Remove the check of which building you get out of. This means that in order to steal any item, Shir's level must be at least 10 no matter what.

- Remove Shir's level condition, so you can also steal in the room from level 1. The condition for which building you exit becomes useless so that can also be removed


Another thing I remembered which I think is a bug:

Spoiler:
The ability of Kain in using his techs on Noah. It doesn't make any sense since the enemies there are not robots. It also makes Dark Force and Mother Brain battles easier.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 17, 2014, 11:35:52 pm
I don't mind leaving in Kain being able to use his techs in the final dungeon.

Is there a way to change the LV the level check looks for? Like, we could change it so that it checks to see if Shir's level is less than 2. And then we could remove the building check and implement the "No stealing on Dezoris" exception.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 18, 2014, 04:59:04 am
Here's the patch:

https://www.dropbox.com/s/nndzju2og79whp8/shir_steal_change.ips (https://www.dropbox.com/s/nndzju2og79whp8/shir_steal_change.ips)

I tested it removing another instruction dealing with a random factor for stealing, so that Shir always succeeds. She never stole on Dezolis , and always did on Motavia. You test it as well just in case. If there are problems, let me know.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 18, 2014, 02:56:51 pm
So she always steals 100% of the time whenever you go into any shop on Motavia? Not sure if that's a good compromise, but I think it may be a patch worth uploading to RHDN's database.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 18, 2014, 03:51:15 pm
No. The 100% thing was just a test of mine to see if it actually worked. The patch contains the change of Shir not stealing on Dezolis and when her lv is less than 2. Sorry, I should have been more clear.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 18, 2014, 07:43:36 pm
Oh, OK! Then this should not only speed the game's flow up a little bit, but it should also make shopping with Shir a lot less of a pain! Thanks, lory1990. I'll test it soon.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 19, 2014, 12:06:25 pm
Are you going to release the new version soon?

Anyway, I'm working on a little and simple hack (almost done) which contains mainly bug fixes, like music freeze, cut-off texts, and other things which could get kind of annoying in the whole gaming experience. I also polished it a little with some window expansions, using full names for the planets, etc... Still there's nothing that could be defined as improvement that I want to implement. I would like some advice about the sound produced by a technique: Fanbi. It uses the same sound as Res, but I don't like it very much. What sound could I apply to it? I also changed the sound made by Shift which was originally the same as Res as well, and I changed it to that used by buffs like Deban, Shu, etc...

Also just to let you know, I submitted a hack which ports the sound driver from the US and European versions to the Japanese version, so now those loud snare drums are gone and the quality is better. It must still be approved, though.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 19, 2014, 04:20:13 pm
I'll probably release it within the week. As for Fanbi's sound, you could use the noise that happens when you go from Motavia to Dezoris. It sounds like a "sucking" noise to me.

Speaking of Fanbi, it's a little useless in its current state, isn't it? It only does 7 damage and gives Anna back 7 HP, right? Would there be a way to make it do 30 damage and drain 30 HP? It'd be a little better than Res that way.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on August 19, 2014, 05:32:45 pm
I think too Fanbi should be enhanced. It'd be even nicer if its efficiency depended of Anna's level.

I also polished it a little with some window expansions, using full names for the planets, etc... Still there's nothing that could be defined as improvement that I want to implement. I would like some advice about the sound produced by a technique: Fanbi. It uses the same sound as Res, but I don't like it very much. What sound could I apply to it? I also changed the sound made by Shift which was originally the same as Res as well, and I changed it to that used by buffs like Deban, Shu, etc...

Did you try to allow full char names (6 char per names would fit) ? I tried earlier, but gave up because names are stored in RAM and there's really 4 bytes availables, so I'd have to move names in another part of the RAM, which would cause problems with saves.

An easier hack would be to disable character renaming and keep original names.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 19, 2014, 06:12:47 pm
I'll probably release it within the week. As for Fanbi's sound, you could use the noise that happens when you go from Motavia to Dezoris. It sounds like a "sucking" noise to me.

Speaking of Fanbi, it's a little useless in its current state, isn't it? It only does 7 damage and gives Anna back 7 HP, right? Would there be a way to make it do 30 damage and drain 30 HP? It'd be a little better than Res that way.

Hmm... I tried using that sound, but in battle it doesn't feel much right. I was also thinking about the sound the acid, stun and poison shots make: they share the same graphics but for the sound, it doesn't sound like a technique cast to me. I'll think it over. Thanks anyway.

For Fanbi, the damage rating is currently 10, meaning the value will range from 6-7 to 11-12. I changed it 1E (30) and the damage/heal is certainly more reasonable. Values are from 25-26 to 34-35. Just fiddle with the values and see what you like best. The address for the value is 135DF (should see 0A).

Did you try to allow full char names (6 char per names would fit) ? I tried earlier, but gave up because names are stored in RAM and there's really 4 bytes availables, so I'd have to move names in another part of the RAM, which would cause problems with saves.

An easier hack would be to disable character renaming and keep original names.

This is just a simple hack dealing with bug fixes and I only changed some aesthetic things just to make it slightly more interesting. It's also to try creating at least one hack (not counting the sound driver one) and see how it goes so I just want to make it simple. I will create a more extensive hack dealing with much more stuff, including the hard parts. It will be a nice challenge.
For the characters' data I know there's a space of 64 bytes for each, but I don't know if all of these bytes are used. Maybe you can find a free spot here. Otherwise a new, bigger space can certainly be found but I don't know if it would be easy to include code for saving this data to SRAM. I never delved into this process to be honest, but I surely will in the future to see what can be done and what the limitations are.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on August 19, 2014, 06:40:01 pm
Just out of curiosity : why do you work on this game in particular ?
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 20, 2014, 03:28:35 am
I submitted the new patch, Lorenzo. It should be up soon! I used 1F for Fanbi and get around 29-34 healing to Anna / damage to enemies.

Just out of curiosity : why do you work on this game in particular ?
Are you asking lory1990 or both of us, tryphon?
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on August 20, 2014, 03:55:15 am
both of you  :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on August 20, 2014, 05:40:13 pm
2.0 is up! Quick link is here (http://www.romhacking.net/hacks/925/).

both of you  :)
Well, to be honest, I only kind of wanted to play the Phantasy Star series. I was mildly interested, but was frustrated at PSI. I didn't like the battle music, and the learning curve and grinding were a bit discouraging. I had made the Phantasy Star II and IV patches for personal use, but figured I may as well share them... Little did I know, the PSIV patch had tons of bugs in it. Oy..

I tried to move on to PSII after looking up I's ending, but I was aggravated at the slow walking, or so it seemed, so I shelved the series and looked up the ending to PSII. It was pretty badass, but nonetheless the ship had sailed, so to speak, on my wanting to play the games.

But I eventually did get back into PSI, muting the battle music, (Which I now can tolerate, though I still am not a fan of it.) and got to play Phantasy Star II, which became one of my favorites. I did a few updates, fixing typos and script errors, but it wasn't until the creation of v0.3 of Phantasy Star II Proper-caser, what my PSII patch used to be called, that I finally started getting serious about it. A lot of people asked for possible bug fixes, and I think around that time I contacted fedorajoe to fix a few inherent bugs in the game.

So I added on and enhanced, and I eventually, thanks to fedorajoe, got to finish the original proper-casing job, and then I gave Nei the extra equipment options, and then Lorenzo messaged me to fix the last three inherent, glaring bugs we could find, and now we're here. Well, I guess to answer your question, I work on PSII because I really love it. It's a great game with surprisingly great writing in an English script for 1990, with an entrancing cast despite lack of plot involvement, a beautiful story, ass-kicking dungeons, amazing music, and an odd sense of "harmony" to the game, even with all its quirks.

I mean, this was a game children played at Christmas, after begging their parents for it when seeing it in the store back in March. This is a game teenagers shared with their friends, that adults analyzed and loved. I just wanted to give a childhood classic the treatment it deserved: mostly bug-free, with improvements and most importantly, no caps locked text.

I just hoped that people can find out about PSII Improvement, and share it with their friends who liked it back in the day, too.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on August 21, 2014, 04:45:12 am
When I was like 5-6 years old, I used to watch my sister playing video games and Phantasy Star II (and other installments) was one of them. I didn't particularly like it to be honest because I had played Phantasy Star IV before this and being a child I couldn't really play RPGs by myself. These games were not even translated into Italian, my language, so I had to ask my sister a few times how to continue and where to go. I could play PSIV because of its... well, everything in it. It is really a great game.

For PSII it was different: I didn't have enough patience and I stopped playing after 3 or 4 dungeons, and it was too hard for me. Then after 7-8 years I wanted to play this game again (it kinda popped into my mind all of a sudden) and I tried again. I wanted to finish the game without a guide. It took a while but it was worth it. I started to love it. Then I kept playing the Phantasy Star series (II, III, IV) for months. It happened often that I played certain video games (Sonic the Hedgehog series, Phantasy Star, Tomb Raider, Final Fantasy, etc...) for a long period of time without getting tired of them.

Last year I was curious to learn about Megadrive programming because I wanted to fix bugs and extend the games I love, namely Sonic the Hedgehog and Phantasy Star. I started with Sonic the Hedgehog and I managed to edit a few things.

Then months later I also wanted to have disassemblies for Phantasy Star, like there are for Sonic the Hedgehog, and I tried finding a tool to help me achieve this. The most popular disassembler, IDA Pro, turned out to be too expensive and I looked for static disassemblers but for a Megadrive game they are not exactly ideal.
I found this useful and great emulator, Exodus, made by Nemesis which has an active disassembler, so after fiddling with it to get the hang of it, I started playing these games with that feature on. I have the disassemblies for the Phantasy Star and Sonic series thanks to that emulator.

So I'm working on PSII because, other than loving it, I wanted to start with the oldest game released, so no particular reason to choose this over the others (I love the other games too). I'm impressed with all the progress I managed to make; but once you start figuring out stuff, it becomes easier and easier. This also gives me an opportunity to learn more about the hardware and how things were handled. Now that I have this disassembly mostly cleaned up and managed to get a general picture of how certain routines are handled, I can play around a little with the hardware like scrolling, sound, etc, by using this game code.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on August 21, 2014, 01:59:46 pm
I worked a little on PSII in January.

As I told, I'm involved in the translation of the Playstation 2 remake, for hacking (it was my first hack job, I'm quite happy with the result I came to, considering that I had no debuger, no tracing tools, just a normal emulator -PCSX2 - and a simple disassembler -PS2Dis).

As the remake also contain the original japanese ROM, we decided that, as an Easter Egg, we would include a French translation of the original. I wanted to add some sugar to it, as full names, resized windows, unlimited script (and maybe VWF, but I'm not sure it's doable for this game : free VRAM is very limited) and some other things (I coded a way to make Nei resurrectable and optionnally selectable after Climatrol) . It was too much time-consuming so I postponed for a while (but plan to finish it).

I too used Nemesis' Exodus (great tool), but unfortunately my machine is too slow to make it work decently (6 fps at most). So I switched to another great emulator : Regen (see gendev.spritesmind.net forum, you must know it if you're interested in Genesis programming). I have found some things about the code, I documented some on datacrystal, but there are others I didn't write. I can't remember exactly though (it was 7 months ago), but I wrote it somewhere and can share them if you want.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on January 06, 2015, 10:21:02 am
We will soon see an update for Phantasy Star II that fixes Shinb!

Shinb will now correctly make your team have a 100% chance of escaping a regular battle! I think this may make Hugh an MVP of sorts. In the interest of balance, the Green Sleeves now cast Shift when used as an item. These changes are all thanks to lory1990. :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on January 06, 2015, 11:14:26 am
How do you know it was the intended effect of Shinb ?

(At last, Hugh will get the love he deserves)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on January 06, 2015, 05:47:00 pm
You'd have to ask Lory about that. I'm not sure about the coding stuff, I just do what people tell me. >.> I've really only gotten this far with a hex editor thanks to you, Lory, and Fedorajoe...
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on January 06, 2015, 06:06:44 pm
I'll ask him :)

I didn't check if it was the effect in the PS2 remake.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on January 06, 2015, 07:01:47 pm
The logic for Shinb was complete, but in the original there's a call to a routine which was not meant for Shinb (you'd need to see the code to understand this);  this call, after doing some stuff, does a check. There's a bit for techs which determines if it's usable against a monster or a robot... This check compares that bit with the the value in the enemy stats buffer which state if the enemy is a monster or a robot. This enemy stats buffer is generally store in the a1 register when you branch here from techniques like Vol, Brose, Gag, etc. For Shinb a1 has a different pointer, thus it's not relevant for this check. The problem is that the value after the comparison is always 0, so after that it loads the "didn't work" text and moves the value -1 to a register to mean failure for the technique. A little bit further down in the code which takes care of the success rate algorithm.

I made it branch to this algorithm directly. Every technique has a success rate value, and Shinb has $FF which means 100% success or 255/255. So it's always successful. After this call, it moves to the "RUN" routine and it exits the battle automatically without doing the check for the escape rate. The logic was already there.

It's most likely the functionality they had mind, but you can't really know for sure if you don't ask the original programmers. We just made the technique do something now.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on January 07, 2015, 04:55:53 pm
v2.1 has been submitted! Thanks again, lory1990. :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on January 07, 2015, 05:17:22 pm
And thanks for the explanation.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on January 07, 2015, 06:17:38 pm
Anytime  ;)

By the way tryphon, did you have a chance to check Shinb in PS Generation 2? I don't have a save and I don't wanna play the game now just for that...
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on January 11, 2015, 07:00:15 pm
v2.1 is live with the Shinb fix and the Green Sleeves' new function! :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Reiska on January 11, 2015, 11:33:42 pm
I can verify that Shinb is a run-away spell in PSG2. :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on January 12, 2015, 02:31:48 am
Thank you for the confirmation, Reiska. It's nice to have peace of mind. :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on January 12, 2015, 04:29:17 am
Thanks. I was sick these last days and not in shape to check :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: lory1990 on January 12, 2015, 05:11:56 am
Thanks, Reiska.  :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on May 02, 2015, 08:56:30 pm
I'm now aware of a bug in PSII Improvement where Nei is able to equip the Sword for sale in Arima, when she shouldn't be able to. I'm setting out to correct this.

Edit 1 - Computer or no, you can't say I'm not dedicated to my projects! Here's v2.2. (http://www.bwass.org/bucket/PSII_Improvementv2-2.zip) I'm submitting it to RHDN now.

Edit 2 - I forgot to mention, thanks to Rand for pointing this issue out to me. I have no idea how Nei being able to wear the Sword came about...
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Bobolicious81 on May 03, 2015, 02:00:01 pm
Looks snazzy!
I've never played any Phantasy Stars but they've been on my to do list for awhile. Once I finally get around to it, I think this is the version I'll go with.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on May 04, 2015, 02:39:44 am
I recommend pairing it with Reiska's Easy Mode mod. Quadruples EXP and money. Trust me when I say it makes playing Phantasy Star II a whole lot faster.

Edit 1 - PSII Improvement v2.2 is now up on RHDN.

Edit 2 - I remember how Nei being able to wear the Sword happened now. I was testing the equipment-changing bytes to see how it worked and I never reverted it. Sorry guys.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Rand on May 08, 2015, 03:00:15 pm
You're welcome!  :beer: And I'm glad I stumbled onto this page-- if i can combine your patch with one that corrects the names of things (HATE the planets being named differently) then I'm all for it.  Especially if I don't have to re-grind everything prior to where the stream last let off. Though, at least this time around I could show it off without being hopelessly lost like a tool.  (2.1 still makes me want to see some crazy fanart of Nei with a sword. I'd do it myself if I weren't stuck at the stage of doodles.)

Thanks for the hot tip!
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on April 28, 2016, 06:41:09 pm
Phantasy Star II Improvement v2.3 is now out. Changes:

- "View stats" at Rolf's Home is now "See profile"
- The SWD OF ANG has had its name changed from Ango Sword to AngerSword
- The term "Maruera" has been changed to "Marela" (An anagram of Laerma. Compare the Japanese names: Maruera and Raeruma)
- Cooley-61 enemy has had its name changed to the spelling you see there, as apparently its previous spelling was shared with a racial slur. In my defense, I was only attempting to match with M.I.J.E.T.'s spelling of its name in their translation of Phantasy Star II: Kinds's Adventure! I apologize to anyone I offended.

In addition to this, I have big news: Phantasy Star II Improvement is now available on Steam! Check it out here (http://steamcommunity.com/sharedfiles/filedetails/?id=674686794) if you want to play this with your official Steam copy.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on April 28, 2016, 07:32:25 pm
- The term "Maruera" has been changed to "Marela" (An anagram of Laerma. Compare the Japanese names: Maruera and Raeruma)

Interesting. We missed this one in Generations 2 translation...
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on April 29, 2016, 12:04:27 am
I made a note of that and Hiei- said that he wasn't in favor of changing Maruera. His reasoning was that "marela" would be "marera", but I wanted to make it an anagram of Laerma while preserving the letter structure of the original word Maruera. If you wanted to keep the "u" for whatever reason, it could be changed into "Maruela".

By the way, Tryphon, I hope you're doing well. :D
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: tryphon on May 01, 2016, 03:46:52 am
Hi :)

Yes, all is doing well, and I'm starting to have a little more time. Don't worry, I didn't forget about your project (and the final version of PS2 Generations translations) but I'm on something totally different right now and can't switch for the moment. But it's next on my to-do list :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on May 01, 2016, 12:51:56 pm
It's OK! :) I knew you didn't exactly have all the time in the world to sit down with this. Plus, the waiting period let me fix up some more typos that people reported.

Edit - Phantasy Star IV Proper-caser is now on Steam as well, coupled with the LV 99 + Megid bug fix since it seems like you can't combine Genesis mods on Steam. http://steamcommunity.com/sharedfiles/filedetails/?id=677577015
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Reiska on May 03, 2016, 12:08:48 am
I PMed Spooniest about this too, but just want to state for the record publicly: I have no objections whatsoever to my easy mode patch being bundled with PSII Improvement for a Steam Workshop release.  Go nuts. :)

I'd release the easy mode patch on workshop standalone if I owned the PC version, actually (I may pick it up just to do that).
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on May 03, 2016, 07:56:21 am
While I use your Easy Mode patch in conjunction with PSII in my personal time, the honest goal of this mod was to keep it as true to the original Phantasy Star II experience as possible while fixing pretty much all the bugs, making Shir not steal from Dezoris, and letting the Fire Staff cast Gifoi. I appreciate your approval, but combining the two is off the table for now. Maybe if I wanted to make a separate Phantasy Star II: Improved and Easier mod specifically for Steam...
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Hiei- on May 21, 2016, 01:48:06 pm
I made a note of that and Hiei- said that he wasn't in favor of changing Maruera. His reasoning was that "marela" would be "marera", but I wanted to make it an anagram of Laerma while preserving the letter structure of the original word Maruera. If you wanted to keep the "u" for whatever reason, it could be changed into "Maruela".

By the way, Tryphon, I hope you're doing well. :D

If I remember right, I said something like it would make the "u" dissapear, which would be weird (but not sure, it's been a while).

Writing "Raeruma" as "Laerma" seems pretty legit (for example, "Charisma" is written "Karisuma" in japanese so the "u" dissapear in english in front of th "m"), I don't think it's the same for "Maruera" as I never saw a similar example for the "u" which would dissapear in front of an "e" but, of course, I could be wrong).

But Tryphon knows he can change whatever he wants anyway, I always left him the final choice as it was originally his project :)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Midna on May 22, 2016, 03:02:06 pm
I'm of the opinion that localization is acceptable when it's done to preserve subtle nods or jokes that just wouldn't work in the new language, so I think "Marela" is just fine. Since マルエラ is ラエルマ spelled backwards, maybe "Amreal" would work too.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on May 24, 2016, 04:10:13 pm
Amreal would change the letter structure, and it more says "am real" as in "I am real" than an anagram of Maruera to me. But that's just my two cents on Amreal.

Anyhow, v3.0 is about to be submitted. It implements lory1990's Fast Walking patch (http://www.romhacking.net/hacks/2867/) that was released just three days ago!

It also fixes the last bug in the game thanks again to Lory, (Final boss' line 'Destruction! "On your way then, for there is nothing you can do."' The word "Destruction!" is no longer attached to that particular line.) removes the "I see. Well, good luck!" from the Data Memory receptionists, changes some capitalization instances to clean up the text, and fixes up other grammatical issues.

An update is also being submitted to Steam.

Edit 1 - Also, Luna Gear is changed back to CresceGear (Crescent Gear) because I like how CresceGear sounds. This change isn't mentioned in the changelog or reflected in the equipment list because I forgot all about it. Sorry!

Edit 2 - There's no new release slated to change this, but I just wanted it to be known that Forsa and Doran actually lower an enemy's Dexterity, decreasing attack accuracy. Despite the misleading battle message, that appears to be the actual effect.

Edit 3 - Looks like v3.0 is live on both RHDN and Steam now. :)

Edit 4 - I'm now aware of a bug in which Rever costs 56 TP, when it should only cast 30. v3.1 is going to be released immediately to rectify this. I apologize, and a new version is going to be available on my MediaFire ASAP, as well as being resubmitted to RHDN and Steam.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Spooniest on May 26, 2016, 06:06:36 am
I remember when I was making Stand Guard, and submitted 14 or so typo corrections in one day, and the staff yelled at me :D Good times

I am really happy with the way this mod has turned out man, nice work!  :beer:
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on May 26, 2016, 06:08:44 am
Thank you, Spoons! ;D

v3.1 has been submitted to RHDN, it's up on Steam, and here's a MediaFire link (http://www.mediafire.com/download/vzkbaobsc0cz8wd/PSII_Improvementv3-1.zip) for those of you who need to update ASAP.

Change list:
- DORAN and FORSA's battle message is now "Dexterity lowered!", because lowering DEXTRTY (Accuracy) is what those two techs have always done.
- Amy, Hugh, and Shir have their default commands set to Attack rather than Defend when you load the game or pick them up from Rolf's home.
- Fixed a self-induced bug where REVER mistakenly cost 56 TP; it's back to its original cost of 30 TP.
- Changed the hospitals' selection "CURE" to "Detox", to clarify what's being cured.

Edit - v3.1 is now up on RHDN. :) On its four-year anniversary, this patch is finally done.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: CelestialVariable on June 20, 2016, 11:14:12 am
Proper-caser patched with lunar IPS on clean US ROM and I get this. Why ? Please help.

(http://i.imgur.com/1crl2ev.png)
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Spooniest on June 20, 2016, 11:17:52 am
Proper-caser patched with lunar IPS on clean US ROM and I get this. Why ? Please help.

(http://i.imgur.com/1crl2ev.png)

Did you use Fix Checksum (http://www.romhacking.net/utilities/342/) on the rom after patching?
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: CelestialVariable on June 20, 2016, 11:44:36 am
Okay I just got it to work.

So yesterday I used SBWin (http://www.romhacking.net/utilities/383/) to convert my rom from MD to BIN or SMD because Lunar IPS does not detect MD. Then after patching I had the error.

What I did just now was just directly rename the file from MD to SMD. Lunar IPS detected it, patching went just fine and worked correctly.

 :thumbsup:
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Spooniest on June 20, 2016, 11:47:34 am
Good deal, glad you got it working!
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Chronosplit on June 20, 2016, 11:58:37 am
Okay I just got it to work.

So yesterday I used SBWin (http://www.romhacking.net/utilities/383/) to convert my rom from MD to BIN or SMD because Lunar IPS does not detect MD. Then after patching I had the error.

What I did just now was just directly rename the file from MD to SMD. Lunar IPS detected it, patching went just fine and worked correctly.

 :thumbsup:
This also seems to be a problem with FLIPS.  Never noticed it until now because I've never patched an MD file until now. XD
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: CelestialVariable on June 20, 2016, 12:01:10 pm
Actually I patched with FLIPS, dunno if it would have worked the same with lunar, but for now I'm sticking with FLIPS I just have a general good feeling about that software, seems more recent (correct me if I'm wrong about that).  :police:
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Chronosplit on June 20, 2016, 12:07:03 pm
Nah, you're right about FLIPS.

Interesting, I think it may be just the ROM format and not the MD file for sure; I tested this with Phantasy Star IV proper-caser since the ROM info says MD, it's working.

Maybe PSII Improvement just only works on BIN format.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on June 20, 2016, 02:08:23 pm
I thought they were all the same image file but with different extensions. Color me surprised.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: ladyabaxa on July 04, 2016, 11:58:08 pm
vivify93 I went through the readme for your PSIV proper-caser patch and noted you had an issue with editing out the dashes in item names. I was cleaning up some text strings (stuff that comes up when the inventory's full) and checked that issue while I was at it. The game will think a $00 value (blank tile) is a spacer value when assembling those in-battle messages. That's why those names get truncated. If you use $57 instead it will be a blank tile from further down in the font table and you won't have that problem.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: vivify93 on July 05, 2016, 12:38:14 am
Oh, thank you LadyAbaxa! Will this work without issue? Like, it won't appear corrupted anywhere, will it?

Edit-
(http://i.imgur.com/Nnbn1pH.png)

Seems like it's working fine. Guess there'll be a new release soon.

July 06, 2016, 08:34:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
v0.5 is up on both Steam and RHDN.
Title: Re: Phantasy Star II Improvement | Phantasy Star IV Proper-caser
Post by: Spooniest on August 18, 2016, 10:11:26 am
Rock guitars very loud (https://www.dropbox.com/s/mc613yc5stw877i/Mystery.mp3?dl=0)

Debating whether to stick this up on the Steam page :D But perhaps that'd be going a bit too far.
Title: Re: Phantasy Star II Improvement v3.5 | Phantasy Star IV Proper-caser v0.6
Post by: vivify93 on July 17, 2019, 08:24:50 pm
This has been a long time coming: Phantasy Star IV Proper-caser is now v0.6 and it includes lory1990's bug fix patch.

Phantasy Star II Improvement has also been v3.5 for quite a while now, and I apologize for not posting about it here sooner.

http://www.romhacking.net/hacks/925/

http://www.romhacking.net/hacks/926/

The Steam versions have been updated as well.
Title: Re: Phantasy Star II Improvement v3.5 | Phantasy Star IV Proper-caser v0.6
Post by: Special on July 17, 2019, 10:33:04 pm
Are you going to rename this hack "Phantasy Star IV Proper-caser" to "Phantasy Star IV Improvement" then? Since it changes more then just letter cases now.
Title: Re: Phantasy Star II Improvement v3.5 | Phantasy Star IV Proper-caser v0.6
Post by: vivify93 on July 18, 2019, 01:07:54 am
No, for a couple of reasons. I didn't do the bug fixing, for one. For two, I'm still unable to do what I want to do with PSIV. (While keeping Lory's bug fix) If I were able to achieve my goals, my PSIV project would probably be renamed "Phantasy Star IV Consistence".

Edit - These are the potential ideas I'd like to execute for Consistence.

https://pastebin.com/m9EAV4Xw

The dialogue wouldn't change beyond typo fixes and Raja's restored line.
Title: Re: Phantasy Star II Improvement v3.5 | Phantasy Star IV Proper-caser v0.6
Post by: loinbread on July 21, 2019, 10:55:16 am
That's great news, vivify. Do you think there's any possibility of merging Iory1990's PSII bugfix with your v3.5 Improvement hack too?
Title: Re: Phantasy Star II Improvement v3.5 | Phantasy Star IV Proper-caser v0.6
Post by: vivify93 on July 21, 2019, 02:59:39 pm
I won't, unfortunately. At the very least, I have his important fixes in already. :)