As FlamePurge (formally vivify93) announced in his thread for Project II, he and I decided to allow me to branch off for Namingway Edition. For those looking now, this is my attempt at at taking Project II and renaming the items, spells, and monsters to a more traditional naming, and matching, if possible, the names used in modern releases of Final Fantasy IV.
I've been asked to drop Project II from the name of my project, to show the seperation. However, the work we did together is current up until Project II v2.08.
I'm going to be incorporating chillyfeez's B Button dash, as well as making a few more changes before I release it. I'm going to take suggestions from folks for what would be worth adding in or fixing.
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Namingway Edition is officially released. The current version is now 1.98d. Changes are as follows:
V1.98d
-Typo in Paladin Room and Agart Inn corrected (thanks JBAU)
V1.98c
-Typo in Agart Inn corrected. (thanks Chrono 199X)
-Typo fixed in Slyvan Cave room (thanks superlowprofile)
V1.98b
-Typo found and fixed with dancer in Kaipo (thanks Chrysologus)
V1.98a
-Added chillyfeez's fix to the the Adamant Grotto so that it won't rip you off with Pink Tails.
-Fixed typos (Mysidian Elder before Mt Ordeals, Rosa's mother) (Thanks PersonWithTime)
Version 1.98
-Fixed drop items for Dark Sage monster.
Version 1.97
--Fixed a few script errors. (Cecil's room after Tower of Zot, Meeting Odin in Baron, during final confrontation)
(Thanks to Nosgothy for pointing them out!)
Version 1.96
-Typo fixed in Rosa's House (thanks Binarynova)
Version 1.95b
-Fixes typo from Baigan (My Liege) (Thanks Heaven Piercing Man)
Version 1.95a
-Typo corrected from King Giott (thanks Thirteen 1355)
-Wyvern changed to DkBahmut
Version 1.95
-Bug fix for Adamant Armor. (thanks vivify93 and 8.bit.fan)
Version 1.94
-Corrected remaining typos in script. Specifically following the battle with Rubicante with Seneschal
and Edge,and also during the final battle in the Room of Prayer.
Version 1.93 fixes critical bug at save points.
Version 1.92 updates:
-Improved B Button Dash function in towns and dungeons. (thanks chillyfeez)
-Script improvements at Adamant Grotto, Cagnazzo's defeat cutscene (with Golbez and Kain),
Cecil and Rydia ("You OK?" has been updated), Yang's wife, and dialogue with Rosa's mother.
Version 1.90 updates:
-Updated spell that Trap Door casts to 9thDimen.
-Corrected a few script errors.
Version 1.89 updates:
-Massive script overhaul. Many lines have been updated for better grammar, and to better reflect the original Japanese, the PSP, and the DS translations. Many thanks to Mato (Legends of Localization), Chicken Knife, vivify93, and Spooniest for the help in this important release!
-Added Critical Hit Bug Fix (thanks to all involved in finding and making that patch!)
-Correct instances where it still said SandRuby in the script.
Version 1.87 fixes include:
-Pink Puff is now Lady Flan (Another name for Princess)
-King Giott's opening dialogue corrected to better match the Japanese.
-Mist cave dialogue corrected to state ring instead of Package.
Version 1.86 brings these changes:
-Major typos found and corrected (thanks to yetisyny)
-expanded and updated script in numerous places
-updated item and key names to better reflect modern translations
Version 1.85 added extended item descriptions. Some item and monster names have been corrected and Rydia's starting equipment has been restored. A glitch found by vivify93 when you refuse a Key item has been fixed. Also a glitch within the Namingway text box has been fixed and numerous script changes.
Final Fantasy IV Namingway Edition (http://www.romhacking.net/hacks/2337/)
Take note to anyone reading this for the first time, Namingway Edition is now a completely separate project from Project II. While the updates made reflect the current versions of Project II, many (if not most) things are restored back to the way they were in Final Fantasy IV.
Thank you so much for making a thread! I'm sure everyone will appreciate your continued dedication on this. :)
Quote from: vivify93 on February 18, 2015, 11:54:45 PM
Thank you so much for making a thread! I'm sure everyone will appreciate your continued dedication on this. :)
Coming from you, that means a lot! While I don't think Namingway Edition will be as popular as Project II, I had hoped there was this much attention for FFVI.
I started looking over everything now, and I could use some suggestions, or maybe even help expand the spell names. I want to rename Bolt and Ice to Thunder and Blizzard, but the only way to so currently is to use squish tiles. They will look very squished as its 8 characters fitting into 5 tiles, especially for the -ara and -aga spells.
If trying to expand Job Names from 7 to 8 caused that much of a kerfuffle, expanding spell names seems a near impossibility unless you use the basic 6 character (5 with the symbol) limit and compress the name terribly and then use the battle version of that name to spell out the full name so while it will look condensed when cast, it will be 8 characters when used, if you change a pointer to look for the 8 length spell names earlier rather than the 5.
For the record this is what Chillyfeez's Threat from Within demo does.
It would still end up only being 7 characters with the icon if I did it that way. Blizzard, Blizzara, and Blizzaga won't look TOO bad squished, but Thunder, Thundara, and Thundaga is where it's truly tough to make it look right, or even fit to begin with. It may take me some more tinkering.
Rodimus, if you're interested in 8 letter class names, I spent the day solving all of the missing info. Posted it on the Project II thread.
Not sure if I can work the same magic for spell names, because that would likely require rearranging the menu to have two spells per line (I don't think there's enough space, even widening the menu, to have three 7+ letter spells)
The magic menu in the main menu itself SHOULD be able to support 7 letters if you spread the columns out a bit. Problem is the hand graphic would have to be readjusted I believe to make it fit in properly. As for battle, that would be the biggest problem. The whole 'MP Usage' box would have to be completely redone to be much smaller and maybe bump where the spells start by a line.
Saw that, and I may incorporate the 8 character letters. It would make Dark Knight look better with the little bit of extra space.
As for the spells, 7 characters would be the most I need to squeeze it in and have it look right. Looking at the menu itself, it would seem that there at least two characters of space in between the spell names. I could be wrong, but to have just ONE extra character would be an extremely helpful way to make spell name expansions work, look right and have NO issues. The only problem I would run into, most likely is the locations for those specific spells do not have space in between them in the ROM. We might have to move the locations where those spells are IN the ROM itself.
You would definitely have to move the spell names into a new area in ROM. (Which is why I recommend Atlas/Cartographer as it can do pointers and adjustments automatically once you get it setup)
I would only have need to move them for a handful of spells and not the whole set. But if its the only way to do it, then so be it. I've not tried using Atlas/Cartographer more than trying to read the documentation. I'm sure it would help with a variety of things, maybe even in FFVI.
I'm thinking of shortening Thundara and Thundaga to Thundra and Thundga. It's the only current way they can fit in its current form.
http://www.vizzed.com/vizzedboard/retro/user_screenshots/saves47/477454/SNES--Final%20Fantasy%20IV%20%20Namingway%20Edition%20v104_Feb20%205_21_23.png
The box that shows how much Gil you have in Inns still says GP.
Okay, so big thanks to chillyfeez's instructions on expanding the Job Classes to 8 characters. Only thing I was missing at first was the one Hex edit that Grimoire LD found. I kept the LV, but I used a new L that is a little smaller so there is breathing room in between. I plan on giving a little extra to some of those job titles now that I can.
I looked through the game and found a few places that GP could still be. I would need to experiment a little and ensure I don't screw up a function if I change it. I tested a few, but none of them changed what the message says when you stay at an inn.
I'm still on the fence on what I might do with the spell names. If chillyfeez can come up with a solution for expansion of just ONE character it would be a life saver. If not, I'm up for suggestions on what to call those spells.
I've been looking into it, Rodimus. I spent the morning working on how to widen the windows in battle, which would be a necessary step.
There are quite a few more logistical considerations here, though.
The obvious, and possibly easiest is the "need MP" window. I can make it smaller, and probably shift it to the right a bit, but I'll have to rearrange its contents in order to make any of that not look weird, and I'm not quite sure yet how much hacking that will require. I may have to rewrite the entire routine that draws that window (ugh).
The less obvious but possibly more serious problem is the amount of RAM devoted to the spell lists in battle. There may not be any wiggle room at all, which would pretty much make spell name expansion impossible. I don't know for sure that's the case, though, I haven't really gotten that far yet. Another issue in the same vein - assuming there is enough space in RAM for longer names - is getting the names to actually display correctly once they're expanded. What I was trying to accomplish (for my own purposes) today was expanding command names by one letter (which I thought you'd also like... "summon," anyone?). That's proving to be a much tougher proposition than I ever imagined, and that doesn't require realigning three entries per row...
Like Grimoire LD mentioned, if you can live with abbreviated names in the spell lists but longer displayed names when the spell is cast, that's pretty quick and painless. A more complete solution is going to take quite a bit more time, if it's even possible at all.
:-\
I had to take a look into how things are displayed in more recent versions, and the GBA displays the spell names in two columns instead of three. That would allow for expanded names without having to widen the Need MP box.
If you guys want to go the extra mile, you could expand command names to eight letters. That'd be enough room for most everything except White Magic and Black Magic. J2e expanded it to 10, but that's unnecessary in my opinion, since the only command names that would theoretically need to be longer than eight letters are the two magic commands.
Guys, I don't think I'm going to be able to expand spell names, I'm sorry. I've poured lots of hours into cracking the code and there's just too much going on for me to make any headway. I just don't think I understand enough about how the game is drawing all of the windows in battle mode to manipulate them with any success. To change any of them is surely going to require rewriting the entire routine... which I don't really fully understand to begin with.
:banghead:
Expanded command names
may yet be a possibility, but I'm burning out on this project at this very moment. I'll get back to looking into that at some point, but I gotta work on some other stuff. I have a bad habit of trying too hard to do a certain thing, then when it's finally accomplished I get really tired of ROM hacking for a while, and I just don't want to get to that point.
Quote from: vivify93 on February 21, 2015, 11:37:50 AM
If you guys want to go the extra mile, you could expand command names to eight letters. That'd be enough room for most everything except White Magic and Black Magic. J2e expanded it to 10, but that's unnecessary in my opinion, since the only command names that would theoretically need to be longer than eight letters are the two magic commands.
This is interesting... I may look at this to inform my work.
Is J2e based on the Japanese version, though? if so, it may not be very much help.
Still, worth a look I guess.
I remember helping someone slightly with the tables in battle and I had a RIDICULOUS amount of trouble trying to figure everything out. I never actually got around to finishing what he needed because those menus are just an absolute BITCH to work with. The text wasn't 'TOO' difficult but even then it was really just whacked out.
Most of the text, by the way, you can't exactly just choose to expand one of them. They all tend to read from the same code so everything would have to support whatever letters, but if it's ran by pointers, then it can easily be whatever length. It all just depends on how the game handles it.
I realize that now looking over the everything. Currently I'm looking for where the Inn still says GP when it should read Gil. I cannot for the life of me find it.
As a compromise for now, I'll use whater space I have for the spell names.
Quote from: Rodimus Primal on February 21, 2015, 11:10:12 PM
I realize that now looking over the everything. Currently I'm looking for where the Inn still says GP when it should read Gil. I cannot for the life of me find it.
As a compromise for now, I'll use whater space I have for the spell names.
Eh? I've been using Namingway for a side project of mine and it shows Gil just fine for the inns.
Quote from: Grimoire LD on February 22, 2015, 12:40:29 AM
Eh? I've been using Namingway for a side project of mine and it shows Gil just fine for the inns.
Here's the issue I'm having:
(http://img.photobucket.com/albums/v311/Rodimus86/FinalFantasyIVNamingwayInnissue.png)
You can see that the amount of Gil you have is being told to display GP. I'm not sure where that is in the game to fix it.
As for the spell names and class names, here's where I am so far:
(http://img.photobucket.com/albums/v311/Rodimus86/FinalFantasyIVNamingway4.png)
(http://img.photobucket.com/albums/v311/Rodimus86/FinalFantasyIVNamingway3.png)
(http://img.photobucket.com/albums/v311/Rodimus86/FinalFantasyIVNamingway2.png)
Oh of course! That makes sense, a quick search of "GP" in ROM (with the right table file) would probably reveal that immediately...
Or not, this will take a little more research, possibly the game might take the extraneous steps of pulling a G and P from an unrelated area and putting them together here, but that would be absurdly obtuse, but this Is FFIV...
However the Inn events are interesting and I might want to look at their processes at a later time, but they're the only events in the game where money is paid to view them.
14:F5F6 - This is the table it uses to draw the 'GP' bit for the Inn. GP is hardcoded drawn into the window itself.
14:F637 - This is the 'GP' text. First two bytes are G, next two are P.
You'll have to repoint the table to a new location and slightly modify a few things. I don't think you have any room to create 'Gil' at the moment. Even if you shove the gold amount over left one, it'll overwrite the edge of the box.
$00/AB08 A9 14 LDA #$14 A:0001 X:0000 Y:00D0 P:envMxdizC
$00/AB0A 8D 04 43 STA $4304 [$00:4304] A:0014 X:0000 Y:00D0 P:envMxdizC
$00/AB0D A2 F6 F5 LDX #$F5F6 A:0014 X:0000 Y:00D0 P:envMxdizC
The $14 is the bank of the text box
$F5F6 is the pointer to it. You'd have to modify those to make it work.
I think Rodimus is using squishy tiles for "il," Justin (they're the only two letters that can be squished without looking squished), so space shouldn't be an issue.
The problem he was having, which you ostensibly solved, was finding the G and P, because they're not directly adjacent in ROM.
February 22, 2015, 10:02:39 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
I meant to say, those spell names are looking good, Rodimus.
... And I'm not just saying that because I couldn't help you ;)
Quote from: justin3009 on February 22, 2015, 08:47:55 AM
14:F5F6 - This is the table it uses to draw the 'GP' bit for the Inn. GP is hardcoded drawn into the window itself.
14:F637 - This is the 'GP' text. First two bytes are G, next two are P.
You'll have to repoint the table to a new location and slightly modify a few things. I don't think you have any room to create 'Gil' at the moment. Even if you shove the gold amount over left one, it'll overwrite the edge of the box.
$00/AB08 A9 14 LDA #$14 A:0001 X:0000 Y:00D0 P:envMxdizC
$00/AB0A 8D 04 43 STA $4304 [$00:4304] A:0014 X:0000 Y:00D0 P:envMxdizC
$00/AB0D A2 F6 F5 LDX #$F5F6 A:0014 X:0000 Y:00D0 P:envMxdizC
The $14 is the bank of the text box
$F5F6 is the pointer to it. You'd have to modify those to make it work.
...Why am I not surprised that Square would go out of its way to load two letters rather than print them both in a sequence? Oy, FFIV, sometimes...
Good work finding this though Justin! This may point to specifics within the event structure which hasn't been researched a great deal.
In a updated patch, can you call the Magazine "Secret Book". The text seen will be a secret in FF4. Why Secret Book? Because FF6's version of the Porno Mag was called the Book of Secrets in FF3us.
I don't think I'd need to edit the box itself because I'm replacing the P with a "il" diagraph. "P" should be a value of 51 and the "il" diagraph is 8A. Based on your findings, I'm still looking for that, unless its different. Also, I'm using a headered ROM.
Edit- Once I removed the header, I found it. The G and the P are seperate from each other which makes no sense. However, now its fixed.
As for the Magazine, its current name is Lustful Lali-Ho in current translations. I kept it as Magazine in the item name, although I might change it in the description. Unless you have a better suggestion.
The way most text and layer drawing is done is two bytes. One byte dictates the value used from VRAM or whatever it needs to do, the other dictates the palette. The '20's you see are the palettes and the layer to draw on the screen. So anything remotely text wise I can guarantee in any game will be two bytes whether it reads one or not. In VRAM it'll display as two.
I'm not sure if it's like this in FFIV but in other games:
00 = Layer 1
10 = Layer 2
20 = Layer 3
Altering the value by 4 bytes I believe alters the palette to the next swatch (I can't quite remember but I think that's right). It's pretty common in most games.
Quote from: Rodimus Primal on February 22, 2015, 02:05:46 AM
As for the spell names and class names, here's where I am so far:
(http://img.photobucket.com/albums/v311/Rodimus86/FinalFantasyIVNamingway4.png)
(http://img.photobucket.com/albums/v311/Rodimus86/FinalFantasyIVNamingway3.png)
(http://img.photobucket.com/albums/v311/Rodimus86/FinalFantasyIVNamingway2.png)
Shouldn't Twister be Tornado, Charm be Confuse and Wall be Reflect?
6 letters should be easily possible on that screen but you'd definitely have to move the spell names to a new area I believe.
Shift the 1st column to the left once and the 3rd column to the right once. It'd be an annoying bit of work to respace the hand and crap but it'd open up another letter to use. The only way I can really see 7 letters working is if you really cramp the hand space or if you shift it into two columns somehow.
Not even a word of praise for his hard work Cavery? In any case I commend you Rodimus for using squished tiles. I think the effect looks rather interesting and not too offsetting.
Good work!
Outside of the thunders spell at a first glace, the squish tiles look very natural. And that's just glancing at the uploaded screens. I bet off a tv at full screen they'd ALL look awesome.
Great stuff!
Those look amazing! It looked weird when Twistr was the only squished one, but when a bunch are squished, I actually think it looks fine. I'm impressed.
I had to make due with what I had for the Thunder spells. I didn't have enough room to print out Thundara or Thundaga. Plus the g even squished, fits in there rough making it look a little odd as Thundga.
As for Twistr, I may have to try again, but Tornado is rough to make it fit in right. Twistr was a compromise.
I haven't yet touched the others, and I haven't even released the project yet, so please give me time to go over with them. Charm and Confuse are similar enough, and squish tiles make it just as difficult, but I can work on it. Reflect too.
Thanks for everyone's help and compliments. I truly appreciate it. :woot!:
Instead of Charm, you could use Confu or Muddle. A good compromise for Teleport would be Telepo. It's actually Teleport's japanese name. Also I am impressed with the squishy tiles. Rydia's summon spells could use the Squishy tiles like Leviathan, Bahamut, Cockatrice, and to fit all the summon spell names like Whisperwind and Zantetsuken.
There isn't enough room. I was able to make Tornado, Confuse, and Reflect, and made Scarmiglione and Barbariccia fit as monsters and ran out of blank text space. I was able to make Leviathan into Leviat for the Summon name and Mindflayer is now Mflayr for the Summon name.
Rodimus, would it help if you were able to move the spell names to another (larger) location?
I'm 99% sure I can help with that (much easier than increasing the amount of characters).
It would help but only if it meant I could display more characters somehow. Personally, I think the two column setup is the way to go in the menus. I know many don't like it, but it would mean space for 8 character names. Then moving the names to a larger bank would make sense. Most likely moving the Black and Summon to another location and keeping the White spells to take up the space already used.
... Yeah, that's still something I can't do. I have nothing against the two-column system, but rearranging the magic menu into two columns is every bit as tricky a proposition as any other proposed solution to this issue.
I appreciate the help, chillyfeez. At least we know we CAN move the spell names elsewhere. But like I said before, there isn't a need YET. So I would keep that option open. You've been more than essential to this project.
I just submitted Namingway Edition to the site. Just waiting on approval. Would this be considered newsworthy?
Moving things to two columns usually isn't hard. My biggest concern is will the menu scroll? If not then some spells will just kind of not show up on that screen but still be accessible.
Edit: Damn phone and it's auto 'correct'.
Not that I really now thing 1 about how to go about reorganizing to two columns (and if you ever end up doing so for FFIV, justin3009, I'd love to see the process), but I imagine the biggest issue would still be the RAM currently being used to store the spell lists in battle.
As it stands, the game has exactly enough space devote to storing three spell sets for each of the five party slots. While you'll never under normal circumstances need that many spell menus, I have to imagine that the way it determines which spell set to display involves multiplying the slot number by the spell set number, and changing the amount of letters in spell names would not only throw this count off (the least of our worries), it would require moving the entire set of spell sets to another location in RAM to accommodate the larger size... Not to mention the fact that the empty bytes in each spell name seem to play a part in the small space between lines...
Well, like I said, it's a project that's at least a little over my head at this point in my development as a ROM hacker. I'm sorry I keep whining about it here.
I would hope to god this game doesn't store their spell names in RAM.
I have no clue on how this game does it but for Tales of Phantasia (Rather for the modified spell list crap I did), the spell bytes themselves were in RAM. Like:
00 = Fire Ball
01 = Ice Needle
etc..
I would assume this game does the same thing. The spell NUMBER is picked in RAM. It grabs it somewhere and uses that value for the name, mp cost, etc.. If not, I'd probably like to shoot the programmer in the foot.
I can take a whack at making it two columns really quick but if there's no way to make it scroll then we're going to have a big, big problem. (In battle that is absolutely no big deal. They clearly allow scrolling).
Edit: Yep, it just uses the spell byte from RAM, no big deal. There's even room for 12 extra spells per character (But won't display on screen). The bad news? There is no scrolling in that menu. All the spell list is on Layer 1 MUCH like the item screen.. so it could be possible to implement a scrolling bit onto it like what they did and make spells 2 columns. It doesn't seem like they did anything special. It halted loading any new stats when you were scrolling and it literally scrolled the layer itself, no HDMA or special effects. So it really wouldn't be that hard to implement. Only problem is trying to make the hand associate with the correct spell.
If I get bored and decide to code this, I might make it like Tales of Phantasia. You pick the spells wanted from a table and then another byte will dictate how many lines there are. If there's over 8 rows, it'll allow for scrolling, otherwise just the usual.
No. The spell names are loaded into RAM during battle. I shit you not. Look around 7E:8000 (not exactly there, but scroll down from there, you'll see it). The identifying spell bytes are loaded too, to run the subroutines, but the names are loaded and are referenced every time you open a magic menu. This is done for items, too.
As a matter of fact, ALL text that might appear in battle is loaded into RAM at the beginning of EVERY battle.
... Yeah...
EDIT - 7E:97B0-B960. You can even test this out by opening a magic menu, close it again, then change a letter, then open the magic menu again. You'll see the change.
:crazy:
...Oh my god. That is absolutely disgusting. Why the hell would they have it do that AND consistently loading non-stop? That's so gross 3: I'm sure there's some reason behind it but dear god.. The ONLY time the names should EVER be called in the menu is when you load the magic menu and when you scroll BUT IT SHOULD LOAD THE NAMES FROM ROM, NOT FROM RAM. I really don't understand why they did it this way.
(Tales of Phantasia actually did something weirdly similar but not like this? It stored ALLLLLL the item name pointers in RAM and would load the pointers from there. I removed that completely and it had load from ROM. No issues, no lag, no nada. Not sure what the purpose was but it was there regardless).
Wow. It most likely has to do with the fact that they didn't know how powerful the SNES was or they figured it would be easier to load from RAM. Either way it makes you scratch your head. On a side note Justin and Chillyfeez, I love BOTH of your avatars. I felt so bad for Schala in CT and Steiner was my favorite character in FFIX.
And to make matters worse, all text that is being used during battle uses the same basic set of subroutines, so to change how the spell lists are drawn would require either a very intimate knowledge of how these data are interpreted, or rewriting how absolutely all text is called in battle (item window, command window, the freaking pause window, etc).
Yeah, Steiner is great because he starts off a good fighter but nothing special, and by the end of the game (assuming you get all of his later weaponry) he is actually almost too awesome. In terms of story, his journey is more significant than all the rest of the characters combined, too.
The project is officially launched. Links are on the first post or download it here:
Final Fantasy IV Namingway Edition (http://www.romhacking.net/hacks/2337)
And I get a credit!
:woot!:
Did you decide whether you're going to write a news article?
I did. In the readme, I've given all who have contributed a credit at least.
Quote from: Rodimus Primal on February 25, 2015, 11:08:26 PM
I did. In the readme, I've given all who have contributed a credit at least.
Oh, I wasn't demanding a credit, I was genuinely celebrating that you put my name on the main page for the hack.
Hahaha... I wasn't demanding it either, but I do have to point out the spelling for Digitsie. :D
Sorry Digitsie. Just sent an updated Readme to the site and the zip folder.
I didn't want to snub anyone. :beer:
http://www.romhacking.net/hacks/2343/ are you going to add chillyfeez's break damage limit patch?
I have no intentions of adding it in, but there's no reason it should not be compatible. You can always add it in on top of it.
Idea for the Black and White commands. Name them BlMgc and WhMgc.
Quote from: Cavery210 on March 09, 2015, 04:13:02 PM
Idea for the Black and White commands. Name them BlMgc and WhMgc.
Please do not do that. That would look awful.
I would suggest using a squished letter and using the symbols instead like (White)Magic and (Black) Magic.
Quote from: Grimoire LD on March 09, 2015, 10:39:38 PM
Please do not do that. That would look awful.
I would suggest using a squished letter and using the symbols instead like (White)Magic and (Black) Magic.
I have no intentions of changing that unless chillyfeez expanded the battle commands as he was planning to do. I think it works now as it is. If he did though, it would leave more room for expanded diagraph tiles for use in the summon spells, but for now it works.
Thanks to Grimoire LD, the next version will have the dancer in Baron throw off her dress just like the original. I'm also working for the next release. The major thing I'm looking to do is restore the original title screen. It's not just as easy as cut and paste, so it might take some time.
Wait, what was the original title screen?
The original Japanese Final Fantasy IV Title Screen has flashing animation with the crystal at the bottom of the screen. This was removed in the US version titled Final Fantasy II. After the fact they released Final Fantasy IV Easy Type and that title screen is different as well. Paladin made the title screen for vivify93's Project II.
Original Final Fantasy IV:
(http://www.romhacking.net/translations/snes/images/titles/300titlescreen.png)
Final Fantasy IV Easy Type:
(https://tcrf.net/images/1/1a/FF4-EasyTypeTitle.png)
US Final Fantasy II:
(https://tcrf.net/images/0/06/FF4-FF2Title.png)
Project II Final Fantasy IV:
(http://www.romhacking.net/hacks/snes/images/titles/1659titlescreen.png)
Edit:
As it stands right now, I tried copying the data over from the Japanese Rom only for it to cause a terribly scrambled screen. Either the data didn't copy right, which I tried 3 times, or there is another bit of code I am missing. However, all of my other changes are completed. I'm not sure whether to give up inserting it, and release what I've changed or fixed, or wait until I have a solution as to why it isn't working.
Edit 2:
Version 1.2 is submitted. It will have the Baron Dancer restored and the outside character references changed. The title screen fix will have to wait, for now.
There still needs to be one change, Twin Harp into Whisperweed!
The problem with changing the Twin Harp to Whisperweed involves a little rewrite storywise because it is a key item for a specific event. Also, the item has a lot of letters that don't fit even with my extended letters. I can try, but that update won't happen until I change the title screen first.
Then how about EchoWeed or EchoPlant?
New version is up. Includes the original Baron Dancer. I will look into something for Twin Harp/ Whisperweed after work on the Title Screen has been completed.
TO DO LIST:
Restore original title screen
Change Twin Harp to Whisperweed
Restore original maps for Baron, Kaipo, Mysidia and Troia.
Restore original training room and Developer Room
Restore original save point.
Change chests in Tower of Zot and Tower of Bab-il and Giant to original designs.
Restore Scarmiglione's DullSong counter if using Fire.
Quote from: Cavery210 on March 17, 2015, 07:02:56 PM
TO DO LIST:
Restore original title screen
Change Twin Harp to Whisperweed
Restore original maps for Baron, Kaipo, Mysidia and Troia.
Restore original training room and Developer Room
Restore original save point.
Change chests in Tower of Zot and Tower of Bab-il and Giant to original designs.
Restore Scarmiglione's DullSong counter if using Fire.
Sounds like fun, have at it Cavery...
No really, aside from Whisperweed (doesn't even have to be that long), Title Screen, and Scarmiglione's counter. The rest is far from necessary.
You are demanding too much without any offers of assistance.
Crazy demands and terrible naming suggestions notwithstanding, I do think restoring any battle scripts that were changed (e.g., Scarmiglione and Asura) would be a desirable goal. That has already been done for Zeromus, so I'm guessing it's within the realm of possibility for the same person who knew how to do that to do it for others?
VGMaps has detailed maps of the maps that need changes.
http://www.vgmaps.com/Atlas/SuperNES/FinalFantasyIV(J)-TownOfBaron.png
http://www.vgmaps.com/Atlas/SuperNES/FinalFantasyIV(J)-OasisVillageKaipo.png
http://www.vgmaps.com/Atlas/SuperNES/FinalFantasyIV(J)-Mysidia.png
http://www.vgmaps.com/Atlas/SuperNES/FinalFantasyIV(J)-TownOfToroia.png
http://www.vgmaps.com/Atlas/SuperNES/FinalFantasyIV(J)-TowerOfZot.png
http://www.vgmaps.com/Atlas/SuperNES/FinalFantasyIV(J)-CastleOfDwarves.png
http://www.vgmaps.com/Atlas/SuperNES/FinalFantasyIV(J)-TowerOfBab-il-LowerSection.png
http://www.vgmaps.com/Atlas/SuperNES/FinalFantasyIV(J)-TowerOfBab-il-UpperSection.png
http://www.vgmaps.com/Atlas/SuperNES/FinalFantasyIV(J)-GiantOfBab-il.png
https://tcrf.net/images/f/f3/FF4-SavePoint-JP.png FF4j's save point
Also I learnt that FF4j's Config menu cuts are still in the game.
Scarmiglione's counter is this: Use Fire/Fira and he'll say "Breath this gas!" and use Cursed Song which causes Slow. It could be more challenging if you change Slow to Curse however.And for Asura, she uses Protect at the the beginning of the battle.
FYI, your readme mentions that you have an unheadered rom and that the patch converts it to a headered rom. I took a look and it seems to be unheadered after the patch. You sure about that bit?
I'll have to fix the readme. Initially I did do that. Converted a unheadered ROM to a headered one. Personally I think headered ROMs need to go by the wayside, but oldschool hacks that sometimes get incorporated and utilities require a header at first. You can always remove the header after but I don't think we need to go through that madness now that archives like GoodTools and No-Intro go by unheadered ROMs. So, Namingway will always start as and always will be unheadered. It's compatible with FF4kster which I use as a tool anyway.
Oh I agree with the notion - I just scratched my head at the readme because I always check these things to make sure I start and end up with a no-headered rom.
If I remember correctly, that's how Project II used to do it, so I'm assuming that was a leftover bit from before "The Great Namingway Rift" (as the history books will surely refer to it ;)).
Incidentally, I imagine that a patch that adds a header to an unheadered ROM probably actually contains the entire ROM in the patch, because I don't think the IPS format is capable of containing the instructions "push the following data forward 200 bytes."
I've found most of the save point tiles when I was attempting to port them over to my project. The ones I came across were the pentagram thing for the feymarch, and the ones used for the towers and lunar subterane tilesets (glowy orb thing). Couldn't find the save points for the caves(another pentagram or a campfire thing I believe) or the mountains (some crater looking thing).
If you're wanting to put those into Namingway, I wouldn't mind looking through the JP version again to help out.
Though to be honest, I don't remember the caves or the mountains save points being too appealing when blindly running through to see them in-game haha. The US version's (S) looks better in those two areas.
I've thought about it and it would make sense. US II and IV Easytype use the same tiles for the save points, but reverting them doesn't seem like a bad idea. I haven't looked into it much as my current focus is the title screen. If you can help Bahamut Zero, in any capacity, it would be greatly appreciated. :beer:
I have no intentions of reverting the maps as its trivial. However, the small bits of censorship I do intend to change, but I won't change things because someone is twisting my arm. However the battle scripts, and the graphic tiles I think changing back will be worth the effort.
Hey, Rodimus.
I'm finally back in town. From the looks of it, some info was spread around, but the full title screen conundrum has not been solved yet.
As promised I'll get to looking into it. I will have to learn the whole thing from the ground up, though, as I've never really delved into title screen editing before. Looks like some good leads were posted over on the thread on slick, though, so I'm hopeful. I'll keep you posted as things progress. No clue at this point how long it'll take...
Awesome. I'm confident we can solve this. I've been focusing on the next update to FF VI in the meantime.
So progress is kind of slow on the title screen front, partly because I still haven't had a lot of time to work on it, but also because I sort of am working from the ground up. I spent at least six hours today just documenting all of the routines FFIVJ runs up through the title screen so I could compare that to what FF2US does.
The differences are... Pretty significant, to say the least.
I went into more detail about it on the thread over on slick, but here's my question for you, Rodimus: If I'm not able to recreate the exact title screen from FFIVJ, would you be happy with something close?
For instance: if you watch FFIVJ's opening, it starts out with just the crystal, then the "FINAL FANTASY IV" fades in, then the "1991 SQUARE" fades in last.
Would you be satisfied if everything (including the crystal) faded in simultaneously, as long as the end result was an exact copy of that of FFIVJ?
Also, I'm not sure whether I'll be able to recreate the layering of the letters. If I had to skip the bottom layer, but you still had the flash, how would you feel about that?
Obviously, none of this is my first choice either, but I'm not positive I'll be able to recreate the exact title screen from FFIVJ, so I'm trying to gauge whether it will be worth the effort if I have to make some concessions.
So what are your thoughts?
If a compromise was necessary but still brought in a similar result, I'm fine with that. The US version already fades it all in at once instead of in layers. Like the B button dash, it may not be flawless, but it works nontheless.
Again, chillyfeez, thanks a million for all of your help.
(http://memberfiles.freewebs.com/22/01/115500122/photos/namingway-edition-title-screen/FFIV-NE%20proto%20title.jpg)
Amazing work chillyfeez. Though to be honest, I rather not put Namingway Edition on the title screen itself. Colors are obviously the FFIV Easy Type, which I'd rather have the original colors.
That looks really nice, even if the colors weren't quite to your liking ;D
I agree with removing the Namingway Edition from the title screen, although if you could do a really nice "script" type it might work.
Have either of you ever tried your hands at an appearing crystal image for Final Fantasy 1 NES by chance? I really want to get rid of the opening text and just have the crystal and Final Fantasy Logo fade in instead. Figured I'd ask since this was a similar undertaking.
I have started playing the Namingway edition, and so far it is a really great game. Keep up the fantastic work :beer:
Thanks for the feedback Duke2go. chillyfeez took the FFIV Easy Type to produce what you see above, and I think the coding is different from NES to SNES.
Since you were courteous enough to respond in my thread, I thought I would return the courtesy. Thank you for the response in both threads. Your suggestions gave me some great insight, and thought, about how I want to proceed from here. I really am enjoying your Namingway edition of Final Fantasy II/IV. That is my favorite game in the series hands down and I love seeing how people have improved upon something that I love so dearly. I look forward to updates on your progress as well.
So, Rodimus, I've got a bit of a roadblock here...
Here's the problem.
The FFIVJ Title screen we know and love:
(http://memberfiles.freewebs.com/22/01/115500122/photos/undefined/FFIVJ%20Title.jpg)
Really only has the bluish tint to it because of the layering effect that I don't know how to reproduce.
What you're seeing in that image is actually this:
(http://memberfiles.freewebs.com/22/01/115500122/photos/undefined/FFIVJ%20Title%20Top%20Layer.jpg)
(a transparent version of the same image I posted above)
Layered on top of this:
(http://memberfiles.freewebs.com/22/01/115500122/photos/undefined/FFIVJ%20Title%20Bottom%20Layer.jpg)
I unfortunately don't even know where to begin learning how that layering actually works, and it doesn't seem that anyone over on the slick board has any insight either.
So unless the situation changes, concessions will have to be made on this one for now.
As an experiment, I tried using the bottom layer's palette instead of the top layer's palette in the prototype (also took out the subtitle):
(http://memberfiles.freewebs.com/22/01/115500122/photos/undefined/FFIV-NE%20blue%20title.jpg)
I don't know if you think that's any better... I kind of like that, but I like it because it is visually distinct from Easy Type, and not necessarily because it is any closer to the original.
Thoughts?
^ I really like that version right there!
Quote from: JCE3000GT on April 06, 2015, 09:36:46 PM
^ I really like that version right there!
Seconded!!!
I like it. Reproduces the original title screen while being original at the same time. I say let's go for it.
OK.
Now to make it flash.
:thumbsup:
dun dun dun dun dun dun dun dun
FLASH!
AH-AAAAAAH!
Sorry, my inner Queen fan took over.
I did like the "Americanized" FFIV logo purely out of nostalgia, but that new one looks fantastic and classy and reinforces the aim of this hack.
Also, I was dinking around with the current version tonight and noticed that when using any command whose own name shows up at the top of the screen when used (Throw, Pray, etc) the name is messed up. When I opened the ROM in FF4kster it looked like the command names had been shifted slightly. I was using a previous save file of mine and didn't start from scratch so I'm not sure if that has anything to do with it (I don't think so but I did have a similar issue using an existing save with MaternalBound) but everything else looked fine.
(http://rs290.pbsrc.com/albums/ll274/Mikyagu/Mobile%20Uploads/Final%20Fantasy%204.000.png~320x480)
QuoteAlso, I was dinking around with the current version tonight and noticed that when using any command whose own name shows up at the top of the screen when used (Throw, Pray, etc) the name is messed up. When I opened the ROM in FF4kster it looked like the command names had been shifted slightly. I was using a previous save file of mine and didn't start from scratch so I'm not sure if that has anything to do with it (I don't think so but I did have a similar issue using an existing save with MaternalBound) but everything else looked fine.
(http://rs290.pbsrc.com/albums/ll274/Mikyagu/Mobile%20Uploads/Final%20Fantasy%204.000.png~320x480)
The commands were shifted for longer Class names in the menu. So that part wouldn't be compatible with FF4kster. It's possible that if you used a headered ROM that could be causing the issue. Or there could be a pointer problem. I'll have to look over my version tonight.
Quote from: Bobolicious81 on April 08, 2015, 08:56:37 PM
dun dun dun dun dun dun dun dun
FLASH!
AH-AAAAAAH!
Sorry, my inner Queen fan took over.
SAVIOR OF THE UNIVERSE! :thumbsup:
QuoteI did like the "Americanized" FFIV logo purely out of nostalgia, but that new one looks fantastic and classy and reinforces the aim of this hack.
I'm tempted to make the two title screen's optional. While I'm waiting on chillyfeez's coding on that, I hope that the work he did was to an unaltered FFII ROM so that the changes I'm currently making are still compatible.
Edit- Yep it is a pointer issue with the battle commands. I'm going to have to get that fixed for next release. The pointers that were changed are for the battle menu, but not for the commands up top.
I'm pretty sure that I worked out a fix for those command name pointers. It was after everything else, though, because I initially had forgotten that. It'd be back on the Project II thread somewhere...
The work I'm doing on the title screen is on an otherwise unaltered ROM, so it should be something that could be presented as an optional patch.
Very cool. I'll have to look back on the Project II thread. I thought I had added the fixes you did for it....
Edit - Okay so I double checked each change described in that thread. There was ONE off, however there is still something buggy with the pointers. So going by the fix for the pointers I'm going to describe what I did so that I can make sure I got it right:
QuoteItem Target Window: 00DB50
Changed "0E" to "0F"
QuoteMagic Target Window: 00DB81
Changed "15" to "16"
QuoteCaster's Stats Window (oddly enough, the game uses five values, depending on which slot the caster is in, so increase all of them by 1):
00DB69
00DB6D
00DB71
00DB75
00DB79
All of these were "13" which I changed to "14"
Those would only have been the fixes to make the windows bigger to allow for the longer class name. The change for the command name pointers would likely have been in a later post. Lemme see if I can find it again...
Ah, here we go...
Quote
Regarding the adjusted command names showing up wrong when used in battle, simple one-byte fix for that.
In addition to the previous steps mentioned, Jump to 14D52 in your hex editor (again, ROM with header), and change that byte from C6 to D4.
That was it! Sweet! I'm also going to restore all the battle scripts for monsters making them the same as FFIV and release an update soon (especially with a bug like that present), and another after you finish with the title screen, unless you finish first. The changes to Project II from 2.08 to 2.11 I decided to either add his changes or make my own edits.
Once again, big thanks chillyfeez! You're a lifesaver. :beer:
Bobolicious81, thanks for pointing out the bug! WE ARE THE CHAMPIONS!
Namingway Edition has really taken a life of its own! :woot!:
Sure thing.
I should have quite a bit of time this weekend to work on the title screen. If all goes well, it may be ready for press by Sunday...
Alright. Version 1.3 is up and approved. Fixed that bug among other things.
Yay! Commands are fixed!
But... Scarmiglione... He's gone loopy. I was messing with my old saves again and noticed at the end of the first battle with him he says "This is my true form!" which makes it sound like he's referring to the form you just beat, making a liar out of him when he sneaks up for round 2. Then the 2nd battle starts with him saying "Die! ...the deep ravine!" which is just flat out crazy ;)
But anyway, thanks so much for your efforts. I grabbed the J2e version when it was first released and, while it was nice to have the original unaltered gameplay, all the cussing and pop culture references really put me off. Why do these people know who William Shatner is?
So thanks for putting right what once went wrong, and I hope your next leap will be the leap home.
I messed up updated his quotes during battle. It's almost fixed, but the issue I run into is his name being so long! If I just write his quotes they fit just fine, but adding his name to the battle messages leaves me almost NO room! Going by what he should say, his first quote should be "Tear them apart!" When he dies he should say "Oh...my body!" Question is, should I leave them be without it displaying his name or should I come up with something shorter? I'm opting for "Scarmiglione:Kill them!" and "Scarmiglione:M...my body!" for now.
For his Zombie form, I updated it so it says "Scarmiglione:This is my true form. Now Die!" split in two pages. This fits just fine after I fixed it and you cannot battle anyway until you've read the whole message. So this is now fixed.
QuoteSo thanks for putting right what once went wrong, and I hope your next leap will be the leap home.
Ziggy says the title screen's important too!
Hey, Rodimus, just an update on progress...
I haven't spent as much time working on the title screen as originally planned this weekend. Real life stuff got in the way. Honestly... The weather's been beautiful, and when that happens in Upstate New York in April, you can't not live it up.
But I have made progress. I know how it's all going to work, it's just a matter of writing the routines.
It's gonna be great - you'll have the crystal fade in first, then the "FINAL FANTASY IV" lettering, then (c)1991 SQUARE, just like in the original (plus the flashing after that).
I promise it'll be worth the wait.
:thumbsup:
Oh mah gawd. It's gonna be great to see that. :woot!:
Awesome! That's going to make Speedy Gonzales seem like regular Gonzales!
Quote from: chillyfeez on April 12, 2015, 03:33:02 PM
Hey, Rodimus, just an update on progress...
I haven't spent as much time working on the title screen as originally planned this weekend. Real life stuff got in the way. Honestly... The weather's been beautiful, and when that happens in Upstate New York in April, you can't not live it up.
But I have made progress. I know how it's all going to work, it's just a matter of writing the routines.
It's gonna be great - you'll have the crystal fade in first, then the "FINAL FANTASY IV" lettering, then (c)1991 SQUARE, just like in the original (plus the flashing after that).
I promise it'll be worth the wait.
:thumbsup:
I did the same on Sunday here in Jersey. A nice Spring day that isn't humid is great to take the wife on coasters at Six Flags Great Adventure!
I fixed the Scarmiglione battle and want to look over a few things so I'm patient.
Fun fact - if you look real hard at the ground beneath the Nitro, you might be able to see my glasses that I lost ten years ago while my wife and I were on our first vacation together.
That was a fun drive home...
I used to work there and one year I was doing a test run when I went to push my glasses back up my nose. Instead of hitting the bridge I hit one of the lenses and it popped out and flew behind me. I had to work the rest of the night with one eye.
Back on topic I think I'm satisfied with the changes so far so whenever you're ready.
Quote from: Rodimus Primal on April 11, 2015, 04:12:25 PM
I messed up updated his quotes during battle. It's almost fixed, but the issue I run into is his name being so long! If I just write his quotes they fit just fine, but adding his name to the battle messages leaves me almost NO room! Going by what he should say, his first quote should be "Tear them apart!" When he dies he should say "Oh...my body!" Question is, should I leave them be without it displaying his name or should I come up with something shorter? I'm opting for "Scarmiglione:Kill them!" and "Scarmiglione:M...my body!" for now.
For his Zombie form, I updated it so it says "Scarmiglione:This is my true form. Now Die!" split in two pages. This fits just fine after I fixed it and you cannot battle anyway until you've read the whole message. So this is now fixed.
Ziggy says the title screen's important too!
Don't use Scarmiglione:. The Japanese version didn't show his name.
Quote from: Rodimus Primal on April 11, 2015, 04:12:25 PM
I messed up updated his quotes during battle. It's almost fixed, but the issue I run into is his name being so long! If I just write his quotes they fit just fine, but adding his name to the battle messages leaves me almost NO room! Going by what he should say, his first quote should be "Tear them apart!" When he dies he should say "Oh...my body!" Question is, should I leave them be without it displaying his name or should I come up with something shorter? I'm opting for "Scarmiglione:Kill them!" and "Scarmiglione:M...my body!" for now.
For his Zombie form, I updated it so it says "Scarmiglione:This is my true form. Now Die!" split in two pages. This fits just fine after I fixed it and you cannot battle anyway until you've read the whole message. So this is now fixed.
Ziggy says the title screen's important too!
If it's only Scarmiglione that's talking, I don't think it's really necessary to put his name there. The text makes it fairly obvious who is talking. Cavery210 makes a good point too, although if I'm not mistaken the Japanese version never put Cecil's name in the dialogue boxes either (I believe it was always a double quote symbol and never his name). That's just my two cents, however.
Sorry to post here if I should be posting somewhere else, but I fired up this hack today, and ran into a bit of an issue.
As I was playing, the buttons seemed to act loopy. A and B both acted like the A button, and I could only cancel out of things using Select (and yes, I tried resetting the buttons on the emulator, and tested the setup on another game, in which the buttons worked fine). Is this an issue with my ROM or my patch? Or maybe something else? Sorry if this has been addressed somewhere else, but I'd really like to play this hack at some point--thanks!
Works fine for me. Did you make sure to use an unheadered copy of v1.1?
DOUBLE EDIT : OK, I'm an idiot--somehow I had 2 controllers entered, and the game was confusing the button setups for both of them. Sorry about the confusion!
I'll stop back in once I've gotten a bit into the game !
Quote from: TheZunar123 on April 16, 2015, 05:04:00 PM
If it's only Scarmiglione that's talking, I don't think it's really necessary to put his name there. The text makes it fairly obvious who is talking. Cavery210 makes a good point too, although if I'm not mistaken the Japanese version never put Cecil's name in the dialogue boxes either (I believe it was always a double quote symbol and never his name). That's just my two cents, however.
I agree with you, however every battle has the name of the character when they speak throughout. It would be inconsistent with the rest of the game.
Quote from: magictrufflez on April 16, 2015, 07:58:41 PM
DOUBLE EDIT : OK, I'm an idiot--somehow I had 2 controllers entered, and the game was confusing the button setups for both of them. Sorry about the confusion!
I'll stop back in once I've gotten a bit into the game !
Hope you enjoy it. :thumbsup:
Quote from: Rodimus Primal on April 16, 2015, 10:58:27 PM
I agree with you, however every battle has the name of the character when they speak throughout. It would be inconsistent with the rest of the game.
Then why not change the rest of the game so it would be consistent? Would likely save some space. :P
I added all the speaker names to be consistent, if it helps, Rodimus. If you removed the speaker names from every text box except ones where multiple characters are speaking, I would support you. Especially since you're working with longer names than I did.
I could do that. I can also use some of my dual tiles to make room. I'll have to experiment a little later.
Thought I finally tracked down the mountain range save point the other night, but when I went to check turned out I mistakingly replaced it with another pentagram/magic symbol. :huh:
I've got some free time later today, so I'm going to take fresh unheadered FF2 1.1 and JP versions and go through it again, making notes of the %'s andd offsets in TLP like I should have done when I started tracking them down for FU ReMIX. Just a bit more time and persistance and I should have this in the bag. :thumbsup:
Update: Found save point graphics at 93%, 95%, 96%, 97%, and 98%.
Two stars of David, a Campfire/Landmine, flashing orb, and not flashing orb.
I think that's all of them, as once I go lower than 93% I hit the castle graphics and character portraits... unless there's a tileset or two hidden elsewhere in the rom. I'll have to port them and do a speedrun to be sure.
I also read up some stuff and found out that in the Rosa rescue scene she has a giant blade hanging above her instead of a giant ball. I'm keeping an eye out for those graphics in my search as well, just in case you were wanting to change that as well.
Did someone say, "Japanese Title Screen?"
Tadaaaa (https://youtu.be/d1Y-RXyZnJc)!
Very nice. I guess you found the routines? :D
All of the animation is custom-written routine, actually.
Well, sort of.
The fade-ins are inspired by what's done in FFIVJ, but are completely custom for various reasons.
The flashing is almost exactly a copy of the routine from FFIVJ - oddly enough all of the RAM referenced in the Japanese version is identical to that of the US version - except the code is in a different place and is called differently.
Amazing. I'm putting together the package now. Cue the victory fanfare!
:crazy: :woot!: :woot!: :woot!::beer: :beer: :beer: :woot!: :woot!: :woot!:
April 18, 2015, 12:47:11 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote from: Bahamut ZERO on April 17, 2015, 02:34:22 PM
Thought I finally tracked down the mountain range save point the other night, but when I went to check turned out I mistakingly replaced it with another pentagram/magic symbol. :huh:
I've got some free time later today, so I'm going to take fresh unheadered FF2 1.1 and JP versions and go through it again, making notes of the %'s andd offsets in TLP like I should have done when I started tracking them down for FU ReMIX. Just a bit more time and persistance and I should have this in the bag. :thumbsup:
Update: Found save point graphics at 93%, 95%, 96%, 97%, and 98%.
Two stars of David, a Campfire/Landmine, flashing orb, and not flashing orb.
I think that's all of them, as once I go lower than 93% I hit the castle graphics and character portraits... unless there's a tileset or two hidden elsewhere in the rom. I'll have to port them and do a speedrun to be sure.
I also read up some stuff and found out that in the Rosa rescue scene she has a giant blade hanging above her instead of a giant ball. I'm keeping an eye out for those graphics in my search as well, just in case you were wanting to change that as well.
You know that would be an awesome change. It would need to be tested because flashy graphics can cause errors, as we learned with the title screen. If you can find a way to implement it without bugs, I say go for it!
I've submitted Version 1.4. Once its approved the title screen will be included in the package along with the Scarmiglione edits.
The giant ball/blade is an NPC, and its sprites can be found among the NPC sprites in Tile Layer (or your graphics editor of choice). Turning the ball into the blade would be as simple as locating the sprites in both versions and copying the ones from FFVIJ over to FFIIUS.
The save point I don't really know about. I haven't really looked much into editing location tile graphics. I think they're way down at the end of the ROM, if that helps at all...
I thought the ball had already been changed back to a blade...but I haven't actually played that part so I haven't seen it myself. (Seems like having her head smashed in would be more gruesome...silly censors...)
As for the title screen, I think I actually like the colors on that more than the original Japanese title. It looks friggin sweet!
Project II had already changed the steel orb back into a scythe, yes. :)
Edit -
Quote from: chillyfeez on April 17, 2015, 03:26:36 PMDid someone say, "Japanese Title Screen?"
Tadaaaa (https://youtu.be/d1Y-RXyZnJc)!
Congrats, chillyfeez! It looks fantastic!
Quote from: Rodimus Primal on April 17, 2015, 11:22:25 PMCue the victory fanfare!
:crazy: :woot!: :woot!: :woot!::beer: :beer: :beer: :woot!: :woot!: :woot!:
Here ya go! (https://www.youtube.com/watch?v=huQoDlHmqrE) :laugh:
Yep I double checked the scythe and it has been changed already. I also noticed that the save points are now Star of Davids as well, which I'm content with. For some reason I overlooked them before.
So, I've made it to Mt Ordeals (at just over 2 hours too---was this game actually this short before?), and I have a question and a few thoughts. Bear in mind these all come from an FF vet who has bought this game probably ~4 times over his gaming career and I've done only a small amount of money grinding so far, so sorry if any of this seems too nit-picky
-Is the drop rate formula changed in this hack? Not that I'm complaining, but I seem to be getting a metric ton more drops than I ever remember getting in the original SNES version or the PS version, so I'm curious
-I like the additional commands for Edward, Tellah, Rosa and Yang. The only beef I have is the addition of Salve to Edward. Not that the hack's been particularly hard so far, but Salve pretty much breaks any difficulty for me right up until you lose Ed--I guess I just think a full-party potion command is a bit too OP for the beginning, especially when potions are so cheap.
Just my opinion of course, but I think the rest of the additional commands are a nice touch and don't blast the doors off the difficulty that much, although a lower success rate on Pray wouldn't hurt IMO
-Speaking of difficulty, was this hack only supposed to reflect the Japanese version's difficulty or did it do some other things as well? Maybe it's just my billionth time through being somewhat routine at this point, but it doesn't feel like a lot has been changed on this front
So far so good though--I like what script changes I've seen, and I'm looking forward to getting farther along! Zero bug too, so basically great job all around so far!
QuoteProject II had already changed the steel orb back into a scythe, yes.
Ah, I see!
QuoteYou know that would be an awesome change. It would need to be tested because flashy graphics can cause errors, as we learned with the title screen. If you can find a way to implement it without bugs, I say go for it!
Well the orb save's flashing depends on the tileset. The places that would have the flashing orb would be the places that have the flashing "S" icons in the US version. When I was checking them out, I think Lunar Subteranne The Tower With Dr.Lugae use it.
QuoteI also noticed that the save points are now Star of Davids as well, which I'm content with. For some reason I overlooked them before.
If you're content with it, then that's what counts! :thumbsup: Hunting down the save tiles was already on my to-do list, the thought of helping someone else at the same time is what got me off my lazy ass to delve into Tile Layer again haha. I took notes of the locations of them, so I might post them up on RHDN or Slick if anyone's interested.
Quick question: is the Hold-B-to-Dash exclusive to Namingway edition? I ask because I'm going to rebuild what I've done of my project with a new base rom, and that's one of the things I've been trying to track down.
QuoteQuick question: is the Hold-B-to-Dash exclusive to Namingway edition? I ask because I'm going to rebuild what I've done of my project with a new base rom, and that's one of the things I've been trying to track down.
Well... Yes, sort of, but only accidentally.
:-[
I had intended on releasing another version of User Options that included it as an optional patch, but I never got around to putting the zip archive together.
If I'm not mistaken, I posted a link to it on this thread. I haven't taken it off of my Google drive, so there's no reason to believe that link won't work if you can find it. You'll need to have the latest officially-released version of User Options patched in first (I think you do) in order for the Hold B to Dash patch to work properly.
The iron ball was changed back to the scythe already, but the sound effect it makes when it's dropped does not. It's still used elsewhere in the US version (where the Antlion tries to attack Edward) so it should be a relatively simple tweak.
...There was a sound effect change? Oh dear. Whenever I can, I need to look at comparisons then... and get ready on v2.12 of Project II...
Edit -
Quote from: magictrufflez on April 19, 2015, 04:55:08 AMSo, I've made it to Mt Ordeals (at just over 2 hours too---was this game actually this short before?)
Hello, magictrufflez. Not sure if you know, but I made Project II, the mod Namingway Edition was based off of. So I'm gonna answer some of your more general questions that also apply to Project II.
As for this first question, I've personally beaten FFIV on PSone in a little over twelve hours, so yeah. It's always been short! Even shorter for FFIV experts like you and I. :thumbsup:
Quote from: magictrufflez on April 19, 2015, 04:55:08 AM-Is the drop rate formula changed in this hack? Not that I'm [complaining, but I seem to be getting a metric ton more drops than I ever remember getting in the original SNES version or the PS version, so I'm curious
I didn't personally change any drop rates when I restored Project II's original items dropped, and I can't imagine Rodimus would've done so for a mod that is to replicate the Japanese version's difficulty. The only thing that should be different is that all Goblin-type foes can drop the Goblin Eidolon, all Bomb-type foes can now drop the Bomb Eidolon, and all Cockatrice-types can now drop the Cockatrice Eidolon. You are the second person to comment on the drop rates, however, but I think you both were isolated incidents.
Quote from: magictrufflez on April 19, 2015, 04:55:08 AM-I like the additional commands for Edward, Tellah, Rosa and Yang. The only beef I have is the addition of Salve to Edward. Not that the hack's been particularly hard so far, but Salve pretty much breaks any difficulty for me right up until you lose Ed--I guess I just think a full-party potion command is a bit too OP for the beginning, especially when potions are so cheap.
I actually somewhat agree, but Salve was completely useless before. Also known as Heal, Salve split a Potion among the team, which also consumes the Potion in the process... Potions, in battle, restore 64-96 HP per person. (In the menu, it's a static 96 HP.) It would heal 13-19 HP with five people, 16-24 with four people, and 21-32 with three people. It was only marginally useful, and you'd honestly rather have Edward either Hide until you find the Lamia Harp, or Sing and hope it doesn't miss.
Salve now consumes a Potion, but it technically splits a Hi-Potion among the team, healing (At max.) 64-96 HP per person. I can see where you'd think it's overpowered with less people, but without drastically overhauling the Salve command to not call on items for its usage, there's no real better way to do it and stay true to what the command does.
Quote from: magictrufflez on April 19, 2015, 04:55:08 AMJust my opinion of course, but I think the rest of the additional commands are a nice touch and don't blast the doors off the difficulty that much, although a lower success rate on Pray wouldn't hurt IMO
That is something Rodimus could probably do if he thinks it's worth it. Pray was originally a 50% chance to cast Cure on the entire team, and now it has a 70% chance to cast Cura on everyone--unless Rodimus changed it. I think, in the spirit of making Namingway Edition truer to the original, it could be lowered to 60%? But I'm not really on the Namingway team, so that's not my call.
Quote from: magictrufflez on April 19, 2015, 04:55:08 AM-Speaking of difficulty, was this hack only supposed to reflect the Japanese version's difficulty or did it do some other things as well? Maybe it's just my billionth time through being somewhat routine at this point, but it doesn't feel like a lot has been changed on this front
As stated before, Project II (Namingway Edition's base.) did a plethora of things different compared to any other version of FFIV, although many of its changes were inspired by other releases. Further revisions of Namingway Edition should further reflect the process of undoing changes made in the transition from FFIV to FFII US, but as stated before, I'm not officially part of the Namingway team, so please don't take my word for it. However, given Namingway's manifesto, it should be a fair assumption to make.
Quote from: magictrufflez on April 19, 2015, 04:55:08 AMSo far so good though--I like what script changes I've seen, and I'm looking forward to getting farther along! Zero bug too, so basically great job all around so far!
Thank you for the kudos on the script, magictrufflez; I appreciate it a lot. :)
Quote from: chillyfeez on April 19, 2015, 05:37:15 PM
Well... Yes, sort of, but only accidentally.
:-[
I had intended on releasing another version of User Options that included it as an optional patch, but I never got around to putting the zip archive together.
If I'm not mistaken, I posted a link to it on this thread. I haven't taken it off of my Google drive, so there's no reason to believe that link won't work if you can find it. You'll need to have the latest officially-released version of User Options patched in first (I think you do) in order for the Hold B to Dash patch to work properly.
Hmm, I searched through the thread but sadly, no luck. It was fun to read up on Namingway's progress up to this point, though. Plus I found some valuable info regarding changing "GP" to "Gil", which when I work up the courage to dabble with a hex editor, I'll be good to go on thet end. Hurray for silver linings! :D
In regards to FFIV's length... it's easy to speedrun through. The PSP's version can be even shorter with the auto-battle function. I think I cleared it in little over 10-12 hours, and that's with getting just about everything haha.
Sorry, Bahamut ZERO, I was mistaken, turns out I posted the hold-B patch on 2/17, and this thread was created 2/18.
The post is in the Project II thread, the exact day before the two officially became two separate projects.
You can find it here:
http://www.romhacking.net/forum/index.php/topic,17302.msg273229.html#msg273229
I will say that the changes were to reflect the Japanese version and bring the game closer to it in many ways. Project II already in many way did that and Namingway Edition built upon that foundation. The extra commands weren't in the US FFII but vivify93 restored them. Some do make the game a LOT easier in some spots, like Cecil's Dark Wave, but I did restore where possible the changed battle scripts of monsters so that it is the same as the Japanese version.
The game isn't THAT hard. I remember playing it for the first time years ago and not really having a hard time until the last boss, and this was the US version. So, now he's harder in Namingway Edition because that's how the Japanese Final Fantasy IV is.
And vivify93, so long as Namingway Edition exists and its connection to Project II, you'll always be somewhat part of it, even if now that it's a seperate project. And any input is always appreciated, from all of you!
April 20, 2015, 11:18:59 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay guys, version 1.4 is live which includes the fix for Scarmiglione's battle quotes as well as the added title screen add-on!
The title screen add on is compatible with base Final Fantasy II (1.1) US, Project II (after removing the header), and Namingway Edition!
Quote from: vivify93 on April 19, 2015, 07:58:47 PM
snip
Quote from: Rodimus Primal on April 20, 2015, 08:40:41 AM
snip
Thanks for the responses, just wanted to toss my 2 cents in if I could help any! I've just gotten to the Underworld and still no real problems except some artificial difficulty on my part (I've been running from most everything I know doesn't drop something useful for awhile now).
A low level run, huh? I never attempted that on a game. I almost always overleveled early on in RPGs. Are you playing with the most recent update?
I'm not really lol-level running persay, but I mostly just want to get to Edge as quickly as possible so I can farm a few Giant gloves, and then the Sealed Cave portion, since that's where the side-tracking tends to take off for me.
I'm also normally overleveled in order to steamroll everything in most RPG's I play, but since I've played this particular game so often, I figure just blast through most of the early stuff and get to the parts I enjoy most. I think I'm getting too old for straight power levelling through every part of a game anymore anyways
By most recent update, do you mean the one with the new title screen? Since I'm so far in I'm not so sure I want to restart for just that, but I did download the version I'm playing last week sometime, so it shouldn't be TOO old.
The only big thing that the update with the Title screen changed was the battle messages for Scarmiglione. Since you're past that point it doesn't make a difference unless you want the new title screen, which can even be applied to the version you have. Even if you changed to the current version, your save files would be unaffected.
I might give it a shot this weekend then--making extra backups just in case of course
Are all of Zeromus' stats set back to the original Japanese difficulty?
He still seems a good bit easier to me. Damage looks consistent with what it should be but he seems a little slower; he doesn't seem to be throwing the Big Bang at me quite as often.
He is. The code was changed exactly how it is in the Japanese version.
Hmm, odd. I had my battle speed all the way up, but he seemed slower. Maybe I was just getting lucky. (Or I'm just more badass than I thought I was) :thumbsup:
Let's face it. You rock! :thumbsup:
That and you could have been leveled high enough to rip him apart.
So, I'm pretty much at the end, the only thing I have left to do is power level and then steamroll the final boss. I like how the script is so much clearer about wtf is going on at the end, although the clarity makes me remember how ridiculous the shark jumping was at the end of this game (I feel like a dissertation on Lunarian vs Human lifespans coming on, but I'll stay off my soapbox). I was somewhat underleveled compared to what I normally am at the end, but I managed to out-strategize most every tough encounter, even getting Bahamut before clearing out the giant. I only cheated once (to get a 3rd protect ring), but was able to legit farm everything else I wanted to get in this run. Those buyable sirens were so welcome for farming.
There were 2 bugs (or maybe they weren't?) that I found while playing through:
-The Wyvern Lance has a different sound when it attacks than every other lance, making an explosion sound rather than the normal slashing sound. I don't know if it was like this in the Japanese version, but it seemed really out of place.
-Stepping onto a save space while holding the B button while running seems to goof up the rooms graphics and the save space becomes an unpassable block. Exiting and reentering resets the room, however.
One non-bug thing I found interesting was the save point near the end of the game--was there originally a save point down there near the final battle? Because that's one thing I would definitely recommend changing if you ever do another substantive update for this hack. The 4 floor slog (or run-fest) was something I personally liked about the US version.
All-around great work!
I noticed that save point too. I think it was there in FF4 Easytype, but not in the original FF4 and the US FF2, which makes me curious to why that was put in.
The save point was added to Project II, which Namingway is based on. It wasn't in the original FFIV, nor the US FFII but was added to Easytype. I thought about removing it but left it for some folks who find the game too difficult. I can still take it out if you guys feel it makes it too easy.
I noticed the save point bug too with the B Button Dash. I'm not sure there's an easy fix for this, but I will have to put it in the readme as a warning.
April 30, 2015, 11:15:00 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
I have removed the save point at the end and I also added a disclaimer. I also fixed the sound effect for the Wyvern Lance. Strange and weird thing I noticed about that save point- if you have a file saved there, it will load the game AT that location but because its a regular tile now you cannot save there.
It's been submitted so Version 1.41 will be up soon.
Thanks Rodimus!
I will try this out this weekend when I try to finish up power leveling/stat maxing! I'm really looking forward to giving the final boss a beatdown unlike any other for this playthrough.
I like my final boss battles like I like my personal relationships: difficult, with me desperately trying to end them before they kill me.
Also, I'd assume the save files just keep track of your x/y coordinates and don't bother checking if there's an actual save point where you start.
This is true. I think it does just check that. And I think not being at a high enough level makes the last boss extremely challenging.
Version 1.41 is live now. :beer:
I agree on the difficulty point, but I've never actually gone to the trouble to stat max my party before. This just seemed like the perfect time to do it!
Nothing like the feeling of closure after you've just steamrolled a final boss, knowing you've completed everything a game has to offer (except farming adamant armors--screw that).
Quote from: magictrufflez on May 02, 2015, 07:03:42 AM
Nothing like the feeling of closure after you've just steamrolled a final boss, knowing you've completed everything a game has to offer (except farming adamant armors--screw that).
I didn't even know the PinkPuff/Pink Tail existed until I started hacking ffiv. I've still
never seen one in-game.
Quote from: chillyfeez on May 02, 2015, 07:07:42 AM
I didn't even know the PinkPuff/Pink Tail existed until I started hacking ffiv. I've still never seen one in-game.
I only got some after hacking the game and making Pink Tails the standard drops for PinkPuffs... ;D
Hint: Do not collect multiple Pink Tails and then go to exchange them. The jerk in the cave will take ALL your Pink Tails and give you ONE armor for them! How insane is that?! :banghead:
THAT'S how you get ahold of Adamant Armor?? I didn't know that.
One time I used a Siren at random and ironically was in the one room with Pinkpuffs. I was treated to a royal reaming to Black Chocobo music. It made for a funny afternoon!
Wait - black chocobo music plays when you fight a PinkPuff?
As far as I remember, yeah. It's like when you fight them they're having a party at first, then all hell breaks loose.
The next time I'm in the Lunar Subterranne I'll try to fight them, and see if I remember correctly. I'm actually doing a speed run atm, so in a day or so I'll know for sure. :)
Both chocobo themes play randomly, as soon as they start "doing their thing"...
Yep, the Pink Puff battle script calls for them to change the battle music more than once. So weird.
Oh, OK, I was wondering how they did it, but I just realized the music must be part of the PinkPuffs' battle script.
Yeah, the music starts playing and my party would go berserk. I thought about farming tails for completions sake, but then I realized I had inadvertantly farmed so much other uber equipment that I probably didn't need adamant armors.
Plus to actually survive the pink puffs you have to be pretty strong in the first place, and since I was stat maxing this time, well, I feel like I was hitting the point of diminishing returns as far as what the adamant armor was offering in relation to the amount of Pink Puff Genocide that would be required.
I hated those Damn Pink Puff Puffs. Damned puddings and such in that game were annoying to begin with, but the PPP's took the damn cake for most annoying enemies in Final Fantasy IV. I spent 2 days trying to get them to drop a pink tail so that I could get the extra Armor, to no avail I will add. I just gave up. I tried again when I first played FFIV Advance, but same results even with save states, just such a random drop I never saw a Pink Tail. I do remember the music starting and my party members just started attacking. Made no sense to me if the PPP's were going to be so rare that you needed an alert to find them, then why the "F" couldn't you just fight the damn things normal??? I might try once more when I get that far in FFIV Advance on my phone. I was going to switch completely to Namingway edition but I'd already completed about 1/3 of the Advance game before I even knew this existed. I am interested to go through it at a later time though since I know Rodimus is making something special as well. Half tempted to make the PPP an enemy in Reconstructed and make the damn thing weak against everything with 1 hit point just so I can beat the SHIT out of it for the frustration it caused me as a young adult.
So, thanks to the efforts of Bahamut Zero, we are working on the next release of Namingway Edition. As a progress report, the treasure chests and save points have been completely restored back to their original Japanese graphics. Also, the Tower of Babil maps are restored to make doorways out of hallways, as they originally were.
Now I'm at a crossroads. I want to restore the Developer's Room, but space is limited. The ONLY way I can think to do so is to restore the Training Room back to its Japanese counterpart, or cut it back to one room. The thing is, if I do, I'm going all in. Meaning I will do the town maps as well. If not, I'm not sure there is room for it at all anyway.
So I need your guys input. Go all in for full restoration, or leave the Training Room and the like as is?
That all depends. As Chillyfeez has mentioned elsewhere you can save some space without losing anything by chopping off parts of maps that the player can't ever actually see. The far north of Kaipo and the Crystal Room Chamber in the Tower of Babil come directly to mind, I think it could be worth the effort.
My vote is for an all in full restoration. The US version didn't do anything so spectacular as to warrant keeping any of it IMO.
Quote from: Vanya on June 23, 2015, 08:24:03 AM
My vote is for an all in full restoration. The US version didn't do anything so spectacular as to warrant keeping any of it IMO.
I'm leaning more in that direction. I know it may take a bit, but I think it will be worth it in the long run.
Go for it! Though I am now amused because all I can think of is that it might well have been easier to just put the script into FFIVJ. :)
Long time no see Digitsie.
Thinking back it might have been easier one way, but at this point it also means many of us have learned quite a bit about Final Fantasy IV.
Since you're apparently doing another update, maybe I should mention that in the Scarmiglione fight, one of his lines has his name spelled out in full size letters while the rest use the space saving smushy letters.
I used the squish tiles for his name during his first form to save on space for what he says. His second form I spelled it out completely. For consistency, I'll change it to squish tiles for both.
Hey,
I haven't had a chance to play through this yet,
But I have a question, Did you guys change the end credits "Final Fantasy II Staff" to "Final Fantasy IV Staff".
Just curious.
I'll be playing through this soon.
I have never been blessed with Pink Tail-age, all my life.
I've only ever completed Rydia's summon list once, and I don't recall whether I was cheating or not.
I don't recall getting Mage more than once ever, either. Once you have it, you realize how much of a waste the pursuit was. In FFIIUS, the only worthwhile monster-drop summon is bomb (but it is very worthwhile). My impression is that, given the frequency of the baddies that drop it, the time at which they begin appearing, and the effect of the spell, the cockatrice summon might be worth it, too. But then again, unless you're hella lucky, you're probably leveling shadow party Rydia out of the need for it. Those spells (except perhaps Bomb) should probably have been set to a higher frequency.
So here's a progress report to the next version as it stands:
-Thanks again to Bahamut Zero, the maps have been restored back to their Final Fantasy IV counterparts. This includes the places they dump you off at. All towns and dungeons have been looked over.
-Treasure chests and Save Points are back to their original Final Fantasy IV graphics.
-The Developer's Office has been restored with all three rooms.
-The original smaller Final Fantasy IV Training Room is back, instead of the two floor one used in FFIIUS.
Things still left to do:
-Restore the NPCs to their proper locations. I also have to add some of the scripts for them too.
-Restore the NPCS in the Developer's Office.
-Go over the items in all areas to ensure they are in their proper places.
I'm not sure if vivify93 changed the End Credits back to Final Fantasy IV instead of Final Fantasy II, but I will double check it over tonight and fix it if he didn't. Also I think I will go over the item drops for the Summon spells and increase them slightly so that more folks get the actual items. I'm thinking about adding access to the Training Room from Kaipo in the same way it was in FFIIUS since it gives access to Namingway early for Rydia and Tellah. Like before, the locations for Namingway will be restored as well.
Quote from: Rodimus Primal on June 25, 2015, 08:23:14 AMI'm not sure if vivify93 changed the End Credits back to Final Fantasy IV instead of Final Fantasy II, but I will double check it over tonight and fix it if he didn't.
I did, it was an easy fix. :P
Quote from: vivify93 on June 25, 2015, 11:15:29 AM
I did, it was an easy fix. :P
That's cool. One less thing on my list. :thumbsup:
Currently I'm trying to learn the aspects of FF4kster's NPC editor to add the proper NPCs. What I'm worried about is it messing with other NPCs in game. Hopefully it all goes smooth so I'll have to test it out once they're all added.
Edit- From testing it would seem that this is not the case, as I can add NPCs as needed.
The biggest thing you need to be careful of when adding NPCs is the fact that they most likely come from somewhere else. If you add some random "Baron Soldier" to some other town, then change his dialogue behaviors, you're changing the dialogue behavior of that soldier when he's in Baron, too. Speed, palette, direction facing, xy position, tangibility are all safe, as they can be different depending on the map. Sprite, speech and default visibility are all connected directly to the NPC. There are only 510 NPCs in FFIV (255 in the Overworld and 255 shared by the Underworld and the Moon) there might be two or three from each set that are completely unused (and I think FF4kster's default cfg file indicates which).
I suspected correct then. Thanks!
Just now I need to figure out what NPCs are free to use on the Overworld side without messing with another NPC someplace else.
Update - So there's a strange glitch with the NPCs with the WIP version of FF4kster that is hosted on timecave.net. So I have to go back to the one hosted here on RHDN. Because of this, some of the map changes I worked on, and the ones Bahamut Zero worked on, had to be redone. Fortunately I have a backup copy.
So here's what's changed so far:
-The treasure chests and save points are like the original FFIV.
-The dungeon maps (Tower of Bab-il, Giant of Bab-il, Tower of Zot, etc) have been reverted back to their strange hallways and doorways.
-The doorway leading to the Developer's Office is there, but currently doesn't lead anywhere.
-Baron, Mysidia, and Troia are restored with their original maps.
-All Namingways in those towns are back where they were originally in FFIV.
Things still left to do:
-Build the Developer's Office
-Place the proper NPCs in the Developer's Office and the smaller Training Room.
-Write the proper scripts for those characters.
Progress is still being made for the next update and its looking good so far. I have the Developer's Office and original Training Rooms in place. I decided to keep the door to the Training Room in Kaipo, even though its too the smaller one since it gives access to a Namingway and its still early in the game. I still have work to do with the NPCs, naming the "monsters" in the Developer's Office, ensuring the messages are in their proper places, etc.
The Namingway in Kaipo is supposed to be in the armor shop, actually.
You know I always forgot about that one. If that's the case I'll just add him to the Armor Shop and erase the door and the trigger that leads to it.
July 18, 2015, 03:37:51 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
So Kaipo is now restored and the Namingway is back in the Armor Shop.
To show you here, I've completely restored the original Training Room:
(http://www.bwass.org/bucket/FFIVNmgwy1.png)
Also, the Developer's Office and Composer's Room are completed and restored. I have the the Break Room as well, but I've hit a little snag restoring the last two NPCs. I need one for the sleeping bubble above the NPC on the left, and I need one for the Magazine in the bookshelf.
(http://www.bwass.org/bucket/FFIVNmgwy2.png)
Also I need to finish renaming the encounters in the Developer's Office. What goes with that is speech for all 6 of them.
Version 1.5 has been submitted for approval, and Bahamut Zero added to the credits. I'm really excited about this release as a LOT of hard work was put in to make it all come together. The original Training Room as been restored, as well as the Developer's Office. There are a couple of script revisions to better match the changes. Also restored are the original save point tiles and treasure chests. All town maps are restored making only ONE training room. Therefore, all original locations for Namingways are restored. The Towers of Zot and Bab-il, and the Giant of Bab-il all have their maps again with overhead hanging hallways.
(http://www.bwass.org/bucket/1_5%20Updates.png)
I will update once its approved.
Congrats! This basically makes it like the original now, doesn't it?
(See how good of an idea it was to separate the projects? I never would've let you do this if it was still a part of Project II. :p Even though I'm the one, paradoxically, who said we should combine them in the first place... I'm an asshole, y'all.)
Quote from: vivify93 on July 26, 2015, 01:44:44 AM
Congrats! This basically makes it like the original now, doesn't it?
(See how good of an idea it was to separate the projects? I never would've let you do this if it was still a part of Project II. :p Even though I'm the one, paradoxically, who said we should combine them in the first place... I'm an asshole, y'all.)
Thanks. I don't think of you that way. We worked together to make two outstanding projects.
I'm still waiting on approval for the newest update. I'm eager for folks to try it out.
Nice work. If the goal is to restore all maps to their original FFIV state, don't forget the darker palette in the Magnetic Cavern. Are the graphics for all the secret passages dealt with as well?
That was something I thought about, and I decided against it. While it does make finding passages easier, its probably the only thing I don't mind staying from the US version.
July 29, 2015, 10:44:21 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Version 1.5 is up!
Quote from: Rodimus Primal on July 29, 2015, 10:10:29 AM
That was something I thought about, and I decided against it. While it does make finding passages easier, its probably the only thing I don't mind staying from the US version.
July 29, 2015, 10:44:21 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Version 1.5 is up!
:woot!: GO! GO! GO! :woot!:
Good job on the release, my play through of this will hopefully be coming up soon. One thing I wanted to mention though, the rom info on the hacks page it incorrect and should be changed to avoid confusion IMO.
CRC is incorrect, etc. http://i.imgur.com/aovdrPl.png
vs
Verified dump http://i.imgur.com/yIaNciT.png
No idea why this site always has wrong rom info, might as well do away with them all together.
I noticed that with this game. Some people wanted to make sure that the information was right and could not. I just submitted the change with the information you provided.
August 03, 2015, 01:36:39 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Information is updated, at least for Namingway Edition. Hopefully this helps folks finding a proper ROM to use. :police:
I have good news folks. Thanks to the efforts of chillyfeez, the save point dash bug has been fixed! I'm working on an update release that will include this fix. Has anyone ran into any other issues with Namingway Edition?
November 27, 2015, 07:11:17 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
The next update has been submitted. This will also fix and issue with Cecil when he becomes a Paladin on Mt Ordeals. The issue was that the NPCs were incorrectly assigned. This was a leftover for when I added in the Developer's Room and the original Training Room.
1.6 is released. Since there is a lot of site updates I'm making a news article for the announcement.
So I'm on a quest to play at least the first six Final Fantasy titles, and I'm almost done with III right now (the DS version, currently at Crystal Tower).
Now, I've never played any version of IV, but I've done plenty of research on the different versions of it. Would the Namingway Edition hack be the best version for me to play? I would like to play through a version of IV that has modern spell names (since I started with Dawn of Souls), in addition to having a decent translation. I don't want to play the DS version because I'm assuming it's running on the same engine as FFIII DS, and having almost beaten it, I cannot stand the unbearably slow battle system in that, not to mention how ugly the graphics are. I also don't want to play the GBA version of IV because it apparently has a shoddy translation.
So I'm thinking Namingway Edition is the version of IV that I should play? I'm assuming it has a decent translation (from Project II, from what I read the guy was careful with the script), and also modern spell names?
Project II probably has the best script for the SNES, and in a lot of ways its better than the GBA. vivify93 took a lot of notes from Tomato and pretty much did what I did to Final Fantasy VI and what you are currently doing with Final Fantasy II. Within the constraints of space (FFIV is VERY limited in script space) it's amazing what he was able to do. Also the hard work of everyone else really makes the project shine.
I worked with him when making Namingway Edition since I used it as a base. Originally it was an add on for folks like us who wanted the names to fit modern releases but it grew into its own thing. The names of items, monsters, and weapons are as close as I can make them using abbreviation and squish tiles. I did the best I could with the space constraints of the game. Also the maps, treasure chests, and save tiles were restored back to their original FFIV layout (thanks Bahamut Zero) including the Developer's Room, and the L button dash toggle was changed to the B Button dash (thanks chillyfeez, who also did his best to restore the original FFIV title screen).
I absolutely recommend it to anyone who hasn't played Final Fantasy IV before. I hope you enjoy it!
Sweet! Abbreviations aren't a big deal, sometimes you just gotta accept having limited screen space. As long as the spell names resemble what I'm familiar with coming in from Dawn of Souls and FFIII DS (so like, Cura instead of Cure2), it's a sell for me. Sounds like this will be the definitive version of Final Fantasy IV then. I look forward to playing it!
If I may be permitted to be a nitpicking jerk...
I humbly disagree with some of the (re)naming decisions you've made. (http://kumiho.aerdan.org/translations/ff4.html) I was going through the readme's list of changes, and the Fire Vute in particular is a strangely-named weapon. The word comes from a sentai series (I forget which one, though) and has no other attestations as far as I'm aware. Project II was pretty close there, though. I also wanted to highlight the hands slot, particularly the rings, since the original translation squashed udewa (armlet, bangle, bracelet) and yubiwa (ring), presumably for space reasons.
If in perticular that weapon it had to do with it being called a Flame Bute in the modern translations. I remember going back and forth with that one. It's basically (whip)Flame. Project II calls it (whip)FireBute and I think I specifically remember trying to make (whip)FlameBute fit every way I could, but that was before I added more squish tiles so I can try again. There were a few weapons that I didn't flat out state the type of weapon for space constraints, but instead called it the type that it was including the symbol to signify what it was. Things like Thunder Claw was simply named (claw)Thunder.
And please, don't think that you are being a nitpicking jerk. I'd rather suggestions from the community to help make this project better. Remember, an artist only considers his project complete when he stops working on it.
EDIT- Just looked at modern translations to double check. GBA and DS called it Fire Whip and PSP calls it Flame Whip. It's why I went with (whip)Flame.
I was just trying to be consistent with FFV, I think, by calling it FireBute, in my defense. :p
Quote from: vivify93 on December 16, 2015, 10:37:18 PM
I was just trying to be consistent with FFV, I think, by calling it FireBute, in my defense. :p
It's almost accurate! I'm fine with dropping the vute, though, since it's a whip-like weapon.
This might be slightly off-topic since this post is about FFIV in general as opposed to this specific patch, but since this is the first version of FFIV that I'm playing I'll post my thoughts here anyway.
So I've been playing this for a bit on my Wii, and I have to say, coming into this from FFIII DS (since I'm on a quest to play FF1-6), this is freaking amazing. FFIII (the DS remake, at least) was a huge grind fest that had a very slow pace and the N64-like graphics that the DS could barely handle slowed down the pace even more (It took me about four months to beat it, playing on and off). Whereas in FFIV, I was amazed at how instantaneously battles started and the overall much faster pace of the battles. Even though I'm coming in from the DS version of FFIII as opposed to the NES version, the SNES version of FFIV still feels like a huge upgrade, as everything is much faster-paced, the story is much more engaging, you can have a party of five, the pseudo-turn system where characters now have to "charge up" makes battles a lot more fun and even chaotic at times, and overall it's just plain fun, while FFIII felt like a chore to play. The pseudo-16-bit (b/c the sprites only use 8 colors cause its an early SNES game) graphics don't bother me a bit, as they look quite nice on my CRT, and the overall presentation feels a lot more natural than playing ugly FFIII stretched on the N3DS XL screen.
The script reads very nicely, so I thank vivify93 for that, so that a newcomer like me can enjoy the SNES version of FFIV. I also thank Rodimus Primal for making this patch that modernizes the spell names, as the modern names are what I'm used to since the only FF games I've played through are the modern versions of FF1-3. It's nice to be able to play the original version of FFIV and still get the modern names, something I wasn't able to do with FF1-3 (as I played the GBA and DS remakes of those). Someday I hope that the original versions of FF1-6 are all playable on their original systems but with updated translations and names, which is why I'm doing my FFII project. If it wasn't for Namingway Edition (and by extension, Project II), the only way I could have played FFIV with spell names that I'm used to would have been either the GBA version (which according to Legends of Localization, has an amateur translation full of outdated jokes and memes), the PSP version (I don't have a PSP, and its script is identical to the jokey GBA translation), the DS/iOS version (which Legend of Localization says has a near-perfect translation, but I hated FFIII on DS so I probably would have hated FFIV on DS too).
One typo I noticed, during the event that takes place at Yang's home castle (I think), one of Edward's lines says, "Damycan" instead of "Damcyan" like its spelled elsewhere. I'm assuming that typo is present in Project II as well.
Playing this has also rather "inspired" me to take a different design approach to my FFII retranslation. (sorry if this is getting off-topic) I'm developing a more robust text-editing tool for it and I'm going to reformat the text so that the presentation is near-identical to Project II/Namingway Edition, in that the font will be identical, and the format style will also be identical (no space bytes after semicolons, commas, and periods), and at some point I'll make a fork of FFI Restored that will change the font to the font used in this, and I'll have the same approach to FFIII on NES (if I even decide to take on that task, as FFIII on DS left a bad taste in my mouth).
Without going into too much detail, FF3DS is a significant departure from the NES version - overall for the worse IMO, it feels much slower and grindier to me.
Saying that the GBA version of FF4 is "full of" memes is a bit of an exaggeration. There's one line by Cid early on and then maybe two or three incidental NPCs that involve memes? Still I'm glad you've gotten to play a great game like FF4 for the first time.
Thank you very much for all your kind words Chaos Rush. I'm glad you're enjoying the work that everyone and myself put into the game. I will have to double check that line and fix it. If there are ANY other typos that need correcting, please feel free to let me know so I can work on it.
Believe it or not, I actually made a font change for Final Fantasy Restored, called Final Fantasy Original Font. (http://www.romhacking.net/hacks/2269)
I know you like the font used from Final Fantasy IV better, and I actually was thinking of doing that as an added bonus when I saw you using it with Final Fantasy II. So in turn you've inspired me!
Quote from: Kea on December 19, 2015, 12:57:51 AM
Without going into too much detail, FF3DS is a significant departure from the NES version - overall for the worse IMO, it feels much slower and grindier to me.
Saying that the GBA version of FF4 is "full of" memes is a bit of an exaggeration. There's one line by Cid early on and then maybe two or three incidental NPCs that involve memes? Still I'm glad you've gotten to play a great game like FF4 for the first time.
I wasn't claiming to know everything about FF4's various translations, I was just saying what Tomato pointed out on Legends of Localization. Nonetheless I've looked up plenty of info on all the different versions of FF4, and I'm also aware that FF4 on GBA has some slowdown and I'm glad I'm playing the SNES version instead.
Quote from: Rodimus Primal on December 19, 2015, 01:13:46 AM
Thank you very much for all your kind words Chaos Rush. I'm glad you're enjoying the work that everyone and myself put into the game. I will have to double check that line and fix it. If there are ANY other typos that need correcting, please feel free to let me know so I can work on it.
Believe it or not, I actually made a font change for Final Fantasy Restored, called Final Fantasy Original Font. (http://www.romhacking.net/hacks/2269)
I know you like the font used from Final Fantasy IV better, and I actually was thinking of doing that as an added bonus when I saw you using it with Final Fantasy II. So in turn you've inspired me!
Yeah, I'm not a huge fan of the original FFI font, I think it's a bit too stylized for my tastes. Also one thing I noticed while tinkering with the font in my FFII project, the font that's used in Project II (and by extension, Namingway Edition) is slightly different from vanilla FFIV. Looks to me like vivify93 made some slight improvements to make everything look neater.
One suggestion I have though is move the semicolon tile a few pixels left in order to create the illusion of a 'space', like the period and comma tiles already do. That way things will look like, "
Cecil: Sup dudes" instead of "
Cecil:Sup dudes"
Quote from: Kea on December 19, 2015, 12:57:51 AM
Without going into too much detail, FF3DS is a significant departure from the NES version - overall for the worse IMO, it feels much slower and grindier to me.
I think FF3 is just plain a bad game; the DS port made a lot of changes, some good and some bad, but none of them made it less tedious.
Quote from: Chaos Rush on December 19, 2015, 12:08:52 AM[Snipped rant about FFIII]
It's even worse on the PSP version. That game is not worth any loading times. I was gonna get the PSP version, but holy
balls. The
loading. I thought it was because I was using a CSO, so I decompressed it, and nope. Still awful. For physical and/or console editions, the DS version is probably the superior of the two, even with all the now-inaccessible content that's locked behind WiFi communications, just because it has very low loading times. I suspect the PC version is probably the best, though.
Quote from: Chaos Rush on December 19, 2015, 12:08:52 AMThe script reads very nicely, so I thank vivify93 for that, so that a newcomer like me can enjoy the SNES version of FFIV.
You're welcome! :)
Quote from: Chaos Rush on December 19, 2015, 12:08:52 AMOne typo I noticed, during the event that takes place at Yang's home castle (I think), one of Edward's lines says, "Damycan" instead of "Damcyan" like its spelled elsewhere. I'm assuming that typo is present in Project II as well.
That was from Project II. Fixed it; thanks.
I've fixed it on my end too. It's been submitted for approval.
As for FFIII, I've played the NES version up to a point but I only beat the DS version when it first came out.
Also, I looked into your colon idea, Chaos Rush. It won't work because the game also uses the colon for the time. So instead "1 : 30" it becomes "1: 30" which looks terrible.
What about using one of the dummied tiles for a new colon?
... Not that I would envy you for the time it would take to replace every colon in the game's dialogue with the new character
I don't know if this is known but playing your hack in SNES9X, when loading the game via File > Load Game... everything looks fine. http://i.imgur.com/jo7OUwp.png
But if you reset the game via File > Reset Game the title screen ends up looking like this, not a big deal but figured maybe you would like to know about this bug. http://i.imgur.com/uZtH5lD.png
Looks like uninitialized memory to me. Should be pretty easy to fix.
Interesting. This bug only seems to be on the Japanese like title screen, not the Project II Title screen. I checked it in bsnes and ZSNES as well, just to be sure. While ZSNES barely works right on my Windows 10 machine, the bug wasn't there but it was in bsnes, so it leads me to believe that emulators that are more accurate, and most likely happens on actual console as well.
Going to have to do some digging to see what's causing it. If anyone wants to take a look on a fix, I'd appreciate it.
Newer versions of bsnes/higan even randomize memory on boot-up to shake out such bugs more efficiently. Basically, you should zero out the memory before using it, since on real hardware it shouldn't be expected to be filled with zeroes on boot. This is without going into the nitty-gritty, but it never hurts to initialize memory, unless you're sure it was already initialized by the game before you do your stuff.
Quote from: mziab on December 22, 2015, 06:29:25 AM
Newer versions of bsnes/higan even randomize memory on boot-up to shake out such bugs more efficiently. Basically, you should zero out the memory before using it, since on real hardware it shouldn't be expected to be filled with zeroes on boot. This is without going into the nitty-gritty, but it never hurts to initialize memory, unless you're sure it was already initialized by the game before you do your stuff.
So just so I'm clear on this, the bug likely
would be present on actual console hardware?
And to fix it, add an instruction to overwrite all RAM with zeroes on startup, or would it be enough to just zero out VRAM?
Yes, some old splash screens are known to do that on real hardware. Like the one in Gulliver Boy, which I made a fix for. And the fix is to indeed zero out the VRAM or RAM, depending on the game. I'd start with RAM first.
Quote from: mziab on December 22, 2015, 05:24:03 PM
Yes, some old splash screens are known to do that on real hardware. Like the one in Gulliver Boy, which I made a fix for. And the fix is to indeed zero out the VRAM or RAM, depending on the game. I'd start with RAM first.
Cool. Thanks!
So, Rodimus, I'll get on it. No ETA at this time, but assuming the fix is easy, I should be able to take care of it pretty quickly once I find the time.
:thumbsup:
Cool beans chillyfeez. :thumbsup: :beer: Merry Christmas!
Ok, I've got a fix for the title screen reset bug.
In case anyone's wondering, there's an interesting story to tell about it...
So, first of all, this problem exists when playing the ROM on snes9x v5.3, but for some reason not on Geiger's snes9x debugger, which is built on v5.1. Not quite sure why that is...
So the first thing I tried to do was, as planned, initialize RAM when the game loads... Except I discovered pretty soon that the ROM does, in fact, do this already.
So then I tried to figure out how to initialize VRAM. It turned out that figuring out how to do that would take quite a while...
So, I did a bit of experimenting to try to figure out why these odd tiles were appearing at all. First step, look at the tile layout in ROM.
Well, that was about as far as I needed to go. Turns out the tile I was using as a "blank space," 01 3B, isn't actually a blank space at all. Well, that was clearly silly of me, as the tile screen data contains loads of blank spaces that I could have used. So, I replaced every instance of "3B 01" in the title screen layout (between 46000 and 467FF) with "64 00," because tile 00 64 actually is a blank space.
Tested it out in snes9x v5.3 and voila! Works like a charm!
So, anyway...
here's the patch (https://drive.google.com/file/d/0BzRWRbtm4qwcazB2MERiZzNGajg/view?usp=docslist_api)
Apply to an unheadered copy of Namingway Edition v1.6
Knowing what I know now, I still don't know why the weirdness doesn't appear on all emulators right from the get-go...
Awesome. It works like a charm. I'll have to make an update patch for Namingway and release it tonight. I'm curious if that was the reason importing the original title screen that we tried earlier didn't work.
Hey Rodimus, how come Cid's airship tutorial dialogue is still in the game? Remember that FFII US added that. Further, Cid still references pressing the L Button for slow mode, when it's the B Button by now.
Edit 1 - So, uh, Rodimus... what the hell happened?
(http://i.imgur.com/TSPgmDZ.png%5Dhttp://i.imgur.com/TSPgmDZ.png)
I'm watching someone stream Namingway Edition on Twitch and he just came across this in Troia. The nurse and doctor are now black mages and the guard is a sleep bubble.
Do you have any ideas here?
Edit 2- Also, it looks like you didn't fix the item menu spillover issue with job titles; go to use an item on someone from the main menu and you'll see it.
So that's why Edward takes so long to heal - the guard fell asleep and two black mages snuck in and are casting spells on him!
;)
When I changed the characters that should be free for the Developers Room it's possible I didn't change the right ones. The problem is that FF4kster doesn't tell you what number NPC you are using when you change one. I'm going to have to look into this.
March 02, 2016, 09:19:06 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
I was right. It was caused by me adding the Developer's Room, but the issue was when I wasn't sure about what NPC I was messing with. Fortunately, I can easily fix them. If you come across ANY misplaced NPCs be sure to let me know. This has been fixed.
I'm keeping the tutorial since there isn't really a reason to remove it, BUT I did fix the dialogue to B instead of L. I also fixed a spot where Rosa says Cure2 when casting a spell instead of Cura.
I didn't realize there was a bug with overspill using an item until now. It doesn't seem like a game breaking bug but I'm also not sure where to fix it.
I've submitted the changes made so far.
QuoteI didn't realize there was a bug with overspill using an item until now. It doesn't seem like a game breaking bug but I'm also not sure where to fix it.
What's the bug, exactly? Is it something limited to Namingway Edition or is it a FFIV bug. If it's the latter (likely, as NE doesn't have many assembly hacks that might have screwed up item usage), then it's likely someone on slick already made a patch for it...
It's caused by expanding the job classes to 8 characters instead of the normal 7. When you go to use an item, in the left column there is no issue:
(http://www.bwass.org/bucket/FFIVmenubug1.png)
But if you use an item on the right column, this happens:
(http://www.bwass.org/bucket/FFIVmenubug2.png)
Like I said it's not game breaking, but it would be worth fixing.
Oh! It's because I didn't even notice the window appeared on different sides depending on which column the source item inhabits. Hence there's a different routine (or at least different parameters) for drawing the window. Pretty sure I can solve that quickly once I get to look into it.
I'm gonna say Saturday, tentatively.
:thumbsup:
Quote from: chillyfeez on March 03, 2016, 12:30:40 AM
Oh! It's because I didn't even notice the window appeared on different sides depending on which column the source item inhabits. Hence there's a different routine (or at least different parameters) for drawing the window. Pretty sure I can solve that quickly once I get to look into it.
I'm gonna say Saturday, tentatively.
:thumbsup:
:beer: :thumbsup:
OK, Rodimus, got it.
To widen the Left-side Item target window by one tile (thus fixing the overflow issue), open your ROM in a hex editor and jump to 00D94C (assuming no header, which seems to be the norm for Namingway Edition). The byte there should be "0E." Change it to "0F."
That should do it.
:woot!:
Quote from: chillyfeez on March 05, 2016, 04:50:51 PM
OK, Rodimus, got it.
To widen the Left-side Item target window by one tile (thus fixing the overflow issue), open your ROM in a hex editor and jump to 00D94C (assuming no header, which seems to be the norm for Namingway Edition). The byte there should be "0E." Change it to "0F."
That should do it.
:woot!:
Very cool! Thanks a million chillyfeez. I've submitted the updated version now.
Is that version updated now? It still shows v1.65 despite the note "2016-03-05 21:24:49 Bugfix for using an item in the left column on a character."
I didn't change the number but added that current fix. So it's still 1.65 but the fix for the items used on the right column are fixed now.
The patch has a modified date of 03/02, I would've expect March 05th or later going by the conversation here.
I double checked, it's the current version, updated and all. If you download it, the patches say last modified March 05.
I'm so confused, anyway I don't mean to be a bother or anything.
http://i.imgur.com/z71IzuT.png
No I understand. Delete that file and download directly from the download link on the Project Page.
I did that and this was the contents:
(http://www.bwass.org/bucket/Namingway165.jpg)
Very weird, maybe it has something to do with the servers? I tried again and still the same thing, unless there is another place to download that I'm missing.
http://i.imgur.com/G5Gth4a.png
That's really strange. I tried both the 1.65 link AND the Download button on the Project Page and the current version downloaded. Is anyone else having this issue?
I just tried it. The version that I'm able to download does contain the item target window fix.
Well I'm going to look over all of the NPCs that I've changed in order to make the original FFIV Training Room and the Developer's Room to make sure there are no further errors made. Has anyone else come across and misplaced NPCs?
I am aware of the Training Room using a Scholar instead of a Soldier. That was something I ran into when I first made the change and the Scholar was a suitable temporary fix. I have found a solution for it and is now fixed, which will be in the next update.
March 07, 2016, 08:37:12 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
And I do intend to ensure all of them are fixed this time. I'm going to playtest this again myself, but if there are any others that come up please let me know!
You can DOO EET!!! :thumbsup:
Quote from: Rodimus Primal on March 07, 2016, 09:03:59 AM
Well I'm going to look over all of the NPCs that I've changed in order to make the original FFIV Training Room and the Developer's Room to make sure there are no further errors made. Has anyone else come across and misplaced NPCs?
I am aware of the Training Room using a Scholar instead of a Soldier. That was something I ran into when I first made the change and the Scholar was a suitable temporary fix. I have found a solution for it and is now fixed, which will be in the next update.
March 07, 2016, 08:37:12 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
And I do intend to ensure all of them are fixed this time. I'm going to playtest this again myself, but if there are any others that come up please let me know!
I don't have anything to add myself but you should pm "mcgeepride", because his recent review of this, seems like he may have a list of bugs for you if you ask about them. http://www.romhacking.net/reviews/2087/#review
Quote from: Bahamut ZERO on March 11, 2016, 06:37:43 PM
You can DOO EET!!! :thumbsup:
Indeed I will. It might take some but I think the fruits of my labor will be worth it. :thumbsup: :beer:
Quote from: Special on March 11, 2016, 08:11:20 PM
I don't have anything to add myself but you should pm "mcgeepride", because his recent review of this, seems like he may have a list of bugs for you if you ask about them. http://www.romhacking.net/reviews/2087/#review
Whomever he is, he had a "definitive" review up there and changed it. Everything in his updated review he sent to me in a lengthy PM and then changed the review before I responded to him. I have an idea WHO he might be based on things I've seen around. >:(
I guess there's no pleasin' some people.... :-\ My initial reaction to all this hoopla was literally pull the project off the internet since some think my use of squish tiles as much as I did and the errors made making the project are terrible and that I shouldn't have even released this project in the first place. But instead I decided to put more time in making it better since now that I'm looking at it again with "fresh" eyes I can see mistakes and correct them as I find them.
I was with him up until he said the original J2e fan translation of FFIV was better than this. I wouldn't wish a translation that bad on anything.
Yeah, no, I agree--that's straight-up over-exaggeration. J2e's translation is awful. I can see where J2e, as a group, were coming from with what they thought was best, but even given the times, we had more quality translations back then.
William Shatter isn't always right!? But he shot a Romulan ship down! :o
I had that J2E version for 10 years, and I was so happy to see Project II and then the Namingway Edition show up so I could replace it.
I thought it was better than the censored-to-hell original US version, but all the "edginess" and that William Shatner reference really made me cringe...
Thank you vivify93 and Rodimus Primal for lighting our darkest hour!
Quote from: Bobolicious81 on March 12, 2016, 06:18:34 PM
I had that J2E version for 10 years, and I was so happy to see Project II and then the Namingway Edition show up so I could replace it.
I thought it was better than the censored-to-hell original US version, but all the "edginess" and that William Shatner reference really made me cringe...
Thank you vivify93 and Rodimus Primal for lighting our darkest hour!
TILL ALL ARE ONE!
So I'm working on the next revision and it would seem I've ironed out the NPC problem. I've also gone into the monster spells and renamed some of them. I'm making sure that everything works like it's supposed to without any errors.
I'm also going to be releasing updates to Woolsey Uncensored and my Earthbound Beginnings Title Screen projects as well.
I've playtested the game and found what I think was the last of the NPC errors, at least I hope so. I've also fixed things in the script that were in Project II but are different in Namingway Edition. The Panacea is now the Unihorn and a couple of monsters are updated with their names as well.
Version 1.7 has been submitted and is now live!
http://www.romhacking.net/hacks/2337/ (http://www.romhacking.net/hacks/2337/)
Nicely done, I'm not seeing any NPC errors either so far.
Works like a charm, thank you so much!
QuoteMy initial reaction to all this hoopla was literally pull the project off the internet since some think my use of squish tiles as much as I did were making the project are terrible
I have a feeling people might have conniption fits in the far off future when my hack with it's skinnier font and amount of squish tiles hits the internet. XD
Congrats on the 1.7 release man! Game plays like a champ!
Also, if you'd like (not sure if you would, being that you're going for a pure JPN version feel) I'd be happy to share some of the graphics ports I've done, like some of the stuff I've been doing with tilesets and such that could be like an addon-patch or something.
If not it's all good, just figured I'd offer. :)
As an add-on that would be awesome! The graphics work you've been doing so far looks fantastic.
Thanks for the kind words!
If you want, I could send you a copy of my project with a save file so you can walk around see the graphics in action. If that sounds good to you let me know and I'll send it your way.
Sounds cool. Been super busy IRL right now but I'll check it out.
So I've submitted an update for the Title screen add-on patch. The original bug messed up the title screen when you reset the game. Chillyfeez fixed it but I forgot to add the fix to the add-on patch. This has now been corrected and will be available as soon as it's approved.
This hack appears to be just about everything I could ask for in terms of creating an experience faithful to the original Super Famicom release of the game. Thanks a lot for your work on it (as well as vivify93 on Project II)! However, in practice I'm running into an issue. I'm pretty sure the title screen isn't supposed to look like this...
(http://i.imgur.com/P4Q8KN0.png)
I'm using the latest patch and patching to a clean, unheadered Final Fantasy II (Rev A) ROM and playing it in bsnes. Any idea what might be going on?
EDIT: Ignore the latter pictures if you saw them. I'm a FFIV n00b.
Did you make sure the ROM was without a Header? That could be causing your issue. Also, be sure to use a 1.1 version or FFII US. It's possible the ROM you have is listed as REV-A could actually be 1.0 and there are subtle differences in code. Also, make sure its in .smc file format. I know that most of the ROMs out there are .sfc now but ROM hacks tend to use .smc files as their base.
Regarding the title screen - there was an issue we discovered that was causing this (or something similar) to happen, but I was under the impression it was fixed, so a couple of questions to clarify this one:
1) does the screen look like this upon startup, or only after a reset?
2) did you patch the "Namingway Edition with Japanese Title Screen" patch to your ROM, or did you patch the "without title screen" patch, then later patch the "title screen only" patch?
3) how recently did you download Namingway Edition? (the fix was applied to one patch a while ago, but to the other only recently)
My ROM hacking computer is too slow for bsnes, but the fix I worked on should translate properly. This issue occurs because I had originally used "blank" tiles that were only blank when using the proper palette, but under the right (or, wrong) conditions that palette sometimes gets overwritten thus causing this issue. But the fix replaced those conditionally blank tiles with actual blank tiles, so this shouldn't be happening under any circumstances.
If your answers to the questions above don't illuminate the issue for me, I may have to install bsnes on my other computer to see for myself...
Oh, also, I don't see what's wrong with that screenshot where Cecil is bombing the Floateyes...
Using a 1.1 .smc ROM I just tested the patch and tried it on bsnes and SNES9x and it worked fine on both. It's definitely your ROM.
EDIT: Applying the title screen only patch after applying the main patch w/Japanese title screen fixes the issue. I'm not sure if that's how it's intended to work, though.
Also, there was actually nothing wrong with the latter two pictures. I'm just dumb. I've never played through a Final Fantasy game to completion, but on further inspection both of them seem to be just fine.
I will now now walk away in shame... :-[
Spoiler
I'm happy that everything seems to be working now. I'll get to checking this out soon!
Oh so the (Crystal)Water you are wondering about. It is an abbreviation for Water Crystal. Same thing for (Hourglass) items. The symbol represents what it is.
So the title screen works for you now? And its after applying the add on patch to an already patched existing ROM with the Japanese title screen?
Quote from: Rodimus Primal on July 13, 2016, 12:52:50 AM
Oh so the (Crystal)Water you are wondering about. It is an abbreviation for Water Crystal. Same thing for (Hourglass) items. The symbol represents what it is.
So the title screen works for you now? And its after applying the add on patch to an already patched existing ROM with the Japanese title screen?
I tried to edit my other post for the umpteemth time before anyone else saw, but yeah. Now everyone knows how stupid I am and how I know next to nothing about how FFIV works. I deserve it, though, putting myself out like that and assuming that something was wrong when it was actually working as intended.
Are you supposed to have to apply the title screen only patch after the main patch? If not, I guess that's just an extra step that .sfc users will need to take. Regardless, all is well now. Thanks for putting up with my idiocy.
Don't think that asking a question is stupid. It's how we learn.
You're not supposed to have to apply the title screen only patch to get it to work, but it's good to know. I may have to create a patch for .sfc users since it seems the file format it that much different.
Quote from: Rodimus Primal on July 13, 2016, 01:02:38 AM
Don't think that asking a question is stupid. It's how we learn.
You're not supposed to have to apply the title screen only patch to get it to work, but it's good to know. I may have to create a patch for .sfc users since it seems the file format it that much different.
It's not for the question part, it's for the assumption part. Trust me, I'm plenty comfortable with asking questions. :)
Thanks anyways. At this point I'd think that the difference between the .smc and .sfc files would be due to actual differences in the files. Most of the headerless .smc files I've seen recently are just renamed .sfc files. I guess this hack is based on an "OG" .smc file or something?
When SNES games were first dumped and distributed they used a device called the Super Magicom. It saved files as .smc files. Recently and I don't know if it was byuu or not, .sfc files began to take over. To my understanding, FFIV hacks are based on FFIIUS 1.1.smc ROMs. It would seem the distribution of where people have been getting ROMs from has been in the newer format though.
There is no difference between "smc" and "sfc" roms other than extension. None should have a header, ideally.
Other than for purity's sake: "sfc" for Super Famicom japanese titles or "snes" for western Super Nintendo titles, extensions mean nothing.
Quote from: Rodimus Primal on July 13, 2016, 12:02:40 PM
When SNES games were first dumped and distributed they used a device called the Super Magicom. It saved files as .smc files. Recently and I don't know if it was byuu or not, .sfc files began to take over. To my understanding, FFIV hacks are based on FFIIUS 1.1.smc ROMs. It would seem the distribution of where people have been getting ROMs from has been in the newer format though.
Yeah it was thanks to byuu that SFC files took over, because bsnes originally read SFC files only
So I ran some tests to make sure there wasn't a glitch somewhere using both types of files. While I didn't find any errors, I applied the Project II title Screen patch onto them and then the title screen only add on. I'm going to create a new patch out of this to ensure there aren't any errors.
Also, there is a leftover from Project II with Rydia. In all other versions of FFIV, Rydia comes with basic equipment which you might question why if she was just a little girl. So vivify93 chose to only equip her with clothes since you have to buy her equipment in Kaipo anyway. I've left that in Namingway Edition unaltered and was wondering if anyone objected to that change. If so, I will change it in the next revision.
Makes sense, good change.
This makes sense in a continuity sort of way, I'd say keep the altered equipment. You don't really get in a fight with her before Kaipo anyway so running around without a weapon isn't really much of an issue in this case.
I don't mind if you revert the change, for the record! It was a personal one, only done because I think it fits the narrative better to have Rydia just start off in Clothes. As was noted.
what is this Mod about
Quote from: forks67 on July 14, 2016, 09:19:07 AM
what is this Mod about
It's a hack of the US version of FF4 to make it more like what it would've been if Square hadn't censored and dummied the living dogshit out of it back when it was released.
Definitely worth playing through if you've never played FF4 or haven't played it in ages. I helped restore the towns, towers, and developer's rooms' maps back to their original look and feel. :thumbsup:
Something that I found out recently was about Scarmiglione's second form. He has a counter attack if you cast Fire that can turn you into a Zombie. This was removed from the US FFII and I figured out how to restore it. What I'm running into now is trying to find room for what he says when he casts the spell. Space constraints are a killer.
I'm keeping the changes made to Rydia's starting equipment. It just makes sense.
If space were an issue I'd have undead Scarmiglione's counterattack line as something like "Breathe my zombifying gas!"
I thought it inflicted Curse though... am I wrong? It's been ages since I've played the original version of FFIV.
Quote from: vivify93 on July 15, 2016, 07:31:17 PM
I thought it inflicted Curse though... am I wrong? It's been ages since I've played the original version of FFIV.
Yeah it's Zombie that the spell inflicts. I know I said Curse before sorry.
I had just enough room to fit "Inhale my zombie gas!"
Wait - FFIV doesn't have a zombie status that can be inflicted. There are monsters that are zombie type (whom cure spells and potions damage instead of heal, and are immune to certain statuses), but not a status that can be inflicted like blind or mute.
I'm nearly positive that DullSong inflicts curse status.
Quote from: chillyfeez on July 15, 2016, 10:44:21 PM
Wait - FFIV doesn't have a zombie status that can be inflicted. There are monsters that are zombie type (whom cure spells and potions damage instead of heal, and are immune to certain statuses), but not a status that can be inflicted like blind or mute.
I'm nearly positive that DullSong inflicts curse status.
I looked it over again, and you're right about FFIV not having a Zombie status. Dullsong, or Cursed Elegy as its called in later versions, actually inflicts Slow on the party. When I was looking it over on Legends of Localization he stated Curse.
The DS version is similar to Bad Breath and gives various status effects making the battle harder.
July 16, 2016, 12:23:01 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
So here he is, casting his gas counter attack!
(http://www.bwass.org/bucket/06-MtOrdeals%20(God%20Mode)000.png)
(http://www.bwass.org/bucket/06-MtOrdeals%20(God%20Mode)001.png)
July 18, 2016, 08:59:55 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Version 1.75 is up and ready for download.
I think Rydia's equipment should be as it is in the Japanese version, that is the point of this hack. It does make since because it is in the original and maybe her mother was teaching her how to fight. You should also try to add descriptions to the items that dont have any like in the fan translation. Over all this is a really good try at making an uncensored USA version. I have been following this hack as well as your other one for FF6. I already have Ted Woolsey Uncensored Edition on a custom cart and want to put this on one as well but not until the Rydia thing is fixed.
I don't think Namingway has the text space for descriptions. It took a lot just to get the new counter attack quote in. But more importantly...
QuoteI already have Ted Woolsey Uncensored Edition on a custom cart and want to put this on one as well but not until the Rydia thing is fixed.
I'm sorry, but is seeing any work anyone makes here as some kind of repo (especially when flashcarts exist) supposed to be some kind of encouragement? You can't even update TWU now, you'd need to gut another cart for a repo.
Quote from: mcgeepride on July 26, 2016, 04:02:39 AM
You should also try to add descriptions to the items that dont have any like in the fan translation.
Quote from: Chronosplit on July 26, 2016, 12:55:05 PM
I don't think Namingway has the text space for descriptions. It took a lot just to get the new counter attack quote in.
(http://www.themarysue.com/wp-content/uploads/2013/05/DoctorWhoSpoilers.jpg)
I know a lot of hard work went into making this hack but the whole purpose for it was to make it closer to the original Japanes version. I get that item descriptions might have space problems but that still doesnt explain why he wont revert Rydia's equipment back to the Japan one. I know some will say it is not a big deal but it is if your telling people that your hack is to make it like FF4. I remember when Grond made his FF1 nes hack he started out only fixing bugs and taking the border out of the battle scene but then started changing alot of things. The point is if your intent is to make it like the original then dont alter equipment that was in the original. Isnt that why he branched off from project ii because the creator changed alot of things and he wanted it like the orignal. I believe this because he took out the save place in the final dungeon that was added to the project ii hack. I was the one who pointed out that the wrong npc was in the Baron School and that the fiend of Earth didnt have his counterattack. I try do help the creator as much as I can to make sure he doesnt miss something, thats how much I like this hack and the FF6 one. The creator told me that there was no more bugs in TWUE so that is why I put it on a cart. If there is any new updates it will likely be things added other then bug fixes which I can careless about anyways.
I honestly don't give a flying jabloney about rydia's starting equipment, but s/he does have a point...
Actually, his original purpose was to match names/etc closer to the original Japanese version, hence 'Namingway", wasn't it?
(Personally, I prefer Rydia with the Project II outfit. It makes much, much more sense storywise. Though now I'm trying to picture how, in-story, she ended up with all that armor.)
This project is not 100% exactly as the original as is TWU (see: Raiden with speed) though it strives to restore everything connected to such. It has a B-Button dash, a new localization, and may eventually have enhanced graphics. I think we can spare one minor detail in this case since it makes more sense for the story and character.
I wouldn't cry if it was changed though, like I said before this is really minor.
Why would Square give her a rod in the original... she is a magic user who is studying magic. So how does having her only wear clothes make sense to the story? I guess that is your way of explaining that you know nothing about the subject because I trust what the original creators who made the game did. Its not like they intended for her only to wear clothes and it was a flaw in the coding that caused her to have more than what they wanted, it just made sense to the story because she does use magic.
Quote from: mcgeepride on July 29, 2016, 11:14:04 AM
Why would Square give her a rod in the original... she is a magic user who is studying magic. So how does having her only wear clothes make sense to the story? I guess that is your way of explaining that you know nothing about the subject because I trust what the original creators who made the game did. Its not like they intended for her only to wear clothes and it was a flaw in the coding that caused her to have more than what they wanted, it just made sense to the story because she does use magic.
1) Chill. You're bordering on combative now and I would hate to see this thread get shut down over this issue which is, as previously mentioned, pretty minor.
2) Your first argument ("if the goal is to make things more like the Japanese version, then keep Rydia's equipment as-is") was much more convincing than the one where you try to reason it out. Just stick with that one.
3) If Rodimus doesn't decide to change her equipment back the way you want it, I would be more than happy to either talk you through the relatively simple process of "fixing" it, or even make a patch for you myself that would do so. The change would quite literally take all of five minutes, tops.
The minor clothes thing really isnt nothing to trouble myself with. I wish the creator well and hope his hack is what he really wants but to caution people not to help point things out if he asks because you will be bashed for it. I know how to fix it on my own but was just trying to help. I never made a threat to anyone or tried to pick a fight but some people tried to make a issue about something harmeless. People make a post about something, but people don't think about what the person is saying, they just read and reply, and as a result, they get the wrong idea. Then, multiple people come and BAM! flame war.
QuoteWhy would Square give her a rod in the original... she is a magic user who is studying magic.
Actually no. In FFIV, usually a character at Lv1 means no experience whatsoever in their job including study. Rydia learned how to use magic in battle (thus starting with no spells at all outside of Chocobo), and the finer arts in the Feymarch (or whatever it's called nowadays). Seeing as how in the game typical mages in training wear the usual white/black mage robe, I'd say she was not there yet. The reason for this is as Tellah said she has great potential.
So why would Square do it? It's a gameplay choice as with most RPGs, most likely to make things easier on a first time player. Equipment costs money and they need to buy it, and someone can easily forget to put their pants on so to speak.
Really though, all of this has next to nothing to do with the situation at hand.
EDIT: Meh, getting rid of the second reply. Really chillyfeez is right, if we keep going about this wheel of anger it will end in a lock or something. This whole thing made even me go into a stupid and angry rant but really that's all it was, ranting about people being rude. No use crying about spilt milk, back to work!
You are just hell-bent on being rude no matter what I say. I tried to smooth things over even though I didn't do anything wrong but try to help. I understand that it makes you feel superior when you put people down and bash them. I never said I needed help because I know how to fix it and I was simply just pointing it out because the creator was the one who said it was intent to make it like the original and for me to point out things he missed if I encounted them. I have the screenshot of the google+ to prove it. I think people need to say what they really want properly like: "I am just changing the names" but he didnt do that he went diffrent social media sites and stated he wanted to make it like FF4 Japan.
Why yes, please post the PM if you wish to continue. Please though, cut it out. This is going nowhere and you're just turning everyone including yourself into a big ball of mad.
(tl;dr I gave a nice big PM over one about an earlier reply, that basically said I'd keep everything nonbias but to "stop being an asshole," discussion about repros is banned, and how if I were given the same ultimatum I'd say no. Like I said, one big angry and stupid rant.)
I didn't know about the repo thing but why ain't others kick off for doing it? I never said he had to do it and just pointed out what was in the Japanes one. How can anyone have a view about this project if you and some others want to make issues out of nothing. I said I was sorry and didnt mean anything by it.
It's not that you made the suggestion. It's that you COMPLAINED about the decision made that he'd already explained/discussed beforehand.
Ultimately, all the things are pretty much Rodimus' decision to make, not yours. If you don't like the decisions made, don't get it. Better yet, make your own.
Quote from: Digitsie on July 29, 2016, 02:08:11 PM
It's not that you made the suggestion. It's that you COMPLAINED about the decision made that he'd already explained/discussed beforehand.
Ultimately, all the things are pretty much Rodimus' decision to make, not yours. If you don't like the decisions made, don't get it. Better yet, make your own.
Indeed. Not to put any more fuel on the fire but I couldn't have said it better myself.
I'm sorry that I was so harsh (like I said, angry and stupid. I'm usually slow to it but people don't like me when I'm angry). But really, if your conviction's that strong make a 1:1 rendition or play another. That's what hacking's all about, doing your own thing. We have what, at least three versions of FFVI that have a similar goal done in a different way because of this?
Anyway, really. We should be moving on.
The original plan, from what I saw in the very first post, was:
'As vivify93 announced in his thread for Project II, he and I decided to allow me to branch off for Namingway Edition. For those looking now, this is my attempt at at taking Project II and renaming the items, spells, and monsters to a more traditional naming, and matching, if possible, the names used in modern releases of Final Fantasy IV. '
In other words, he'd originally planned to just adapt Project II and use Japanese names to match modern releases.
That he started adding things -from- the original Japanese is pretty much him deciding to try and expand from this base.
So this is basically an continuing development of Project II based around expanding it to 'Japanese extras'.
There's a reason this is a 'hack', and not a 'translation'.
If you want to make it -exactly- like the Japanese, I think, you want it to be a -translation- of the original Japanese rom, not a hack of the US Rom.
(http://i.makeagif.com/media/8-04-2015/T-V38B.gif)
Whoa Whoa Whoa Whoa Whoa!
Put the hatchets down guys! Seriously, I appreciate the input but there is no reason to be fighting over this. Just for the record, the Read Me thanks everyone of you on this board and Slick for your help and support.
As for my reasoning as to WHY I decided to keep Rydia's starting equipment the same is out of respect to vivify93 and Project II. In retrospect it's probably best to change it back since Namingway Edition evolved into what it is. But please, no need to argue about it.
As for item descriptions.....as chillyfeez said before....
(http://www.themarysue.com/wp-content/uploads/2013/05/DoctorWhoSpoilers.jpg)
You're right of course. All this got way out of hand and I apologize for my part in it.
I am however, waiting intently to see what comes out of this description talk. This is going to get quite interesting.
Well it's certainly going to get interesting. It would seem there going to be a change in one of the reviews....joy.
At this point I think I can inform everyone that thanks to chillyfeez, I now have enough room to add item descriptions for every usable item (not weapons). I've been busy IRL with work so I've had very little time to work on it, but I am going to be ironing out what each item will say within the usable space that I have.
How in the world did you manage that? I thought text space was one of the most rigid problems with this project. Or any IV project for that matter. Will these be showing up in Project II as well?
If vivi wanted me to help him do that, I would, but as yet we haven't discussed it. I'm not the kind to just contact people and be like, "I know how to do this thing that will enable you to spend a fair amount of time making changes to your thing, so how 'bout it?"
Anyway,
There is a rather large unused bank of space in the 60000 bank of the ROM that wouldn't be big enough for any dialogue banks, but works pretty well as a bank for expanded item descriptions. I also devised a way to have the descriptions contain three lines of text instead of just one (the description window is actually the perfect size for it), so Rodimus has a considerable amount of room to work his magic.
I'd have to think it over; I don't really want Project II to have any more big updates. It does sound like what's being done for Namingway Edition makes it far superior to J2e's "effort," in any event!
As for Rydia's equipment, I do also think it'd be best to revert it just for the sake of making it closer to the Japanese version. Like I said, I only did it for personal and stylistic choices. FFIV is also great at integrating story and gameplay together, and this was a rare yet glaring instance of it conflicting. The pros outweigh the cons of giving Rydia back her starting gear, in my opinion; I would go for it if I were you! :)
Quote from: vivify93 on July 30, 2016, 12:53:16 PM
I'd have to think it over; I don't really want Project II to have any more big updates. It does sound like what's being done for Namingway Edition makes it far superior to J2e's "effort," in any event!
As for Rydia's equipment, I do also think it'd be best to revert it just for the sake of making it closer to the Japanese version. Like I said, I only did it for personal and stylistic choices. FFIV is also great at integrating story and gameplay together, and this was a rare yet glaring instance of it conflicting. The pros outweigh the cons of giving Rydia back her starting gear, in my opinion; I would go for it if I were you! :)
Thanks! I really appreciate that.
Item descriptions are underway and I'm currently ironing out what each description will say. I'm trying to be descriptive while keeping it short and sweet. I have 3 rows of 19 characters including spaces. To keep things looking decent, I'm only using the bottom two rows for the most part. To give an example, the Arctic item (which is suppossed to be Arctic Wind) will say:
Hit all enemies
with strong ice
I will have screenshots up later when I can.
July 30, 2016, 09:24:41 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
So far so good. Making sure everything works properly and that all items have the correct description.
(http://www.bwass.org/bucket/FFIVNEIT.png)
That's looking pretty good! No more "dead space" in the UI either!
EDIT:
QuoteWell it's certainly going to get interesting. It would seem there going to be a change in one of the reviews....joy.
I didn't want to mention the review because I thought it would be stirring the pot a little more, but in this case it's comparatively tame and it's already been brought up. Honestly I thought it was only a matter of time before it changed around to "not a 1:1 translation I prefer the fan translation," since that's what they were looking for. *shrug*
Quote from: Rodimus Primal on July 30, 2016, 01:04:48 PM
Thanks! I really appreciate that.
Item descriptions are underway and I'm currently ironing out what each description will say. I'm trying to be descriptive while keeping it short and sweet. I have 3 rows of 19 characters including spaces. To keep things looking decent, I'm only using the bottom two rows for the most part. To give an example, the Arctic item (which is suppossed to be Arctic Wind) will say:
Hit all enemies
with strong ice
I will have screenshots up later when I can.
July 30, 2016, 09:24:41 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
So far so good. Making sure everything works properly and that all items have the correct description.
(http://www.bwass.org/bucket/FFIVNEIT.png)
Woah! That item desciption looks AWESOME! Waaaay better than my setup of using icons/squishtiles to save space I suggested over on the Slick Boards. Really dig how you're using the vast amount of space as well - using just those bottom two lines look perfectly natural. Good work!
Quote from: Rodimus Primal on July 29, 2016, 06:49:38 PM
(http://i.makeagif.com/media/8-04-2015/T-V38B.gif)
Whoa Whoa Whoa Whoa Whoa!
...Lois, is this my Batman glass!?
Quote from: Bahamut ZERO on July 31, 2016, 12:20:13 PM
Woah! That item desciption looks AWESOME! Waaaay better than my setup of using icons/squishtiles to save space I suggested over on the Slick Boards. Really dig how you're using the vast amount of space as well - using just those bottom two lines look perfectly natural. Good work!
Thanks! Now every non-key item will have a description. If you look in FF4kster at the items, this goes from BombFrag all the way through Whistle.
I also did some tweaking with some item names for the next release. ExitDoor is now EmergExit, Greens is now Gyshal, GldApple is GoldApple, and Wht.Fang is now WhiteFang.
There is a battle message during the Mist Dragon battle (first boss) that I'm thinking of tweaking. Currently it looks okay and you get the point, but I do want to try and make it closer to what it says originally in Japanese. Of course, space is limited and I'd like everyone's input on these lines.
QuoteThanks! Now every non-key item will have a description. If you look in FF4kster at the items, this goes from BombFrag all the way through Whistle.
Awesome! :beer:
Minor correction, it should be spelled Gysahl and not Gyshal to maintain continuity with the rest of the FF series. http://finalfantasy.wikia.com/wiki/Gysahl_Greens
Would the lines in question be "The mist is scathing! We have to wait until... ...it turns into a dragon!"? I would be in favor of changing the lines, if you wanted to hear my input at all. It's a pretty basic line that I barely thought about when I rewrote it.
Quote from: vivify93 on August 01, 2016, 08:03:57 PM
Minor correction, it should be spelled Gysahl and not Gyshal to maintain continuity with the rest of the FF series. http://finalfantasy.wikia.com/wiki/Gysahl_Greens
Would the lines in question be "The mist is scathing! We have to wait until... ...it turns into a dragon!"? I would be in favor of changing the lines, if you wanted to hear my input at all. It's a pretty basic line that I barely thought about when I rewrote it.
Had a dyslexic moment there. It will be fixed.
Your input is always welcome! Yep that's the line. For as good as the rest of the script is, that one in perticular stood out to me.
Do we know what the Japanese version says there?
"The mist is corrosive!! We have to wait until the dragon solidfies...!" maybe?
Quote from: chillyfeez on August 01, 2016, 10:11:49 PM
Do we know what the Japanese version says there?
Based on what current translations say:
"Attacking the mist if futile! To do so only incurs the dragon's wrath! Stay your attack until the beast reforms!"
Tomato's analysis of it (http://legendsoflocalization.com/final-fantasy-iv/mist/), it says:
"The mist makes all attacks ineffective. If you attack, you'll be done in by the dragon's breath! The chance to defeat is when it shows its true form!"
If it helps, one of the things I was trying to do was eliminate the need for the "omniscient narrator" who only appears in Barbariccia and the Mist Dragon's fights. I was trying to make it seem as though either Cecil or Kain were saying the line. Not taking into account the text limitations, if you wanted to preserve my change, a cursory suggestion would be, "Our attacks go straight through it! Lower your weapon until the beast reforms!"
Quote from: vivify93 on August 01, 2016, 11:42:38 PM
If it helps, one of the things I was trying to do was eliminate the need for the "omniscient narrator" who only appears in Barbariccia and the Mist Dragon's fights. I was trying to make it seem as though either Cecil or Kain were saying the line. Not taking into account the text limitations, if you wanted to preserve my change, a cursory suggestion would be, "Our attacks go straight through it! Lower your weapon until the beast reforms!"
It sounds good but it doesn't fit in the space alloted. Plus my battle message bank is completely full. As it is the lines read like this:
The mist is scathing! - 21 characters including spaces
We have to wait until... - 19 characters with the il and ... being one each
...it turns back into a dragon! -24 characters
Are we limited to 21 + 19 + 24 then?
Is it realistically possible to implement a VWF? I know FFVI on SNES uses one. If such a thing on FFIV is possible, I'd be willing to whip up a FFIV text compiler, (assuming SNES pointers work like NES pointers, meaning I could just adapt my FFIII tool to FFIV) which might help with maximizing space allocation in regards to text and getting fuller battle messages in.
Quote from: Rodimus Primal on August 02, 2016, 12:54:14 AM
It sounds good but it doesn't fit in the space alloted. Plus my battle message bank is completely full. As it is the lines read like this:
The mist is scathing! - 21 characters including spaces
We have to wait until... - 19 characters with the il and ... being one each
...it turns back into a dragon! -24 characters
Hmm maybe there's a way to take advantage of whatever space you freed up from moving item descriptions elsewhere? That is, if you haven't done so already.
Quote from: Chaos Rush on August 02, 2016, 01:25:07 PM
Is it realistically possible to implement a VWF? I know FFVI on SNES uses one. If such a thing on FFIV is possible, I'd be willing to whip up a FFIV text compiler, (assuming SNES pointers work like NES pointers, meaning I could just adapt my FFIII tool to FFIV) which might help with maximizing space allocation in regards to text and getting fuller battle messages in.
I'm 80% sure it's possible. If I recall someone had started work on it, though I'm not sure how far they got. Sounds like a hella cool idea though! :thumbsup:
A VWF would be immensely useful for where this project is headed. Would Namingway even need squish tiles if one was put in?
Quote from: Chronosplit on August 02, 2016, 03:06:13 PM
A VWF would be immensely useful for where this project is headed. Would Namingway even need squish tiles if one was put in?
If I'm not mistaken, VWF would only solve issues related to how much text can be displayed on screen at a time, not how much space it uses in the ROM. But space is the main problem, due to the fact that an expanded ROM won't be editable with FF4kster. And if you can't edit your FFIV ROM with FF4kster, you pretty much shouldn't bother hacking FFIV.
Quote from: Chronosplit on August 02, 2016, 03:06:13 PM
A VWF would be immensely useful for where this project is headed. Would Namingway even need squish tiles if one was put in?
Maybe. Depends on how certain things are implemented. Spells are still a major hurdle since the battle menu is limited. It would allow for a more robust script so to speak as long as there are free banks. It would also break compatibility with the current FF4 editing tool, FF4kster. The new item descriptions were done in a HEX editor since their location is now different.
August 02, 2016, 11:47:49 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
I completely forgot that I can use some decent squish tiles to open up some space.
So, taking vivify93's suggestion and rewording it slightly, how does this sound:
"Hitting the mist is futile! Don't attack until the dragon reforms!" ?
Right now this fits perfectly!
August 03, 2016, 01:33:45 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Here are some screenshots!
(http://www.bwass.org/bucket/FFIVMD1.png)(http://www.bwass.org/bucket/FFIVMD2.png)(http://www.bwass.org/bucket/FFIVMD3.png)
and some more of the items:
(http://www.bwass.org/bucket/FFIVRem.png)(http://www.bwass.org/bucket/FFIVWF.png)
I really love the new Mist Dragon text! I really appreciate how it's ambiguous too, in that it could be the random omnsicient narrator or it could be Cecil or Kain talking. So it's a great compromise. I actually think I would go back and update Project II with this new line in preparation for a new release.
Quote from: vivify93 on August 03, 2016, 10:14:47 AM
I really love the new Mist Dragon text! I really appreciate how it's ambiguous too, in that it could be the random omnsicient narrator or it could be Cecil or Kain talking. So it's a great compromise. I actually think I would go back and update Project II with this new line in preparation for a new release.
Thanks. Feel free to use it. Since you don't use squish tiles (with the exception of il, ll, li) you will probably need to move the word futile to the second message.
Version 1.80 has been submitted and approved. The extended item descriptions, the script fix for the Mist Dragon, Rydia's original starting equipment, and some item and monster name fixes have all been added.
Sometimes I feel like I've played FF4 so many times that I should just put Paladin on my resume.
Seems you've put in a lot of work on this, nice going...but I have to be in a certain mood to slip into FF land these days. And I have a peculiar tic about it...I like to play the series in order from 1-9, but I usually get sidetracked at some point or another and have to start over. Right now I'm about halfway through FF1. :D
Quote from: Spooniest on August 11, 2016, 10:44:31 AM
Sometimes I feel like I've played FF4 so many times that I should just put Paladin on my resume.
Seems you've put in a lot of work on this, nice going...but I have to be in a certain mood to slip into FF land these days. And I have a peculiar tic about it...I like to play the series in order from 1-9, but I usually get sidetracked at some point or another and have to start over. Right now I'm about halfway through FF1. :D
Maybe this time you'll make it all the way through to 9. Who knows, maybe you'll play through my version of VI.
Quote from: Spooniest on August 11, 2016, 10:44:31 AM
Sometimes I feel like I've played FF4 so many times that I should just put Paladin on my resume.
Umm... Or name your internet handle after the spoony bard?
Quote from: chillyfeez on August 11, 2016, 09:45:50 PM
Umm... Or name your internet handle after the spoony bard?
The Spooniest. :thumbsup:
So I've been playing through the game and something REALLY bugged me that I never liked even in original FFII. All of the words that are separated by a hyphen in the script just look and feel awkward. So I went into it and corrected every single instance where a word was split in two. Believe it or not, it actually creates a little space here and there. It allowed me to fix some script errors and do some grammar corrections. I found an instance where I didn't change Caller to Summoner and that has been fixed.
Version 1.81 is up.
I'm pretty sure that was just something I did for the sake of trying to get as much real estate out of the text boxes as possible. But if you felt Namingway Edition will be bettered by removing them, you have my support. I probably wouldn't do it again if I made Project II today. :P
I'm pretty sure the original US script does it a fair amount as well. Obviously it lets you say more in an individual text box, but yeah, in-ROM it makes sense that it would make the dialogue actually use more space.
Good catch, Rodimus.
Thanks. I always thought that they were unnecessary.
I'll take my coffee dehyphenated please.
Quote from: Spooniest on August 14, 2016, 12:08:14 AM
I'll take my coffee dehyphenated please.
I like my sugar with coffee and cream
Well I got to keep it going keep it going full steam
Too sweet to be sour too nice to be mean
On the tough guy style I'm not too keen
To try to change the world I will plot and scheme
Quote from: Rodimus Primal on August 14, 2016, 12:38:25 AM
I like my sugar with coffee and cream
Well I got to keep it going keep it going full steam
Too sweet to be sour too nice to be mean
On the tough guy style I'm not too keen
To try to change the world I will plot and scheme
Video villains bleed and scream
And the sound continues to rise like cream
To the top of your coffee and the queen of your hill
Makes sure you never get ill
With a fever of heart palpitations
That's only enhanced by your many hallucinations
You feed the dream, but the dream explodes
And the nodes forebodes the roads you'll have to go down
Town, in the roundabout,
You gotta shout to be heard above the clout and the birds
To the moon, howling like wolves in clothing
Hair so perfect, you could swear they had loathing
In Vegas, and Reno, and Nevada on the whole
The dust bowl, for the merry old soul
Ok I dunno where this is going or came from but here y'are.
I guess I'll play Namingway Edition now.
Note to self: Spooniest can be effectively persuaded with Beastie Boys lyrics...
Wow another update. :thumbsup:
How much is left to do?
Quote from: Sephirous on August 17, 2016, 07:29:28 PM
Wow another update. :thumbsup:
How much is left to do?
I'm hoping at this point we can say the project is complete to the best that it can be. I think now if there will be any further changes it might be tweaking a line here or there if someone notices a grammar mistake.
Look what I overlooked in Project II.
(http://i.imgur.com/qQhcOxP.png)
If you try to leave a key item after battle, it's supposed to say something like "You can't leave this key item behind." Instead, it's just garbage. I'll let you know of a fix.
Edit - (http://i.imgur.com/IADaeW6.png) This is the best I can do with my knowledge.
For a headered ROM, go to 0000E003 in a hex editor. (Unheadered ROM users, go to 0000DE03 as Rodimus later states.) Type in "Please take" and stop when you get to this trio of hex: 01 54 03. Resume your edit and type in "the key." and stop when you get to to this trio: 00 58 02.
I bet someone else could come up with something better though. :beer:
Edit - updates for preservation in case someone else needs this for a hack.
Quote from: vivify93 on May 01, 2017, 08:50:54 PM
Look what I overlooked in Project II.
(http://i.imgur.com/qQhcOxP.png)
If you try to leave a key item after battle, it's supposed to say something like "You can't leave this key item behind." Instead, it's just garbage. I'll let you know of a fix.
Edit - (http://i.imgur.com/IADaeW6.png) This is the best I can do with my knowledge.
Go to 0000E003 in a hex editor. Type in "Please take" and stop when you get to this trio of hex: 60 54 03. Resume your edit and type in "they key." and stop when you get to to this trio: 00 58 02.
I bet someone else could come up with something better though. :beer:
Interesting. I'm looking into a HEX editor right now and I'm guessing you're adding value with a header. I found the value at 0000DE03, however instead of ending with 60 54 03 it is 01 54 03.
Aw crap, I'm sorry. Yeah, it was with a header. I forgot Namingway is different in that regard. I hope you can fix it easily though, and I'm sorry for not having found it sooner! Thanks to Tomato's stream of J2e's version, I caught it. :laugh:
Edit - And you're right, it's supposed to be 01 54 03; that's what I even have it as in my next Project II version. Dunno what possessed me to say it was 60 54 03. But that aside, this will be Project II's official fix unless someone else can think of something better--which I'm hoping happens, I don't like the indent before "the" on the second line.
I don't care for the indent either but at least it isn't scrambled. I've updated it and will be submitting it sometime today.
Sounds good to me! :beer: Thanks for all your hard work on this! :)
Quote from: vivify93 on May 02, 2017, 06:59:19 PM
Sounds good to me! :beer: Thanks for all your hard work on this! :)
And thank you for always giving a helping hand when needed!
Version 1.82 is now LIVE!
This probably doesn't warrant another update, but I fixed the indent.
(http://i.imgur.com/ueWcprN.png)
I'm gonna write a small guide on how to fix this for anyone who might need it in the future.
1. Headered ROM: Go to 0000E003 / Unheadered ROM: Go to 0000DE03
2. If you're not using a table file, type in 51 67 60 5C 6E 60 FF 6F 5C 66 60 01 52 03 6F 63 60 FF 66 60 74 C1
3. If you're using a table file, type the ASCII "Please take" without the quotation marks. Then type in the hex bytes 01 52 03. Switch back to typing in ASCII and enter "the key." with the period, but without the quotation marks.
4. The new message should display perfectly fine.
For Rodimus: change 01 54 03 to 01 52 03. I should've tried this in the first place. Sorry. :(
Quote from: vivify93 on May 03, 2017, 08:41:49 PM
This probably doesn't warrant another update, but I fixed the indent.
(http://i.imgur.com/ueWcprN.png)
I'm gonna write a small guide on how to fix this for anyone who might need it in the future.
1. Headered ROM: Go to 0000E003 / Unheadered ROM: Go to 0000DE03
2. If you're not using a table file, type in 51 67 60 5C 6E 60 FF 6F 5C 66 60 01 52 03 6F 63 60 FF 66 60 74 C1
3. If you're using a table file, type the ASCII "Please take" without the quotation marks. Then type in the hex bytes 01 52 03. Switch back to typing in ASCII and enter "the key." with the period, but without the quotation marks.
4. The new message should display perfectly fine.
For Rodimus: change 01 54 03 to 01 52 03. I should've tried this in the first place. Sorry. :(
Thanks vivify93! I fixed the indent and then Chronosplit brought to my attention that I goofed and accidentally added the SMC files in the zip! That's been corrected and submitted for approval!
There's a new bug report in reviews about Edward and the TwinHarp event.
Quote from: Chronosplit on June 06, 2017, 09:43:01 AM
There's a new bug report in reviews about Edward and the TwinHarp event.
That's strange. I'm sure I had fixed this. I'll have to look into it and make sure that the NPC assigned to it is working properly.
EDIT- I just got a PM from the guy and he stated he was playing an older version where the bug was still present. He updated to the latest version and its working properly.
Oh, alright then! I had thought that sounded like a regression. XD
I was a big fan of your Ted Woolsey Uncensored Edition hack of FFVI so I'm considering checking this out. In terms of both translation and difficulty, how would you say it compared to the PSX version and the GBA version?
Quote from: octorox on September 11, 2017, 10:11:27 PM
I was a big fan of your Ted Woolsey Uncensored Edition hack of FFVI so I'm considering checking this out. In terms of both translation and difficulty, how would you say it compared to the PSX version and the GBA version?
Thanks for the compliments!
I think the translation was well done by vivify93. I did some tweaks to it as well, changing some lines to better match current translations. With the monster, item, and spell names, I did the best I could with the space available. Personally, I think its the best version of the game with its original graphics. Of current versions of FFIV, I like the PSP version overall.
I have suggestion/idea/thingy that might be neat.
Is there a chance this translation could get a special side patch that changes Zeromus to his "Easy Type" form?
So there is both versions?
I also wanted to make note that while I was playing this version recently, I noticed that if you use the Namingway guy to change your name, The Hand Icon doesn't work on the Name Entry Screen. I didn't know if this was a glitch or something that needed addressing in the patch.
Quote from: Sephirous on September 12, 2017, 05:10:46 PM
I have suggestion/idea/thingy that might be neat.
Is there a chance this translation could get a special side patch that changes Zeromus to his "Easy Type" form?
So there is both versions?
I also wanted to make note that while I was playing this version recently, I noticed that if you use the Namingway guy to change your name, The Hand Icon doesn't work on the Name Entry Screen. I didn't know if this was a glitch or something that needed addressing in the patch.
Strange. Are you sure you are using Version 1.82 on an unheadered 1.1 FFII US ROM? I know I had the issue on an older version and fixed it.
Yep, I even took a normal 1.1 Rom and removed the header manually to see if that helped and still the hand gets lost until the smaller letters across. So I counted the clicks so I could figure out where the hand should have been and was able to rename the character. However I was not able to get the hand problem to go away.
Quote from: Sephirous on September 23, 2017, 07:02:53 PM
Yep, I even took a normal 1.1 Rom and removed the header manually to see if that helped and still the hand gets lost until the smaller letters across. So I counted the clicks so I could figure out where the hand should have been and was able to rename the character. However I was not able to get the hand problem to go away.
I did my own test to see it and yeah it's there. Fortunately I have an archive of previous versions to see when that problem came back. I have a few minor things I need to update anyway so it gives me a good reason to dig for a fix.
I hate to ask this of you, Rodimus, but if you find a fix, would you be willing to send it my way? Apparently, this issue stemmed from Project II. :-[
Quote from: vivify93 on September 25, 2017, 04:35:17 AM
I hate to ask this of you, Rodimus, but if you find a fix, would you be willing to send it my way? Apparently, this issue stemmed from Project II. :-[
It seems to stem from something that FF4kster does when saving. I have two variations of it and I think one of them does not cause the error. I'll have to check out which one. From what I can see within Namingway Edition, version 1.80 was the last version to not have the issue so I will have to see what I can do to bring it up to date without the error.
Okay so I am working on the next update. I'm making similar changes that Project II, but I am also removing ALL lines that have a hyphen to separate words. There are a couple of lines I am looking at that I am altering as well to be closer to either the Japanese, the GBA, or the DS translation in terms of wording as space allows.
For instance, the scene after Tellah attacks Edward now has Edward mention that Golbez was clad in dark armor.
When Yang meets Tellah for the first time, he now says "My condolences. I am Yang, High Monk of Fabul."
There are a couple of others too.
October 14, 2017, 07:51:16 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Version 1.83 has been approved . I've fixed the Namingway letters glitch and I've also made many script changes in places. Some came from the new update to Project II, while others use some lines from the GBA or DS translations with notes from Tomato's Legends of Localization used as well. Some things were shortened for space constraints but it all worked out.
Awesome stuff! Looking forward to it. :D
Excellent!
Thank you so much!
Works Perfect! :thumbsup:
This looks amazing! I'm loading it up now on my SNES Classic.
My only request is a consideration of placing a space between the colon of the speaking character and their dialog;
Example:
(Currently):
"Soldier A:Captain Cecil, we're about to arrive!"
"Cecil:Good."
(Recommendation):
"Soldier A: Captain Cecil, we're about to arrive!"
"Cecil: Good."
Granted, this is just a minor nitpick from reading several books, and if the text has to be formatted this way to fit as much text as possible, I completely understand.
Otherwise, excellent job on the translation and patch work!
Quote from: Prince Valmont on October 16, 2017, 08:51:23 PM
This looks amazing! I'm loading it up now on my SNES Classic.
My only request is a consideration of placing a space between the colon of the speaking character and their dialog;
Example:
(Currently):
"Soldier A:Captain Cecil, we're about to arrive!"
"Cecil:Good."
(Recommendation):
"Soldier A: Captain Cecil, we're about to arrive!"
"Cecil: Good."
Granted, this is just a minor nitpick from reading several books, and if the text has to be formatted this way to fit as much text as possible, I completely understand.
Otherwise, excellent job on the translation and patch work!
Thanks. The reason this was done quite a bit is because the space after the colon takes up precious space for the script. If there was more room within the actual game, I certainly would.
Quote from: Rodimus Primal on October 16, 2017, 09:00:05 PM
Thanks. The reason this was done quite a bit is because the space after the colon takes up precious space for the script. If there was more room within the actual game, I certainly would.
Hehe, yeah, I decided to peruse through all 18 pages of the thread after making my post. (I should've done this first, I know!)
So that totally makes sense. Even with this limitation, I am blown away by the work you guys have done. So bravo! Can't wait to play through this!
i did that 'cause it was like that in the original! it's a big space-saver lol
Has anyone thought of simply making the colon a lot smaller, rather than adding a space? If the colon is smaller and forced all the way to the left, then a space will be there, even within the tile's pasteboard.
This also won't affect the formatting so far as I know, since the tile will still take up the same amount of space.
Quote from: Spooniest on October 17, 2017, 08:39:04 AM
Has anyone thought of simply making the colon a lot smaller, rather than adding a space? If the colon is smaller and forced all the way to the left, then a space will be there, even within the tile's pasteboard.
This also won't affect the formatting so far as I know, since the tile will still take up the same amount of space.
I second that idea if Rodimus digs it. On my own project I've been doing just that to save space, but I gave the period, colon and exclamation point the same treatment. :beer:
Also just realized that items have super in-depth descriptions compared to vanilla. How'd you accomplish that? Do weapons/armor/accessories have descriptions as well? I ask mainly because it was something I was trying to do at one point, but had to concede to abusing squish tiles like CRAZY just to map out descriptions for most of my status healing items and such.. :banghead:
That's a great idea. Thinking outside the box. :thumbsup:
Rodimus Primal, do you have any plans for a potential Namingway/Uncensored Edition equivalent for Final Fantasy V?
I can actually do that with the colon already, leaving a one pixel space to the left. The only time it looks weird is the in game clock as there is a large space now between the colon and the second number. If you're cool with it for the sake of the rest of the script I'll go ahead with it.
Quote from: Gary_Oak on October 17, 2017, 04:49:28 PM
Rodimus Primal, do you have any plans for a potential Namingway/Uncensored Edition equivalent for Final Fantasy V?
Since the GBA script for the SNES version just came out, I don't think I have any intentions to do so. However, I'd like them to go through with getting the updated spell names worked out such as Thunder and Blizzard.
Do you have a screenshot as to what the modified colon placement would look like in a dialogue setting?
I can for him!
(https://i.imgur.com/tbqykLa.png)
It'd probably look like that.
Wow! It's a subtle change, but it looks so much better!
+ 1 vote.
While it looks great there, here's what it looks like in the menu for the clock -
(http://www.bwass.org/bucket/FFIV-%20Clock%20moved.png)
And without moving it-
(http://www.bwass.org/bucket/FFIV%20-%20Clock%20stay.png)
If you're in favor of me moving, I can do so for the sake of the rest of the script.
I'm somewhat indifferent on the clock, obviously it better in the second picture but it seems pretty minor, now these two things, driving me nuts.
(https://i.imgur.com/DTlXYaT.png)
Hum, it makes the clock look a little strange, but my thinking on the subject would be that you only see the clock in the Save Menu and in the Main Menu.
Every single spoken line of dialogue with a character name in front of it has a colon. That's something you're going to see and basically be paying attention to for the entire game...I'd say let the clock look weird.
I'm so glad you liked the idea. :) Yay, usefulness
Quote from: Sephirous on October 17, 2017, 02:33:08 PM
That's a great idea. Thinking outside the box. :thumbsup:
Thanks. :) Though, strictly speaking, it's "to the left of the box." :D
I can live without the space after the colon, but the clock thing is annoying.
Oh well, different strokes for different folks.
I can't unsee what Special put up, but I'd rather stick around in a menu for as short as possible so I won't mind it.
I quite like what I'm seeing in the normal dialog though.
I will say, I really liked it when one of the hacks started Rydia without any equipment to fit the story, though. ;)
I'd actually like to see that as an optional 'narrative fix' type of thing, even though it's so minor.
Quote from: Digitsie on October 27, 2017, 04:58:20 PM
I will say, I really liked it when one of the hacks started Rydia without any equipment to fit the story, though. ;)
I'd actually like to see that as an optional 'narrative fix' type of thing, even though it's so minor.
That was Project II that did that, Digitsie--and it still does! :)
Here is a thought for the Clock Problem.
If you move the : can you then move the first two digits of the clock over one to the left putting the : back into the center?
Quote from: Sephirous on November 01, 2017, 01:44:29 AM
Here is a thought for the Clock Problem.
If you move the : can you then move the first two digits of the clock over one to the left putting the : back into the center?
The : has a few pixels of empty space after it that are in the way. They are what are creating the space between the colon (it's called a colon) and the spoken dialogue.
It's a game clock. I really don't understand the problem here, who cares about the silly game clock??? :| I don't get it.
So we have at least two who don't mind the clock not having a centered colon. I'm still on the fence with going through with it. I don't have ANY further space to add an extra one in the game's text area, so who else doesn't mind?
An uncentered colon for the clock seems like a very small sacrifice to make for a better looking dialogue text.
I'm going to be spending more time reading the dialogue than I am the game clock, so my vote goes to moving the colon to the left.
Quote from: Rodimus Primal on November 02, 2017, 12:38:44 AM
So we have at least two who don't mind the clock not having a centered colon. I'm still on the fence with going through with it. I don't have ANY further space to add an extra one in the game's text area, so who else doesn't mind?
Please please, I vote for the colon to be moved to the left.
It really hurts the reading having the colon attached to text right to it.
About the clock, it's just a clock! Not problem AT ALL about its centered (or not) colon position.
Thanks, Rodimus Primal!
PS. If the colon edit does not go forward, is there a way to do it by myself?
Can I just change the "tile" for it, perhaps?
Using one of the existing rom hacking tools (like YYCHr)?Edit #2: Oh... I already changed the colon in my local ROM! Easy to do on YYCHr.
Cheers, guys!
:beer:
So I've decided to go through with it. The colon is to the left and it's been submitted for approval. It is rather simple to do, and to move back if you don't like it.
Sounds like the old OCD malfunction occurred with the opinions of the non centered colon. Lol. :laugh:
In the end how many people actually pay attention to that clock anyway? 8)
Quote from: Rodimus Primal on November 03, 2017, 11:33:23 PM
So I've decided to go through with it. The colon is to the left and it's been submitted for approval. It is rather simple to do, and to move back if you don't like it.
Dear Rodimus, I have a question!
Yesterday, by using YYCHr, I edited my very own ROM and moved to colon aaaalll way to the left — however, the same tile shares the comma! Mistakenly I did replace the comma with the colon and things got broken.
Doing the procedure again, I moved the colon AND the comma to the left, however, due to the presence of the latter, the colon was not at very left like yours are.
How did you manage to make it without affecting the comma position? Don't need me to explain neatly, just a overall answer is fine!
Thanks so much — and yes, I am using your 1.84 patch to be sure!
Cospefogo.
Quote from: cospefogo on November 04, 2017, 08:27:40 AM
Dear Rodimus, I have a question!
Yesterday, by using YYCHr, I edited my very own ROM and moved to colon aaaalll way to the left — however, the same tile shares the comma! Mistakenly I did replace the comma with the colon and things got broken.
Doing the procedure again, I moved the colon AND the comma to the left, however, due to the presence of the latter, the colon was not at very left like yours are.
How did you manage to make it without affecting the comma position? Don't need me to explain neatly, just a overall answer is fine!
Thanks so much — and yes, I am using your 1.84 patch to be sure!
Cospefogo.
What I did was I drew it with a single pixel of space on the left. Also, make sure that the grid is turned on in YY-CHR so that you can see the separation.
Quote from: Rodimus Primal on November 04, 2017, 02:00:10 PM
What I did was I drew it with a single pixel of space on the left. Also, make sure that the grid is turned on in YY-CHR so that you can see the separation.
Yeah, I see...
The comma uses other color within the palette.
When I moved the colon, I "painted" part of the comma with the colon color.
This is where I did miss.
Thanks, Rodimus!
:thumbsup:
Quote from: Rodimus Primal on November 03, 2017, 11:33:23 PM
So I've decided to go through with it. The colon is to the left and it's been submitted for approval. It is rather simple to do, and to move back if you don't like it.
:D Yay I helped. Maybe it's a little sad that my life is at such a standstill that helping out on one edit of one tile in a SNES rom's font makes me get that rush of accomplishment endorphins, but I'm gonna forgive myself for it...it's been a rough year.
Quote from: Spooniest on November 08, 2017, 11:23:51 AM
:D Yay I helped. Maybe it's a little sad that my life is at such a standstill that helping out on one edit of one tile in a SNES rom's font makes me get that rush of accomplishment endorphins, but I'm gonna forgive myself for it...it's been a rough year.
Hats off to spooniest!
Cheers, man!
:beer:
Quote from: Spooniest on November 08, 2017, 11:23:51 AM
:D Yay I helped. Maybe it's a little sad that my life is at such a standstill that helping out on one edit of one tile in a SNES rom's font makes me get that rush of accomplishment endorphins, but I'm gonna forgive myself for it...it's been a rough year.
Any help you give is always appreciated Spooniest! :beer:
That's two :beer: beer emojis now
I'm drinking a local Nashville brew called Yazoo Pale Ale...what're y'all downin'?
Hi all, longtime lurker but first time poster on these forums.
Made an account to thank Rodimus and all who helped him for this amazing patch. Playing it on my SNES classic and am really enjoying it. So thanks!
I stumbled upon a minor error however. One of the bookshelves in the library in the Feymarch (where you can battle Asura and Leviathan) has a blank second textbox.
Nothing major, but thought I'd let you know. If I find more, I'll make sure to post again.
Quote from: Nosgothy on November 21, 2017, 10:59:31 AM
Hi all, longtime lurker but first time poster on these forums.
Made an account to thank Rodimus and all who helped him for this amazing patch. Playing it on my SNES classic and am really enjoying it. So thanks!
I stumbled upon a minor error however. One of the bookshelves in the library in the Feymarch (where you can battle Asura and Leviathan) has a blank second textbox.
Nothing major, but thought I'd let you know. If I find more, I'll make sure to post again.
Interesting. Might be a space issue in one of the text boxes and the overflow might be causing a blank page. If you know which ones I can try to figure out what's causing it to fix it. Glad you're enjoying it otherwise.
Quick question. It looks like the patch that updates monster sprites is on the database now. http://www.romhacking.net/hacks/3753/
Has anyone tested this with Namingway? Any chance of it making it into the hack?
Quote from: Chronosplit on November 29, 2017, 02:11:39 PM
Quick question. It looks like the patch that updates monster sprites is on the database now. http://www.romhacking.net/hacks/3753/
Has anyone tested this with Namingway? Any chance of it making it into the hack?
I could be wrong, but didn't Gedankenschild say the coding shouldn't affect Namingway Edition on Slick? I'd test it to be sure though.
Quote from: Rodimus Primal on November 29, 2017, 09:09:02 PM
I could be wrong, but didn't Gedankenschild say the coding shouldn't affect Namingway Edition on Slick? I'd test it to be sure though.
I see! Slick was down at the time of my posting, so I didn't catch that. In that case, all seems to be working fine!
Bit of a necro-post, but it looks like Namingway Edition (And less importantly, Project II) were covered in Tomato's big "Which FFIV Translation Should You Play?" article. https://legendsoflocalization.com/which-final-fantasy-iv-translation-should-you-play/
It made me really happy to be covered on the site of someone I really respect! ;D
"While each fan translation has its pros and cons, Namingway Edition is the one I'd probably recommend the most at the moment. It has its blemishes, but it's definitely the best so far for general audiences."
Now that's a recommendation! Congratulations!
Wow! Just WOW! That is awesome. I want to say congratulations to EVERYONE who had a hand in MAKING Namingway Edition.
I'm having trouble with the file. I'm getting a black screen. What could I be doing wrong? I downloaded a ROM that was called Final Fantasy 2 (V1.1) (U). I am wondering if I have the wrong version.
did you check the presence of a header with TUSH (a utility hosted on this website)
Apparently my file with Arabic numeral 2 was actually different from the correct file with Roman numeral II. Found the right one... :crazy:
Quote from: Chrysologus on July 05, 2018, 01:19:48 AM
Apparently my file with Arabic numeral 2 was actually different from the correct file with Roman numeral II. Found the right one... :crazy:
Glad you found the right one.
It's strange to me that there are so many different versions of the same ROM. I wish I hadn't at first assumed it was a compatibility issue with the SNES Classic and had just verified the ROM worked! Would have saved myself some time.
Love having this and the updated translations of V and VI on my Classic! You guys are amazing.
The description of SomaDrop says "Increases Max MP by 50". However, the SomaDrop actually just increases your Max MP by 10.
I think you must have gotten the number 50 from the SilvrApple, which increases Max HP by that amount. Anyway the description for SomaDrop should be changed to "Increases Max MP by 10" to make it accurate. This is a typo in the current 1.85 version of Final Fantasy IV Namingway Edition (I am using the names for items that Namingway Edition currently uses).
I guess I can see why this error was not discovered before, since the SomaDrop is not found until late in the game, namely once you are in the Underworld the second time and have a ship and your ship is upgraded so it can go over magma, at that point you can go to the southeast and find a SomaDrop in Kokkol's Forge.
But using a Pro Action Relay cheat you can see if this error is happening, much much earlier in the game. The pair of codes 7E149AE1, 7E149B63 should give you 99 SomaDrops in your last open inventory slot, the last one prior to the Sort and the garbage can (Slot 46), so if you make sure that slot is empty, and use those codes, you can check to see if SomaDrops have a description that matches how many MP they give you much earlier in the game.
I think it is supposed to be 10 MP because the maximum HP can go to is 9999 but for MP it is just 999, so it makes sense for a SilvrApple to give 50 HP, a GoldApple 100 HP, and a SomaDrop 10 MP, since you get around 10 times as much HP as MP. Anyway I don't think you changed what any of the items DO so clearly the error is in the item description, not what the item does.
Quote from: yetisyny on July 16, 2018, 10:31:03 AM
The description of SomaDrop says "Increases Max MP by 50". However, the SomaDrop actually just increases your Max MP by 10.
I think you must have gotten the number 50 from the SilvrApple, which increases Max HP by that amount. Anyway the description for SomaDrop should be changed to "Increases Max MP by 10" to make it accurate. This is a typo in the current 1.85 version of Final Fantasy IV Namingway Edition (I am using the names for items that Namingway Edition currently uses).
I guess I can see why this error was not discovered before, since the SomaDrop is not found until late in the game, namely once you are in the Underworld the second time and have a ship and your ship is upgraded so it can go over magma, at that point you can go to the southeast and find a SomaDrop in Kokkol's Forge.
But using a Pro Action Relay cheat you can see if this error is happening, much much earlier in the game. The pair of codes 7E149AE1, 7E149B63 should give you 99 SomaDrops in your last open inventory slot, the last one prior to the Sort and the garbage can (Slot 46), so if you make sure that slot is empty, and use those codes, you can check to see if SomaDrops have a description that matches how many MP they give you much earlier in the game.
I think it is supposed to be 10 MP because the maximum HP can go to is 9999 but for MP it is just 999, so it makes sense for a SilvrApple to give 50 HP, a GoldApple 100 HP, and a SomaDrop 10 MP, since you get around 10 times as much HP as MP. Anyway I don't think you changed what any of the items DO so clearly the error is in the item description, not what the item does.
Thanks for letting me know. I'll have it fixed in another update. In addition, after looking at Mato's look over at Namingway Edition, I might also look at updating some lines IF they fit since the text space in the game is so tight.
Also, I've been thinking about making an option for the hidden pathways in dungeons. It was the last thing I chose not to change back from the original FFIV at some folks request. Much like how Bugfixes are optional in Woolsey Uncensored, this would be the same. Is there anything else that would be worthwhile to make a reasonable option for?
Quote from: Rodimus Primal on July 17, 2018, 10:20:35 PM
Thanks for letting me know. I'll have it fixed in another update. In addition, after looking at Mato's look over at Namingway Edition, I might also look at updating some lines IF they fit since the text space in the game is so tight.
Also, I've been thinking about making an option for the hidden pathways in dungeons. It was the last thing I chose not to change back from the original FFIV at some folks request. Much like how Bugfixes are optional in Woolsey Uncensored, this would be the same. Is there anything else that would be worthwhile to make a reasonable option for?
When you say text space is so tight, do you mean, not enough room on the screen given the fixed-width font, or are you talking about not enough space in the ROM to fit in more text? Anyway, I am in favor of a variable-width font, something used not just in the J2E fan translation but also in the more recent official releases on PlayStation, GameBoy Advance, PlayStation Portable, Nintendo DS, and so on.
The English version of Final Fantasy VI for SNES (called Final Fantasy III in the U.S. market originally) used a variable-width font, as does Chrono Trigger and Super Mario RPG, all of those Squaresoft RPGs for SNES. I am sure if the localizers had enough time and resources and expertise they would have used a variable-width font for Final Fantasy IV, too. Their use of a fixed-width font in what they called Final Fantasy II but was really Final Fantasy IV was because they did not have enough time and staff and expertise and so on to do a variable-width font.
And if you compare the Variable Width Font edition of Secret of Mana made by FuSoYa to the original Secret of Mana, it is really quite an improvement.
So I am really in favor of making the font variable-width at least for dialogue that appears at the top of the screen. In menus and screens listing equipment, spells, stats, and such, as well as battle commands and lists of enemies, I think those would stay fixed-width, the variable-width font would just be for dialogue at the top of the screen. I think that is how things were done in Final Fantasy VI (III in US), so doing the same for Final Fantasy IV (or II in US) would be what Squaresoft localizers would have done if they had enough time and resources.
I mean a variable-width font would give you a LOT more space for accurate translations by eliminating unnecessary space between letters, allowing you to add more text. Ted Woolsey Uncensored Edition of Final Fantasy VI is variable-width too, I think. And the more modern official Squaresoft releases of games that use spell names like Curaga and Firaga and so on, they all use variable-width fonts, so it would be very fitting. This would make you much less constrained for space on the screen and able to fit more words into dialogue. Text space was really tight in Secret of Mana, that is why FuSoYa made it variable-width so he could fit more text, using his Lunar Magic abilities for ROM hacking.
This is just a suggestion of course but I am trying to make a strong case for why I think it is a good idea and why I think it would be authentic towards the original game. Just because the J2E translation was not very authentic (I mean come on, they inserted stuff about Backstreet Boys and William Shatner and plenty of other silly stuff not in the original game) doesn't mean its use of a variable-width font was wrong, I think J2E got the variable-width part correct, they just went a little overboard with the way they wrote things and had a curious mix of trying to be true to the original in some ways and making stuff up that never was in the original in other ways.
Your project is obviously trying to be much more true to the original than J2E was, and not insert anything made up by you or anyone else outside Squaresoft, and I respect that vision, it is why I think your translation is the best. Well, definitely the best fan translation anyway. The best official translation is probably the one for the English PSP release, although probably not quite as good as your translation. I don't really like the type of Shakespearean-sounding text used in the DS translation, regardless of how accurate the DS translation is, the game should sound more like normal English than like the writings of Shakespeare. I am referencing the comparisons made on this webpage: https://legendsoflocalization.com/which-final-fantasy-iv-translation-should-you-play/ (https://legendsoflocalization.com/which-final-fantasy-iv-translation-should-you-play/) When I look at that page and look at the translations, yours clearly looks the best, at least to my taste. So I am totally 100% behind Namingway Edition as the best edition and I LOVE it. Just to make it clear how much I appreciate your work.
I just bring up the variable-width font thing because this would be a good way for you to fit in more text and not be stuck using text from Project II or that is unchanged from the official translation due to space concerns, due to an accurate translation taking up more space than can fit on the screen.
Of course if the problem is not enough space on the ROM, I guess you would have to make the ROM bigger so that it can fit more bytes of text data, as various different fan translations have done when they ran into ROM space issues. And that would mean changing addresses of things in the ROM probably and be a lot of work, and also the changing addresses part would mean it would probably not work well with other ROM hacks or patches unless you were really careful to keep all non-dialogue data in the same place and only move dialogue into the additional ROM space after expanding the ROM. Anyway great job, your translation is my favorite already, regardless of whether you improve it further or not.
Quote from: yetisyny on July 19, 2018, 04:29:07 AM
When you say text space is so tight, do you mean, not enough room on the screen given the fixed-width font, or are you talking about not enough space in the ROM to fit in more text? Anyway, I am in favor of a variable-width font, something used not just in the J2E fan translation but also in the more recent official releases on PlayStation, GameBoy Advance, PlayStation Portable, Nintendo DS, and so on.
The English version of Final Fantasy VI for SNES (called Final Fantasy III in the U.S. market originally) used a variable-width font, as does Chrono Trigger and Super Mario RPG, all of those Squaresoft RPGs for SNES. I am sure if the localizers had enough time and resources and expertise they would have used a variable-width font for Final Fantasy IV, too. Their use of a fixed-width font in what they called Final Fantasy II but was really Final Fantasy IV was because they did not have enough time and staff and expertise and so on to do a variable-width font.
And if you compare the Variable Width Font edition of Secret of Mana made by FuSoYa to the original Secret of Mana, it is really quite an improvement.
So I am really in favor of making the font variable-width at least for dialogue that appears at the top of the screen. In menus and screens listing equipment, spells, stats, and such, as well as battle commands and lists of enemies, I think those would stay fixed-width, the variable-width font would just be for dialogue at the top of the screen. I think that is how things were done in Final Fantasy VI (III in US), so doing the same for Final Fantasy IV (or II in US) would be what Squaresoft localizers would have done if they had enough time and resources.
I mean a variable-width font would give you a LOT more space for accurate translations by eliminating unnecessary space between letters, allowing you to add more text. Ted Woolsey Uncensored Edition of Final Fantasy VI is variable-width too, I think. And the more modern official Squaresoft releases of games that use spell names like Curaga and Firaga and so on, they all use variable-width fonts, so it would be very fitting. This would make you much less constrained for space on the screen and able to fit more words into dialogue. Text space was really tight in Secret of Mana, that is why FuSoYa made it variable-width so he could fit more text, using his Lunar Magic abilities for ROM hacking.
This is just a suggestion of course but I am trying to make a strong case for why I think it is a good idea and why I think it would be authentic towards the original game. Just because the J2E translation was not very authentic (I mean come on, they inserted stuff about Backstreet Boys and William Shatner and plenty of other silly stuff not in the original game) doesn't mean its use of a variable-width font was wrong, I think J2E got the variable-width part correct, they just went a little overboard with the way they wrote things and had a curious mix of trying to be true to the original in some ways and making stuff up that never was in the original in other ways.
Your project is obviously trying to be much more true to the original than J2E was, and not insert anything made up by you or anyone else outside Squaresoft, and I respect that vision, it is why I think your translation is the best. Well, definitely the best fan translation anyway. The best official translation is probably the one for the English PSP release, although probably not quite as good as your translation. I don't really like the type of Shakespearean-sounding text used in the DS translation, regardless of how accurate the DS translation is, the game should sound more like normal English than like the writings of Shakespeare. I am referencing the comparisons made on this webpage: https://legendsoflocalization.com/which-final-fantasy-iv-translation-should-you-play/ (https://legendsoflocalization.com/which-final-fantasy-iv-translation-should-you-play/) When I look at that page and look at the translations, yours clearly looks the best, at least to my taste. So I am totally 100% behind Namingway Edition as the best edition and I LOVE it. Just to make it clear how much I appreciate your work.
I just bring up the variable-width font thing because this would be a good way for you to fit in more text and not be stuck using text from Project II or that is unchanged from the official translation due to space concerns, due to an accurate translation taking up more space than can fit on the screen.
Of course if the problem is not enough space on the ROM, I guess you would have to make the ROM bigger so that it can fit more bytes of text data, as various different fan translations have done when they ran into ROM space issues. And that would mean changing addresses of things in the ROM probably and be a lot of work, and also the changing addresses part would mean it would probably not work well with other ROM hacks or patches unless you were really careful to keep all non-dialogue data in the same place and only move dialogue into the additional ROM space after expanding the ROM. Anyway great job, your translation is my favorite already, regardless of whether you improve it further or not.
It fully is space in the ROM itself that becomes an issue. What I can do is try to reword any leftover incorrect lines as best as I can, with notes from Mato to help me. Spacing is limited and I've tried adding things in before with mixed results. If you have any lines that stand out and you think should be updated, don't be afraid to let me know.
Quote from: yetisyny on July 19, 2018, 04:29:07 AMAnyway, I am in favor of a variable-width font, something used not just in the J2E fan translation but also in the more recent official releases on PlayStation, GameBoy Advance, PlayStation Portable, Nintendo DS, and so on.
Where did you get the idea that the J2e "translation" used a variable width font?
https://www.romhacking.net/translations/352/
The big font here is fixed width. You can see how "Will" lines up perfectly with "200 ".
Quote from: Rodimus Primal on July 17, 2018, 10:20:35 PMAlso, I've been thinking about making an option for the hidden pathways in dungeons. It was the last thing I chose not to change back from the original FFIV at some folks request. Much like how Bugfixes are optional in Woolsey Uncensored, this would be the same. Is there anything else that would be worthwhile to make a reasonable option for?
I think you mentioned this at some point, but I'd support cleaning up the couple lines in particular that I think you're thinking of. (The dancer talking about taxes instead of smack-talking the king, and the woman talking about her mortgage instead of her taxes.) No complaints here.
I also agree on the patch to remove hidden passages being visible, as an add-on if nothing else. It'd make it seem a little more authentic.
I don't like the glowing "hidden" passages, but options are always nice.
Quote from: Rodimus Primal on July 19, 2018, 10:36:08 PM
It fully is space in the ROM itself that becomes an issue. What I can do is try to reword any leftover incorrect lines as best as I can, with notes from Mato to help me. Spacing is limited and I've tried adding things in before with mixed results. If you have any lines that stand out and you think should be updated, don't be afraid to let me know.
Thanks for clarifying. Later on I have a line that is wrong, I will address it in the last paragraph, fixing it will free up space actually.
Quote from: vivify93 on July 21, 2018, 01:59:53 AM
Where did you get the idea that the J2e "translation" used a variable width font?
https://www.romhacking.net/translations/352/
The big font here is fixed width. You can see how "Will" lines up perfectly with "200 ".
Ah I was confused about that, sorry. They used a font that is taller than 8x8 for the dialogue but the width was fixed at 8 pixels, I guess I was confused about the details and got that wrong. I definitely got that detail wrong, what was unusual was J2E increasing the height of the font, it was still fixed-width though. Sorry.
Quote from: vivify93 on July 21, 2018, 01:59:53 AM
I think you mentioned this at some point, but I'd support cleaning up the couple lines in particular that I think you're thinking of. (The dancer talking about taxes instead of smack-talking the king, and the woman talking about her mortgage instead of her taxes.) No complaints here.
I also agree on the patch to remove hidden passages being visible, as an add-on if nothing else. It'd make it seem a little more authentic.
I agree on cleaning up those lines involving taxes rather than the king and the mortgage rather than taxes. It should be authentic to the original at least with regard to the subject of what is said although sometimes, since space is an issue, it might not be possible to have the entire lines.
Personally I like having hidden passages visible, which is apparently the default in the US version which was called Final Fantasy II, but was not the way things were in the original Japanese Final Fantasy IV. That comes down to if you prefer convenience of being able to see them or if you prefer authenticity of restoring the way things were in the original NON-EasyType version of Final Fantasy IV in Japan. I am fine with leaving them visible but since other people might like it the other way I suppose this being an optional patch would be best so people can choose.
OK now for the line that is wrong that I just found. I am playing the latest Namingway Edition of Final Fantasy IV and in the part when you come back from the moon with Fusoya and are about to fight the Giant of Bab-il, Rydia says "Can't we do anything?!" and then Cecil says "What's 's that?!" in one of the screens shortly after the giant emerges from the Tower of Bab-il but right before the dwarf tanks show up. It should say "What's that?!" instead of "What's 's that?!" If you fix this typo, as a bonus, you free up 3 characters of dialogue that you might be able to use elsewhere. Also it is probable that this might also exist as a typo in Project II so I suppose they ought to also fix it if that is the case, although I am only playing Namingway Edition not Project II. I continue to enjoy your version of this excellent game, occasionally there are few lines here and there that might need some work but overall it is excellent! This is the first mistake in the text I have found since the last one I posted about, nothing else major enough to warrant me commenting on it.
Also a TINY bit later there is a line that I would just personally like changed a little bit, where Fusoya meets Cid, and Cid says "Who the heck do you think I am?!" I would change it VERY slightly (2 letters different) to "Who the hell do you think I am?!" because that is such an iconic line from the anime Gurren Lagann which is a classic involving giant robots and the Giant of Bab-il is a giant robot and it just fits perfectly. I am not asking you to fill it with tons of swear words or memes or turn it into the J2E version, this would be very subtle and still be an accurate translation but make Gurren Lagann fans like me very happy. It's just as iconic as the line about the spoony bard, only it is an iconic line from a TV show that came out over a decade after this game, but still, I think it is a justified change, I am not asking you to change anything to be less accurate of a translation or anything. Anyone who has seen the show Gurren Lagann would know why I am asking this. It makes a lot more sense than if Cid, after installing the drill on the red airship used in the Underworld, told Cid "Your drill is the drill that will pierce the heavens!" (an example of a change someone could ask for) since Cid does not say anything even remotely like that in the original game, I am only asking something much more minor that is true to the original Japanese game.
Oh wow, it's a Gurren-Lagann reference? I had no idea; I just thought it was a cool-sounding line when I wrote it. I ran with a pack of weeaboos when I was in high school, and maybe I picked it up from them.
There were an overwhelming amount of people who asked me to remove some added memes/references that I thought "fit well," but turns out they didn't at all. Since this ended up being one of them, maybe it should go, too.
What say you, Rodimus? Do you think we should try and change this to something else? (Maybe just "Who do you think I am?")
Quote from: vivify93 on July 28, 2018, 08:09:00 PM
Oh wow, it's a Gurren-Lagann reference? I had no idea; I just thought it was a cool-sounding line when I wrote it. I ran with a pack of weeaboos when I was in high school, and maybe I picked it up from them.
There were an overwhelming amount of people who asked me to remove some added memes/references that I thought "fit well," but turns out they didn't at all. Since this ended up being one of them, maybe it should go, too.
What say you, Rodimus? Do you think we should try and change this to something else? (Maybe just "Who do you think I am?")
I'll be honest I never saw that anime and didn't even know it was a reference. It does sound cool nonetheless. It is a common phrase used outside of that as far as I know. But if we are aiming for a little more accurate I may change it. I have to look over the whole thing when I get free. I have a lot of in real life stuff to handle at the moment.
Quote from: vivify93 on July 28, 2018, 08:09:00 PM
Oh wow, it's a Gurren-Lagann reference? I had no idea; I just thought it was a cool-sounding line when I wrote it. I ran with a pack of weeaboos when I was in high school, and maybe I picked it up from them.
There were an overwhelming amount of people who asked me to remove some added memes/references that I thought "fit well," but turns out they didn't at all. Since this ended up being one of them, maybe it should go, too.
What say you, Rodimus? Do you think we should try and change this to something else? (Maybe just "Who do you think I am?")
Yes, "Who the hell do you think I am?" is a Gurren Lagann reference, see https://gurrenlagann.wikia.com/wiki/Who_the_hell_do_you_think_I_am (https://gurrenlagann.wikia.com/wiki/Who_the_hell_do_you_think_I_am) or https://www.urbandictionary.com/define.php?term=Just%20Who%20The%20Hell%20Do%20You%20Think%20I%20Am%21%3F (https://www.urbandictionary.com/define.php?term=Just%20Who%20The%20Hell%20Do%20You%20Think%20I%20Am%21%3F) or https://knowyourmeme.com/memes/who-the-hell-do-you-think-i-am-who-the-hell-do-you-think-we-are (https://knowyourmeme.com/memes/who-the-hell-do-you-think-i-am-who-the-hell-do-you-think-we-are) to see this reference written about or https://www.youtube.com/watch?v=1WCFbdOOmOY (https://www.youtube.com/watch?v=1WCFbdOOmOY) to see all the times it occurs in Gurren Lagann (just the original show, it happens several more times in the Gurren Lagann movies), quite a major meme from that show. Nobody ever said that before Gurren Lagann, prior to that "Who the hell do you think you are?" was a common saying but "Who the hell do you think I am?" was not something people ever said. In the original Japanese it is "Ore wo dare da to omotte yagaru?" (Romaji) or "俺を誰だと思ってやがる?" (Kanji) or "おれ を だれ だと おって やがる?" (Hiragana). Google Translate is able to correctly translate it from Kanji (not Romaji or Hiragana) although it leaves out the swearing and simply translates it as "Who do you think I am?"
"Who the heck do you think I am?" as Cid says it before you fight the Giant of Bab-il in this translation is not how it is said in Gurren Lagann but I know in this translation you tone down the swear words and have things like "Curses!" and replace "hell" with "heck" so I can see how that got into this translation. I guess if you want to remove references to other things and remove memes you might replace that with a more accurate translation. Personally I like that reference but I guess other people might not, I just think, if you are going to keep the reference at least have it worded the way it was in the original. If you look at the original Japanese text that Cid says in the Japanese Final Fantasy IV, you can see if it is anything at all like the Japanese text from Gurren Lagann which I referenced above, if it is quite a bit different then I suppose the current translation might not be accurate. I don't really know what the original Japanese text for that scene is because I cannot really read Japanese text, the symbols look like gibberish to me unfortunately unless it is in Romaji (the alphabet used in English).
Oh and another typo I found:
When you get Yang to join the party on Mt. Hobs, Cecil says "And this girl was one of the many victims of our kingdom's recent attacks...which I have personally lead." This is a typo in the last word, "lead" is the present tense of the verb (as in "I will lead the attack."), "led" is the past tense of the verb (as in that quote), we need to use the past tense here, so instead, it ought to read "And this girl was one of the many victims of our kingdom's recent attacks...which I have personally led."
Also one naming-related issue for a spell:
The white magic spell that is typically called Dispel for Final Fantasy IV and also in later games (see https://finalfantasy.wikia.com/wiki/Dispel#Final_Fantasy_IV (https://finalfantasy.wikia.com/wiki/Dispel#Final_Fantasy_IV)), which removes mostly positive status buffs but also a few negative status effects and requires 12 MP, is called Curse in your translation; as a white magic spell it is one learned by Rosa, Palom, Tellah, and Fusoya. All the other white magic and black magic spells seem to follow the standard names except for Dispel. Anyway it should be called Dispel instead of Curse, this is the standard name in all later Final Fantasy games. I know the spells in this translation are limited to 5 letters of width. So with Dispel to fit that into 5 characters you would need the i and l to both be half-width and then have the last characters 2-5 (after the initial D) be some special ones: 1) a regular D 2) i followed by left half of s 3) right half of s followed by left half of p 4) right half of p followed by left half of e 5) left half of e followed by l. This would be similar to what you do to fit the names of the other white magic spells Silence, Protect, Confuse, Curaga, Reflect, and Curaja already. Anyway the name you currently use for Dispel, Curse, is not only wrong but Curse is the kind of name that would be used for black magic, not white magic. Black magic has nasty-sounding damage-type names typically and white magic has more friendly-sounding healing-type names typically. So it has totally got to be changed from Curse to Dispel. The rest of the spell names are fine, this is the only one I have an issue with. In fact I do not find any reference to a Curse spell in Final Fantasy IV anywhere on the Internet, it is uniformly called Dispel other than a few very early mistranslations of it as Despair instead of Dispel that didn't realize it is supposed to end with an L instead of an R. Anyway good job translating all the OTHER spell names correctly (much higher accuracy rate than the official Final Fantasy II localization of EasyType into English, which does not even include this spell)!
The spell in question is named differently because Dispel now inflicts Curse status on an enemy. There are gameplay-enhancing patches applied to Namingway Edition and Project II. This is one of them: https://www.romhacking.net/hacks/481/
Thanks for the reports though. Here's what I did for Project II, since a lot of these were on me. Giving specifics in case you were curious as to what I did, Rodimus.
Bank 2 - 1: Baron Town, Message 15:
"Wh-why hello,sir! No,I've
said nothing bad about His
Highness! Why don't you
watch me dance?"
Bank 2 - 12: Baron Inn, Message 7:
"Sir [Cecil]! W-we've been
paying all our taxes!"
Bank 2 - 128: Mount Hobs Summit, Message 8:
Fixed typo as indicated: "...which I have personally lead." to "...which I have personally led." (I tend to confuse the metal lead with the past-tense of "lead". I apologize)
Bank 2 - 164: Cid's Airship - Giant sequence, Message 1:
"[Cid]:Ya got the best man
for the job!"
Quote from: vivify93 on July 29, 2018, 08:53:31 PM
The spell in question is named differently because Dispel now inflicts Curse status on an enemy. There are gameplay-enhancing patches applied to Namingway Edition and Project II. This is one of them: https://www.romhacking.net/hacks/481/
Thanks for the reports though. Here's what I did for Project II, since a lot of these were on me. Giving specifics in case you were curious as to what I did, Rodimus.
Bank 2 - 1: Baron Town, Message 15:
"Wh-why hello,sir! No,I've
said nothing bad about His
Highness! Why don't you
watch me dance?"
Bank 2 - 12: Baron Inn, Message 7:
"Sir [Cecil]! W-we've been
paying all our taxes!"
Bank 2 - 128: Mount Hobs Summit, Message 8:
Fixed typo as indicated: "...which I have personally lead." to "...which I have personally led." (I tend to confuse the metal lead with the past-tense of "lead". I apologize)
Bank 2 - 164: Cid's Airship - Giant sequence, Message 1:
"[Cid]:Ya got the best man
for the job!"
Cool. I'll have to make those changes too. Also, specifically should the Magic Plus be removed for Namingway Edition or should I leave them? Since they are changes to vanilla FFIV it might be best to restore them back, perhaps as a part of the restoring hidden passageways.
Maybe revert Dispel, but I wouldn't take away Sight's additional blinding ability. It's up to you though! ;D
Quote from: Rodimus Primal on July 29, 2018, 10:18:16 PM
Cool. I'll have to make those changes too. Also, specifically should the Magic Plus be removed for Namingway Edition or should I leave them? Since they are changes to vanilla FFIV it might be best to restore them back, perhaps as a part of the restoring hidden passageways.
Hmm, now that I know that the change to the name of Dispel making it Curse goes along with changing the effects of the spell I do not know what to do. I was just giving advice on names since I thought it was the original spell but if it causes a negative status effect the name Dispel would be inaccurate with this new effect added since Dispel means to remove magical effects but causing a new negative status effect would be much more in line with the meaning of Curse. It looks like this is because of a pretty neat improvement done to the original game called Magic Plus, included in Project II and carried over to Namingway Edition.
I am not aware of any improvements that are present in Project II but removed in Namingway Edition. One thing I like about Namingway Edition is it keeps all the improvements from Project II and adds even more improvements on top of that. So I guess all that really needs to be done is to document this in the readme file for Namingway Edition, the various changes that have been made that are not already listed in the readme. The readme does not say anything about the Curse spell. If there were improvements present in Project II but removed in Namingway Edition then I would have a bit of a problem since then I would not know which edition to play! So I guess I have changed my mind now that I know the reason it was changed to Curse, it makes sense this way if the effect of the spell is changed. I have to admit I do not personally find a spell that removes positive buffs from enemies very useful, I think the Curse spell is more useful than the original Dispel, the Curse effect that the enemy Lilith does to party members on Mt. Ordeals is pretty nasty and it is neat to be able to do that yourself too, and having that negative status effect combined with removing any positive buffs makes it a genuinely useful spell that I might actually use in a battle.
Oh and one more typo I noticed! In the Beginner's Classroom which is underneath the Devil's Road (a.k.a. Serpent Road) passage in Baron, the guy in the lower left mentions "Gyshal Greens" rather than "Gysahl Greens" which is the correct name and the name used for the item elsewhere in Namingway Edition. And possibly this typo occurs in Project II as well since from what I read apparently they share mostly the same script, and it does not appear that this item has a different name in those 2 editions.
Project II retains FFII US' expanded Beginner's Classroom, so this seems to be something exclusive to Namingway Edition.
Edit - I just checked Project II and it looks like it's spelled correctly already there. Didn't hurt to double check though!
I still think the POC for the "Final Fantasy IV Prettified" looked like a good model to work from!
https://www.romhacking.net/forum/index.php?topic=25323.0 (https://www.romhacking.net/forum/index.php?topic=25323.0)
Quote from: Prince Valmont on July 30, 2018, 03:17:40 PM
I still think the POC for the "Final Fantasy IV Prettified" looked like a good model to work from!
https://www.romhacking.net/forum/index.php?topic=25323.0 (https://www.romhacking.net/forum/index.php?topic=25323.0)
Wow, what a thin font, and pretty too! You can fit a lot more text on the screen with that! And you have descriptions for ALL items, even weapons and armor! I like it a lot! Too bad "Final Fantasy IV Prettified" is not out yet, I hope it gets finished. From the GitHub page it seems it was last updated in January, and the last forum post in the thread about it was in December, both less than a year ago. I would post in that thread about the Prettified hack to encourage the author and praise their work but the forum warns me not to post a reply since the last reply was over 60 days ago and I am not sure if necro-posting is allowed on this site, I don't want to get in any trouble here.
Anyway I agree with you! That kind of variable width font gives a lot more space on screen for longer names for everything from enemies to items and so on. Of course since I have read here that the main problem regarding space for Namingway Edition and Project II is a lack of space in the ROM, I think that possibly this can be fixed by expanding the ROM using Lunar Expand or something. Final Fantasy II/IV for SNES is only 1 megabyte and it is a LoROM, but LoROM can be expanded to up to 4 megabytes and still be LoROM and this should not change the addressing system. I think that ought to be feasible if you use Lunar Expand. See https://www.romhacking.net/utilities/27/ (https://www.romhacking.net/utilities/27/), it is right here on this site. For now I think it would probably be enough to expand it from a 1 megabyte (8 megabit) ROM to a 1.5 megabyte (12 megabit) ROM, that would probably give more than enough space for what is needed for Namingway Edition and Project II, or if that is not quite enough, 2 megabyte (16 megabit) ought to be plenty, I don't really see any reason why expanding all the way to 4 megabyte (32 megabit), the maximum size for a regular SNES LoROM, would be necessary for this specific game unless not only the text was expanded but a lot of other stuff was added too like improving the graphics AND the sound.
Technically there are even formats bigger than that (ExLoROM and ExHiROM) but compatibility with some older emulators is not as good if you go above 4 megabytes, I think the only games that use those are Tales of Phantasia, Star Ocean, Far East of Eden Zero, and Daikaijuu Monogatari II (which in English translates to Giant Monster Story II, giant monsters being things like Godzilla). Some fan translations and hacks such as fan translations of Chrono Trigger expand to 6 megabytes since Chrono Trigger already starts out at 4 megabytes and they need the space. But there would be no reason to use those formats here since Final Fantasy IV starts out at only 1 megabyte and compatibility with old emulators is bad when you go above the normal 4 megabyte limit. I think expansion of the ROM using the Lunar Expand utility is fairly easy, just put in the ROM, pick a size, and go. I'd start out with just 1.5 megabytes, no need to waste disk space by making it too big. Oh and many people say that LoROM and HiROM are not even real since there are more than just 2 memory mappings and that this is an oversimplification, but whatever, I just say, try out Lunar Expand, see if it works.
For those who are wondering about Namingway Edition / Project II's gameplay enhancements, they are as follows:
- Applies the Protect and Shell Improvement patch by Deathlike2, which makes Armor and Shell more
potent. (Credit to Deathlike2)
- Applies the Sing Improvement patch by Deathlike2, which adds a paralyzing song, and replaces the
muting song with a stopping song. (Credit to Deathlike2)
- Applies the Goblin Summon Enhancement patch by Deathlike2, which makes Imp's spell power based off
Rydia's Attack stat. (Credit to Deathlike2)
- Applies the Magic Plus patch by Deathlike2, which makes Sight a blinding spell in battle and
changes Dispel into a cursing magic. (Credit to Deathlike2)
- Applies the Bit Improvement patch by Deathlike2, which lets the Power Staff cast Bersk, the Flame
Whip cast Fire3, and the Wooden Mallet cast Lit-2. (Credit to Deathlike2)
- Applies the Long Range Fix patch by Dragoon ZERO, which fixes the bug that allows your characters
to keep a long range weapon's long range status if they switch to a normal range weapon.
(Credit to Dragoon ZERO)
- Applies the Warp Animation Enabling Patch by Dragonsbrethren, which allows Warp to be cast in
battle as an instant death spell. (Credit to Dragonsbrethren)
- Applies the Medicine Power-up Patch by Phoenix Hacks, which makes Heal restore 64-96 HP per
person instead of 2-20. (Credit to Phoenix Hacks)
- Applies the Regen Power-up Patch by Phoenix Hacks, which has Regen heal 255 HP per turn instead
of 10. However, this has been lowered to 160 HP per round in the interest of balance.
(Credit to Phoenix Hacks)
- Applies Final Fantasy IV: User Options by chillyfeez for extra controls—turn skipping,
sprinting, Active and Wait ATB modes, and an ATB gauge you can toggle. (Credit to chillyfeez)
- Pray now has a 70% chance of working, and it casts Cure2 upon success.
- Cry now lowers all enemies' Magic Defense by half of Porom's Willpower per use.
- All bows' Hit % have been raised by +10, the Artemis Bow deals 4x damage to dragon-type enemies,
and the Heroine Robe now only gives +10 to Strength, Agility, and Vitality, but the -15 penalty
to Wisdom and Willpower are gone now. (Credit to FFIV: Easy Type)
- Fixes the Sealed Cave skip bug, the Adamant Armor bugs, the summoned monster items' descriptions,
the "To equip" message, the message that appears when you try to leave key items dropped by
enemies, the RHand and LHand labels' inconsistent appearance in the battle item menu, the Black
Robe's incorrect stat bonus, and graphical errors. (Credit to Grimoire LD for the Adamant Armor
bug fixes, credit to Phoenix for the "To equip" message fix, and credit to Dragonsbrethren for the
summoned monster items' bug fixes.)
- Sirens and Cure3 Potions can be bought from an end-game shop.
- You can find the Assassin Dagger and HandAxe, formerly dummied weapons not even used in the
original Final Fantasy IV.
This is another typo-type thing except it is one involving if you change the names of your characters, one of the NPCs using their original names rather than the current ones you changed them to.
In the Break Room if you go down the stairs from the Developer's Room (which was really neat of you to add back), the guy in the right of the 2 beds who looks like a Black Mage says "Rosa and Rydia, eh? You girls are cute! Let me be of service!" This is fine if Rosa and Rydia have not changed their names using Namingway, but I am testing this with them having different names, and this NPC does not use their current names. (The names I am using are Kagome for Rosa, named after an archer/white mage from the Inuyasha anime, and Lucy for Rydia, named after a summoner the Fairy Tail anime, since in the current playthrough I gave all my characters names from different anime.) So anyway given the names I have it currently set to, for me at least, it should say "Kagome and Lucy, eh? You girls are cute! Let me be of service!" But it doesn't, since the names Rosa and Rydia are hard-coded into this text.
So I guess this is more of a bug than a typo, anyway this does not happen elsewhere in the game, like when I rename Palom and Porom to Gimmy and Darry (the twins from the from the Gurren Lagann anime) everyone in Mysidia calls them by whatever I rename them to, and if I rename Kain at the beginning to Suzaku (the traitorous rival from the Code Geass anime), his new name is what the game uses for him in all the scenes after that where he is one of Golbez's lackeys and stuff like that, this is the only place I have encountered the game not respecting the current names of characters. Anyway elsewhere in the game many times the dialogue uses the current names of characters so the code to fix this is probably not that hard if you are able to edit dialogue. (I do not know how to edit dialogue, it would be very hard for me to do it, but I am guessing, much easier for you, although you have mentioned some difficulties involving space in the ROM, not sure whether the utility Lunar Expand by FuSoYa like I suggested earlier would work or not for that problem.)
Oh also there was a review posted in July where someone had some complaints about Namingway Edition, I think Chicken Knife, although they ended up recommending it. One of their complaints is definitely doable and you mentioned it earlier, the passages thing, I personally like seeing the passages like in the U.S. release, but Chicken Knife and some other people prefer playing it with the passages hidden like in the Japan release. So like you discussed earlier, whether to have the passages visible or hidden ought to be an option, basically I suggest including a second optional patch that can be used after the main patch, the main Namingway Edition patch would leave the passages visible and would be exactly the same in this regard as it currently is, and this optional add-on patch would just be for hiding the passages and and changing passages from the way things are done in the U.S. SNES release to how they are done in the original Japanese Super Famicom release.
Quote from: vivify93 on August 02, 2018, 02:03:35 AM
For those who are wondering about Namingway Edition / Project II's gameplay enhancements, they are as follows:
I still think having Rydia with no armor in her first appearance made a lot of sense from a story perspective, and I vote on that as an 'enhancement' for Project II.
Although Namingway didn't include it. :(
Namingway reverted it 'cause it was a change I made to fit a bit more in-line with the plot. I think you can edit it pretty easily in FF4kster!
Man do I got my work cut out for me. I'm taking notes on everything you've found so far and will be going in to fix up Namingway Edition as soon as I get free time. Currently my family and I are moving, so I won't be able to devote time to it until after we settle in. Thank you so much for pointing these all out!
Quote from: Rodimus Primal on August 04, 2018, 12:27:08 AM
Man do I got my work cut out for me. I'm taking notes on everything you've found so far and will be going in to fix up Namingway Edition as soon as I get free time. Currently my family and I are moving, so I won't be able to devote time to it until after we settle in. Thank you so much for pointing these all out!
I figured it would be best to do this testing now while you are still active, in a year or two you might be done with this hack/translation and no longer working on it, who knows, I would like to help fix as many problems as I can before it is finished for good since every hack/translation eventually stops getting updated at some point in time, rarely do they remain active for more than a few years. Even then if someone else takes over and makes an addendum patch a decade later to continue work fixing things up, well, that is too long to wait!!
Anyway I just found another bug/typo involving hardcoded names (my secret is I am playing the game with a TON of Pro Action Relay codes and cheating to make the fights REALLY easy so I can get through the game VERY fast to view as much text as possible, I am not THAT good at this game that I can get through it so fast without cheating). OK so this is the exact same type I found earlier with Rosa and Rydia having their names hardcoded. In the boss battle in the top part of the Tower of Babil, not the 2nd one with Rubicante but the 1st one before with Edge's mom and dad, the Eblanese king and queen (and you are correct in calling them Eblanese, I looked it up, the latest translations use that and your enemy names are really good too, very true to the PSP translation), there are some more hard-coded names of a party member: Edge.
First, before the fight, the Queen says "Edge...come..." This is after several lines where Edge has his correct Namingway-chosen name said. (Yeah, I went back to the Namingway in the Cave of Eblan among the Eblanese to change Edge's name prior to this fight, I changed it to Sasuke from Naruto because he is a ninja whose parents are killed and who gets his powers from his rage, I am really going with this anime character theme.) So anyway since I was using the name Sasuke she should have called him Sasuke in that line, earlier in the lines before the fight he did correctly get addressed as Sasuke by the king. Anyway this is where she asks him to come "To HELL!" Then a little while later during the fight, after the parents recover their minds and Edge is correctly called by the name I changed him to, Sasuke, several times, the king says his last line, "Take care, Edge." right before dying, a second case of Edge being hard-coded instead of using Edge's current name. After this, everyone goes back to correctly calling Edge by the new name I picked for him, Sasuke, again.
Oh and one more... 2 items have inconsistent names, in the side-quest involving the frying pan used to wake up Yang that you get from Sheila. First you get the frying pan, when Sheila gives it to you in Fabul it is called "FryinPan" in the dialogue but in the inventory it is "FryingPan" with the ing taking up the space of 2 letters instead of 3. So the dialogue version of the name of that item should be the same as its inventory version. Later on after you wake up Yang and get the Sylph summon for Rydia and go back to Sheila and return her frying pan, she gives you something identified as "Cleaver" in the dialogue but in the inventory it is called "Kitchen" next to a knife symbol so basically it is a "Kitchen Knife". Now this is a recurring item throughout the series, usually the PSP names for things are best for Final Fantasy IV things, I think, and the PSP version calls it "Kitchen Knife". It is called "Cleaver" in 2 later games that I know of, Dissidia Final Fantasy and Dissidia 012 Final Fantasy. In Final Fantasy VIII and XI the name is "Chef's Knife". But, I think, to be consistent with more recent translations of this same game Final Fantasy IV, "Kitchen Knife" is best, or a knife symbol with the word "Kitchen" after it, as appears in the inventory, so the use of "Cleaver" like in the dialogue upon receiving this item from Sheila, I think, ought to be changed to match the name "Kitchen Knife" used in the inventory. So basically in both of these cases the inventory names are correct and the dialogue names should be changed to match them, I think. (The full name of the frying pan in Japanese is "Ai no Furaipan", or "Frying Pan of Love", but we do not have enough room for such a long name, but still, I think the Japanese name is very cute. But much too long a name to fit into an English version of this game, I suppose that just has to be lost in translation.) Anyway there is a good guide to names of things in different translations on the Final Fantasy wiki here: https://finalfantasy.wikia.com/wiki/Final_Fantasy_IV/Translations (https://finalfantasy.wikia.com/wiki/Final_Fantasy_IV/Translations) (I would go with the PSP names in the rightmost column whenever possible and it is very clear on "Kitchen Knife" for the throwing weapon Sheila gives you at the end.)
Oh and this side quest has to be done at a very specific time in the story, you can only start it after visiting Yang in the Sylph Cave in the Underworld at least once which means after getting the red airship upgraded to fly across lava, the one that later gets a drill added to it so you can return to the Overworld, after Kain leaves at the Sealed Cave. But to finish it you need to be able to visit Yang's wife Sheila in Fabul after seeing him asleep in that cave to get the frying pan, then return to the Sylph Cave to hit him with the frying pan and wake him up and get the Sylph summon, then return to Fabul to get the kitchen knife after returning the frying pan to Sheila. Anyway the problem here (not with your translation but with the game) is you have to do this BEFORE you go to the moon and recruit Fusoya into your party, and do most of this quest with only 4 members in your party: Cecil, Rosa, Rydia, and Edge (no Kain or Fusoya). Because Kain leaves before you can get anything from Sheila, and once you get Fusoya it is too late to finish this sidequest. Anyway to test this out that is important to remember, to delay getting Fusoya on the Moon until after you are done with all of this. This is very easy to get wrong by having Fusoya join too early since everyone is telling you to go to Mysidia and take the Lunar Whale to the Moon and this can easily mislead you into missing this sidequest entirely. Regardless I am glad that you gave Sheila and Joanna their proper names instead of just calling them Yang's wife or Rosa's mom, I definitely agree with using their correct names like you did.
One last naming issue: the cave/passage that goes to the Feymarch (you have the Feymarch correctly named) is called "Passage of the Eidolons" in both the PSP and 3D versions so that is considered the canonical name. You have it called "Feymarch Passage", which does make it a bit more obvious where it goes, but this is not the standard name in recent English official translations. Also "Passage of the Eidolons" is closer to the literal translation of the Japanese name for the cave, "Genjuu no Dōkutsu", which literally translates to "Cave of Phantom Beasts", making the original SNES translation "Land of Monsters" not that far off although I would not recommend that, I think going with the standard PSP and 3D translation of the name is best. If you really need to save space in the name you can just shorten it to "Eidolon Passage" from "Passage of the Eidolons", that is about the same length as "Feymarch Passage", but it is better not to shorten it if possible.
Anyway I would not be able to find all this so fast without using PAR codes for cheating to get through the game much much faster... which I am doing for testing purposes, I have beat this game in the past several times WITHOUT cheating so it is not like I don't have the ability, I am just trying to find typos in the script or other bugs faster. And yes I am aware cheat codes can create bugs that do not occur in the game unless you cheat, I am very careful about that, I only report genuine bugs to you, the stuff that is caused by cheat codes I fix myself by either reloading the game from before I used the cheat codes or using more cheat codes to clean up the mess. I do not use any PAR codes that are even remotely plot-related or that are known to cause glitches, I just use safe ones, to max out experience, stats, levels, money, etc., give people their best equipment and all their magic, and make my party basically invincible.
Notes for Rodimus:
- Bank 1, Message 307 is the line of Queen Eblan's that's missing the Edge /name10 variable.
My battle messages seem to use /name10 and not "Edge" already, but I do wanna stress it's something you'll have to do in hex. (The battle message editor in FF4kster doesn't seem to natively support name variables) Don't stress though, battle messages are plaintext with no DTE, aside from any squish tiles you may have used.
Typo from final battle against Zemus/Zeromus:
After Zemus is killed and comes back as Zeromus, and Fusoya and Golbez are fighting him and they try to use the Crystal, Zeromus tells Golbez, "You cannot draw out the crystals power." It should be "You cannot draw out the crystal's power." with an apostrophe. This line is actually cut in half with a ..., the first half appears with ... at the end and then a little while later the second half of this line appears with a ... at the beginning, I took out the ... to show the complete sentence in order to show the correct grammar for the entire sentence, namely, an apostrophe is missing and needs to be put in, that is all.
So I started over from the beginning again to see if I can find more typos or bugs now that I beat it again.
In Baron Castle at the beginning, in the Black Magic Research room, the Black Mage in the upper right says "Basic spells like ·Fire, and ·Blizzard are weak against many monsters." That comma doesn't belong there. Commas are only used in a list of 3 or more things, not just 2 things. It should be "Basic spells like ·Fire and ·Blizzard are weak against many monsters." So yeah here you just need to remove a comma.
And now for 2 Ninjutsu names to change from the original SNES names, the same way you changed White and Black magic to more modern names... Edge's Ninjutsu Image ought to be called Mirage. It is the standard name in the PSP and 3D versions. It is 6 letters in a 5-letter space but i is very thin and r is fairly thin, so fitting it into that space is quit doable. The Japanese for the Mirage or Image spell on the other hand is "Bunshin" which I have seen translated as "Alter Ego" or "Clone" but the modern translations do not translate it literally. You COULD call it "Clone" for a literal translation of the Japanese but that would not fit your goal of using the standard names from newer releases of Final Fantasy IV and other Squaresoft games in English. And Image has a related meaning to Mirage but is not as close to the meaning that is intended here, clearly Mirage is the best choice. Using the non-standard name Clone would be confusing because, think of other Squaresoft games, in Chrono Trigger you actually DO have REAL clones of your characters and this is NOT that, it is just an optical illusion technique so Mirage fits much better.
Also the "Pin" Ninjutsu should be called "Shadowbind" or "Shadow Bind" since that is also the standard name in PSP and 3D versions. But "Shadowbind" is way too long to fit (even "SdwBnd" or "Sdwbnd" is 6 letters and hard to figure out what it means) and "shadow" is just a descriptive word for the main important word "bind". So I suggest to abbreviate it as "S.Bind" with the period and i being half-width to fit it into the 5-letter space (also in Japanese the name for it is "Kage Shibari" which literally means "Shadow Bind"). Here the original Japanese and the recent English-language releases all agree on the name, the only problem is fitting it, but I think "S.Bind" is a perfect way to fit it. The effect of this Ninjutsu paralyzes the enemy so clearly the Bind part is much more important than the Shadow part. If it had an effect of blinding the enemy instead of paralysis maybe the Shadow part would be more important but it paralyzes enemies, not blinding them. I can also think of 2 other ways to abbreviate it, "DkBind" since dark is similar in meaning to shadow and everyone knows Dk is short for Dark, but this would not be the standard name used in official English translations, and the other way would be to just call it "Bind" and not even mention the Shadow part. Still out of the possibilities "S.Bind" seems the best option, easiest to fit and understand and closest to the newer official English translations as well as the original Japanese, and it seems clear your (Namingway Edition) goals are to use names from newer official English translations when possible.
I looked into the names Project II uses and when they differ from the original "Final Fantasy II" US localization for SNES. It seems that in the majority of cases, names are just changed to match things in the "Final Fantasy III" US localization for SNES by Ted Woolsey. Except in the case of the "Berserk" spell, which both the "Final Fantasy III" US localization for SNES by Ted Woolsey AND Namingway Edition of Final Fantasy IV for SNES call "Bserk", the original "Final Fantasy II" US localization for SNES called "Bersk", and Project II calls "Fury". I suggest Project II changes this to "Bserk" to match its standard pattern of using FF3US names by Ted Woolsey. Not to mention that this spell or status is not called "Fury" anywhere in the Final Fantasy series, in fact Fury is a completely different status effect that occurs in Final Fantasy VII and some other parts of the series. And in the original Japanese, the word "Berserk" is used as a loanword from English, although the Romaji version of it looks like "Bāsaku" because of Japanese being a syllabic language rather than one based on letters that stand for individual consonants or vowels. Anyway since a loanword from English is being used in Japanese, with its original English meaning, the only correct translation back to English is to use the original English word Berserk (possibly abbreviated in some way), which is why every official translation ever done by Squaresoft has done exactly that. The "Fury" status effect from Final Fantasy VII causes someone to be able to attack twice as fast but miss a third of the time, it does not limit them to physical attacks only, and it does not prevent them from having control over their actions. The "Berserk" status effect, on the other hand, makes someone lose control of their actions and do nothing but physical attacks, while attacking faster and doing more damage. Quite different from "Fury" where you can still control yourself, still use magic, and your attacks are actually LESS likely to hit, about the only thing both status effects have in common is they make characters faster. So I say, Project II should do what both Ted Woolsey and Namingway Edition do and call it "Bserk" just like in FF3US for SNES, so that it matches everything else in Project II that uses the FF3US Ted Woolsey names for things (Espers, Pearl, Doom, Regen, Scan, etc.).
Oh right and this next one is about Namingway Edition again, the correct name for Pink Puffs is Flan Princesses, the more recent official translations all call them Flan Princesses and in the original Japanese they are called by the funny-sounding pun "Purinpurinsesu" which literally means Flan Princess. Of course there is not enough space to fit that full name so I suggest "Flan Girl". Not only does this fit but it sounds like "fangirl" so it is also a pun just like the original Japanese. Perfect name for those things, much more accurate than "Pink Puff" and it also preserves the original Japanese aspect of it being a pun! With a flan being a type of pudding, obviously, and lots of little girls like to pretend to be princesses, my niece included. You should put in a space and make the i and the 2nd l half width so that "Girl" only takes up the width of 3 characters, that way you can fit the whole thing into 8. And the original "Purinpurinsesu" is just as much of a pun if not moreso. Putting in a space makes it more obvious that Girl is a separate word from Flan and also makes the pun slightly less obvious, so that once people realize what it says they will find it funny. Maybe. Unless they don't like that kind of humor. But it is just translating the type of pun humor in the original so if people don't like puns they should take that up with the original Japanese creators of the game at Squaresoft. Anyway this is just PERFECT for the most rare enemy in the game, although obviously you need to document it in the readme so that people looking for Pink Puffs won't get confused. Plus it is also the most accurate translation I can think of and it keeps MOST of what the standard translation of "Flan Princess" has in it, just substituting Girl for Princess to save space and make it into a pun.
OR... you could fit "FlanPrincess", 12 characters, into the 64x8 pixel area usually used for just 8 characters, I thought more about it, it would be a very tight fit, but fitting "Blizzaga", 8 characters, into an area for 5, is equally tight and you somehow managed that! I guess that would be an even better solution but I am not sure if you can manage such a tight fit. Also since the original Japanese uses "Purinpurincesu" and they are using the English word Princess as part of it, it would be a shame not to use Princess. But leaving out the part about this being Flan would leave out something equally important. I think the Princess part actually IS important in thinking about this more, because who would drop the all-important Pink Tail for Adamant Armor, a very important item, other than a really important monster such as royalty among their kind like a Flan Princess? An ordinary Flan Girl who is not royalty, yes it is a pun but would she really be carrying such an important item? OK so "Flan", you can fit into slightly less than 3 characters' width by making all 4 characters narrow. Then "Princess" would have enough room for more than 5 normal characters. The "r" and "i" can take up the space of just one character pretty easily, and the 2 "s"es at the end can be made a bit more vertical so that the space between them is also shaped like an "s" to REALLY save space at the end. That gets you down to ABOUT the width of 6 characters for "Princess" and then by squeezing the "P" and the "nce" tighter, the few remaining pixels can be squeezed out so "Princess" is slightly more than the with of 5 characters, and with the "Flan" taking up slightly less than the width of 3 characters, it all fits into the width of 8. At first I thought 12 characters in the space of 8 was implausible but then I thought of this. Probably the best solution IF it can be managed.
OK I fit it into the area myself, the full name "Flan Princess", here is the image link: https://imgur.com/a/zmkSJtQ (https://imgur.com/a/zmkSJtQ). It uses the same font that you use in the rest of Namingway Edition, fits the full name into a 64x8 area. I felt like doing it myself, saves you the work. Check it out, I think I did a pretty good job!
New Post 2 Days Later (the forums combined it with my old post so this appears like 1 really long post but really this next part is a separate post):
OK found a very simple one in the town of Troia, a male NPC in the northwest part of town says "Metals gets too heavy to carry in Magnes Cave, on the northeast isle." It should be "get" not "gets" since "Metals" is plural... the correct sentence would be "Metals get too heavy to carry in Magnes Cave, on the northeast isle." Another typo is after Kain leaves the 2nd time in the Underworld and Cid attaches a drill to your red airship so you can return to the Overworld, Cid is back in bed afterwards and says "I'll back outta the limelight. for you kids now." That is an extra period, it should just be "I'll back outta the limelight for you kids now."
Also there are a WHOLE bunch of places where spells are mentioned during dialogue, spells like Cure, Fire, Blizzard, Meteo, etc. Very often the wrong spell icon is used for them. There are 3 different spell icons in Final Fantasy IV, one for white magic, one for black magic, and one for summons. In most of these cases, the spell icon for summons is used instead of the one for white magic or the one for dark magic, when discussing a magic spell. I have noticed this a TON of times in the dialogue, it would take too long to list them all, it happens about half the time when a magic spell is mentioned. About half the time the correct spell icon IS used though. Anyway I only noticed this problem with white and black magic mentioned in dialogue, in various scenes throughout the game (no problems with summons mentioned in dialogue that I know of). I could try to list each occurrence of this but it would take a long time to go through and find every single time this happens via gameplay, maybe when you open the dialogue in the dialogue editor that you use, it is easier for you to see, I am not sure. Anyway this definitely happens several times that Meteo is discussed although this is not the only spell that the wrong spell icon appears next to in dialogue in the game. And sometimes the correct spell icon is next to Meteo too so it is inconsistent. Pretty much every time this error happens it is the summon icon instead of the white magic or black magic icon, next to the name of a white or black magic spell.
Oh and another thing in Troia, mostly in the castle: Namingway Edition calls the 8 leaders of Troia the 8 "Clerics", but the GBA, PSP, and 3D official translations of Final Fantasy 4 all call them the 8 "Epopts". I looked up the original Japanese for what they are called, the 8 "Shimai Shinkan", it means "Shinto priestess" according to Google Translate. But recent official Squaresoft translations all unanimously agree on calling them "Epopts" in English. If you do go with the official terminology and switch it to "Epopt" instead of "Cleric" you should capitalize that word everywhere it occurs, I know sometimes "cleric" is lowercase like with other occupational nouns, but with "Epopt" it has to be capitalized all the time, I think, just like when you mention the Pope or the President or certain nouns referring to people's titles like that. "Cleric" was just used in the original lousy SNES translation and again in the PlayStation one which was just a copy of the SNES one. Since the GBA, PSP, and 3D versions ALL use "Epopt" as the title for the 8 women who lead Troia, I think that is pretty unanimous as the correct standard translation.
Oh right and for some key plot items the recent translations are different too (these next few names are all consistent between PSP and 3D versions and by 3D this means Nintendo DS, Android, and iOS): the "SandRuby" should be the "SandPearl" ("Sand Pearl" in dialogue, "SandPearl" in item list which would require a little cramming), the "Package" a.k.a. "BombRing" should be the "C.Signet" (short for "Carnelian Signet" which is way too long to fit at 15 letters), and the "Twin Harp" should be called "Whisperweed" (a name that requires significant cramming to fit but is still totally doable without leaving out any letters). Anyway the reason for this is to have names match the recent official translations, all 3 of these key plot items have the same name in both the PSP and 3D releases. Also the Whisperweed really is a potted plant, not a harp, so I'd remove the harp icon if changing it to Whisperweed.
A lot of stuff that I didn't change had to do with space within the ROM and display of the letters to make it look right. The stuff that needs tweaking and fixing grammatical errors I will do. Again, I won't have access to my computer for at least a month so it might take a bit before I touch the project.
Quote from: yetisyny on August 04, 2018, 10:12:50 PMAlso there are a WHOLE bunch of places where spells are mentioned during dialogue, spells like Cure, Fire, Blizzard, Meteo, etc. Very often the wrong spell icon is used for them. There are 3 different spell icons in Final Fantasy IV, one for white magic, one for black magic, and one for summons. In most of these cases, the spell icon for summons is used instead of the one for white magic or the one for dark magic, when discussing a magic spell. I have noticed this a TON of times in the dialogue, it would take too long to list them all, it happens about half the time when a magic spell is mentioned. About half the time the correct spell icon IS used though. Anyway I only noticed this problem with white and black magic mentioned in dialogue, in various scenes throughout the game (no problems with summons mentioned in dialogue that I know of). I could try to list each occurrence of this but it would take a long time to go through and find every single time this happens via gameplay, maybe when you open the dialogue in the dialogue editor that you use, it is easier for you to see, I am not sure. Anyway this definitely happens several times that Meteo is discussed although this is not the only spell that the wrong spell icon appears next to in dialogue in the game. And sometimes the correct spell icon is next to Meteo too so it is inconsistent. Pretty much every time this error happens it is the summon icon instead of the white magic or black magic icon, next to the name of a white or black magic spell.
It's not the wrong icon. It's the black magic icon, except the color black is seen as transparent in the dialogue boxes. So you'll see the gray and white middle of the black magic icon but the black is green, or blue, or something because it's showing what's behind the dialogue box. The only ways to fix it would be Rodimus removing the black from the blk mgc icon, or eliminating them altogether which would be a tough work
for rodimus: the Troia "metals gets" message is Bank 2, Location 6, Message 8
Edit - Bank 1, Msg 359 is the limelight line
Quote from: vivify93 on August 09, 2018, 12:40:56 PM
It's not the wrong icon. It's the black magic icon, except the color black is seen as transparent in the dialogue boxes. So you'll see the gray and white middle of the black magic icon but the black is green, or blue, or something because it's showing what's behind the dialogue box. The only ways to fix it would be Rodimus removing the black from the blk mgc icon, or eliminating them altogether which would be a tough work
Sorry, my bad. I was just looking for typos in the script, didn't realize it was an issue with how the original game engine renders the tiles for dialogue text involving black being used for transparency like in a GIF file. Please just ignore all that I said about the specific issue of icons for spells being wrong, oh and, both of those ways of fixing it you mentioned sound like they would make things even worse, so please just leave things the way they are regarding the black magic icon, I would rather just see it stay the way it is than have black removed from black magic (it would not be black anymore which defeats the whole purpose of it being black), or to remove magic symbols from the dialogue (then you would not see anything to visually identify them as magic spells anymore).
It is probably possible to fix this and make the pixels that should be black actually display as black, the way they do in the menus when you browse what spells one of your playable characters knows, but this would require some kind of hacking of how the whole layers and transparency thing works with regard to dialogue text and require ASM hacking and be difficult and complicated, especially since we WANT transparency for the 4 tiles in the corners (since they are rounded rectangles that display some transparency on purpose in the corners), just not for any of the tiles that have text on them. Anyway I am not calling on anyone to do that, it would be cool if someone did do a real fix that involved ASM hacking to make the color black display as such in dialogue rather than showing up as transparent, but it seems too difficult for me to just casually suggest.
I have read a bit about this sort of thing and it seems like it would be quite hard to implement, certainly not impossible but still very hard, I am more focused on solving the easier problems since more of them can be solved faster, solving a whole lot of easy problems using less time and effort than it would take to solve one really hard problem.
The hardest thing I have suggested is to use Lunar Expand to make the ROM bigger, to make it 1.5 megabytes (12 megabits) or 2 megabytes (16 megabits) instead of the current 1 megabyte (8 megabits), and then to use that space in the ROM so that the current limitations holding Namingway Edition back go away. Which would actually make things easier in the long run, more room for expanding the text and other data of the game, or being able to improve the graphics from 8 color (3 bpp) to 16 color (4 bpp), or add in other improvement hacks that require more room in the ROM. I would just expand it to 1.5 megabytes initially, if that turns out not to be enough, you can always expand it again later. But if you expand it too big and later don't need all the space, well, Lunar Expand does not have any "undo" functionality. Anyway I am mostly suggesting this ROM expansion because it appears to be a "blocking" problem, the ROM size issue, that if it is not solved, blocks other problems from being able to be solved, making it a higher priority than it would otherwise be. It is possible Project II might benefit from a ROM expansion as well, if it is also low on ROM space the way Namingway Edition is, or maybe this is only something Namingway Edition needs, I am not sure.
Thanks for the constructive feedback on my comments! I am glad to see that you are so active on working on this game.
Hey Rodimus, I changed some battle messages a little. Thought I'd drop a line in the thread to see if you wanted to incorporate them into Namingway Edition.
- Message 118: Changed to "Status buffs dispelled!"
- Message 135: Changed to "Zeromus:You...Son of Dark..."
- Message 137: Changed to "...the Crystal's power..."
- Message 172: Changed to "None can stop us now!"
135 and 137 are subtle differences, but I'm trying to make Zeromus' manner of speaking consistent. A few more ellipses and making sure it refers to itself in plural.
I know it's been a bit since I've been around but some personal stuff has been going on and I wasn't around to take care of the corrections needed to update the mistakes here in Namingway Edition. Now I'll be starting work on this taking the notes you guys have provided. I hope to get this update to you guys soon!
I know the feeling, hope everything's going well!
I wrote a very nice and detailed review of Namingway Edition: https://www.romhacking.net/reviews/3747/#review (https://www.romhacking.net/reviews/3747/#review). I highly recommended it as my favorite way to play Final Fantasy IV, while going through a list of all the other options and comparing them in detail.
Anyway I am glad to hear from Rodimus Primal. I hope you like my review, which was a very honest review but also very positive. And it also shows one of my predictions in the review, namely that Rodimus Primal will most likely put out another version that fixes most of the remaining issues, is probably correct. Which is one of the reasons I recommended it so highly. I also tried to be fair to Spooniest since I have not played J2Evisceration yet. But the fact that J2Evisceration stopped immediately at version 1.0 and no updates have come out since then to fix any issues reported in it, well, that is something that I do know, and Namingway Edition fixing issues that are reported in it, that is a definite advantage that I know exists, even without playing the other version.
You do know that Project II released a new version recently on September 4th, about 3 weeks ago, yes? Obviously you do. I assume you will base your work on the latest version of Project II with all of its fixes, quite excellent work by vivify93 there. Good luck, I wish you the best Rodimus! Judging by your past work, I know you can do it.
I understand taking time off to do other things, the same thing happened to me with a GNU GPL'd open-source game I was the most active developer on for awhile. I got totally burned out on it for a whole variety of reasons and ended up just not being active anymore. I made a TON of improvements to the game, lots of features added and bugs fixed, spending countless hours on it over about a year and a half, and did not get the kind of positive feedback I was expecting. And a bunch of other things made it stop being fun to develop anymore too, like bugs that were too hard for me to fix, or trying to merge a fork where they refactored the code completely and it was almost impossible to merge, or dealing with a lead developer who was mostly AWOL but was the only person who had the power to make new official release versions but kept not doing it even though I REALLY wanted him to, at the very least, put out a beta release, I would prefer a stable release but he wouldn't even put out a beta. He just stopped releasing builds, but wouldn't give anyone else admin rights to the SourceForge project so we could release builds! So annoying! And then for some users they saw we had not had any official releases in quite some time and they thought maybe development was dead, or they were playing the old version without the latest fixes. So I had to be putting out all these unofficial dev builds and posting about them on the forums and wiki for the game and getting people to play those instead. It just got to be a huge pain in the rear end and I just ended up stopping it because I got sick and tired of it and it wasn't fun anymore. Thankfully since I stopped working on it, other people have taken over and they HAVE put out new versions that include all my improvements.
So I know how that is. Which is why I want to let you know you are doing a GREAT job! Because I know that developers sometimes need to hear that... I know that firsthand. Anyway thanks for all your work on Namingway Edition, you are doing a great job. I hope that you continue working on it, I really appreciate it. If more people had told me things like that about my contributions to that open-source game, I would have kept working on it longer. Since you actually get to be in charge of your own project and don't get into fights with other developers, in some ways you have things easier than I did on that project. The game I was the most active developer on had quite the active forum site where the players and developers would talk. A ton of people played the game I was working on. That was the main thing that kept me going, as long as I did it, was how many people were counting on me and enjoying the game. I had started out as one of them, as a regular player, before I got involved in development, so I could see things from their perspective. But it just got to be too much for me to handle and it was overwhelming.
I hope that doesn't happen to you!! Keep up the good work!
Thanks. Between my family's move and the birth of my second child, time has been limited but I am updating things now. I'm going through the last three pages of this topic to get changed what is needed first and then moving on to fix anything else.
I had forgotten HOW to change the map tiles for the hidden passages and my help came from Bahamut Zero on that. He's not receiving messages right now and Slick is down still so I'm not sure how I can get a hold of him for assistance on that.
EDIT -
The typos you mentioned AND the changes vivify93 made are now fixed in Namingway as well.
As for names being fixed. I kept it as PinkPuff as a tribute to the creator of the editor I used even though I KNEW I could use FlanPrincess. It would be more accurate and I think I will change it.
I fixed FryinPan and Cleaver in dialogue to Frying Pan and Kitchen Knife (rendered as "Knife symbol"-Kitchen). They are already correct as items.
As for Twin Harp, I think I discussed earlier in this thread that it was something that I wish I could find a way to make it fit as Whisper Weed. However the GBA doubled down on it making it the Twin Harp as well. So that is why it was kept as such.
I still have to look and see what can fit for Edge's Ninjitsu attacks.
I just may call the Clerics as Epopts. It will take a bit to make sure all of the messages are changed but it can be done.
Woah, I had no idea the Twin Harp was the beginning of the whisperweed and it wasn't just a DS version thing. That was in FFV and plenty of spinoffs too. It also ended up being a bigger plot point in The After Years, actually using it's properties as something growable (as in, he definitely uses more than one and left a piece around to spy on someone).
I'm neutral here, but to tell you the truth as a point of canon in TAY it should probably be changed. But what does the PSP version of TAY call it?
Quote from: Chronosplit on October 04, 2018, 11:12:19 PM
Woah, I had no idea the Twin Harp was the beginning of the whisperweed and it wasn't just a DS version thing. That was in FFV and plenty of spinoffs too. It also ended up being a bigger plot point in The After Years, actually using it's properties as something growable (as in, he definitely uses more than one and left a piece around to spy on someone).
I'm neutral here, but to tell you the truth as a point of canon in TAY it should probably be changed. But what does the PSP version of TAY call it?
Both the PSP AND the DS version call it the Whisperweed. Original Japanese is Whisper Grass as noted by Mato. If I take out the Harp symbol and use 9 characters to name it, and one of my squish tiles I'd be one letter short. I could make it Whisprweed and call it the full name in the dialogue.
Are there hidden paths like in the the original, or are they revealed? Could'nt find the info, sorry. :p
Quote from: Zimgief on October 05, 2018, 02:48:45 AM
Are there hidden paths like in the the original, or are they revealed? Could'nt find the info, sorry. :p
The original Japanese Final Fantasy IV had hidden passages. They were changed for the US Final Fantasy II and Final Fantasy IV Easy Type.
I'm still trying to figure out the best way to change Twin Harp to Whisperweed.
You used to make tiles with doubled-up letters? Can you do that with Wh, is, er, we, ed?
Quote from: Digitsie on October 07, 2018, 06:17:37 PM
You used to make tiles with doubled-up letters? Can you do that with Wh, is, er, we, ed?
It's not that simple. There is literally NO room left to make new tiles in the text space. Also the W is much WIDER than you realize. However, I could render it properly with spacing as W(hi)spweed and call it Whisperweed in the dialogue.
I think Whisprweed is quite reasonable for a shortening.
Quote from: Orochi Kusanagi on October 07, 2018, 08:03:41 PM
I think Whisprweed is quite reasonable for a shortening.
This is my dilemma. All other items either use an icon or a blank space prior to their name. If I keep it consistent that way I have 8 characters to play with. I do have the ability to use an "hi" but no other dual letter spacing works with the name Whisperweed. This would mean that the name would need to be Whispweed as the item. If I get rid of that extra space for that ONE item, it will be as intended as Whisprweed. It would look strange all things considered since it's the only item that would take away the extra space used for proper spacing.
Yeah, that's pretty rough... To keep it still looking nice, have you considered a different name for it? Like using a synonym for whisper (kind of like an alternate translation)? I know it goes against the projects goals though.
Edit: Maybe even W. Weed?
Out of curiousity, what doubled-up tiles do you have and where are they used?
After really thinking it through, it makes the most sense to just ditch the extra spacing for the key items Whisperweed and Sand Pearl. The only time it will look strange is when selecting the item in the Fat Chocobo menu since the pointing hand is on the second character instead of the first. Every other place it's fine. It will render as Whisprweed and SandPearl respectively.
With this extra space I could also change Gysahl to GysahlGrn if everyone is fine with it. Again, it only looks weird in the Fat Chocobo menu.
The Package is going to become the C.Signet item and will be called a Carnelian Signet in dialogue, similar to the PSP and 3D translations.
I am also changing the Clerics to Epopts, and Edge's Pin and Image to S.Bind and Mirage respectively. G.Needle will also be GoldNeedle.
Those changes sound mighty fine to me!
Quote from: Rodimus Primal on October 08, 2018, 07:26:24 PM
After really thinking it through, it makes the most sense to just ditch the extra spacing for the key items Whisperweed and Sand Pearl. The only time it will look strange is when selecting the item in the Fat Chocobo menu since the pointing hand is on the second character instead of the first. Every other place it's fine. It will render as Whisprweed and SandPearl respectively.
With this extra space I could also change Gysahl to GysahlGrn if everyone is fine with it. Again, it only looks weird in the Fat Chocobo menu.
The Package is going to become the C.Signet item and will be called a Carnelian Signet in dialogue, similar to the PSP and 3D translations.
I am also changing the Clerics to Epopts, and Edge's Pin and Image to S.Bind and Mirage respectively. G.Needle will also be GoldNeedle.
Sounds perfect to me too, I agree with Orochi Kusanagi. Good job! Yeah, you should use all the names that you said in that particular post, I agree with all of the things quoted above 100%. No objections from me! Great work! I don't really care if the Fat Chocobo has a cursor on the 2nd character instead of the 1st for some items, I don't think anyone would even notice that, not even me and I am kind of a perfectionist but I don't have any problem with that. Great decisions there, all of those in that post!
Good. I'm glad you are fine with it. I am running into spacing issues with the text so I rewrote many of the lines surrounding those key items using Mato's site, the PSP, and 3D translations as a guide. Hopefully it all fits as intended.
EDIT- So I figured out how to change messages in Events. Since Bank 3 has more space for messages, I expanded the scene with Edward and Anna's ghost to closer match the original Japanese based on the DS and Mato's translation notes. Doing so allowed me more space to rewrite the beginning with the King of Baron and Baigan, again matching Mato's translation notes. I've also altered when Kain and Cecil arrive at Mist. This was all done to make the Package into the Carnelian Signet.
In changing the Clerics to Epopts and Twin Harp to Whisperweed, many lines were changed to reflect this. (again to better match the Japanese too) I also updated the dancer's message at Kaipo.
It is impossible to properly fit Flan Princess properly in 8 tiles even with all the squished tiles I have. Flan will fit in 3 tiles, leaving 5 for the word Princess. It would fit IF I had more space available for the font to add more tiles. None of the current letters fit. However, if the abbreviation is fine with everyone, I CAN make it FlanPrinss or FlanPrincs but that look terrible IMO. There's FlanRoyal, Flan Lady, Flan Girl, or maybe Flanpress?
I forgot how to alter the maps to better hide the hidden passages, and without the help of another hacker (Bahamut Zero), I'm not sure I can at this point. If someone else knows how to and wants to contribute to Namingway Edition, making it a separate patch, I will gladly distribute it in Namingway Edition. Maybe even make a "Hard Mode" version of Namingway Edition.
As for now, I am going to get this ready for an update that's long been overdue.
October 11, 2018, 12:19:02 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, so after carefully thinking about it, and since other monsters are abbreviated this way, I can also make it Flan P., Flan Pr. or even Flan HRH (Her Royal Highness). We have K. Eblan, Q Eblan, and Lamia Q so it might work if everyone knows what they are. All in all, a Pink Puff still works as it's name. Just calling it Flan P. takes away the charm of the original name with the spacing available.
October 11, 2018, 07:19:33 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Version 1.86 is now ready for download.
Thanks much! I'm definitely going to be giving this a new playthrough.
Quote from: Rodimus Primal on October 10, 2018, 12:42:04 PM
It is impossible to properly fit Flan Princess properly in 8 tiles even with all the squished tiles I have. Flan will fit in 3 tiles, leaving 5 for the word Princess. It would fit IF I had more space available for the font to add more tiles. None of the current letters fit. However, if the abbreviation is fine with everyone, I CAN make it FlanPrinss or FlanPrincs but that look terrible IMO. There's FlanRoyal, Flan Lady, Flan Girl, or maybe Flanpress?
Okay, so after carefully thinking about it, and since other monsters are abbreviated this way, I can also make it Flan P., Flan Pr. or even Flan HRH (Her Royal Highness). We have K. Eblan, Q Eblan, and Lamia Q so it might work if everyone knows what they are. All in all, a Pink Puff still works as it's name. Just calling it Flan P. takes away the charm of the original name with the spacing available.
Version 1.86 is now ready for download.
Nice to see the new download! Thanks! As far as those options, Flan Girl is good, it is a pun. In the original Japanese the name for that enemy is also a pun, "Purin Purinsesu", or "Pudding Princess", with the first "Purin" meaning "Pudding" and the second "Purin" being part of "Purinsesu" which is just "Princess" from English. In the spirit of the original Japanese name being a pun, Flan Girl is a good pun, and you said that you are able to fit that with the available tiles. I suggest this although it is not technically the canonical name. It is definitely in the spirit of how the Japanese name for that enemy is written. Japanese people love their puns, at least, judging by comparing the Japanese and English versions of many anime and video games, where the Japanese versions are full of puns and wordplay and the English versions kinda... aren't.
My vote is definitely for "Flan Girl", it is the only option that is a pun in English, plus it is also technically an accurate translation too, it does leave out the part of her being royalty but I think having it be a pun makes up for that. The only reason the royalty thing has any importance is because, this is a rare enemy and the most powerful of the pudding-type enemies. But, I think people can kinda figure that part out themselves, and also it does sorta make sense why a "Flan Girl" would be strong. If you imagine her saying "I'm your #1 flan!" then she is probably the #1 most powerful flan in battle, which is true. I really do like the name "Flan Girl" and think it is the best option if we can't fit in the official canonical name "Flan Princess". And I think a name like "Flan Girl" is something the official translations from Squaresoft might have done if they thought of this pun, they just didn't think of this pun.
The other good thing about Flan Girl is it is not that different from Flan Princess as used in newer official translations. So aside from being a pun, it is also probably identifiable as the same enemy. As well as being an accurate translation.
Anyway good job with everything else and with getting the latest version of the patch out. I just wanted to answer that thing about Pink Puffs/Flan Princesses/Flan Girls. Do other people like having that be a pun? I wonder what other people think about this, if they like the name Flan Girl as much as I do. I know I did squeeze in the graphics for Flan Princess and post an image online in an earlier post but yeah, I get it, you need ROM space to fit all those tiles, you are low on space, gotcha, that's why I'm suggesting Flan Girl instead. Which ought to be very very easy to fit, if there are any other enemies with "irl" in their names, "irl" easily fits into 2 tiles since lowercase i and lowercase l are both very thin letters. Then every other letter can be normal fixed-width alphabet tiles, very very easy to fit. You probably already have "irl" tiles hopefully.
There was no way around making it Flan Princess and Flan Girl just didn't seem right not being an official name. I also looked up the Japanese word for Princess, and I could get around it by calling it Flan Hime.
Do it!
Personally, I think Square Enix dropped the "Purin Purincess" pun intentionally when they translated it over to English for a reason. There's no truly clever way to localize the joke.
"Flan Girl" is decent but you have to think about it for a second which should the joke.
If "Flan Princess" won't work for some reason, then my vote is for the less canonical and nostalgia inducing "Pink Puff" as a runner up.
"Flan Hime" is fine with me. Reminds me of Orihime in Bleach or the anime Lunar Legend Tsukihime... I know what Hime means, probably a bunch of people do who don't speak Japanese since it even has its own Wikipedia page: https://en.wikipedia.org/wiki/Hime (https://en.wikipedia.org/wiki/Hime) (most Japanese words do not have Wikipedia pages but a few like Sushi, Karate, Kawaii, Eroge, Anime, Sensei, etc. do).
Since the original Japanese used "Purinsesu" as a loanword from English, reversing that and using a loanword from Japanese, "Hime", with the same exact meaning, makes perfect sense. I never thought of "Flan Hime", that is a pretty smart way to solve this in a way that fits into the space. Great work! I agree about using "Flan Hime". Hime might not technically be English but Princess is not technically Japanese either.
As a professional translator, I agree with the choice of "Flan Hime". Yetisyny makes a really good point.
But seeing the sprite of the ennemy, nothing in it screams "royalty", so I guess Flan Girl may be a safer bet.
Quote from: Zimgief on October 15, 2018, 08:41:34 AM
As a professional translator, I agree with the choice of "Flan Hime". Yetisyny makes a really good point.
But seeing the sprite of the ennemy, nothing in it screams "royalty", so I guess Flan Girl may be a safer bet.
At the present, it is still Pink Puff but if I do another update (if needed), I may change it to Flan Hime.
Quote from: Zimgief on October 15, 2018, 08:41:34 AM
As a professional translator, I agree with the choice of "Flan Hime". Yetisyny makes a really good point.
But seeing the sprite of the ennemy, nothing in it screams "royalty", so I guess Flan Girl may be a safer bet.
You're a professional translator, your opinion is inherently biased. I can think of absolutely zero major English Releases by Square where words like "Hime" have survived the localization process. There's a reason for that is because it hasn't been adopted beyond the anime and gaming crowd.
You and I might be comfortable with it but that doesn't mean it makes sense to the rest is the world.
Quote from: Timbo on October 16, 2018, 02:24:24 PM
You're a professional translator, your opinion is inherently biased. I can think of absolutely zero major English Releases by Square where words like "Hime" have survived the localization process. There's a reason for that is because it hasn't been adopted beyond the anime and gaming crowd.
You and I might be comfortable with it but that doesn't mean it makes sense to the rest is the world.
Good thing only the gaming crowd would be playing this...game.
Also, it's not a matter of "surviving the localization process" since in this case, it's being added in; changed from "Princess" to "Hime".
Maybe "Flan Prin." would be a good option.
Quote from: Timbo on October 16, 2018, 02:24:24 PM
I can think of absolutely zero major English Releases by Square where words like "Hime" have survived the localization process. There's a reason for that is because it hasn't been adopted beyond the anime and gaming crowd.
OK fine, Hime is a Japanese word, not entirely localized to English, I got it.
Quote from: moritasan2040 on October 16, 2018, 04:42:39 PM
Maybe "Flan Prin." would be a good option.
OK fine, you both made your point regarding Flan Hime, plus Rodimus Primal already kinda rejected Flan Girl when he said "Flan Girl just didn't seem right not being an official name" and also said that Flan Princess doesn't fit since it's too long.
So now that I considered that, I guess Flan Prin. is my first choice and Flan Hime is my 2nd choice. But I am 100% fine with either of those 2, they are both accurate. Whatever Rodimus Primal decides I am sure it will be something I am fine with, unless it is left as Pink Puff, I really would like it changed but I guess first everyone has to agree on what to change it too.
Is there anyone who objects to Flan Prin.? I certainly don't.
As of right now I have left it as Pink Puff. It's still a dessert and it's pink. It's an officially used name (even if not modern) and since the official one has NO way to abbreviate it properly it's staying as is. However, it is REALLY easy to change using FF4kster or a HEX editor with a table.
I only suggested Flan Hime and I don't think Flan Prin. works IMO.
Flan Prin doesn't really work for me either.
I think Pink Puff is good enough if you can't come to a conclusion on a change you like enough.
The only other things I could come up with are Puddin'/Pudding (like a cute nickname, and it fits), or maybe Flancess. Still, I'd probably stick with Pink Puff at this point, at least it has been used officially.
if it was flan hime, wouldn't flan lady also work? Since hime could be used for either lady or princess.
https://www.powerthesaurus.org/princess/synonyms
You could also try lady flan or prin. flan
Lady Flan would be good too IMO since before Princess was commonly used, they would be referred to as The Lady (givenname).
Honestly if you can get ANY name that is closer to Flan Princess than it is to Pink Puff I would support the change 100%. Flan Lady, Lady Flan, Flan Girl, Flan Prin., Flan Hime, those are all fine.
And just to add another one, Dame Flan, that would fit, Dame is a general title used for female British aristocracy and royalty, but since it is a title it comes before the name.
As far as Flan Prin. I don't see what is wrong with abbreviations, we use abbreviations for the King and Queen of Eblana when they are encountered as boss enemies.
Keeping it as Pink Puff just doesn't fit in with the way this hack changes other names to be similar to the GBA, PSP, and Nintendo DS official ports of Final Fantasy IV. Pink Puff is not an accurate translation and it is not what the newer official translations by Squaresoft/Square Enix use, and for everything else in the game, Namingway Edition uses names of things that are basically standard names from newer official ports.
It is a little inconsistent to see just this one thing keep using language from the SNES official translation when pretty much nothing else in Namingway Edition does that. Project II, sure, Project II mostly sticks to names from the original official SNES translation, but I thought Namingway Edition was aimed at changing those to the newer standard names.
Anyway I would be happy with almost anything other than Pink Puff, something that is more accurate to the Japanese. Flan is more similar to Pudding than a Puff pastry is. And while the enemy certainly is Pink, that is not mentioned in the Japanese name, instead the English word Princess is used. If the goal is an at least semi-accurate translation, I don't see how leaving it as Pink Puff makes any sense. If you compare https://en.wikipedia.org/wiki/Flan (https://en.wikipedia.org/wiki/Flan) to https://en.wikipedia.org/wiki/Puff_pastry (https://en.wikipedia.org/wiki/Puff_pastry) I would note that puff pastry is mostly made of dough, in fact having many layers of pastry dough, while flan is mostly made of soft filling, making flan much more similar to pudding. So at the very least the pastry is a Pink Flan rather than a Pink Puff. But again Pink doesn't belong in the name, instead some mention of female royalty or aristocracy belongs there ideally.
I don't care if it is Flan Lady, Lady Flan, Flan Girl, Flan Prin., Flan Hime, Dame Flan, or something else like that, any of those would be much more accurate than Pink Puff and I would approve of any of them as being a better translation from the original Japanese. I would fully support changing it to any of those. If other people can agree on ANY of those names that is more accurate than Pink Puff, I agree to it too, I just want it changed from Pink Puff since Pink Puff is so inaccurate.
Generally I think going by names that are standard in the Nintendo DS, PSP, and GBA versions is best, you can find the names for everything in the entire game in the translation comparison here: https://finalfantasy.wikia.com/wiki/Final_Fantasy_IV/Translations (https://finalfantasy.wikia.com/wiki/Final_Fantasy_IV/Translations). In this case all 3 of them agree on Flan Princess so some abbreviated variant of that that can fit in the space should be used here ideally. Just like for most other things in the game, Namingway Edition pretty much already uses the standard names used by Nintendo DS, PSP, and GBA versions, making it quite close to one of the newer official translations at least regarding the naming. The only other translation that uses Pink Puff is the PlayStation one which uses the same names for almost everything as the SNES one, and the PlayStation port copies all the other mistaken translations for names of things in the SNES version. Names did not get fixed until the GBA, Nintendo DS, and PSP ports.
tl;dr
Just go with Flan Lady, it's as close to flan-hime as you're going to get.
If you want to be 'actually' localized it should be 'Lady Flan'.
But i like Flan-hime because any anime viewer or manga reader eventually learns it through osmosis.
Quote from: SCO on October 20, 2018, 01:53:41 PM
If you want to be 'actually' localized it should be 'Lady Flan'.
But i like Flan-hime because any anime viewer or manga reader eventually learns it through osmosis.
Mmmm... Lady Flan does have a good ring to it. It would fit the tight spacing, and is a proper name that sometimes they call a Princess. I like Flan-Hime too but I can see why others would not.
Though, I still don't think it's the best idea, I'm starting to come around to Flan-Hime.
What about Flan Queen?
I'm kinda surprised no one's gone with the joke and asked about Royal Flan. :laugh:
Anyway, I'm for both Flan-Hime and Lady Flan. Both are equally great.
Quote from: Chronosplit on October 21, 2018, 08:49:08 PM
I'm kinda surprised no one's gone with the joke and asked about Royal Flan. :laugh:
That.... would be amazing actually. I'm old enough for that to be funny (Flan is actually really disgusting imo, and i always cursed spain and france for inventing them and America for turning it 'affordable' when i was given one back then - especially the disgusting caramelized sauce varieties).
Horchata on the other hand, it's a tragedy it isn't popular outside of spain and mexico (not surprising considering the nuts cost).
Quote from: SCO on October 21, 2018, 08:50:25 PM
That.... would be amazing actually. I'm old enough for that to be funny (Flan is actually really disgusting imo, and i always cursed spain and france for inventing them and America for turning it 'affordable' when i was given one back then - especially the disgusting caramelized sauce varieties).
Horchata on the other hand, it's a tragedy it isn't popular outside of spain and mexico (not surprising considering the nuts cost).
I don't understand the joke but I'll take your word on it. I'm on the fence with either Royal Flan and Lady Flan.
I also realized I didn't change Package to ring in the Mist cave so there will be an update soon. Just need to figure out what name to go with.
I ran into this spacing issue in Troia Castle. Could there be even two here? I see the punctuation, but between blessings and of, that space is a little long.
(https://i.imgur.com/CBQYtAA.jpg)
Quote from: Chronosplit on November 13, 2018, 09:10:52 PM
I ran into this spacing issue in Troia Castle. Could there be even two here? I see the punctuation, but between blessings and of, that space is a little long.
(https://i.imgur.com/CBQYtAA.jpg)
Thanks for pointing it out. I'll have it fixed in the next revision.
About a year ago I pointed out a blank chatbox in the library in the Feymarch. Has that also been fixed?
I'm looking into making a physical copy of FF4 with this patch, so I'm kinda waiting for the ultimate version. 8)
Quote from: Nosgothy on November 14, 2018, 01:01:08 AM
About a year ago I pointed out a blank chatbox in the library in the Feymarch. Has that also been fixed?
I'm looking into making a physical copy of FF4 with this patch, so I'm kinda waiting for the ultimate version. 8)
That was corrected promptly afterward so it's been quite some time since I fixed it. It was an extra line space that caused it.
Quote from: Chronosplit on November 13, 2018, 09:10:52 PM
(https://i.imgur.com/CBQYtAA.jpg)
is it just me or isn't "recieve" supposed to be spelled "receive" ?
Quote from: Mugi on November 14, 2018, 01:07:48 PM
is it just me or isn't "recieve" supposed to be spelled "receive" ?
Good eye! When I correct that line, that will be fixed as well.
Comma after "Epopts" doesn't need to be there either, from what I can see.
I have a strange bug, and I'm not sure what has caused it. My MagmaKey is gone and I can't go any further in the game.
What happened was last night I saved outside Agart right before putting it in the well, and I had turned off the game during the first talk with King Giott. When I loaded up my save today, poof!
Is this a known thing with FFIV in general? SNES9x perhaps? Anyone have a way around this? This has never happened to me before.
EDIT: Disregard, I did a dumb thing. Fixed-o.
EDIT 2: One thing though, King Giott refers to airships oddly. "the ships your mech-flies" is kinda left field. Is there a typing error (are the soldiers the mech-flies? Is he referring to Cid as short for mechanic, but the hyphen shouldn't be there?) in there or is this a reference?
That would be on me. The whole line, in Project II, is "That's the name of your mech-flies?"
I thought it would be strange for Giott to know what ships are in the first place, 'cause aside from the airship dock in the Dwarf Kingdom (Why is that there, by the way?), there's no evidence that the Underworld has any idea of what ships are, much less airships. I assumed he'd know what machines are (Tower of Babil) and he'd know what flies are (Flying enemies in the Underworld), so he'd call them "mechanical flies". There wasn't enough room for "mechanical", so I shortened it to "mech". No errors at all.
Aaaah, I see then. Project II's line makes more sense. My quote came straight from Namingway, so maybe a comma should be added at least?
I have to admit, I don't see how a comma would help 'the ship your mech-flies'.
Seems more like you want the line to read 'That's the name of your flying contraption'?
Quote from: Digitsie on November 15, 2018, 05:03:17 PM
I have to admit, I don't see how a comma would help 'the ship your mech-flies'.
Seems more like you want the line to read 'That's the name of your flying contraption'?
space is an issue and the line (in project ii at least) is "That's the name of your mech-flies?" nothing about a ship is stated
rodimus is free to change it to whatever he'd like, of course. i'm sure there are better ways to convey it.
Managed to grab a screenshot:
(https://i.imgur.com/4uOyqAU.jpg)
Yeah, looking at it closer I definitely think the word "ships" is the anomaly here.
I checked Project II... This is what I have.
(https://i.imgur.com/Wvr7d7q.png)
This seems like a line Rodimus was tweaking.
Quote from: vivify93 on November 15, 2018, 10:53:28 PM
I checked Project II... This is what I have.
(https://i.imgur.com/Wvr7d7q.png)
This seems like a line Rodimus was tweaking.
I'm in the process of double checking as we speak, and yes it's there. I think an error must have happened somewhere. I never changed that line from Project II so I find it weird that the typo occurred. I'm currently looking at the original Japanese and I'm going to change it to better reflect it.
I remember some issues happened when we were applying Namingway as an addendum patch. Maybe that's when it happened?
Quote from: vivify93 on November 16, 2018, 12:10:22 AM
I remember some issues happened when we were applying Namingway as an addendum patch. Maybe that's when it happened?
It's possible. Especially since we were using older versions of FF4kster. I've not only corrected it now, I updated the text and expanded the dialog to better reflect the original Japanese. Let me know if I should add any punctuation here:
King:So you're unharmed.
Cecil:May I ask who you
are, Your Majesty?
King:I am Giott. King of
the Dwarves and ruler of
the Underworld.
Cecil:Your Majesty,how
are the Dark Crystals?
Giott:Ah, so that's why you
are here. But I can see
you're not friends of the
others.
Kain:Are the Dark
Crystals safe?
Giott:I'm afraid two of
the four have been taken.
Yang:So we're too late...
Giott:Our castle's Crystal
remains safe! Our tank
batallion repelled them.
Rosa:We saw them
fighting the enemy
airships.
Giott:Airships? That's
what you call them?
The Overworld is home to
marvelous wonders.
Could your airship support
our tanks?
Cid:Wish she could, but
she's pretty banged up
after the crash.
Sounds great to me :thumbsup:
Cecil:Your Majesty,how
are the Dark Crystals?
is missing a space after the ,
spaces typically aren't used after periods or commas in this script due to a lack of space.
Looks good to me!
Quote from: Orochi Kusanagi on November 16, 2018, 02:54:07 PM
Cecil:Your Majesty,how
are the Dark Crystals?
is missing a space after the ,
A lot of games of the SNES with large scripts include a space in the punctuation, because almost always they're used before a space.
It's just a way to maximize the characters used for text space.
Oh, I noticed he had other spaces after commas in that block though.
The reason I don't have spaces there is because the comma is far enough to the left that it already creates a "space" afterward.
Oh, okay. I get it now I think.
Okay guys. Version 1.87 has been submitted for approval. I decided on Lady Flan for the monster and the typos and line changes have been applied.
FFII has a configuration menu with fewer options than FFIV, do you intend to implement these extra options in future releases?
Final Fantasy IV Final Fantasy II
(https://tcrf.net/images/b/b3/FF4-ConfigPSX.png) (https://tcrf.net/images/f/fa/FF4-ConfigFF2.png)
That's a good question. Is any of the data for these options still present in FFII? Otherwise, I'd imagine these would be pretty tough to remake!
Regardless, I do miss cursor memory.
Quote from: Chronosplit on November 28, 2018, 06:31:09 PM
That's a good question. Is any of the data for these options still present in FFII? Otherwise, I'd imagine these would be pretty tough to remake!
Regardless, I do miss cursor memory.
I'm not sure. I'd like to make it closer to the original in that respect. What would be cool but probably would take a lot of time to do right would be to apply Namingway Edition to the actual Japanese ROM.
BTW, I found 1 instance in Damcyan where I didn't change the Sand Ruby to Sand Pearl. Has anyone else found any other errors?
Quote from: Chronosplit on November 28, 2018, 06:31:09 PM
That's a good question. Is any of the data for these options still present in FFII? Otherwise, I'd imagine these would be pretty tough to remake!
Regardless, I do miss cursor memory.
yeah, they all still do exist. but i dont have any idea how to restore it. dragonsbrethren once said "dump the whole 01 bank into FFII US" and it'll be fixed, but i think i tried that before and it didn't work. i might've misunderstood what he meant though.
It is worth remembering that there is this hack for FFIII where the configuration control from the Japanese version is restored. I always use with Ted Woosley Uncensored hack without any problems, so here is my suggestion for future updates.
http://www.romhacking.net/hacks/3148/
Quote from: vivify93 on November 29, 2018, 06:16:16 AMdragonsbrethren once said "dump the whole 01 bank into FFII US" and it'll be fixed, but i think i tried that before and it didn't work. i might've misunderstood what he meant though.
I'm guessing he meant the LoROM 01 bank. The 01 bank in ROM corresponds to the 02 and 03 banks in LoROM, which handle battle scenes primarily, not menus.
The 01 bank in LoROM is 00/8000-00/FFFF in ROM.
I don't know if he's right that it would work (and I don't know how doing so might break Namingway/Project II, since I probably used some of that space for User Options), but it would be an interesting thing to try on a vanilla ROM.
By the way, this is probably of-interest to both Rodimus and Vivify... Apparently there's a bug in FFIV that causes any character who begins a battle dead to lose their ability to deal critical hits forever after (and also has some effect on characters not present in autobattles and Adult Rydia whose initial entrance is a battle anomaly). Anyway, I'm pretty sure Grimoire LD just found a fix for it and it's just a one-byte thing. You can check it out here if you think this might be an enhancement to your projects:
http://www.romhacking.net/forum/index.php?topic=27326.msg366815#msg366815
Quote from: chillyfeez on November 29, 2018, 10:44:18 AM
I'm guessing he meant the LoROM 01 bank. The 01 bank in ROM corresponds to the 02 and 03 banks in LoROM, which handle battle scenes primarily, not menus.
The 01 bank in LoROM is 00/8000-00/FFFF in ROM.
I don't know if he's right that it would work (and I don't know how doing so might break Namingway/Project II, since I probably used some of that space for User Options), but it would be an interesting thing to try on a vanilla ROM.
By the way, this is probably of-interest to both Rodimus and Vivify... Apparently there's a bug in FFIV that causes any character who begins a battle dead to lose their ability to deal critical hits forever after (and also has some effect on characters not present in autobattles and Adult Rydia whose initial entrance is a battle anomaly). Anyway, I'm pretty sure Grimoire LD just found a fix for it and it's just a one-byte thing. You can check it out here if you think this might be an enhancement to your projects:
http://www.romhacking.net/forum/index.php?topic=27326.msg366815#msg366815
I saw the conversation but I wanted to be sure it works to fix that bug before applying it to Namingway.
it definitely works. be sure to read the whole thread - Grimoire was off by one byte the first time he told how to fix it (corrected a few posts later). There's also another, similar bug with blanked-out characters during autobattles that I just fixed in the most recent post.
http://www.romhacking.net/forum/index.php?topic=27326.msg366880#msg366880
Version 1.88 has been submitted.
This fixes the leftover changes of SandRuby now say Sand Pearl as they should.
I've also added the Critical Hit Bugfix as well. Thanks to chillyfeez and Grimoire for finding this and making the fix.
8.bit too, without him the ball would have never gotten rolling in the first place and this fix wouldn't exist.
Quote from: Special on December 20, 2018, 08:36:58 PM
8.bit too, without him the ball would have never gotten rolling in the first place and this fix wouldn't exist.
Of course. Thanks to everyone involved. I'm glad the community can be helpful to one another!
Version 1.88 is up and ready for download!
@Rodimus
I started up a game today on version 1.88 looking forward to experiencing how it feels to finally have critical hits working properly. I noticed an issue that I didn't notice on a previous version of your hack (I believe 1.84). During the battle with the Mist Dragon, for some reason the main melody channel of the music was cutting in and out throughout the fight. The other channels were fine. As the song would repeatedly cycle through its loop, I believe that the same parts were skipped over on every time. I've played through this game about 30 times so there is no doubt in my mind that sections are missing. Strange issue to come up. I'm curious what could be causing it.
Quote from: Chicken Knife on December 25, 2018, 08:16:22 PM
@Rodimus
I started up a game today on version 1.88 looking forward to experiencing how it feels to finally have critical hits working properly. I noticed an issue that I didn't notice on a previous version of your hack (I believe 1.84). During the battle with the Mist Dragon, for some reason the main melody channel of the music was cutting in and out throughout the fight. The other channels were fine. As the song would repeatedly cycle through its loop, I believe that the same parts were skipped over on every time. I've played through this game about 30 times so there is no doubt in my mind that sections are missing. Strange issue to come up. I'm curious what could be causing it.
That sounds really strange. I just tried it myself against the Mist Dragon and didn't notice anything missing. I saved right before so I could test it. Think you can PM me your ROM so I can see if there's anything different that could be causing it? Also, what emulator are you using?
After doing some testing and finding that other versions of the FF4 rom were testing positive for the issue--and then getting the same result on youtube vids of the midi, I finally thought to check if both my speakers were working and sure enough, the left one had died. Sorry for the false bug alarm! I'm surprised that none of the other tracks were noticeably different without the left channel.
** Update
Btw, after having just finished writing the script for one of my Dragon Quest hacks, my brain is still very much in script editing mode as I play this. Let me know if you would happen to be interested in me compiling notes on the instances of grammer or phrasings that I would handle differently. We all have our own writing style and I wouldn't expect you to use all my suggestions but you may find a few you would agree with.
Quote from: Chicken Knife on December 25, 2018, 11:44:22 PM
After doing some testing and finding that other versions of the FF4 rom were testing positive for the issue--and then getting the same result on youtube vids of the midi, I finally thought to check if both my speakers were working and sure enough, the left one had died. Sorry for the false bug alarm! I'm surprised that none of the other tracks were noticeably different without the left channel.
** Update
Btw, after having just finished writing the script for one of my Dragon Quest hacks, my brain is still very much in script editing mode as I play this. Let me know if you would happen to be interested in me compiling notes on the instances of grammer or phrasings that I would handle differently. We all have our own writing style and I wouldn't expect you to use all my suggestions but you may find a few you would agree with.
Glad you were able to find the root of the problem. I moved a couple of months ago and my speakers were damaged in the move and I had to replace them.
If you're up to it, put any notes in a Notepad or Word Document I can look over. One of the things we have to take into consideration is space in the ROM but another set of eyes always helps.
Sounds good! Just so I understand your process, you are using an insert routine where individual lines can be longer but the overall length has to remain the same or less, right?
EDIT**
December 26, 2018, 11:34:40 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://i.imgur.com/xyEwfb0.png)
As I level up Rydia I notice that the symbol to the left of black magic names that appear upon leveling up appears weird. As you can see, the border of the circle is shiny and odd looking as opposed to being black like it should be. The white magic learned messages have the normal symbol. If I go into the menus, both in and out of battle the black magic symbol appears correctly--black border, grey inside with a white cross. If you zoom in on this image, the border of the circle is the problem. It has a bunch of colors. I think you accidentally have an invisible color selected for the border that is reflecting the white and light blue sky in the background as well as the desert tiles.
Quote from: Chicken Knife on December 26, 2018, 07:05:06 AM
Sounds good! Just so I understand your process, you are using an insert routine where individual lines can be longer but the overall length has to remain the same or less, right?
EDIT**
December 26, 2018, 11:34:40 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://i.imgur.com/xyEwfb0.png)
As I level up Rydia I notice that the symbol to the left of black magic names that appear upon leveling up appears weird. As you can see, the border of the circle is shiny and odd looking as opposed to being black like it should be. The white magic learned messages have the normal symbol. If I go into the menus, both in and out of battle the black magic symbol appears correctly--black border, grey inside with a white cross. If you zoom in on this image, the border of the circle is the problem. It has a bunch of colors. I think you accidentally have an invisible color selected for the border that is reflecting the white and light blue sky in the background as well as the desert tiles.
That's a known issue with the symbols used for spell names. It is like that even in the original Final Fantasy II ROM. I just tested to be sure, and learning Lit-1 has the same problem with the symbol.
As for insertion, I've been using FF4kster.
The problem is that "black" is actually "invisible" in the game due to how the color math works; it's the same in FFV, but it's not noticeable since you never see item icons except in menus. All SNES versions of the game have this issue.
Ah, I'm surprised no one has fixed that yet. I can't imagine it being more than a palette issue. I see that the symbols for equipment have the same problem when you are opening treasure chests and such. Whatever they thought they were using for black.... wasn't exactly black. I even took a minute to download a SNES palette editor but after realizing the process for SNES is nothing like NES, I gave up on that pretty quickly and returned to my script notes...
For FF4kster, it doesn't restrict you line by line right? It's only a total space restriction?
December 26, 2018, 07:05:58 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote from: vivify93 on December 26, 2018, 07:03:08 PM
The problem is that "black" is actually "invisible" in the game due to how the color math works; it's the same in FFV, but it's not noticeable since you never see item icons except in menus. All SNES versions of the game have this issue.
You don't think it's possible for the invisible color to be changed to black? Would that screw up other elements of the game?
The font (which includes all symbols incorporated therein) is encoded in 2BPP, which for the sake of this discussion means that only four colors, including "invisible," are possible. The game uses all three colors: color #1 is the primary font color, white in most situations; color #2 is the color of the window, blue by default, the negative space for all font characters; color #3 is (usually) gray, used as an accent color in weapon, magic, etc. symbols. So black is not an option, hence "invisible" is used where black is needed. In most cases it appears as black because it's in front of a black background, but when it appears in battle or in dialogue, it takes on the color of whatever is behind the text box. "Fixing" this would be a considerable undertaking, or maybe even impossible given the way the SNES PPU works.
Quote from: chillyfeez on December 26, 2018, 09:41:48 PM
The font (which includes all symbols incorporated therein) is encoded in 2BPP, which for the sake of this discussion means that only four colors, including "invisible," are possible. The game uses all three colors: color #1 is the primary font color, white in most situations; color #2 is the color of the window, blue by default, the negative space for all font characters; color #3 is (usually) gray, used as an accent color in weapon, magic, etc. symbols. So black is not an option, hence "invisible" is used where black is needed. In most cases it appears as black because it's in front of a black background, but when it appears in battle or in dialogue, it takes on the color of whatever is behind the text box. "Fixing" this would be a considerable undertaking, or maybe even impossible given the way the SNES PPU works.
@chillyfeez
Thank you for your detailed explanation!
As I look at FFV and FFVI, it appears their symbols are encoded with the same color restrictions. I think later games just did a better job preventing you from seeing the symbols outside of the main menu.
As I think through the details of your explanation, the window color you obviously need for negative space, but I can't think of the game putting the invisible color to much use outside of that scrolling intro text when you leave Baron Castle. I'm sure there are other uses I'm not immediately thinking of, including the ending sequence. If there is no technical solution other than something as arduous as expanding the font data and finding the space for it, maybe it would be best to take a que from the later FF games and limit the visibility of those symbols?
Quote from: Chicken Knife on December 26, 2018, 07:04:50 PM
Ah, I'm surprised no one has fixed that yet. I can't imagine it being more than a palette issue. I see that the symbols for equipment have the same problem when you are opening treasure chests and such. Whatever they thought they were using for black.... wasn't exactly black. I even took a minute to download a SNES palette editor but after realizing the process for SNES is nothing like NES, I gave up on that pretty quickly and returned to my script notes...
For FF4kster, it doesn't restrict you line by line right? It's only a total space restriction?
December 26, 2018, 07:05:58 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
You don't think it's possible for the invisible color to be changed to black? Would that screw up other elements of the game?
FF4kster limits you by total space per Bank. There are 3 text banks for dialogue in the game and space is limited overall.
Quote from: Rodimus Primal on December 26, 2018, 11:10:35 PM
FF4kster limits you by total space per Bank. There are 3 text banks for dialogue in the game and space is limited overall.
Sounds good! I'm up to Mount Ordeals. While my suggested tweaks are numerous, 90 percent are same length or shorter.
December 27, 2018, 09:29:34 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://i.imgur.com/sQC4iJy.png)
Something seems to have gotten screwed up with a text pointer after Cagnazzo
Quote from: Chicken Knife on December 26, 2018, 11:14:43 PM
Sounds good! I'm up to Mount Ordeals. While my suggested tweaks are numerous, 90 percent are same length or shorter.
December 27, 2018, 09:29:34 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
(https://i.imgur.com/sQC4iJy.png)
Something seems to have gotten screwed up with a text pointer after Cagnazzo
That's strange. Was there anything said right before that Text box?
If I remember correctly, it was somewhere after Cagnazzo's lines ending in "why don't you join me in hell?"
I don't remember if it was in the middle of Palom & Porom's lines or preceding them. It looks like in the middle based on the sprite positioning.
Quote from: Chicken Knife on December 27, 2018, 01:31:13 PM
If I remember correctly, it was somewhere after Cagnazzo's lines ending in "why don't you join me in hell?"
I don't remember if it was in the middle of Palom & Porom's lines or preceding them. It looks like in the middle based on the sprite positioning.
I honestly don't know what would cause that on yours. I just tested myself at the same spot and I didn't get any blank text boxes. Could it be a bad ROM was patched or something else?
Ok. I just completed the game, as well as my lengthy list of proposed script edits. I hope you agree that many of these would serve to improve the script overall. I'm happy to discuss anything in here if you're not clear on where I'm coming from. Enjoy
https://www.dropbox.com/s/wde27wy07ngvdms/FFIV%20Proposed%20Revisions.txt?dl=0
Quote from: Chicken Knife on January 05, 2019, 09:30:30 PM
Ok. I just completed the game, as well as my lengthy list of proposed script edits. I hope you agree that many of these would serve to improve the script overall. I'm happy to discuss anything in here if you're not clear on where I'm coming from. Enjoy
https://www.dropbox.com/s/wde27wy07ngvdms/FFIV%20Proposed%20Revisions.txt?dl=0
I'll have to further look it over, but some of these look good and others I may keep the same. Space could be an issue in some of the banks so I hope that I can make them work. I like the rephrasing you've done in places though.
Sounds good. I certainly wouldn't expect you to agree with all of my suggestions. Many are a matter of taste.
With my points on capitalization or grammar, I may or may not be correct in every instance, but I think it's important to determine what is objectively correct in those cases.
I'm reading over this now myself, and I wanted to let you know the capitalization on Crystal is done in the remake script. This was a piece of consistency I added at some point. Also, I know Rodimus has done an amazing job of making this his own, but I would have appreciated if this feedback were also directed to me since I believe FFIV: Namingway Edition is, by this point, a hybrid of Rodimus' work and mine.
I'll look this over as well. Thank you for the feedback. :)
Edit - I'll start my responses here, to things I know I've done.
"As far as my general issues, the first thing I want to mention is that it looks like you've opted to remove the space occuring after commas and periods in order to save on data. I've toyed with similar choices in my own recent script work. Honestly, I would add the conventional space."
That will not work without doubling the space of the ROM data. Even Kaoru Moriyama employed a similar trick--she removed the space after the colon for speaker names. I just took it further by following AWJ, SOM2Freak, and Alex Jackson's approach to their FFIII NES translation.
"Here's an extremely minor point, but I always get a little thrown off by your capitalization of OK. Now, I don't find it nearly as disturbing as when people spell it as 'okay', but a simple ok usually flows best IMO."
This is my personal flair for writing. I find it the opposite--"ok" looks unprofessional unless it's "okay" or "OK". It's up to Rodimus if he'd like to change this, of course. It's all OK with me. ;)
Semicolons aren't an option on the FFIV SNES script.
His Majesty is a proper title, it needs capitalization. The remake script does this, as do real royal titles.
I really like your take on the "distrust" line. I struggled a lot with that one. Thank you.
Sir Cecil is another title. Sir is replacing "Mr." here; we always capitalize the M of Mr., Miss, Ms., and Mrs. You wouldn't spell it "dr. Shannen".
KO is the official term of getting incapacitated in battle. The Deathbringer's "KO'd!" message was in FFIV Advance, for what that's worth. Likely in FFIV:CC too.
Capitalizing Moon was on me, not Rodimus. Please don't blame him for it
"Hyphons", as you called them (It's hyphen), are used for a full stop in lieu of an em dash. I thought it looked nicer than two dashes. For example, the Sylph's line is "Oh! Don't--" because her voice cuts off before Cecil smacks Yang with the frying pan.
Kain: If that happens again, please, kill me. (too choppy with the two commas)
To:
Kain: Please kill me if that happens again.
This line in particular is a bad suggestion, IMO. He's interjecting the "please" as a pleading. Your suggestion makes it sound far too casual.
The "Scottish-ish dialect" of the ancient weapons' bosses was just supposed to be ancient-sounding... I didn't think it'd sound any particular way. :\ Maybe it's time to change it to Elizabethan English.
"(i'm not really into expressions that date this translation to the nineties)"... you do know when FFIV came out, right? :p
Regardless of my nitpicks of your nitpicks, I do like a lot of your suggestions, and I've written them down to incorporate in Project II as well. ;D
@ Vivify93
Ha! Forgive me for not paying you the respect you deserve in the directing of my tireless nitpicking. I will gladly commit my next playthrough of FF4 to Project II so you can have your turn with the brunt of further feedback. I've read through the differences at one point but I'm curious to experience them directly.
But in the meantime, I'm grateful for your feedback of mine. In spite of the inevitable ego bruising for all parties involved, I think this discussion really is for the greater good.
Now some responses:
"The consistent capitalization of crystal was done in the remake". Are we talking GBA or DS? In either case, I think the tradition of things is neither here nor there since as I pointed out, bad capitalization practices have been rampant in video game translations since the beginning. I may not have indicated in my text but there were actually a few instances of crystal or crystals used generally that were not capitalized--to my obvious satisfaction. In a situation like the end game when Golbez passes you the item specifically called "Crystal", there I could see the capitalization. But whenever they are referred to generally, I simply can't see a strong argument.
Regarding spaces after punctuation marks, I get it. When I started sampling comparisons to the Japanese script on the Legends of Localization site, it became apparent how much reduction already had to occur for the English text which is obviously far less dense than the Japanese. If we had gotten our version of the game localized years after the Japanese release as was the norm by that point, I'm sure we would have been given an expanded memory size to begin with but alas we are under the consequences of a timely release date. Have any attempts been made at rom expansion? I think it would serve this game's script extremely well if someone were to take it on.
Ha, I'm not going to argue any further about ok/OK. That was just me being the pain in the ass that I am. ;D
Semicolons not a part of the FFIV Script? *gasp* I... adore the elegant use of the semicolon. I hope another tile could be laid on the altar of sacrifice.
I think my English teacher friend is correct that His Majesty is or is not capitalized based on the word it would normally replace (whether a king's name or simply the word king) but I did find my research and my friend's explanation a little inconsistent. I wasn't sure why it would change when addressing "His Majesty" in the first person or talking about "his majesty" in the third person. However, his view did match up to my own intuition in the matter--take that as you will.
It looks like you're right on the capitalization of "Sir". I'm reading further into it and it seems that it should be consistently capitalized whenever used as an honorific (ie Sir Cecil)
For KO, I still disagree, and I don't think we should be considering FFIV Advance as the definitive standard. Nintendo was still censoring in those days, albeit less.
For moon, thank you for owning up to that one. There's actually a very strange and fascinating tradition for the word, which serves as a general and a specific name simultaneously. The English language tradition of not capitalizing when it occurs as a formal name really does defy logic. Neverthless, I don't think that logic should supersede what has been normalized in virtually all English text.
You got me on "hyphons". Any intelligent nitpicker would take better care to revise their own nitpicks. ;D In my defense, I believe you will find other examples where I spelled it correctly.
For the Kain line, how about a counter proposal: If that happens again, please...kill me. I think that would convey the gravitas that you're looking for along with the textual fluidity that I'm looking for.
For the Scottishy text, well.. you could go full Elizabethan which would be more conventional in a situation where you want to convey something epic and ancient. Yet, I liked the Scottishy lines! They were unique and interesting. You could even lean into it and throw in some laddies. :laugh:
For 90's colloquialisms, yes I know when the game came out. I played through it 20 times in the 90's, but I find that the best written translations tend to stay away from things like "as if". I think the most charming expressions are the ones that are unique to the RPGs themselves. Seeing a lot of era specific North American slang reminds me too much of the worst offending fan translations--more so than the poorly written official ones (there are plenty of both). Well, look--if you guys really love these, I suppose I'll have to live with it--as long as we aren't referencing Bart Simpson or Monica Lewinsky. That would obviously force me to start working on my own version of FF4. :laugh:
And please, if you have more feedback, keep the dialogue going! Not only are we going to be getting better versions of FFIV out of this, but I feel like this discussion is helping me improve my writing in general. The issues we are facing here are common to the vast majority of RPG translations.
Quote from: Chicken Knife on January 06, 2019, 08:13:35 AM
"The consistent capitalization of crystal was done in the remake". Are we talking GBA or DS? In either case, I think the tradition of things is neither here nor there since as I pointed out, bad capitalization practices have been rampant in video game translations since the beginning. I may not have indicated in my text but there were actually a few instances of crystal or crystals used generally that were not capitalized--to my obvious satisfaction. In a situation like the end game when Golbez passes you the item specifically called "Crystal", there I could see the capitalization. But whenever they are referred to generally, I simply can't see a strong argument.
I'm talking about the 2008 full 3D remake with voice acting. Not one of the enhanced ports. The elemental Crystals are considered sacred objects in-universe, and medieval texts in real life often capitalized words the writers considered important.
Rodimus can do as he sees fit of course, but I'm not changing this in my own project. I appreciate your concern though.
Quote from: Chicken Knife on January 06, 2019, 08:13:35 AMI think my English teacher friend is correct that His Majesty is or is not capitalized based on the word it would normally replace (whether a king's name or simply the word king) but I did find my research and my friend's explanation a little inconsistent. I wasn't sure why it would change when addressing "His Majesty" in the first person or talking about "his majesty" in the third person. However, his view did match up to my own intuition in the matter--take that as you will.
They are absolutely not right. His/Her/Your Majesty is a sign of respect, and always gets capitalized. We'd probably need a major in royal studies or royal etiquette to show us the proper usage, but for now, I'm erring on the side of caution.
Quote from: Chicken Knife on January 06, 2019, 08:13:35 AMFor KO, I still disagree, and I don't think we should be considering FFIV Advance as the definitive standard. Nintendo was still censoring in those days, albeit less.
KO is also still the term of being incapacitated in battle in Final Fantasy, to this day. I don't use the term myself, I chose Wounded after FFVI. :P
Quote from: Chicken Knife on January 06, 2019, 08:13:35 AMFor the Kain line, how about a counter proposal: If that happens again, please...kill me. I think that would convey the gravitas that you're looking for along with the textual fluidity that I'm looking for.
I think that works well. Thanks!
Quote from: Chicken Knife on January 06, 2019, 08:13:35 AMFor the Scottishy text, well.. you could go full Elizabethan which would be more conventional in a situation where you want to convey something epic and ancient. Yet, I liked the Scottishy lines! They were unique and interesting. You could even lean into it and throw in some laddies. :laugh:
Heh, nah, I think I'm probably going to clean it all up. Make it sound ethereal and alien.
Quote from: Chicken Knife on January 06, 2019, 08:13:35 AMFor 90's colloquialisms, yes I know when the game came out. I played through it 20 times in the 90's, but I find that the best written translations tend to stay away from things like "as if". I think the most charming expressions are the ones that are unique to the RPGs themselves. Seeing a lot of era specific North American slang reminds me too much of the worst offending fan translations--more so than the poorly written official ones (there are plenty of both). Well, look--if you guys really love these, I suppose I'll have to live with it--as long as we aren't referencing Bart Simpson or Monica Lewinsky. That would obviously force me to start working on my own version of FF4. :laugh:
Oh darn, and here I was going to rename Palom and Porom to Bart and Lisa. Guess I'll scrap that one. :P
Quote from: Chicken Knife on January 06, 2019, 08:13:35 AMAnd please, if you have more feedback, keep the dialogue going! Not only are we going to be getting better versions of FFIV out of this, but I feel like this discussion is helping me improve my writing in general. The issues we are facing here are common to the vast majority of RPG translations.
Actually, what I had to comment on was pretty much all I had to say. You made some excellent points that I didn't have anything to say about. Regarding the Mist Village lines, a friend of mine pointed out that the whole place is literally on fire and they need to get out fast. He suggested perhaps just make it less verbose all around.
Kain: We need to get out of here! What of the girl?
Cecil: We can't leave her!
Cecil: Listen, it's dangerous here. Trust me. Take my -
Girl: No!
Kain: There's no time to reason. Just grab her!
Quote from: vivify93 on January 06, 2019, 02:10:25 PM
Kain: We need to get out of here! What of the girl?
Cecil: We can't leave her!
Cecil: Listen, it's dangerous here. Trust me. Take my -
Girl: No!
Kain: There's no time to reason. Just grab her!
I really like that. Conveying the urgency of the situation in their dialogue will only enhance the immersion of the player--and free up some space in the process.
Quote from: vivify93 on January 06, 2019, 02:10:25 PM
I'm talking about the 2008 full 3D remake with voice acting. Not one of the enhanced ports. The elemental Crystals are considered sacred objects in-universe, and medieval texts in real life often capitalized words the writers considered important.
You know, there wasn't a lot that I liked about the DS version of FFIV, but I did have a great deal of respect for its translation. But since you do make the point about medieval texts capitalizing important words, I have to argue that the DS translation was very much a medieval styled text. This contrasts with Rodimus's--and yours I presume--having a more contemporary style (or 90's if you prefer). :laugh: I'm not sure how your internal logic in going against contemporary norms is going to translate to the average player.
I've updated a bunch of text up 'til Golbez's big monologue, before getting Rydia back. I think I've taken care of the entire Bank 3 and I'm halfway through Bank 1. A lot of this is out of order and it's so frustrating; I was talking with a friend about Tellah's "evil" line on Mt. Ordeals, for example, but the internal order of text jumps from talking about Meteo to Milon hissing.
Quote from: vivify93 on January 06, 2019, 05:23:39 PM
I've updated a bunch of text up 'til Golbez's big monologue, before getting Rydia back. I think I've taken care of the entire Bank 3 and I'm halfway through Bank 1. A lot of this is out of order and it's so frustrating; I was talking with a friend about Tellah's "evil" line on Mt. Ordeals, for example, but the internal order of text jumps from talking about Meteo to Milon hissing.
This was the most annoying thing about doing my retranslations for Dragon Quest 1 and 2. I had to play through the games 3 times in a row during the revision process just to get the feeling right since text was in such a jumbled order. I'm actually doing this all again now for 1 because in my greenness I wasn't using an extract/insert method and couldn't increase the length of my lines at the time. 2 was done right and is much better for now.
Quote from: vivify93 on January 06, 2019, 05:23:39 PM
I've updated a bunch of text up 'til Golbez's big monologue, before getting Rydia back. I think I've taken care of the entire Bank 3 and I'm halfway through Bank 1. A lot of this is out of order and it's so frustrating; I was talking with a friend about Tellah's "evil" line on Mt. Ordeals, for example, but the internal order of text jumps from talking about Meteo to Milon hissing.
That's going to be the same for me with any updating when I get the chance to. I agree with you about Crystals and OK as far as text is concerned. Before making any updates I want to see if I can catalog them to make it easier to ensure it all works with space always being a concern. Also, it might be best for me to simply use the title screen patch instead of editing two ROMs to ensure they are all fixed.
I'm writing down notes for you of things I've done so far. I can send you the first half (All changes in Bank 3, changes made to the first half of Bank 1). I realize a lot of changes I made are no longer applicable to Namingway Edition, but it might save you a bit of time.
Here's a Pastebin of my changes thus far
Edit - Finished banks 1 and 3 as well as battle msgs and alerts. Quite a few changes.
General changes i couldnt be assed to list:
- Capitalizing Lunarian
Edit - undid capitalization of Chief Engineer for drawn out complicated reasons, but capitalized the 1st E of Esper like FFVI SNES
Yeah
bank 1 and 3, plus battle msgs and alerts: https://pastebin.com/DWZYwmp7
bank 2, plus a couple missed bank 1 and battle msgs: https://pastebin.com/J6TDhSnM
i didnt take a few of chicken's suggestions into account cause they didnt apply to project ii. also i still need to do a full pass of bank 2. but that will not happen tonight. thanks
Edit 2 - Bank 1/Message 150 is supposed to say "Consider this", not "Consider his"
Bank 1/Message 265 should say impostor, not imposter
Edit 3 -
Bank 1/Message 432 should say "at the summit", not "atthe summit"
Bank 1/Message 465 should say "dream", not "dreasm"
Just popping in to say that I've been helping vivify with the script, too. Used to be an English major, and am familiar with the game's 25 character-per-line limit.
yup. he's been the friend ive mentioned! i didnt know if he wanted his name to be dropped though and i didn't think to ask. he's come up with a lot of lines i've liked :D
I used to play the hell out of Spooniest's addendums to the J2E translation. I thought they were night and day better than the original hack. It was mainly the prospect of bug fixes that made me branch out to other versions. Good stuff!
I'm going through it now myself. Thanks vivify93 and Spooniest for helping mark most of the lines, which will same me a lot of time. As I'm updating things, I'm also making a few additional tweaks as well to better reflect the DS/PC translation.
January 10, 2019, 11:21:34 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay I've spent the past three days working on this, painstakingly going through every line that vivify93 has listed to update. I lined it up with Chicken Knife's suggestions and also double checked them with what we know of the Japanese script from Legends of Localization, the DS script, the GBA, and the PSP scripts. It's been a long process for sure.
It sounds like this'll be the largest and most impressive update to Namingway Edition yet!
Quote from: vivify93 on January 10, 2019, 12:41:32 PM
It sounds like this'll be the largest and most impressive update to Namingway Edition yet!
It will be. Right now I am making some fine tuning. My current issue, which I expected, is Bank 1 is full. I had a sigh of relief when I finished Bank 2 and 3 though.
Same for me with Bank 2. I am literally out of room. I had to adjust an NPC's dialogue and it just wouldn't take. I had to scour through for some text I could trim. FFIV is a cruel master.
Quote from: vivify93 on January 10, 2019, 10:15:01 PM
OMG, same for me with Bank 2. I am literally out of room. I had to adjust an NPC's dialogue and it just wouldn't take. I had to scour through for some text I could trim. FFIV is a cruel master.
That it is! I changed a LOT of NPCs dialogue in Bank 2 to make it all fit and I was surprised it did. I honestly hope giving the game this much attention is worth my time.
January 12, 2019, 09:07:03 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
So in order to make the changes and have it fit, I was forced to remove the tutorial from Kain in the beginning where he breaks the fourth wall for new players. This allowed me to greatly expand the dialog in a lot of places. Because of this, I added a line in the Training Room letting players know that there is a Button dash.
What I really need right now to ensure this is ready to go is a play tester just to make sure I didn't mess anything up.
If it makes you feel any better, I removed that tutorial too. Spooniest mentioned to me that most people playing our mods will be existing FFIV fans. I only kept it in because I had hoped maybe someone would show it to their kids or young siblings... Not exactly realistic in the grand scheme of things, though.
Edit - Spooniest let me know of a major error. There are 2 missing music cues.
First: There's supposed to be the "surprised" music sting when you lose the Dark Crystal.
https://www.youtube.com/watch?v=5NRY-UrLomM&t=8072
This is Bank 1, Message 341. The opcode /song031 is supposed to be at the end of this text box.
Second: The music is supposed to stop when Giott is mentioning the Lunar Whale.
https://www.youtube.com/watch?v=5NRY-UrLomM&t=8147
Bank 1, Message 379. The opcode /song000 is supposed to be at the end of Giott's second text box, where in Project II, he says:
...Unless the fabled Lunar
Whale appears.It's an
enormous ark spoken of in a
dwarven legend.
To Namingway Edition players, please don't hold Rodimus accountable for this; these are my 6-year-old oversights. Thank you. :)
Quote from: vivify93 on January 14, 2019, 01:40:24 AM
If it makes you feel any better, I removed that tutorial too. Spooniest mentioned to me that most people playing our mods will be existing FFIV fans. I only kept it in because I had hoped maybe someone would show it to their kids or young siblings... Not exactly realistic in the grand scheme of things, though.
Edit - Spooniest let me know of a major error. There are 2 missing music cues.
First: There's supposed to be the "surprised" music sting when you lose the Dark Crystal.
https://www.youtube.com/watch?v=5NRY-UrLomM&t=8072
This is Bank 1, Message 341. The opcode /song031 is supposed to be at the end of this text box.
Second: The music is supposed to stop when Giott is mentioning the Lunar Whale.
https://www.youtube.com/watch?v=5NRY-UrLomM&t=8147
Bank 1, Message 379. The opcode /song000 is supposed to be at the end of Giott's second text box, where in Project II, he says:
...Unless the fabled Lunar
Whale appears.It's an
enormous ark spoken of in a
dwarven legend.
To Namingway Edition players, please don't hold Rodimus accountable for this; these are my 6-year-old oversights. Thank you. :)
Thanks guys for pointing that out. I've been trying to play test where I can but I haven't got that far into the game yet. I fixed them, but you might also want to change the next line about the Mysidian legend to "One born from a dragon's mouth..." so it matches what is said in Mysidia. Though I'm tempted to change that whole line to "One born from dragon's maw."
OK, so here are the changes Spooniest and I made in Project II v2.40, in addition to the older Pastebins.
https://pastebin.com/VjLMtXh3
I need to catalog these along with the initial changes for 8.bit.fan next.
Quote from: vivify93 on January 19, 2019, 01:22:51 AM
OK, so here are the changes Spooniest and I made in Project II v2.40, in addition to the older Pastebins.
https://pastebin.com/VjLMtXh3
I need to catalog these along with the initial changes for 8.bit.fan next.
Some of those changes I had to make a quite a bit different as nothing I did would work to make it all fit. Eventually I did, and I really like the results so far. I should have cataloged them myself, but somehow I got it all to work in Bank 1 and 2. Now onto Bank 3!
It's all certainly daunting. I don't think I'm ever going to touch bank 2 ever again, assuming it's typo-free.
Quote from: vivify93 on January 20, 2019, 01:15:14 PM
It's all certainly daunting. I don't think I'm ever going to touch bank 2 ever again, assuming it's typo-free.
You're telling me. It's been an enormous undertaking to get this script overhauled. I've finally submitted Version 1.89.
January 21, 2019, 07:56:35 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay everyone. Version 1.89 is ready to go!
Looks very nice. Thank you so much for your continuing hard work! :beer:
Quote from: svenge on January 22, 2019, 11:28:46 AM
Looks very nice. Thank you so much for your continuing hard work! :beer:
Thank you so much. I know I have a minor update in the works to fix a typo or two. If you find anything in there let me know so I can make a finalized update!
Okay guys. I fixed up the script errors I found and I also changed the spell that the TrapDoor casts to 9thDimen.
Version 1.90 has been submitted!
February 04, 2019, 10:28:22 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay guys, Version 1.90 is ready for download. If there aren't any other script errors, I think this may be the last update for a while.
I found a typo near the beginning of the game, when Beigan(?) is talking to the King when Cecil returns from the opening's Crystal gathering mission. He says to the King that Cecil's loyalty is "waivering" (derived from waiver, which means a relinquishment), when it should be "wavering" (derived from waver, which means to fluctuate in opinion or allegiance).
I can see how it was missed though, as "waivering" is indeed a word in its own right and passes the spell-check test.
Quote from: svenge on February 19, 2019, 05:44:59 PM
I found a typo near the beginning of the game, when Beigan(?) is talking to the King when Cecil returns from the opening's Crystal gathering mission. He says to the King that Cecil's loyalty is "waivering" (derived from waiver, which means a relinquishment), when it should be "wavering" (derived from waver, which means to fluctuate in opinion or allegiance).
I can see how it was missed though, as "waivering" is indeed a word in its own right and passes the spell-check test.
You misquoted it but you're right about waiver and waver.
Here's the actual line-
Baigan:Your Majesty!
It would appear Cecil's
faith in you appears to
waiver.
But was supposed to be waver, so it will be fixed. Let me know if you find anything else.
Okay guys, Version 1.92 has been submitted for approval.
Thanks to chillyfeez and 8-bit fan, This update has a new and improved B-Button Dash. When in towns and dungeons, you can now press and hold B at any time to begin dashing.
I also updated a bunch of NPC dialogue in places. The biggest improvements are at Adamant Grotto, the cut scene with Golbez and Kain when you defeat Cagnazzo, bringing young Rydia to the Kaipo inn, Yang's wife (Sheila), waking Yang up in the Sylph cave, and Rosa's mother (Joanna). In order to fix these, I had to add a LOT of contractions to some places in the dialog to save on space, so expect to see "Who're you?" instead of "Who are you?"
Unless there are any regressive errors caused by this update, I don't intend to update the game any further.
Okay guys. Version 1.92 is up and ready for download!
Holy cow, so we've gone gold on it? :o
lol no.
Congratulations!
Though I think you should've gone out on 2.0, not 1.92... :)
Quote from: Digitsie on March 22, 2019, 08:50:50 PM
Congratulations!
Though I think you should've gone out on 2.0, not 1.92... :)
Well I wasn't planning on closing on a certain number. Just that I want the project to be good enough to be considered complete. I may have an update or two depending on if there's any errors found or if I was able to add in the last few things that are different than the Japanese game like the bigger config menu, the hidden paths being fully hidden (as an add-on patch), and the title screen (chillyfeez did an excellent job on the existing one though). Maybe if the script and a few extras were added to the Japanese ROM...
hey, all
Don't know if someone brought the issue to Rodimus's attention privately, but he sent me a message a couple of hours ago about a pretty significant bug in 1.92 that is 100% my fault.
Have no fear, I found the fix and passed it along to him, so I assume he'll submit it soon.
Until then, if you have downloaded v 1.92... don't try to use a save point.
Or, do try it. The results are kooky!
:crazy:
Quote from: Rodimus Primal on March 22, 2019, 09:28:08 PM
Well I wasn't planning on closing on a certain number. Just that I want the project to be good enough to be considered complete. I may have an update or two depending on if there's any errors found or if I was able to add in the last few things that are different than the Japanese game like the bigger config menu, the hidden paths being fully hidden (as an add-on patch), and the title screen (chillyfeez did an excellent job on the existing one though). Maybe if the script and a few extras were added to the Japanese ROM...
I love the idea of an optional patch to re-hide the passages. I'm very curious what exactly the fix would be. Editing palettes themselves is easy but adjusting palette assignments of specific name table tiles seems a lot harder.
Quote from: chillyfeez on March 23, 2019, 02:23:29 AM
hey, all
Don't know if someone brought the issue to Rodimus's attention privately, but he sent me a message a couple of hours ago about a pretty significant bug in 1.92 that is 100% my fault.
Have no fear, I found the fix and passed it along to him, so I assume he'll submit it soon.
Until then, if you have downloaded v 1.92... don't try to use a save point.
Or, do try it. The results are kooky!
:crazy:
Thanks chillyfeez! Actually I was playing on Twitch last night and I reached the Antlion cave. Stepping on the save point was...interesting to say the least. I will have the fix made and submitted soon.
Quote from: Chicken Knife on March 23, 2019, 06:53:58 AM
I love the idea of an optional patch to re-hide the passages. I'm very curious what exactly the fix would be. Editing palettes themselves is easy but adjusting palette assignments of specific name table tiles seems a lot harder.
I think the tiles have to be imported from a Japanese FFIV ROM,at least that's what I believe Bahamut Zero did with the rest of the maps.
Quote from: Rodimus Primal on March 23, 2019, 07:58:57 AM
I think the tiles have to be imported from a Japanese FFIV ROM,at least that's what I believe Bahamut Zero did with the rest of the maps.
Hmm. If your theory is true that they actually created new tiles for those passages the fix would be easy. I could do it myself. I'll take a look when I have some time later if that appears to be the case.
My suspicion though is that they are the same tiles but a different palette assignment.
Would it be very difficult to add a new option that let's players toggles whether passages are visible?
Or, better yet, give it to Edge as an innate ability that makes them visible and works only when he is in the first position in the party / the visible character on the map?
Or, betterer yetter, add in an item that makes them visible when you put it on?
If they're a different palette assignment, then they're different tiles. Each tile in a tileset is linked to a particular palette. It could use the same graphic tiles, but it would have to be a different map tile.
Quote from: Vanya on March 23, 2019, 11:21:09 AM
Would it be very difficult to add a new option that let's players toggles whether passages are visible?
Or, better yet, give it to Edge as an innate ability that makes them visible and works only when he is in the first position in the party / the visible character on the map?
Or, betterer yetter, add in an item that makes them visible when you put it on?
I think that would be a difficult thing to implement, which is why I like the idea of an optional patch. If it could be done adding another option to the Config menu, I wouldn't be opposed to it. I'd still want to restore all of the options in that menu as well too.
Okay. Version 1.93 has been submitted for approval. Thanks to chillyfeez for quickly debugging this save point bug!
March 24, 2019, 01:39:02 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, the fix is in and Version 1.93 is ready for download!
It's a good thing I played through it again on a live stream on Twitch. I was able to find the last few errors remaining and corrected them. Version 1.94 has been submitted for approval.
There's something I would really like to see added to any definitive addition of FFIV and that's asking the FF4 Free Enterprise team to standalone release their Item Stat text upgrades. The work they have done looks nigh official, it is really a sight to behold. If they would be willing to let other hacks borrow that, then I think that a lot of ambiguity in equipment would be immediately gone.
Quote from: Grimoire LD on April 28, 2019, 05:47:29 AM
There's something I would really like to see added to any definitive addition of FFIV and that's asking the FF4 Free Enterprise team to standalone release their Item Stat text upgrades. The work they have done looks nigh official, it is really a sight to behold. If they would be willing to let other hacks borrow that, then I think that a lot of ambiguity in equipment would be immediately gone.
That would be interesting to see. I know they've done a LOT of stuff under the hood with it that is quite impressive. Namingway Edition has, thanks to chillyfeez, longer item descriptions for everything except weapons and armor.
Anyway, Version 1.94 is approved and ready for download!
I've never tried FE, but there is this:
http://www.romhacking.net/hacks/4378/
And riffing on the item description expansion I worked on for Namingway, I was able to do this:
https://youtu.be/mKXhlxPgvLA
I see, while not as flashy as Free Enterprise, what you and Crow have made is more than serviceable and in Crow's case, changes to the stats before they are made, which Free Enterprise doesn't do.
I'll post a couple screenshots to compare how Free Enterprise handles it.
https://imgur.com/Zqkpoww
https://imgur.com/rbVHoTo
Hey Rodimus, 8.bit.fan just alerted me that the Adamant Armor bug fix is only partially implemented in Project II (and I assume Namingway Edition as well). Here's how to fix it:
It's just 2 bytes:
(with header)
at 19C82, change from F0 07 to EA EA.
Quote from: vivify93 on May 25, 2019, 02:30:28 AM
Hey Rodimus, 8.bit.fan just alerted me that the Adamant Armor bug fix is only partially implemented in Project II (and I assume Namingway Edition as well). Here's how to fix it:
It's just 2 bytes:
(with header)
at 19C82, change from F0 07 to EA EA.
Very cool thanks! I just updated it now and it has been submitted for approval.
Edit - Version 1.95 is now up for download. While its a simple fix, it goes a long way!
Hey hey,
I am not sure if this was fixed in the most recent version (my boyfriend is using 1.94), but we found a typo in Giott's script after finishing the Sealed Cavern:
https://1drv.ms/u/s!AoDPCwrGd70vrDNYTVtwUfMEsYDW
Giott says: "He (Mysidia Elder) prays? If must be for the Lunar Whale!"
If has to be 'it', I'm pretty sure.
Quote from: Thirteen 1355 on June 01, 2019, 08:08:27 AM
Hey hey,
I am not sure if this was fixed in the most recent version (my boyfriend is using 1.94), but we found a typo in Giott's script after finishing the Sealed Cavern:
https://1drv.ms/u/s!AoDPCwrGd70vrDNYTVtwUfMEsYDW
Giott says: "He (Mysidia Elder) prays? If must be for the Lunar Whale!"
If has to be 'it', I'm pretty sure.
Version 1.95 is just for that bug fix for the Adamant Armor, but I did find that error and corrected it just now. If you find ANY further typos, let me know so I can release an update right away.
Up to this point we've not found any (good job), but bf hasn't progressed much further (there's not much left though).
June 04, 2019, 11:29:26 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Is it intentional that Dark Bahamut (from Lunar Subterranean) is called Wyvern? In original US FF4 he's called that, but in later editions he's called Dark Bahamut.
Quote from: Thirteen 1355 on June 01, 2019, 08:16:59 PM
Up to this point we've not found any (good job), but bf hasn't progressed much further (there's not much left though).
June 04, 2019, 11:29:26 AM - (Auto Merged - Double Posts are not allowed before 7 days.)
Is it intentional that Dark Bahamut (from Lunar Subterranean) is called Wyvern? In original US FF4 he's called that, but in later editions he's called Dark Bahamut.
I think spacing was an issue with that name. I could name him DBahamut, but that wouldn't look right. I think that's why I chose to stick with Wyvern. It was one that I know I tried to make fit.
Hmm, may I suggest Tiamat? To be honest, Wyvern sounds very 'regular enemy' for one of the strongest bosses in the game. Dark Bahamut is called Tiamat in Final Fantasy VIII. Of course, this does cause a name collision with another Tiamat from the series, however.
Quote from: Thirteen 1355 on June 04, 2019, 03:09:22 PM
Hmm, may I suggest Tiamat? To be honest, Wyvern sounds very 'regular enemy' for one of the strongest bosses in the game. Dark Bahamut is called Tiamat in Final Fantasy VIII. Of course, this does cause a name collision with another Tiamat from the series, however.
I don't think that would work since that's not what the monster is. However, I could call him DkBahmut, as a shorthand name. I looked over the letters in the text space again, just to be sure that I didn't have anything that could work since I don't have any more space available for additional characters. If I did, I could create an (aha) as two tiles, but I don't have that option open. I am leaning toward that shorthand name for the time being, unless something else could be done.
Yeah, DkBahmut is easy to read/process and still makes clear what kind of creature it's supposed to be. Better than Wyvern, in my opinion.
If not Dark Bahamut, why not Shinryu? He's basically the same character and is usually associated with the Ragnarok.
Quote from: Timbo on June 07, 2019, 07:07:58 AM
If not Dark Bahamut, why not Shinryu? He's basically the same character and is usually associated with the Ragnarok.
The monster's name in Japanese is ダークバハムート so it's literally Dark Bahamut. It was only called Wyvern in FFII because of spacing. I am going with DkBahmut since I only have 8 characters to name him with.
Version 1.95a has been submitted for approval.
June 08, 2019, 10:46:06 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
Version 1.95a is available for download!
Found a typo right at the start! When Baigan hands the crystal to the King.
(https://i.imgur.com/1QRZJMP.png)
I guess it should be "It's genuine, my liege."
Quote from: Heaven Piercing Man on June 26, 2019, 05:40:37 PM
Found a typo right at the start! When Baigan hands the crystal to the King.
(https://i.imgur.com/1QRZJMP.png)
I guess it should be "It's genuine, my liege."
It's not though. He is addressing the king directly. It's a royal title and therefore should be capitalized.
Yeah, but it's spelled liege, not leige
Quote from: Heaven Piercing Man on June 26, 2019, 11:56:40 PM
Yeah, but it's spelled liege, not leige
Right. I missed that. It will be fixed. I don't believe that there were other times in the game My Liege was used, but I'll do a quick scan through and release an update right away.
You see, I was just recommending this patch to stop a bunch of people from downloading the J2E version, they were THIS close to doing it, I stumbled upon the typo while showing it to them, but I told them it's actively developed and updated to give them a good impression. It's the least I can do for all these amazing projects.
Quote from: Heaven Piercing Man on June 27, 2019, 12:17:57 AM
You see, I was just recommending this patch to stop a bunch of people from downloading the J2E version, they were THIS close to doing it, I stumbled upon the typo while showing it to them, but I told them it's actively developed and updated to give them a good impression. It's the least I can do for all these amazing projects.
I appreciate that. I do hope they still choose Namingway Edition over the J2E script. I've updated that typo, and submitted it for approval.
Any thoughts on porting this to FFIV Advance? It's a shame that version has no tools available for hacking dialog.
Quote from: BlazeHeatnix on June 27, 2019, 12:37:59 AM
Any thoughts on porting this to FFIV Advance? It's a shame that version has no tools available for hacking dialog.
Personally I would like Namingway Edition's script ported to the Super Famicom ROM. The GBA's colors and the character portraits are terrible. I also have never been a fan of the fonts used in the GBA Final Fantasy ports. I'm aware there is a Baron Dancer and Sound restoration, but IV needs more work than that.
I would like to see someone talented enough to come up with some of the enhancements in later releases of the SNES Final Fantasy games such as a Bestiary and the Music Player like we have now with FFVI.
Anyway, Version 1.95b is available for download. It's just the fix to that one typo.
Quote from: Rodimus Primal on June 27, 2019, 11:29:50 AM
Personally I would like Namingway Edition's script ported to the Super Famicom ROM. The GBA's colors and the character portraits are terrible. I also have never been a fan of the fonts used in the GBA Final Fantasy ports. I'm aware there is a Baron Dancer and Sound restoration, but IV needs more work than that.
Why would the Japanese version benefit from this hack? Doesn't this convert to the Japanese difficulty anyway?
Quote from: BlazeHeatnix on June 27, 2019, 03:11:00 PM
Why would the Japanese version benefit from this hack? Doesn't this convert to the Japanese difficulty anyway?
It does. The only real differences from Namingway Edition and the Japanese version now are the Config Menu, the hidden passages being highlighted, and the subtle difference in the title screen.
And the fact that casuals are more likely to look for FF4 (not FF2us) and end up getting the J2E version (and maybe play it on ZSNES...)
By the way, the guys I suggested this version to are now playing it!
I can safely say this is the best way to play ff4 on SNES right now, so they should feel happy.
Anyway, what has been irking me is this talk of the hidden pathways in ff4. I remember them being highlighted in ff2 us, very blatantly, but I didn't see any of that when bf was playing it. Are they highlighted in another way I don't know about?
Hey there. Loving this hack so far! But I found a tiny typo in Baron's town.
(https://i.imgur.com/QL29mUE.png)
Looks like you're missing the word "into".
I beg you,don't drag
Rosa into it.
Quote from: Rodimus Primal on June 27, 2019, 11:29:50 AM
Personally I would like Namingway Edition's script ported to the Super Famicom ROM.
And I'm interested in doing exactly that (with your permission of course), but also implementing a variable width font for the main NPC dialogue box. But that's not something I'll look into for a while, not until I'm done with my NES projects at least.
i'm posting this cover art in case anyone wants to label this rom hack when they play it on an emulator.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/fb443c4f-54df-4b53-9e27-632a0af39569/ddb0l3c-c1ef4096-c8e3-4764-8baf-97a67dddc8bf.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ZiNDQzYzRmLTU0ZGYtNGI1My05ZTI3LTYzMmEwYWYzOTU2OVwvZGRiMGwzYy1jMWVmNDA5Ni1jOGUzLTQ3NjQtOGJhZi05N2E2N2RkZGM4YmYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.jkr-tURH70VU-VePNjbzfPiE_8ihJs48cWZdGZ5QPv0)
Quote from: Binarynova on July 06, 2019, 12:20:45 AM
Hey there. Loving this hack so far! But I found a tiny typo in Baron's town.
(https://i.imgur.com/QL29mUE.png)
Looks like you're missing the word "into".
I beg you,don't drag
Rosa into it.
Thanks for letting me know. I've corrected it and submitted Version 1.96 for approval.
Quote from: Chaos Rush on July 06, 2019, 01:15:54 AM
And I'm interested in doing exactly that (with your permission of course), but also implementing a variable width font for the main NPC dialogue box. But that's not something I'll look into for a while, not until I'm done with my NES projects at least.
Personally I prefer the font used in the game currently but if it were made into a VWF to bring the letters closer I wouldn't be against that. I just hate how thin the FFV GBA script port font is.
Quote from: 91-MPH on July 06, 2019, 02:22:09 AM
i'm posting this cover art in case anyone wants to label this rom hack when they play it on an emulator.
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/fb443c4f-54df-4b53-9e27-632a0af39569/ddb0l3c-c1ef4096-c8e3-4764-8baf-97a67dddc8bf.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ZiNDQzYzRmLTU0ZGYtNGI1My05ZTI3LTYzMmEwYWYzOTU2OVwvZGRiMGwzYy1jMWVmNDA5Ni1jOGUzLTQ3NjQtOGJhZi05N2E2N2RkZGM4YmYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.jkr-tURH70VU-VePNjbzfPiE_8ihJs48cWZdGZ5QPv0)
That looks okay and I've used it before. I actually have a modified SNES cover turning the II into a IV that I use. I made a few custom cover arts myself for fun.
(http://www.bwass.org/bucket/Final%20Fantasy%20IV%20(custom%201).jpg)
(http://www.bwass.org/bucket/Final%20Fantasy%20IV%20(custom%202).jpg)
And also for V too:
(http://www.bwass.org/bucket/Final%20Fantasy%20V%20(custom%201).png)
(http://www.bwass.org/bucket/Final%20Fantasy%20V%20(custom%202).jpg)
Quote from: Rodimus Primal on July 06, 2019, 11:02:43 AM
Personally I prefer the font used in the game currently but if it were made into a VWF to bring the letters closer I wouldn't be against that. I just hate how thin the FFV GBA script port font is.
If a VWF were to be implemented I think it goes without saying that Chicago should be used to make it consistent with other Square localizations when they started using VWF (otherwise it would look like FF4 PS1 - not a fan of how they used a font meant to be 8x8 as a VWF). The menus and battles would still use the old monospaced font of course, unless if a VWF could be implemented for those. But I think the menus and battles should still use a monospaced 8x8 font just to be consistent with FF5 and FF6.
Quote from: Rodimus Primal on July 06, 2019, 11:02:43 AM
That looks okay and I've used it before. I actually have a modified SNES cover turning the II into a IV that I use. I made a few custom cover arts myself for fun.
(http://www.bwass.org/bucket/Final%20Fantasy%20IV%20(custom%201).jpg)
(http://www.bwass.org/bucket/Final%20Fantasy%20IV%20(custom%202).jpg)
And also for V too:
(http://www.bwass.org/bucket/Final%20Fantasy%20V%20(custom%201).png)
(http://www.bwass.org/bucket/Final%20Fantasy%20V%20(custom%202).jpg)
That's fine. I just like to keep my cover art in more historically accurate territory (or at least, try to).
As in, what the cover art would look like if the game was localized properly.
Also, this is what I have for V:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/fb443c4f-54df-4b53-9e27-632a0af39569/ddb0lh6-c501b86b-2010-4e37-8ca6-d905277bdf0e.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ZiNDQzYzRmLTU0ZGYtNGI1My05ZTI3LTYzMmEwYWYzOTU2OVwvZGRiMGxoNi1jNTAxYjg2Yi0yMDEwLTRlMzctOGNhNi1kOTA1Mjc3YmRmMGUuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.AcGorxQfx6jCSRLnhrYExxDbzdy0c3UJuJOJ31cDlo4)
Quote from: 91-MPH on July 06, 2019, 02:20:18 PM
That's fine. I just like to keep my cover art in more historically accurate territory (or at least, try to).
As in, what the cover art would look like if the game was localized properly.
Also, this is what I have for V:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/fb443c4f-54df-4b53-9e27-632a0af39569/ddb0lh6-c501b86b-2010-4e37-8ca6-d905277bdf0e.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ZiNDQzYzRmLTU0ZGYtNGI1My05ZTI3LTYzMmEwYWYzOTU2OVwvZGRiMGxoNi1jNTAxYjg2Yi0yMDEwLTRlMzctOGNhNi1kOTA1Mjc3YmRmMGUuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.AcGorxQfx6jCSRLnhrYExxDbzdy0c3UJuJOJ31cDlo4)
I have all of the box art you've shown in addition to the rest as options.
Anyway, Version 1.96 is available for download fixing that typo Binarynova found.
Have u considered a asking Dzumeister to check for any typos in the Namingway Edition, like (s)he's doing now in the TWUE? Or has someone already beaten him/her to the punch?
Asking, more like should be paying.
Quote from: 91-MPH on July 08, 2019, 06:59:33 PM
Have u considered a asking Dzumeister to check for any typos in the Namingway Edition, like (s)he's doing now in the TWUE? Or has someone already beaten him/her to the punch?
A major sweep through the script for this was already done recently. Since that point, any errors that have been reported have been promptly corrected.
Perhaps this isn't the right place to be asking this, but is there any way to apply this patch to a Japanese ROM? I know it's supposed to be used in conjunction with the NTSC-U version, but I'm from Europe and have no interest in USA type cartridges. (For the record, I dislike emulators, but did play Namingway Edition at great lenght on my SNES classic mini.)
Reason I'm asking is because I do have the original Super Famicom cartridge of FF4 and I would like to translate that with a 'Super UFO Pro 8' on original hardware. I have modded my PAL 1-chip Super Nintendo with the SuperCIC mod just for this sole purpose...
Any help in the right direction would be much appreciated.
Just patch it to a US ROM then you can easily make a patch between the hacked ROM and the Japanese FF4.
Besides that "USA type cartridges" are literally the same thing under the plastic as Super Famicom. The PCBs are even internally labeled SHVC as the Japanese PCBs.
Thanks for your help KingMike. I never realised that Lunar IPS had an option to make your own patches... :P
Got the patch working on my Retron5 with a Japanese game, and I can even save to the cartridge itself and plug it into my SNES with the saves still there.
Will soon try it with my Super UFO Pro 8. :thumbsup:
Played the hack a bit yesterday and I found a couple error's I thought I'd report:
-when you return the Earth Crystal to troia's Epopts there's a blank textbox
(https://i.imgur.com/HK804KH.png)
looking it up, this box should have Cid and Cecil reacting to Kain's voice, who notices they've returned the crystal.
-After the whole tower of zot section and the party is in Cecil's bedroom Kain needs to tell you something and after Cecil asks what.
(https://i.imgur.com/Lx7B7Hk.png)
Looks like Kain should be saying the last line in this box but his name isn't there, leading to Cecil having a small exchange with himself but there IS alot of text to shove in here so it's hard to fix without reading a bit clunky. My idea would be...
QuoteKain: Cecil, I must tell you something.
Cecil: What about?
Kain: The Crystals.
Really enjoying your work, tho. :thumbsup:
Quote from: AwesomeBrand on August 13, 2019, 10:56:40 PM
Played the hack a bit yesterday and I found a couple error's I thought I'd report:
-when you return the Earth Crystal to troia's Epopts there's a blank textbox
(https://i.imgur.com/HK804KH.png)
looking it up, this box should have Cid and Cecil reacting to Kain's voice, who notices they've returned the crystal.
-After the whole tower of zot section and the party is in Cecil's bedroom Kain needs to tell you something and after Cecil asks what.
(https://i.imgur.com/Lx7B7Hk.png)
Looks like Kain should be saying the last line in this box but his name isn't there, leading to Cecil having a small exchange with himself but there IS alot of text to shove in here so it's hard to fix without reading a bit clunky. My idea would be...
Really enjoying your work, tho. :thumbsup:
Thanks for reporting. Is it the current version? I'll take that suggestion for the one line to make it fit properly.
I am playing v1.96 and I also noticed the Kain response not having his name. So that is still there.
The blank text box at the epops wasn't there, though.
Am currently at the point where Edge joins the party, so might report back.
Edit: Found a typo.
(https://i.postimg.cc/fJGw8y01/IMG-20190815-151402.jpg) (https://postimg.cc/fJGw8y01)
After defeating Rubicante. He says "you" twice.
Yeah this is the current version, I patched it myself. ;)
I'm not getting the blank textbox either, which is strange. Are you using the standard title screen or the Project II one? I will have those text errors corrected soon though. Let me know if you guys find anything else.
@Rodimus,
Keep in mind I had that exact same blank text box at that same location when I did my play months ago and you also couldn't reproduce it. Something is up.
Quote from: Chicken Knife on August 16, 2019, 06:57:59 AM
@Rodimus,
Keep in mind I had that exact same blank text box at that same location when I did my play months ago and you also couldn't reproduce it. Something is up.
Correct me if I'm wrong but didn't you use an incorrect ROM? Perhaps I need to make the patch for the Good SNES set for FFII instead of the old 1.1 (U).
Also I use Snes9x as my main emulator. So could it be something in ZSNES or BSNES?
Sometimes when using Geiger's SNES9X a text box will just come up empty when it's supposed to have text. I'm pretty sure it's a problem with the emulator. I don't know if the same thing happens with the non-debugging version, but... Was anyone using SNES9X when they got the empty box?
Quote from: Rodimus Primal on August 16, 2019, 07:52:12 AM
Correct me if I'm wrong but didn't you use an incorrect ROM? Perhaps I need to make the patch for the Good SNES set for FFII instead of the old 1.1 (U).
Also I use Snes9x as my main emulator. So could it be something in ZSNES or BSNES?
If memory serves you were initially under that impression for some reason but I don't believe an incorrect rom had anything to do with it. We never ended up figuring out what happened.
Also, yes I was using the most up to date vanilla version of SNES9X
Just as an experiment I'd suggest trying the same part of the game on a different emu.
Quote from: chillyfeez on August 17, 2019, 08:40:52 AM
Just as an experiment I'd suggest trying the same part of the game on a different emu.
I'll have to do some testing. The version of SNES9x that I am using is 1.55 and I know they are up to 1.60. So I don't know if that has anything to do with it.
Other than that, I did fix those two text errors and I can release an update soon.
Quote from: Rodimus Primal on August 16, 2019, 01:10:59 AM
I'm not getting the blank textbox either, which is strange. Are you using the standard title screen or the Project II one? I will have those text errors corrected soon though. Let me know if you guys find anything else.
I'm using the standard one, I'm just a sucker for the Japanese title screen.
Don't remember exactly where my rom's from but it was basically the first one that didn't freeze after the title screen (fade to black, then nothing) so I assumed it was good, there's a chance there was some funky stuff still.
My emulator is BSNES, wanted to use the hi-res mode7 from the newest build.
My boyfriend used Snes9x, albeit as a core in Retroarch (not sure if that makes a difference). He didn't see any empty boxes.
I have found two more typos in one chatbox.
(https://i.postimg.cc/vc25d4Ps/IMG-20190821-093216.jpg) (https://postimg.cc/vc25d4Ps)
I do "no" need...
And
"Cagnzazzo"
This is after the events of the Sealed Cave and challenging the Baron King to fight Odin.
Quote from: Nosgothy on August 21, 2019, 03:36:50 AM
I have found two more typos in one chatbox.
(https://i.postimg.cc/vc25d4Ps/IMG-20190821-093216.jpg) (https://postimg.cc/vc25d4Ps)
I do "no" need...
And
"Cagnzazzo"
This is after the events of the Sealed Cave and challenging the Baron King to fight Odin.
Thanks for reporting. I corrected those now. If you find any more I will fix them right away. I'll release an update after your play through.
Convenient pair of typos - one missing letter followed by one extra letter. If only it was always that easy.
Quote from: Rodimus Primal on August 21, 2019, 04:55:42 AM[...] I'll release an update after your play through.
Sounds good. Making quick progress at the moment. Just finished the Giant of Babil and Bahamuts Cave. No typos there.
Am going for adamant armor so will revisit Kokkol soon too. No typos during the making of Excalibur at least.
Edit: I have found some small error. If you try to use an item where that isn't allowed, you get a glitched menu in the top right. Works with GysahlGrn for instance.
(https://i.postimg.cc/svsR6VGr/IMG-20190821-134516.jpg) (https://postimg.cc/svsR6VGr)
Quote from: Nosgothy on August 21, 2019, 07:23:29 AM
Edit: I have found some small error. If you try to use an item where that isn't allowed, you get a glitched menu in the top right. Works with GysahlGrn for instance.
(https://i.postimg.cc/svsR6VGr/IMG-20190821-134516.jpg) (https://postimg.cc/svsR6VGr)
Are you sure that's not an in-game glitch, and not the fault of the rom-hack?
You may be right... I don't have to means to test it out on an unpatched ROM at the moment, though.
Quote from: chillyfeez on August 21, 2019, 06:56:37 AM
Convenient pair of typos - one missing letter followed by one extra letter. If only it was always that easy.
Agreed. Not to mention that editing up until 2am at times can make even the most keen eye mistype something.
I found another rather minor glitch. If you press the select button after battle, at the Gil received textbar, you get a "%" symbol at the Exp textbar.
(https://i.postimg.cc/ZBTZzxGx/IMG-20190826-100536.jpg) (https://postimg.cc/ZBTZzxGx)
That looks like it'd be a bug caused by FFIV User Options, and we'd need to contact Chillyfeez.
Alright, so I just finished my playthrough and had the greatest time ever with this translation! Thank you to everyone involved for making such a great update to the original.
Anyway, here are my last two nitpicks.
(https://i.postimg.cc/QFkFrGhW/IMG-20190826-185403.jpg) (https://postimg.cc/QFkFrGhW)
I feel like the word "Join" shouldn't be capitalized. But that could just be me...
(https://i.postimg.cc/LY0q0tRC/IMG-20190826-190437.jpg) (https://postimg.cc/LY0q0tRC)
This sentence doesn't read too well. Maybe ditch one 'will'?
And now to show off a little bit!
(https://i.postimg.cc/qzHmmyRM/IMG-20190826-125508.jpg) (https://postimg.cc/qzHmmyRM)
No typos, just pure awesomeness! :thumbsup:
Quote from: Nosgothy on August 26, 2019, 04:13:26 AM
I found another rather minor glitch. If you press the select button after battle, at the Gil received textbar, you get a "%" symbol at the Exp textbar.
(https://i.postimg.cc/ZBTZzxGx/IMG-20190826-100536.jpg) (https://postimg.cc/ZBTZzxGx)
Yeah, that's a thing with User Options. I don't think it's something I can fix. Not easily, anyway.
As a matter of fact, the whole reason the ATB gauge won't stay on from one battle to the next is because of the effect that hack has on the exp and gp award messages. I thought I had worked in a fix that automatically turns it off once the battle ends, but apparently the player can choose to turn it back on when the first message appears?
We might have to just be at peace with this one for now. :-\
Quote from: chillyfeez on August 26, 2019, 11:54:44 PM
Yeah, that's a thing with User Options. I don't think it's something I can fix. Not easily, anyway.
As a matter of fact, the whole reason the ATB gauge won't stay on from one battle to the next is because of the effect that hack has on the exp and gp award messages. I thought I had worked in a fix that automatically turns it off once the battle ends, but apparently the player can choose to turn it back on when the first message appears?
We might have to just be at peace with this one for now. :-\
Thanks for letting us know chillyfeez.
I've submitted Version 1.97 for approval with all of the text fixes from what Nosgothy found!
Hmm, I've found something to be wrong with the drop tables of the Dark Sage enemy. I've been farming them for hours now (for Ribbon, no luck yet) and they never drop SomaDrops for me. Instead I've gotten Maidens Kiss', DryEthers and Phoenix Downs...
That would be my fault. It looks like DarkSage / Seeress is dropping the wrong items. I tried to base enemy drops off of the FFIV Advance enemy FAQ for the most part, but it looks like I got one wrong.
Quote from: vivify93 on August 28, 2019, 07:47:38 PM
That would be my fault. It looks like DarkSage / Seeress is dropping the wrong items. I tried to base enemy drops off of the FFIV Advance enemy FAQ for the most part, but it looks like I got one wrong.
It's not that you got it wrong, but I think that it is set to drop Phoenix Downs in Vanilla FF II. I've just changed it now to match Super Famicom and later releases, but the drop rate for Ribbons are still Mythic level.
So the Dark Sage (originally Warlock) looks like this:
Drop Rate 1
Common: Maiden's Kiss
Uncommon: Dry Ether
Rare: Soma Drop (originally Phoenix Down)
Mythic: Ribbon
Thanks for changing it. But you guys owe me a couple of hours of my life. :happy:
Quote from: Nosgothy on August 29, 2019, 01:22:28 AM
Thanks for changing it. But you guys owe me a couple of hours of my life. :happy:
Sorry.
Version 1.98 has been submitted for approval with this fix.
So I've been using TONS of sirens and managed to get 2 Pink Tails last night! Normally I would go and change them for an Adamant armor right away and not continue fighting, but I was in a grinding mood and kept on going. When I finally wanted to get my armors, things got real ugly quick...
Because the little guy in the Adamant grotto took both my tails but only gave me 1 armor! :-\
Luckely I made a save beforehand but I really hope you can patch this! I don't want to farm for another tail.
(https://i.postimg.cc/62x17vkm/IMG-20190910-194924.jpg) (https://postimg.cc/62x17vkm)
Happy lil' Nos
(https://i.postimg.cc/56mHDW9Y/IMG-20190910-200549.jpg) (https://postimg.cc/56mHDW9Y)
Sad lil' Nos
Actually that's a weird and quirky thing with the game's coding that I am not sure can be addressed. If you have more than one Pink Tail in one item slot, he will only give you ONE Adamant Armor and take all in that slot. But if you have them in separate item slots, you can get more than one Adamant Armor.
I looked this up and its a known thing with Vanilla FFII/IV.
Quote from: Rodimus Primal on September 10, 2019, 05:21:02 PM
Actually that's a weird and quirky thing with the game's coding that I am not sure can be addressed. If you have more than one Pink Tail in one item slot, he will only give you ONE Adamant Armor and take all in that slot. But if you have them in separate item slots, you can get more than one Adamant Armor.
I looked this up and its a known thing with Vanilla FFII/IV.
Here,
try this (https://drive.google.com/open?id=1nTW5vAIPcGU0yq2YfcYPumJfQOdXesr4), it should fix the issue. I created the patch off of Namingway 1.98, so it will definitely patch cleanly. This is something I did for my hack, but I never made a patch for the general public. It's a simple, minimally invasive mod.
Quote from: chillyfeez on September 10, 2019, 10:11:49 PM
Here, try this (https://drive.google.com/open?id=1nTW5vAIPcGU0yq2YfcYPumJfQOdXesr4), it should fix the issue. I created the patch off of Namingway 1.98, so it will definitely patch cleanly. This is something I did for my hack, but I never made a patch for the general public. It's a simple, minimally invasive mod.
My only question about that is does it mess with the old Item duplication glitch? Not that I'm looking to ever fix that!
The only item duplication glitch I know about involves unequipping stuff and running during battle. It certainly wouldn't affect that. I think I recall hearing about a different, more versatile dupe glitch somewhere, but I don't know anything about the context of its application.
As long as the thing you're talking about doesn't occur during the event instruction "remove item from inventory," then no. This mod overwrites the small bit of code that zeroes out the item and quantity then and only then, and replaces it with, essentially, "reduce item quantity by one; if the result is zero, erase associated item."
During battle you can move the shield and weapon from a character in such a way that you end up with 256 of said weapon. You can then use them as throw-stuff with Edge for example. Very benificial and shouldn't be patched indeed. ;)
Quote from: Nosgothy on September 11, 2019, 06:40:27 AM
During battle you can move the shield and weapon from a character in such a way that you end up with 256 of said weapon. You can then use them as throw-stuff with Edge for example. Very benificial and shouldn't be patched indeed. ;)
As I tried to indicate, the patch I threw up here won't touch that. Literally hundreds of lines of ROM separate the changes made by this patch and whatever is glitching during battles to duplicate items.
Yeah that's what I gathered. Your solution sounds good. :thumbsup:
Edit: So I got home from work and applied your patch chillyfeez. Works like a charm! Thanks a million! ;D
Hello!
First I wanted to say that I'm playing FF4 for the first time using this hack. And holy damn is this going to be the way I recommend others to play FF4. Thanks a ton for everything!
I also wanted to share some typos I found while playing so far.
The first is when Cecil returns to Mysidia and speaks to the Elder for the first time, the Elder says, "If you wish to fight with purity, you must go Mt. Ordeals to the east." I believe it's just missing the "go to Mt. Ordeals."
Also when Rosa joins your party for the 2nd time, you can speak to her mom and she says, "You're not to leave the here again."
I'm using version 1.96 to be clear. But I didn't see these in any future update posts so I wanted to share them and help out. I hope I was helpful. This is the way to play FF4 on the SNES in my opinion.
Quote from: PersonWithTime on September 13, 2019, 07:26:23 PM
Hello!
First I wanted to say that I'm playing FF4 for the first time using this hack. And holy damn is this going to be the way I recommend others to play FF4. Thanks a ton for everything!
I also wanted to share some typos I found while playing so far.
The first is when Cecil returns to Mysidia and speaks to the Elder for the first time, the Elder says, "If you wish to fight with purity, you must go Mt. Ordeals to the east." I believe it's just missing the "go to Mt. Ordeals."
Also when Rosa joins your party for the 2nd time, you can speak to her mom and she says, "You're not to leave the here again."
I'm using version 1.96 to be clear. But I didn't see these in any future update posts so I wanted to share them and help out. I hope I was helpful. This is the way to play FF4 on the SNES in my opinion.
Thanks. Those have now been corrected and I have now also added in chillyfeez's fix for the Pink Tail at the Adamant Grotto.
Version 1.98a is now available for download!
Hey, I was just thinking... The same game mechanic that handles removing the pink tail from inventory also handles removing the carrot when summoning the Fat Chocobo... Does using one carrot (in vanilla FFIV) also remove all carrots in that slot?
Quote from: chillyfeez on September 17, 2019, 10:50:01 PM
Hey, I was just thinking... The same game mechanic that handles removing the pink tail from inventory also handles removing the carrot when summoning the Fat Chocobo... Does using one carrot (in vanilla FFIV) also remove all carrots in that slot?
It does not. Perhaps it was a glitch specific to the Pink Tail.
Well, I know from hacking entirely different circumstances into the game that it's not just the pink tail (or, rather, not just the item ID of the pink tail). That is to say, it's not a glitch, it was done intentionally, and maybe they hardcoded a special case exception in for the carrot? At any rate, if I can zero in on whatever is different about the carrot I might be able to make a completely unintrusive patch. It's not important enough that I'll get right to work on it, but the next time I'm looking for a lil diversion...
33 pages into this thread and up to version 1.98... I think this romhack has 100x the quality control of the original release 🤣
Quote from: Neon Streetlight on September 22, 2019, 06:48:05 PM
33 pages into this thread and up to version 1.98... I think this romhack has 100x the quality control of the original release 🤣
I've spent a fair amount of time exploring under the hood of FFIV. Namingway Edition has closer to infinity times the quality control of the original.
That's quite the self-brag chilly.
Quote from: Special on September 23, 2019, 12:37:49 AM
That's quite the self-brag chilly.
To be clear, it's not
me handling quality control issues. I'm in the credits for this project, but it isn't
mine. This is Rodimus's hack and he is entirely responsible for its 1.98-ness.
You're the DJ, Rodimus' the Rapper. We all know you're the one behind the scenes doing all the heavy lifting, without your "programming/knowledge" this hack would be would much much worse, what with all the text edits not being able to fit certain ways in menus, etc.
Nah, I'm the Industrial Light and Magic to Rodimus's Disney Studios. I can do some cool tricks, but I'm practically nothing without a project to which to lend my service. I've been working on a thing for six or seven years and it's nowhere near ready.
Sorry posted in the thread
It's difficult to say... if you put the item below a certain amount, it will take them all, I think its related to whether the game counts it as a Key Item or not. The Pink Tail is a very late item in the list and the game likely has a routine to delete Key Items (Items after ED) instead of simply decrementing them. I find it so amusing that the only reason the game even allows you to choose normal items is the Petrified Twins fakeout of "They have become stone of their own will..." I am sure the check wouldn't take long to find.
September 28, 2019, 11:38:23 PM - (Auto Merged - Double Posts are not allowed before 7 days.)
So it took a bit of time to find, it was nowhere near as straight forward as I had hoped, but I did manage to pin it down.
00eb23 lda $09d5,x [0009d6] A:00f9 X:0001 Y:000d S:02f2 D:0600 DB:00 nvMxdizc V:242 H:107 F:18 00eb26 cmp $08fb [0008fb] A:00f9 X:0001 Y:000d S:02f2 D:0600 DB:00 NvMxdizc V:242 H:124 F:18 00eb29 beq $eb3e [00eb3e] A:00f9 X:0001 Y:000d S:02f2 D:0600 DB:00 nvMxdiZC V:242 H:124 F:18 00eb3e cmp #$ec A:00f9 X:0001 Y:000d S:02f2 D:0600 DB:00 nvMxdiZC V:242 H:130 F:18 00eb40 beq $eb62 [00eb62] A:00f9 X:0001 Y:000d S:02f2 D:0600 DB:00 nvMxdizC V:242 H:144 F:18 00eb42 cmp #$fe A:00f9 X:0001 Y:000d S:02f2 D:0600 DB:00 nvMxdizC V:242 H:148 F:18 00eb44 bcs $eb4a [00eb4a] A:00f9 X:0001 Y:000d S:02f2 D:0600 DB:00 NvMxdizc V:242 H:152 F:18 00eb46 cmp #$ed A:00f9 X:0001 Y:000d S:02f2 D:0600 DB:00 NvMxdizc V:242 H:156 F:18 00eb48 bcs $eb62 [00eb62] A:00f9 X:0001 Y:000d S:02f2 D:0600 DB:00 NvMxdizc V:242 H:160 F:18 |
So, basically the game looks if the item being accessed by the player for the event is EC (The Pass) If it is the Pass, leave it be, do not take away the whole item. If it is Below FE, moveon, if it is Above ED, move to the "do nothing" routine. IF you change EB47 to FF, (All Items Above FF "do nothing"). That will allow all items to be decremented instead of deleted.
In ROM this is at 0x6D47. BUT! And this is major; you will have to go into the editor to delete the "Remove Pink Tail" instruction from the event. The Carrot event doesn't have this, it is the "look for" routine that subtracts 1 from the item. The Remove Item does exactly what it says, it removes the item completely from your inventory. In retrospect it is a bit wasteful (shocker...) since the "look for" item routine had the capability of taking the Single Key Item you will Ever have of said item and getting rid of it. But for some reason they wanted a whole (very precious) Event instruction for something they had Already done. Great work Square, great work...
Well, they need the "remove item" event instruction for excalibur, because you give up legend AND adamant...
...Touche. Though they could have added in an exception in the "look for item" code to also take away the Legend Sword if the Adamant Ore is found. It wouldn't be the first time exceptions like that were made in the code.
EDIT: I also didn't consider any other key item that the game rips from you, Dark Crystal, Package, etc. I still think it would have been more sensible for the "get rid of item" code to decrement (using the code already built for it) instead of deleting the item, which results in this particular glitch.
Agree. The real problem ends up being 1) they included a provision to decrement the item quantity for SOME items in the "look for" instruction, and 2) the "remove" instruction removes the whole item record instead of decrementing.
In the end, the amount of bytes of code wasted is relatively inconsequential, but the glitch is tantamount to punishing players who dare to dig deeper, and that's a pretty big problem.
I'm playing through it again and found a typo: the dancing girl in Kaipo says "I want go to" instead of "I wanna go to" (she says "wanna" in the same dialogue later, so it seems a good choice).
Screenshot
(https://i.ibb.co/Rg1d0BH/IMG-20191007-011820162.jpg)
Quote from: Chrysologus on October 08, 2019, 10:32:01 AM
I'm playing through it again and found a typo: the dancing girl in Kaipo says "I want go to" instead of "I wanna go to" (she says "wanna" in the same dialogue later, so it seems a good choice).
Screenshot
(https://i.ibb.co/Rg1d0BH/IMG-20191007-011820162.jpg)
Thanks Chrysologus! Its now been fixed and 1.98b has been submitted for approval!
Cool. I noticed Adamantoise (formerly Turtle) is now called Admantimi. What's going on there with the "imi"?
Also, the sort feature in the items menu doesn't work. Has anyone else noticed this?
A crunching of the original Japanese name "Adamantaimai"
Quote from: Chrysologus on October 18, 2019, 06:36:35 PM
Cool. I noticed Adamantoise (formerly Turtle) is now called Admantimi. What's going on there with the "imi"?
Also, the sort feature in the items menu doesn't work. Has anyone else noticed this?
I was doing everything I could to fit Adamantaimai in, but phonetically it fits as Adamantimi. I had to crunch the tiles to make the name fit, much like Scarmiglione. The sort feature is working on my end.
As everyone already knows and has been mentioned here before there is also this difference between FFIVJap and FFIIUsa:
Quote from: 'The Cutting Room Floor' site

The configuration menu of Final Fantasy II was greatly stripped down compared to Final Fantasy IV. Here's an overview of the missing options:
Battle Mode - Can set ATB to Active, which allows enemies to attack when you're in menus.
Controller - Has two different selections:
Normal/Custom - Allows the buttons assigned to the Confirm, Cancel, and Menu options to be changed. The R button, used for switching characters on the field, is the only one that cannot have its function changed.
Single/Multiple - Multiple allows you to assign each party member to a different controller in battle. Without this set, either controller can control any party member.
Cursor - The cursor can be set to remember its previous location in menus.
Easy Type only lost the ability to customize button assignments (likely because of button hints being placed in the game's dialogue) and set the cursor to remember its previous position.
But what I did not know:
QuoteThe features enabled by the options weren't actually removed from either game, and they will function perfectly if a save from another version with the options enabled is imported.
That is, the options are still inserted in the game, just not shown in the menu!!!
Could this be of any help?
Quote from: darthvaderx on November 03, 2019, 07:20:43 AM
As everyone already knows and has been mentioned here before there is also this difference between FFIVJap and FFIIUsa:
But what I did not know:
That is, the options are still inserted in the game, just not shown in the menu!!!
Could this be of any help?
I would not mind adding the full Config menu back in with all its options if I knew where the pointers were. I also like the idea of changing the name Customizer back to Config for series consistency.
Awesome work on this, currently playing through. One question, is Namingway compatible with the FFIV TLS Equipment Screen Mod?
Quote from: teahouser on November 07, 2019, 03:52:36 AM
Awesome work on this, currently playing through. One question, is Namingway compatible with the FFIV TLS Equipment Screen Mod?
As far as I know, its not compatible currently. I'm not sure what is conflicting specifically.
Namingway and TWUE got mentioned by SNESDrunk here: https://youtu.be/RlcUHXmTTfM
Quote from: Chronosplit on November 26, 2019, 09:18:08 AM
Namingway and TWUE got mentioned by SNESDrunk here: https://youtu.be/RlcUHXmTTfM
I just watched that video! Wow! What a recommendation. After feeling down and pressured over the last TWUE update, this really brightened my day.
I seem to be having a problem getting multiplayer controls to work correctly with the game when patched with this. The second controller inputs battle commands fine without the patch, but appears completely unresponsive with the patch, any idea what could be affecting this?
Also, has this been tested working with the 9999 Limit Break hack patch? I thought I'd ask before I got too deep into trying to troubleshoot it. I can get this Namingway patch to work on the no header FF2 US v1.1 SMC ROM okay besides the multiplayer issue I noticed, but that patch doesn't seem to work with or without the Namingway patch and I'll stop looking into it if it isn't compatible as well. Thanks!
Quote from: LightAcolyte on January 13, 2020, 03:09:35 AM
I seem to be having a problem getting multiplayer controls to work correctly with the game when patched with this. The second controller inputs battle commands fine without the patch, but appears completely unresponsive with the patch, any idea what could be affecting this?
Also, has this been tested working with the 9999 Limit Break hack patch? I thought I'd ask before I got too deep into trying to troubleshoot it. I can get this Namingway patch to work on the no header FF2 US v1.1 SMC ROM okay besides the multiplayer issue I noticed, but that patch doesn't seem to work with or without the Namingway patch and I'll stop looking into it if it isn't compatible as well. Thanks!
That's strange. I just checked my own ROM file and I am able to use Multiplayer just fine. As you know, US FFII doesn't have the per character setting in the Customizer menu but a second controller can input commands just like Player 1 can.
Thanks, I have tested a few different options today and updated my RetroArch cores. It seems to work fine with the updated SNES9x Core now, but not with the most current Mesen or higan cores in RetroArch. So I know it is not the IPS patch or ROM now that I can get it to work for sure with RetroArch and the SNES9x Core on that so I'm moving on to just play with that now!
Now the only thing I can't figure out is no matter how I use the Final Fantasy IV - Break Damage Limit (9999) hack I get a black screen and no title screen as nothing happens on any of my emulator options (with or without this hack also patched with LIPS). I saw on its news thread it supposedly should work with this patch as well as others, but do you know if it is working with this patch in testing? If not, I will give up temporarily on pursuing it as it is surely going to be a long time before I am dealing that much damage anyway. Thanks again!
Quote from: LightAcolyte on January 13, 2020, 04:20:00 PM
Thanks, I have tested a few different options today and updated my RetroArch cores. It seems to work fine with the updated SNES9x Core now, but not with the most current Mesen or higan cores in RetroArch. So I know it is not the IPS patch or ROM now that I can get it to work for sure with RetroArch and the SNES9x Core on that so I'm moving on to just play with that now!
Now the only thing I can't figure out is no matter how I use the Final Fantasy IV - Break Damage Limit (9999) hack I get a black screen and no title screen as nothing happens on any of my emulator options (with or without this hack also patched with LIPS). I saw on its news thread it supposedly should work with this patch as well as others, but do you know if it is working with this patch in testing? If not, I will give up temporarily on pursuing it as it is surely going to be a long time before I am dealing that much damage anyway. Thanks again!
Honestly I myself never tested the Break Damage Limit patch on it. I do know that it breaks compatibility with ff4kster, one of the tools I used in editing Namingway Edition. It is possible that it also makes the two projects incompatible.
I just finished my playthrough of this hack as well as FF6: TWUE, and I must say that it was a fantastic experience all around. Looking back on the dialogue of the original SNES release after doing so, it's genuinely alarming how stunted and almost robotic the original dialogue feels, even putting aside the censorship of things like death, religion, alcohol, and so on. The new script is absolutely fantastic all around, and I don't have a single negative thing to say about any of it.
Above all, I wish that there was a version of this patch that didn't have all of the various buffs and additions that Project II added, such as...
Spoiler
...the ability to use Sight and Warp in battle,
the B button dash (on a side note, it would be great if this was optional in FF6: TWUE, too!),
the buffed weapons, whether they be improved stats (all Bow weapons) or added spell effects (Power Staff/Flame Whip/Wooden Mallet),
the buffed Goblin summon,
the buffed character abilities (Heal/Sing/Cry/Pray/Regen) as well as magic (Protect/Shell/Curse replacing Dispel),
the unused weapons (Assassin Dagger and HandAxe),
the Hummingway Home offering X-Potions/Sirens instead of Hi-Potions/Bestiaries...
...and so on. I can understand the hidden passages in caves and dungeons still being highlighted, as ff4kster does not have the ability to edit the appearances of individual tiles, which is a great shame, and I wish that they could be properly hidden. (Speaking of, has the issue with the Sylvan Cave/Eidolon Passage damage tiles not making a sound been fixed yet?) Putting that aside, I always wished that there was a hack of SNES FF4 that was essentially just the Japanese version with an improved and modernized English script, and while J2Evisceration was a step in the right direction, it still misses marks, such as completely excising Kain's backstory about his father in Baron Castle, and having excessive use of capitalization, ellipses, and exclamation points in places where they do not belong.
This hack is extremely good, and I would still without a doubt consider it the definitive way to play FF4. The restored maps (love the Developer's Room!), graphics, monster stats, weapons, items, chest contents, and dummied out character abilities as well as the various bugfixes are nothing short of spectacular, and I supremely wish that my dream of a version of Namingway Edition with gameplay and appearance that is 100% faithful to the Japanese FF4 will ever come to be, but I still highly applaud all of the effort that went into this regardless, as with FF6: TWUE. Thank you!
Quote from: CasualChris on February 02, 2020, 07:16:28 PM
I just finished my playthrough of this hack as well as FF6: TWUE, and I must say that it was a fantastic experience all around. Looking back on the dialogue of the original SNES release after doing so, it's genuinely alarming how stunted and almost robotic the original dialogue feels, even putting aside the censorship of things like death, religion, alcohol, and so on. The new script is absolutely fantastic all around, and I don't have a single negative thing to say about any of it.
Above all, I wish that there was a version of this patch that didn't have all of the various buffs and additions that Project II added, such as...
Spoiler
...the ability to use Sight and Warp in battle,
the B button dash (on a side note, it would be great if this was optional in FF6: TWUE, too!),
the buffed weapons, whether they be improved stats (all Bow weapons) or added spell effects (Power Staff/Flame Whip/Wooden Mallet),
the buffed Goblin summon,
the buffed character abilities (Heal/Sing/Cry/Pray/Regen) as well as magic (Protect/Shell/Curse replacing Dispel),
the unused weapons (Assassin Dagger and HandAxe),
the Hummingway Home offering X-Potions/Sirens instead of Hi-Potions/Bestiaries...
...and so on. I can understand the hidden passages in caves and dungeons still being highlighted, as ff4kster does not have the ability to edit the appearances of individual tiles, which is a great shame, and I wish that they could be properly hidden. (Speaking of, has the issue with the Sylvan Cave/Eidolon Passage damage tiles not making a sound been fixed yet?) Putting that aside, I always wished that there was a hack of SNES FF4 that was essentially just the Japanese version with an improved and modernized English script, and while J2Evisceration was a step in the right direction, it still misses marks, such as completely excising Kain's backstory about his father in Baron Castle, and having excessive use of capitalization, ellipses, and exclamation points in places where they do not belong.
This hack is extremely good, and I would still without a doubt consider it the definitive way to play FF4. The restored maps (love the Developer's Room!), graphics, monster stats, weapons, items, chest contents, and dummied out character abilities as well as the various bugfixes are nothing short of spectacular, and I supremely wish that my dream of a version of Namingway Edition with gameplay and appearance that is 100% faithful to the Japanese FF4 will ever come to be, but I still highly applaud all of the effort that went into this regardless, as with FF6: TWUE. Thank you!
Thank you so much for your kind words. To be honest, I would love to port the script of Namingway Edition to a Japanese ROM with all of the original features and perhaps have some great additions to it like User Options and an optional B-Button Dash. It would need some work to make it right.
Hi,
First of all, thanks for making this great version of FFIV, it must have taken a lot of work but it's a lot of fun to play!
I made it about halfway through a playthrough about a year ago before getting distracted, and am now picking it up again.
My question is, can I update the rom to the newest version, and still use my old save file? I think I have version 1.95.
Quote from: TenJoker on April 13, 2020, 01:19:42 PM
Hi,
First of all, thanks for making this great version of FFIV, it must have taken a lot of work but it's a lot of fun to play!
I made it about halfway through a playthrough about a year ago before getting distracted, and am now picking it up again.
My question is, can I update the rom to the newest version, and still use my old save file? I think I have version 1.95.
Thanks for the kinds words!
There shouldn't be anything that should interfere with the save files to my knowledge.
Ok thanks, then I will try the update!
One more question: I'm running into the issue that I don't have enough inventory space in the fat chocobo storage.
Since I'm the completionist type, I was wondering if it's possible to increase the space in the hack to allow for a complete item collection?
That would really make this version perfect!
See what I did (in the video description the various hacks I mixed):
https://www.youtube.com/watch?v=v5zeQ89_AB8 (https://www.youtube.com/watch?v=v5zeQ89_AB8)
Quote from: darthvaderx on April 17, 2020, 03:52:26 PM
See what I did (in the video description the various hacks I mixed):
https://www.youtube.com/watch?v=iIWKGOGJlYE&t=212s (https://www.youtube.com/watch?v=iIWKGOGJlYE&t=212s)
Namingway Edition, being based off of Project II, should already incorporate the following hacks in your video:
-Long Range Fix by Dragoon ZERO.
-Protect and Shell Improvement by Deathlike2.
-Yang's HP Fix by Deathlike2.
-Sing Improvement by Deathlike2.
-Goblin Summon Improvement by Deathlike2.
-Immune Byte Bugfixes by Grimoire LD.
-Critical Hit Fix by Chillyfeez, Grimoire LD.
Further, Rydia's Restored Power replaces Tellah's Recall command, meaning Tellah will also have "Call?" when you get him.
It was good to know that, I will redo the patches. But what did you think of the soundtrack? I did the same with FFV and Trials of Mana/Seiken densetsu 3.
When you try to give something to the fat chocobo but his inventory is full there is an incorrect message:
I'm full!ou give me?
Quote from: TenJoker on April 27, 2020, 02:57:56 AM
When you try to give something to the fat chocobo but his inventory is full there is an incorrect message:
I'm full!ou give me?
Sounds like a pointer is out of wack somewhere. Is this the same problem in Vanilla FFII?
Quote from: Rodimus Primal on February 04, 2020, 10:03:09 PM
Thank you so much for your kind words. To be honest, I would love to port the script of Namingway Edition to a Japanese ROM with all of the original features and perhaps have some great additions to it like User Options and an optional B-Button Dash. It would need some work to make it right.
It would be nice to port the script to the original japanese rom so some of us could experience the game at its most accurate. But I would love to say good work on this script and I appreciate u considering a lot of input and feedback from followers of ur work!
I hope that the GBA graphics assets can be ported to this version.
They just look better and Final Fantasy IV always looked like an NES game that was ported to the SNES at the last minute judging from the visuals when compared to V and especially VI.
I also hope that Final Fantasy V gets a similar treatment.
The GBA Script Port is good and all but it doesn't have any of the bugfixes and QoL enhancementss that Namingway Edition and TWUE have.
I have an adamant armor and a cursed ring equipped, which should cause elemental damage to be absorbed, according to various sources.
This doesn't work however (I take regular damage with a fire spell for example).
Is this a bug in this edition?
I want to thank the author for this hack, it is a great edition. Only gripe I might have stems from the missing option to use multiple controllers, the japanese version had it, I like playing old RPGs with a buddy and the missing option prevents it. Is there any way to bring it back or apply any sort of path or hex edit that can enable said option again?
Quote from: Kensou on May 19, 2020, 03:47:40 PM
I want to thank the author for this hack, it is a great edition. Only gripe I might have stems from the missing option to use multiple controllers, the japanese version had it, I like playing old RPGs with a buddy and the missing option prevents it. Is there any way to bring it back or apply any sort of path or hex edit that can enable said option again?
Thanks for the compliments. As for the Multi-controller function, there's two ways to go about it from what I understand. Figuring out how to restore the original Config menu, or port my whole game to the Japanese ROM. However, the game will allow a second player to input ANY commands as if they are player 1.
My goodness, it's so hard to find the right ROM for this hack, every single time. Just FFII US 1.1 Unheadered doesn't suffice.
It's not hard at all... every single time. Maybe try not using "madeup" naming conventions like "FFII US 1.1"
You know exactly what I mean when I say "FFII US 1.1." Don't play dumb please.
To ease your mind:
"Final Fantasy II (U) [!] (v1.1).smc"
No header
Quote from: Thirteen 1355 on May 23, 2020, 08:08:08 PM
My goodness, it's so hard to find the right ROM for this hack, every single time. Just FFII US 1.1 Unheadered doesn't suffice.
Why it's so hard? And why every single time?
Perhaps instead of "1.1", you could look for "Rev1"
And if it turns out to be headered, just remove it with TUSH or StripSNES
Quote from: Thirteen 1355 on May 24, 2020, 06:29:07 AM
You know exactly what I mean when I say "FFII US 1.1." Don't play dumb please.
To ease your mind:
"Final Fantasy II (U) [!] (v1.1).smc"
No header
I could reset the patches to work better with the modern "Good" set of ROMs out there if you're still having trouble finding the right one to patch.
You don't have to do anything, the problem is not with your patches, and "this" problem would still happen because the problem is "I can't find the right version of a ROM dump with my Google-fu skills.
Except I always manage to find it. Just never the right one the first time, despite the first ROM I get is advertised as being 1.1 and unheadered. Nothing wrong with making it easier for anyone to get their hands on the right one. Shouldn't upset anyone.
I use an utility called snesROMutil to remove headers that way I can apply patches that need an unheadered rom.
On another topic, how can the config menu be restored?
P.S. I played through all FFIV using this patch and it as awesome. I played it on a real SNES with a flash cart.
Playing through the latest version of this hack (one of my all time favorite hacks) and noticed a small typo from the Mysidian elder when you return as a paladin. He says "Ah!Where'd you get that sword?" (No space between the exclamation point and W of Where). Not sure if this one was due to space limitations but figured I'd let you know. It's amazing how many times you've updated it! Every time I play it, there's a new version to download first! Lol
Quote from: Neon Streetlight on May 31, 2020, 01:34:23 AM
Playing through the latest version of this hack (one of my all time favorite hacks) and noticed a small typo from the Mysidian elder when you return as a paladin. He says "Ah!Where'd you get that sword?" (No space between the exclamation point and W of Where). Not sure if this one was due to space limitations but figured I'd let you know. It's amazing how many times you've updated it! Every time I play it, there's a new version to download first! Lol
I believe that when I didn't make the space between some punctuation it was done for spacing reasons. I made a lot text revisions whenever someone found something that I overlooked.
Hi, this patch is great work, but I found a glaring omission. The DISPEL spell is still missing in this version! Same thing with the Aura/Lunar/Kinesis staff's effect. Does anyone know how to restore this spell?
Just started playing this romhack (v1.98b) yet again and I may have found a graphical glitch. Probably due to the dash feature.
Anyways, if you go all the way north in the town of Baron (not the Castle) right above the dancer in red, and you run left and right there (while holding the dash button) then the trees start to glitch out.
Not sure if this happens anywhere else, and I haven't tried on other emulators yet, but I thought I'd point it out.
Quite easy to replicate but I can provide a screenshot if needed.
I'm playing it on my SNES Classic by the way. Had to patch the ROM using something else than LunarIPS to get it to work on that.
Quote from: Nosgothy on July 22, 2020, 04:10:54 AM
Just started playing this romhack (v1.98b) yet again and I may have found a graphical glitch. Probably due to the dash feature.
Anyways, if you go all the way north in the town of Baron (not the Castle) right above the dancer in red, and you run left and right there (while holding the dash button) then the trees start to glitch out.
Not sure if this happens anywhere else, and I haven't tried on other emulators yet, but I thought I'd point it out.
Quite easy to replicate but I can provide a screenshot if needed.
I'm playing it on my SNES Classic by the way. Had to patch the ROM using something else than LunarIPS to get it to work on that.
Did you make sure the ROM was un-headered when you patched it? Sounds like something got overwritten if that's the case. I also have the game on my SNES Classic and didn't notice this issue.
Will check my ROM, would be super silly of me... ;)
Edit: So I checked and my ROM is indeed unheadered.
Quote from: Nosgothy on July 22, 2020, 12:02:03 PM
Will check my ROM, would be super silly of me... ;)
Edit: So I checked and my ROM is indeed unheadered.
Interesting. I'm trying to reproduce that same glitch and I don't seem to be doing so. I'm able to access the secret garden behind Baron's dancer through the trees but there's no issue on my end.
Here is a quick photo of my screen. Notice the trees in the top. While dashing left and right they jiggle about.
(https://i.postimg.cc/7Gr774p0/IMG-20200722-095713.jpg) (https://postimg.cc/7Gr774p0)
It only happens when dashing, not while walking.
Quote from: Nosgothy on July 25, 2020, 03:52:23 PM
Here is a quick photo of my screen. Notice the trees in the top. While dashing left and right they jiggle about.
(https://i.postimg.cc/7Gr774p0/IMG-20200722-095713.jpg) (https://postimg.cc/7Gr774p0)
It only happens when dashing, not while walking.
I checked again and nothing, at least on SNES9x. I'll have to check Canoe once I get the chance.
Hey, i noticed some weird spacing on the two Ls at the end of the potion and ether item descriptions. For potion its correct, for ether it's weirdly spaced. The L at the end of Cecil's name seems to be too spaced too. I don't know if that's a necessary evil sorta thing.
(https://i.postimg.cc/GmPwpZMP/20200731-161331.jpg)
(https://i.postimg.cc/DZrbpf5J/20200731-161405.jpg)
Looks like someone was inconsistent in usage of squishy-tile characters in the font.
Quote from: KingMike on July 31, 2020, 06:15:17 PM
Looks like someone was inconsistent in usage of squishy-tile characters in the font.
That's pretty much what happened there. I think I may have been trying to get all instances of double L to use the ll di-graph and missed one.
Quote from: Rodimus Primal on July 31, 2020, 07:43:27 PM
That's pretty much what happened there. I think I may have been trying to get all instances of double L to use the ll di-graph and missed one.
Adding to this, i found several more instances of separated LLs, LIs and ILs.
The Phoenix Down item description.
In Baron: The Innkeeper's dialogue, Cid's daughter's dialogue, Namingway's dialogue, the red haired woman outside, the woman in the trees and the dancer.
The fat chocobo spot near Baron too.
In the words "gil" and "take all" at the end of battles.
The enemy Goblin.
The Mist Dragon's and Cecil's dialogue before the battle.
Mist Village's name. Kain's dialogue during the ring activation scene and his and Cecil's dialogue in the scene with Rydia.
Tellah's dialogue if you talk to him before going to Kaipo.
In Kaipo: The Inkeeper's dialogue when you enter town for the first time. The General's dialogue. Rydia's dialogue after the fight with the General. The woman in the inn who talks about Tellah and Anna. Man at the pub who talks about Damcyan royalty. Man who says Rosa collapsed. Woman that tells you to put Rydia in the back row. Woman who says Anna fell in love and ran away. The man, the woman and the bookshelf in the house with Rosa.
The word "sell" in shops.
Those are all the ones i saw in my playthrough today. Let me know if you want me to keep looking for them.
Quote from: Chrono 199X on August 02, 2020, 03:19:12 PM
Adding to this, i found several more instances of separated LLs, LIs and ILs.
The Phoenix Down item description.
In Baron: The Innkeeper's dialogue, Cid's daughter's dialogue, Namingway's dialogue, the red haired woman outside, the woman in the trees and the dancer.
The fat chocobo spot near Baron too.
In the words "gil" and "take all" at the end of battles.
The enemy Goblin.
The Mist Dragon's and Cecil's dialogue before the battle.
Mist Village's name. Kain's dialogue during the ring activation scene and his and Cecil's dialogue in the scene with Rydia.
Tellah's dialogue if you talk to him before going to Kaipo.
In Kaipo: The Inkeeper's dialogue when you enter town for the first time. The General's dialogue. Rydia's dialogue after the fight with the General. The woman in the inn who talks about Tellah and Anna. Man at the pub who talks about Damcyan royalty. Man who says Rosa collapsed. Woman that tells you to put Rydia in the back row. Woman who says Anna fell in love and ran away. The man, the woman and the bookshelf in the house with Rosa.
The word "sell" in shops.
Those are all the ones i saw in my playthrough today. Let me know if you want me to keep looking for them.
The dialog and specific places (like the end of battle) won't be changing. It's item names, descriptions, and monster names that would be where any changes would happen. It is at this point just cosmetic. I wasn't planning on updating it unless it was necessary.
Just had the same glitchy trees in a town in Final Fantasy V. There is a very good chance that Canoe is the culprit. Will change emulators once I have the chance, but at least this romhack can be ruled out. Sorry for the trouble.
In Mysidia White Mage tells
'The Devil's Road is so named because
it saps the stanima of its travelers.'
Im not so far yet in the game, but it's been a great pleasure to play perhaps the most legendary RPG of all time, or at least for me it is it.
Cheers 8)
Quote from: superlowprofile on August 05, 2020, 01:13:08 PM
In Mysidia White Mage tells
'The Devil's Road is so named because
it saps the stanima of its travelers.'
Im not so far yet in the game, but it's been a great pleasure to play perhaps the most legendary RPG of all time, or at least for me it is it.
Cheers 8)
I have to ask, is it the latest version that you are playing? 1.98b? I found that typo and corrected it on a previous revision.
Found a typo in Agart. Guy in the inn says "Supposedley, our ancestors came from the other world. Their world has a sun, which they call 'Magma.'"
Also, the . in the word Magma is inside the '.
Quote from: Chrono 199X on August 10, 2020, 05:18:05 PM
Found a typo in Agart. Guy in the inn says "Supposedley, our ancestors came from the other world. Their world has a sun, which they call 'Magma.'"
Also, the . in the word Magma is inside the '.
Thanks for letting me know. That will be fixed in the next revision. Keep me posted if you find anything else.
Quote from: Rodimus Primal on August 11, 2020, 10:10:29 PM
Thanks for letting me know. That will be fixed in the next revision. Keep me posted if you find anything else.
Will do. I found something else earlier, but i'm not sure if it was a typo or me just not being a native english speaker. When the party gets to the Enterprise for the first time, Cid says something like "Ain't she a beaut" Not sure if you wanted to say beauty or if beaut is correct with the way Cid speaks.
Quote from: Rodimus Primal on August 05, 2020, 10:04:53 PM
I have to ask, is it the latest version that you are playing? 1.98b? I found that typo and corrected it on a previous revision.
Yeah, the latest version.
I guess it's some sort of bug with the patching, or something.... as I also found Yang lying in bed saying "Ah...The
slyphs saved my life."
Anyways, finished the game yesterday and it still holds up to this date.
My end levels were Rydia & Edge @51, Rosa & Cecil @53 and Kain @54.
It was great to see Zeromus falling down with Rydia's booming 9999 Bahamut crit 8)
Was thinking to do a rerun for fun, to see how low levels can be in the end without any gear gimmicks like Glasshelmet etc.
38-47 range perhaps?
Quote from: Chrono 199X on August 12, 2020, 10:33:23 AM
Will do. I found something else earlier, but i'm not sure if it was a typo or me just not being a native english speaker. When the party gets to the Enterprise for the first time, Cid says something like "Ain't she a beaut" Not sure if you wanted to say beauty or if beaut is correct with the way Cid speaks.
Beaut is an English slang short for beauty. Cid tends to use a lot of slang in his speech.
Quote from: Chrono 199X on August 10, 2020, 05:18:05 PM
Found a typo in Agart. Guy in the inn says "Supposedley, our ancestors came from the other world. Their world has a sun, which they call 'Magma.'"
Also, the . in the word Magma is inside the '.
As I found out a few years ago myself, I think this is a case of American vs British grammar.
In American grammar, periods and commas are placed within quotations - whereas in British grammar they are outside. https://blog.apastyle.org/apastyle/2011/08/punctuating-around-quotation-marks.html
Quote from: Trickless on August 12, 2020, 04:17:09 PM
As I found out a few years ago myself, I think this is a case of American vs British grammar.
In American grammar, periods and commas are placed within quotations - whereas in British grammar they are outside. https://blog.apastyle.org/apastyle/2011/08/punctuating-around-quotation-marks.html
Very true. I was always taught that punctuation goes on the INSIDE of the quotations and this game uses American English. That's also why there is no u in certain words like color or favor. However, I did misspell supposedly though.
I found a couple bugs myself as I'm playing through:
-The white mage in Mysidia that tells about the Devil's Road, says that it traveller's "stanima" (typo.) Yes, I'm playing 1.98b.
-Dashing sometimes persists on the world map when exiting a location.
A couple of quality of life issues...
-The aesthetic of the font is not ideal. It's squished, yet there are still lots of abbreviations and missing letters in names. Retooling names might be a bit "prettier," but that's just me.
-The secret passages should be completely hidden, since the hack is centered around restoring much of the cut Japanese content.
These are mostly minor issues, but I wish nothing but the best for the author. This is an amazing hack and I'm having a blast playing it.
I double checked to make sure that the stamina typo was fixed for the update on all patches. I also fixed the typos in the Sylvan Cave with Yang and the Agart Inn.
The use of squish tiles was certainly not ideal but it serves as a solution for the limitations within the game. If I could expand it I gladly would. The way the game prints in the battle menu was the challenge since its loaded into the RAM.
The B-Button Dash is applied on top of the User Options patch from chillyfeez. As such, the B-Button dash also works using the old coding when on the World Map.
As for the secret passages, I wanted to make that optional to keep them for some players, but I didn't mess with the maps when they were restored and I haven't been able get in touch with the person who contributed that part the project (Bahamut ZERO). That along with TRULY restoring the Japanese title screen (Namingway uses a modified version to emulate it since the coding is different) and fully restoring the original Config menu were the last few pieces of the puzzle I feel would make Namingway Edition complete. Other than that I am glad so many of you have enjoyed the project as it is.
That said, Version 1.98c has been submitted with those typo fixes.
If it helps any, I wrote a bunch of assembly code for my Final Fantasy C2 translation that expands lots of text windows + increases max text lengths.
http://tomato.fobby.net/ffc2/
Quote from: Tomato on August 19, 2020, 06:03:54 PM
If it helps any, I wrote a bunch of assembly code for my Final Fantasy C2 translation that expands lots of text windows + increases max text lengths.
http://tomato.fobby.net/ffc2/
I've been overlooking some of it and I noticed you did some things to the Config menu and you added an ATB bar. I wonder if that could be applied to a US ROM since that's what Namingway is based on. My other option, of course, would be to port the Namingway translation TO a Japanese ROM with some of those improvements, which is something I've always wanted to do.
I included Japanese text dumps of vanilla FFIV stuff so that people could easily do translations of their own if they wanted. I imagine most of the work to convert your stuff over would be to copy-paste stuff over the original Japanese text and then just comment out stuff in the ASM files meant for FFC2.
Quote from: Tomato on August 20, 2020, 04:09:53 PM
I included Japanese text dumps of vanilla FFIV stuff so that people could easily do translations of their own if they wanted. I imagine most of the work to convert your stuff over would be to copy-paste stuff over the original Japanese text and then just comment out stuff in the ASM files meant for FFC2.
This is rather off-topic, but have you considered looking into a hack that increases the size of the character overworld sprites to 16x24, like FF6? Final Fantasy Record Keeper sports a full redraw of all FF4 sprites (and other FFs, including FF2) in an FF6 style. Could be very interesting or useful for someone wanting to facelift the game further.
I haven't played Final Fantasy IV yet but this honestly looks great, thanks for the hack.
Also I was wonder if there was a version of this without the bugfixes, as both "Final Fantasy V GBA Script Port" and "Final Fantasy VI Ted Woolsey Uncensored Edition" have it so the bugfixes are optional, or if a version like that could be requested, or if its even possible. I know the bugfixed versions would be the best way to play them, and I would defiantly be playing them that way too, but of the 3 NES games FF3 doesn't have a bugfixed version. So I am looking to play FF1-FF6 without bugfixes for consistency's sake. Thanks
Quote from: elkkrumbs on September 18, 2020, 08:04:22 PM
I know the bugfixed versions would be the best way to play them, and I would defiantly be playing them that way too, but of the 3 NES games FF3 doesn't have a bugfixed version. So I am looking to play FF1-FF6 without bugfixes for consistency's sake.
:huh:
I'm kind of a masochist and wondering if someone could direct me to a way to remove the b button dash... or explain what changes I should make to the rom. I am assuming the walking routine has been replaced but I can't seem to find it quickly.
Thank you in advance
Quote from: lavignep on September 30, 2020, 08:29:59 PM
I'm kind of a masochist and wondering if someone could direct me to a way to remove the b button dash... or explain what changes I should make to the rom. I am assuming the walking routine has been replaced but I can't seem to find it quickly.
Thank you in advance
Trust me when I say I've been waiting for years for a FFIV retranslation without the QoL changes. It ain't happening.
Quote from: Rodimus Primal on August 11, 2020, 10:10:29 PM
Thanks for letting me know. That will be fixed in the next revision. Keep me posted if you find anything else.
Hey Rodimus. I didn't report any more typos because covid almost ended me and i didn't finish that playthrough. I'm now about to finally get back to the game and i came to check if you had released a new version and you did. I'll begin in a few days hopefully and i'll let you know if i find anything. I really like what you did with this hack, it's great to help in any way. Thanks for the shout-out in the readme, you gave an extra X in my name but it's okay. ;)
Quote from: Chrono 199X on April 20, 2021, 04:33:11 PM
Hey Rodimus. I didn't report any more typos because covid almost ended me and i didn't finish that playthrough. I'm now about to finally get back to the game and i came to check if you had released a new version and you did. I'll begin in a few days hopefully and i'll let you know if i find anything. I really like what you did with this hack, it's great to help in any way. Thanks for the shout-out in the readme, you gave an extra X in my name but it's okay. ;)
Thanks. I can fix that error in the Read Me. If you find anything be sure to let me know.
As for a more Vanilla FFIV, I've often said I want to port the Namingway Edition script to a clean FFIV ROM and be more minimal with any QoL stuff. That's just something that will require spare time to work on it.
Found two small typos since the last update that are now corrected. Update to Version 1.98d is now ready for download!
Quote from: Rodimus Primal on May 19, 2020, 05:28:06 PM
Thanks for the compliments. As for the Multi-controller function, there's two ways to go about it from what I understand. Figuring out how to restore the original Config menu, or port my whole game to the Japanese ROM. However, the game will allow a second player to input ANY commands as if they are player 1.
In my opinion, basing all of the Final Fantasy retranslated ROM hacks on the Japanese ROMs would be much better and they would be much closer to the original Japanese version than hacking the American versions to be more like the Japanese versions.
Also, I think the Square font used for their GBA and DS games is the best pixel font for Final Fantasy and it would allow to fit longer texts while still being readable. I suggest using this font (particularly, the versions used in the DS versions of III Remake and IV Remake).
A similarly large hack project for FFV based on the GBA Script Port as a collaboration with @121J would be fantastic since even the GBA Script Port still lacks some of the QoL features that are in Namingway Edition and TWUE. Maybe call it GBA Script Port Redux.
I'm sorry to report that, with an unheadered V1.1 rom, I'm getting a dead Rydia (with Cecil's sprite) in my party in the intro cutscene of the game. It's not happening on 1.98b (the last one I had) but it is on 1.98d.
(https://i.imgur.com/HKtWC6a.png)
WHOOPSIE, IT WAS A CHEAT CODE! I have no idea who added a cheat code to my SNES9x database, sure wasn't me lol.
I don't know if it was ever mentioned before, but whenever I play the 1.98c version on my FXPAK Pro (SD2SNES), the last line of a dialog box sometimes get cut, seemingly randomly. I can't go back to 1.98d since I started my save on that previous version, but I'm wondering if it's a known issue.
Save files shouldn't be affected at all with new versions. It's not something I've heard of or seen.
I'm curious about the Japanese difficulty, which this hack restores. Is it anything like the DS version where it was brutal, or is it any easier than that version? I love FF4 but not when it's a hard type. I've beaten the GBA and DS versions but never the Japanese SNES version, always been curious about how much more difficult it is. Thanks!
Quote from: MattKimura on November 14, 2021, 05:21:37 AM
I'm curious about the Japanese difficulty, which this hack restores. Is it anything like the DS version where it was brutal, or is it any easier than that version? I love FF4 but not when it's a hard type. I've beaten the GBA and DS versions but never the Japanese SNES version, always been curious about how much more difficult it is. Thanks!
The DS version was built completely different than other releases of the game. While the SNES version was slightly easier than its Super Famicom counterpart, Namingway Edition restored that by adjusting the battle scripts back.
DS version is way, wayy harder than any other version, including this one. This is the difficulty to go with I think.
hi, I want to begin with saying thank you to everyone involved in this project and that you archieved a lot with all the improvements to the US version and an excellent translation! It felt for me like playing a new game with this improved dialogue and proper characterization of the cast! I can just imagine how much effort went into this high quality hack.
Still im saddened, as I'm kind of a purist who is looking just for a translation that can be used on an original, unaltered japanese version of the game.
I don't know how much effort it would take, but would it be possible that you release a hack with just the translation of the game for the japanese rom (rev1)?
The two main reasons I want to use a japan rom are:
- That way all the hidden passages would not be visible. (I want to explore)
- The difficulty is, all the good restoration work you did nonwithstanding, still far off from the japanese gameplay experience. I played years ago the J2E translation which is based on the japanese rom and felt immediately that somethings off with the gameplay. I did some testing between the namingway hack and an unaltered japan rom and got those results:
I played with the highest possible difficulty: battle: active; speed: 1 (fastest)
Time until next turn after choosing to defend:
Namingway (Kain): 2,77 sec
FFIV Japan (Kain): 8,69 sec (!)
Namingway (Goblin): 10,19 sec
FFIV Japan (Goblin): 8,13 sec
You getting more than double as many battle turns in the Namingway version. I encountered up to 4 Goblins in the Namingway version, in the japanese version up to 6 Goblins. The Goblin hit me in the Namingway version mostly with 2-4 dmg points, in the apanese version regularly with 8-12 dmg points. These differences make the game still significant easier.
I breezed through the first area and delivered the signet without taking any damage (with exemption of the boss) just by hitting the A button really quick. I could take out every enemy before they could even start one attack. In the japanese run the enemies were able to attack and did some dmg.
I dont want you to change your hack and I think a lot of people want it the way it is: an improved US Easy Type feel of this game with the restored spells and other content of the japanese version without the original challenges (and hardships) gameplaywise. The difficulty is in the japanese version not far off from FF3s difficulty level. But some people want this challenge, as it was originally intended from the creators of the game, and I would be thankful beyond belief if somebody would give all those, who want the original experience of the japanese version without any improvements or bugfixes or other tinkering, a possibility to use your excellent translation to play.
Yeah the original Japanese difficulty is quite appealing, as it gives the player a feeling of satisfaction when they get past a difficult boss.
Quote from: 10110 on June 03, 2022, 12:26:28 PM
hi, I want to begin with saying thank you to everyone involved in this project and that you archieved a lot with all the improvements to the US version and an excellent translation! It felt for me like playing a new game with this improved dialogue and proper characterization of the cast! I can just imagine how much effort went into this high quality hack.
Still im saddened, as I'm kind of a purist who is looking just for a translation that can be used on an original, unaltered japanese version of the game.
I don't know how much effort it would take, but would it be possible that you release a hack with just the translation of the game for the japanese rom (rev1)?
The two main reasons I want to use a japan rom are:
- That way all the hidden passages would not be visible. (I want to explore)
- The difficulty is, all the good restoration work you did nonwithstanding, still far off from the japanese gameplay experience. I played years ago the J2E translation which is based on the japanese rom and felt immediately that somethings off with the gameplay. I did some testing between the namingway hack and an unaltered japan rom and got those results:
I played with the highest possible difficulty: battle: active; speed: 1 (fastest)
Time until next turn after choosing to defend:
Namingway (Kain): 2,77 sec
FFIV Japan (Kain): 8,69 sec (!)
Namingway (Goblin): 10,19 sec
FFIV Japan (Goblin): 8,13 sec
You getting more than double as many battle turns in the Namingway version. I encountered up to 4 Goblins in the Namingway version, in the japanese version up to 6 Goblins. The Goblin hit me in the Namingway version mostly with 2-4 dmg points, in the apanese version regularly with 8-12 dmg points. These differences make the game still significant easier.
I breezed through the first area and delivered the signet without taking any damage (with exemption of the boss) just by hitting the A button really quick. I could take out every enemy before they could even start one attack. In the japanese run the enemies were able to attack and did some dmg.
I dont want you to change your hack and I think a lot of people want it the way it is: an improved US Easy Type feel of this game with the restored spells and other content of the japanese version without the original challenges (and hardships) gameplaywise. The difficulty is in the japanese version not far off from FF3s difficulty level. But some people want this challenge, as it was originally intended from the creators of the game, and I would be thankful beyond belief if somebody would give all those, who want the original experience of the japanese version without any improvements or bugfixes or other tinkering, a possibility to use your excellent translation to play.
Thanks for the kind words. I really appreciate it.
As for difficulty, while I restored the original battle scripts for what has been documented as changed from Japan IV to US II, I was unaware that there was anything else.
One of the things I've wanted to do for a while is port the Namingway translation to a Japanese FFIV ROM. It would be a bit of an undertaking to ensure it was done right so that it all fits within the space in the game.
Quote from: Rodimus Primal on June 03, 2022, 03:33:46 PM
As for difficulty, while I restored the original battle scripts for what has been documented as changed from Japan IV to US II, I was unaware that there was anything else.
I'm not confident there is. The algorithm FAQ by Deathlike2 documenting mechanics in the different versions, for example, only lists two minor combat differences (the duration of Twin and the cost of Sylph):
https://gamefaqs.gamespot.com/snes/588330-final-fantasy-iv/faqs/54945
Similarly, most detailed documentation of the differences I've seen mention that math and combat mechanics are only changed in fairly specific cases, and also mention that the changed enemy scripts probably actually make encounters harder than the JP version: https://gamefaqs.gamespot.com/boards/615911-final-fantasy-iv-the-complete-collection/75569322
The documentation of changes on both The Cutting-Room Floor and the Final Fantasy wiki also don't mention any such changes: https://tcrf.net/Final_Fantasy_IV_(SNES,_PlayStation)/Version_Differences https://finalfantasy.fandom.com/wiki/Final_Fantasy_IV_version_differences#North_American_release
It's true that the Japanese EasyType does have modifications to things like this, but that's not actually eqivalent to the US version. I suspect any feeling of Namingway being easier than the standard JP version is a subjective judgment that doesn't line up with the math.
Quote from: charlequin on June 04, 2022, 07:00:50 PM
I'm not confident there is. The algorithm FAQ by Deathlike2 documenting mechanics in the different versions, for example, only lists two minor combat differences (the duration of Twin and the cost of Sylph):
https://gamefaqs.gamespot.com/snes/588330-final-fantasy-iv/faqs/54945
Similarly, most detailed documentation of the differences I've seen mention that math and combat mechanics are only changed in fairly specific cases, and also mention that the changed enemy scripts probably actually make encounters harder than the JP version: https://gamefaqs.gamespot.com/boards/615911-final-fantasy-iv-the-complete-collection/75569322
The documentation of changes on both The Cutting-Room Floor and the Final Fantasy wiki also don't mention any such changes: https://tcrf.net/Final_Fantasy_IV_(SNES,_PlayStation)/Version_Differences https://finalfantasy.fandom.com/wiki/Final_Fantasy_IV_version_differences#North_American_release
It's true that the Japanese EasyType does have modifications to things like this, but that's not actually eqivalent to the US version. I suspect any feeling of Namingway being easier than the standard JP version is a subjective judgment that doesn't line up with the math.
How can it be "subjective judgement" if I took measurements and posted them with clear instructions where I took them for everybody to verify?
I did another survey collecting empiric data regarding dmg of goblins, as that was not really exactly measured in my last post:
Location: Past town of Mist (bomb ring delivery); Cecil only character, lvl 11, armor 18 ev 22%; green area; pure Goblin Encounter
Cecil does nothing and takes hits from goblins with his standard armor, we write down the dmg numbers for 10 hits on Cecil from a goblin to get a somewhat good average.
Japan Rom Rev1: 9,7,9,7,2,8,4,1,2,5 = 54 dmg or 5,4 average
Namingway Rom: 3,4,4,2,4,8,1,5,4,1 = 36 dmg or 3,6 average
If you dividing 36/54 you get 0,666666666 or 2/3.
It is quite interesting that I took exactly 1/3 less damage after 10 hits. hypothesis: at the end of the dmg calculation (which contains random elements) the US version cuts the dmg of the goblin by 1/3. Do the same survey and check it for yourself. It seems like not all differences between the versions have been properly explored and logged by people.
I would be really happy if a version for the jap rom rev 1 would be released. And it would certainly fill a gap for all who want to play the japanese roms, as FF1-3 can be played with Chaos Rush's recent translation based on the japanese rom, and also RPGes original translation for FF5 is based on the japanese rom and very decent from what i heard. from FF6 onwards, there is no real difficulty change mentioned online, and I also couldn't spot anything between J and US rom versions. I wouldnt rule out maybe an slightly toned down encounter rate, but -that- might be subjective and is generally nothing thats bothering me or ruins the experience for my taste.
@Rodimus Primal Thanks for the kind reply! :)
Just came to inform that the patch it's compatible with my Record Keeper Battle Sprites Port (https://www.romhacking.net/hacks/6979/) hack.
:angel: :thumbsup: :angel:
Quote from: T92 on July 09, 2022, 12:47:20 PMJust came to inform that the patch it's compatible with my Record Keeper Battle Sprites Port (https://www.romhacking.net/hacks/6979/) hack.
:angel: :thumbsup: :angel:
Cool.
I patched a rom and started playing this translation, but it seems the text in conversation is often cut off. Is this normal ?
Quote from: wsamples01 on July 25, 2022, 02:49:24 PMI patched a rom and started playing this translation, but it seems the text in conversation is often cut off. Is this normal ?
It sounds like you may have patched an incorrect ROM. Make sure you are using Final Fantasy II (U) (1.1) and that it is without a header.
I was reading reviews for this hack and I'm curious if this has ever been addressed about the secret passages? I'm going to assume no, looking at the readme.
QuoteI find it deeply objectionable that he opted to leave one of the problematic aspects of the US release intact. I'm referring to the highlighted secret passages, which take away all mystery involved with exploring the nooks and crannies of towns & dungeons. Why he would choose to restore 90 percent of game elements to the original but leave this one in its easy-type state is baffling to me. One other strange element is that the damaging floors in the Sylvan cave and the passage of the Eidolons no longer make a sound when you step on them. This could be a bug.
I don't think it's a dealbreaker, this is probably still the best way to play FF4 on SNES and so I'll play it, but I was wondering if there is a reason for leaving the passages revealed and if you'd consider hiding them as intended?
Quote from: blossom7 on July 29, 2022, 04:15:02 PMI was reading reviews for this hack and I'm curious if this has ever been addressed about the secret passages? I'm going to assume no, looking at the readme.
I don't think it's a dealbreaker, this is probably still the best way to play FF4 on SNES and so I'll play it, but I was wondering if there is a reason for leaving the passages revealed and if you'd consider hiding them as intended?
I have stated before that I have wanted to restore them as an option (like an add-on patch), or port the Namingway Edition script to a Super Famicom ROM for quite some time. It was one of the things that gets inquired about frequently. Unfortunately it wasn't something we were able to do, though I'm sure it still can. At the current moment, it would be a matter of spare time to work on it. Time which IRL stuff in the present does not allow.
Firstly, I'd just like to say I really appreciate the effort put into this romhack, and the continued effort to update it after all this time. Namingway Edition has been a treat to play. There's just one thing I noticed...
Apologies if this has already been mentioned, but the search function yielded no results. When you use the Sleep Sword as an item in battle (rather than simply attacking), it's supposed to have a high accuracy of inflicting sleep (I've read several accounts say a 100% accuracy rate). However, it barely does anything in this edition. The enemies I'm using it on aren't immune to sleep. Cecil has to use the Sleep Sword as an item two or more times before something gets put to sleep, and it's still not as good as it used to be. I'm wondering if this was intentional or an accidental bug. I've tried to look around, but I haven't found any information on this change.
Quote from: Headless Horseman on January 02, 2023, 10:34:32 PMFirstly, I'd just like to say I really appreciate the effort put into this romhack, and the continued effort to update it after all this time. Namingway Edition has been a treat to play. There's just one thing I noticed...
Apologies if this has already been mentioned, but the search function yielded no results. When you use the Sleep Sword as an item in battle (rather than simply attacking), it's supposed to have a high accuracy of inflicting sleep (I've read several accounts say a 100% accuracy rate). However, it barely does anything in this edition. The enemies I'm using it on aren't immune to sleep. Cecil has to use the Sleep Sword as an item two or more times before something gets put to sleep, and it's still not as good as it used to be. I'm wondering if this was intentional or an accidental bug. I've tried to look around, but I haven't found any information on this change.
That's the first I've heard of it. I checked the stats for that weapon and nothing was changed. Even from its base of Project II.
Quote from: Rodimus Primal on January 06, 2023, 02:30:28 PMThat's the first I've heard of it. I checked the stats for that weapon and nothing was changed. Even from its base of Project II.
Well, I definitely know that I'm wrong about the 100% accuracy rate if used as an item (that's just the number others told me). I think it might be the later remasters like PSP where the accuracy is that high. Nevertheless, I just did an extensive test run of the original SNES game at Troia (every enemy there is susceptible to sleep). And no, it didn't work ALL the time, but almost every battle could inflict either all enemies at once or all but one. I only had a few battles where it took a few rounds before the Sleep Sword worked. Namingway Edition on the other hand, I'd say it works 2 out of 10 times if I'm lucky, and even then it might only inflict two of five susceptible enemies. It's almost like the exact opposite percentages.
If you're sure it's not some accidental coding mistake since Project II, then maybe the RNG is being outrageously nasty with me for this playthrough. I just never had this much trouble using the sword like this until this version of the game.
Thanks for checking!
I don't know if it's an OT, but I found an empty text box in your Namingway Edition:
I've used Snes9x as emulator on Linux.
Quote from: Antonio Nero on February 06, 2023, 08:50:34 PMI don't know if it's an OT, but I found an empty text box in your Namingway Edition:
I've used Snes9x as emulator on Linux.
That's strange. I'm going to have to look into it.
The Message in the events states -
Cid "It's locked!"
Tellah "This one too!"
I'm going to test on my end. Are you using the latest version and was it from an unheadered 1.1 US ROM?
Quote from: Rodimus Primal on February 07, 2023, 01:25:09 PMAre you using the latest version and was it from an unheadered 1.1 US ROM?
I've patched it online. The ROM version was signed in red when uploaded, but I was forced to patch it anyway because when I've checked to remove the header, my Snes9x wouldn't load and run the game (black screen at the start) even if the ROM was signed green.
EDIT:
What happens if only two are satisfied where removing the head patching online?
Match CRC32: 23084fcd
Match MD5: 27d02a4f03e172e029c9b82ac3db79f7
Mismatch SHA-1: c0e02b0f44cca882c0aee5c16ff41edb6b79fa71 Required: SHA-1: 41A74EB369A7A91815529EF99AB1B20E20E2BDF3E26
EDIT: OK, looks like when all the three checksums match, it works. I've tested it with a savestate of that part of the game. Now I'll replay the game from the start, although that was the only problem I've found.
Do you accept feature request for your hack?
Quote from: Antonio Nero on February 08, 2023, 04:33:38 PMDo you accept feature request for your hack?
I'm willing to hear what people would like added. I can see if it CAN be done and if it fits within the purpose of the project.
Things I would love to do:
Make a hidden pathways patch that allows people to hide them like the Japanese version does.
Add some of Ultima's features, like the Bestiary and the expanded Equip screen (one out there isn't compatible with Namingway Edition), again as an optional patch.
Port the script to a Japanese ROM and find a way to expand the dialog where I can. With that, have most of the features already in Namingway Edition.
Quote from: Rodimus Primal on February 08, 2023, 10:47:25 PMMake a hidden pathways patch that allows people to hide them like the Japanese version does.
Add some of Ultima's features, like the Bestiary and the expanded Equip screen (one out there isn't compatible with Namingway Edition), again as an optional patch.
Port the script to a Japanese ROM and find a way to expand the dialog where I can. With that, have most of the features already in Namingway Edition.
Like those features, especially when the original Japanese version are kept in account.
I like keep games original as possible but some features can make games more enjoyable.
I ask to make easier for Rydia obtain her enemy summons: Goblin, Cockatrice, Bomb and Mindflayer.
- Increase the rate to drop those summons
- Let Bomb and Grey Bomb to drop Bomb summon, that is dropped only by the rare Balloon. which can be found in the Tower of Babil and various Lunar locations.
My opinion is those summons became obsolete so quickly, so could be good find them easier since the begin start. Bomb summon disappoints me because is a relatively useless and it's difficult to find, and it can be found at the end of the game only. Looks like the developers made those summons only to collect them.
- Merge new items directly into the slot of already filled by the same item instead occupying another slot and let the player to merge them.
- Merge weapons changed during battle in the same slot filled by weapons of the same type.
Those ones would be useful in order to be stuck when change weapons and the inventory is nearly full. It happens often with Yang's claws.
I think Project II made it so all Bomb-type enemies can drop Bomb. I'm not sure if Namingway Edition reverted that, but I don't think that's something Rodimus would've changed.
Quote from: FlamePurge on February 10, 2023, 12:18:41 AMI think Project II made it so all Bomb-type enemies can drop Bomb. I'm not sure if Namingway Edition reverted that, but I don't think that's something Rodimus would've changed.
Never tried Project II before, but I think it is too much improved and graphically retouched compared with the original game.
Anyway, this version has some changes, as Edward's Silence is replaced by Stop.
My request is basically the original game removing annoying features and bugs. I really appreciated the improved Rosa's Pray, to mention one.
Quote from: Antonio Nero on February 10, 2023, 01:28:19 AMNever tried Project II before, but I think it is too much improved and graphically retouched compared with the original game.
I didn't change any graphics beyond restoring the guillotine and changing Edward's clothes, Rosa's portrait, and Rydia/Rosa's chests. There have been no other changes, so I'm not sure why you would say they graphics were "too retouched." I mentioned Project II because Namingway Edition was originally based off of it. Namingway Edition contains all of Project II's enhancements, so if you think Project II is too retouched, you're going to think the same of Namingway Edition.
Quote from: Antonio Nero on February 10, 2023, 01:28:19 AMAnyway, this version has some changes, as Edward's Silence is replaced by Stop.
Yes, this is from Sing Improvement by Deathlike2, which I originally applied to Project II, and Rodimus carried over into Namingway Edition.
Quote from: Antonio Nero on February 10, 2023, 01:28:19 AMMy request is basically the original game removing annoying features and bugs. I really appreciated the improved Rosa's Pray, to mention one.
That has been the goal of both Project II and Namingway Edition, yes.
Quote from: FlamePurge on February 10, 2023, 12:18:41 AMI think Project II made it so all Bomb-type enemies can drop Bomb. I'm not sure if Namingway Edition reverted that, but I don't think that's something Rodimus would've changed.
Yeah that wasn't something I reverted back. I knew that was one I always thought was a good idea.
Quote from: Antonio Nero on February 09, 2023, 03:39:10 AMLike those features, especially when the original Japanese version are kept in account.
I like keep games original as possible but some features can make games more enjoyable.
I ask to make easier for Rydia obtain her enemy summons: Goblin, Cockatrice, Bomb and Mindflayer.
- Increase the rate to drop those summons
- Let Bomb and Grey Bomb to drop Bomb summon, that is dropped only by the rare Balloon. which can be found in the Tower of Babil and various Lunar locations.
My opinion is those summons became obsolete so quickly, so could be good find them easier since the begin start. Bomb summon disappoints me because is a relatively useless and it's difficult to find, and it can be found at the end of the game only. Looks like the developers made those summons only to collect them.
- Merge new items directly into the slot of already filled by the same item instead occupying another slot and let the player to merge them.
- Merge weapons changed during battle in the same slot filled by weapons of the same type.
Those ones would be useful in order to be stuck when change weapons and the inventory is nearly full. It happens often with Yang's claws.
I believe that's a matter of how FFIV was coded for the inventory in general. If there was an improvement that could be added, I'm sure that would be a welcome addition.
Quote from: Rodimus Primal on February 11, 2023, 01:56:02 PMYeah that wasn't something I reverted back. I knew that was one I always thought was a good idea.
Are you sure? (no rudeness intended) I'm trying to obtain Cockatrice and Bomb at Mt Hobs, but no one of those summons was dropped, and I'm trying more or less for two weeks. I know they are rarely items, but Goblin took me one hour, I consider it pretty easy to achieve in comparison.
Hi there! I'm playing through your patch and am enjoying it. I do have some recommendations if at all possible.
Explain the difference between tent and cabin in their descriptions.
Show descriptions of items when purchasing them at the store.
Show stat increases/decreases for equipment when viewing in Items tab, at shops, and on character equipment. (i.e. Wis+3, Str+5, etc.)
Allow switching between party members on the equipment screen by pushing "L" or "R"
Show what abilities do by holding "Y" while hovering.
...I think that's all I have for now