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Messages - Vanya

Pages: [1] 2 3 4 5 6 ... 69
1
Personal Projects / Re: Zelda II Redux
« on: September 04, 2019, 11:21:20 am »
I think both of those patches are great and I will definitively use them.

Adding the double jump to the boots and then upgrading the spell into a triple jump sounds even better.

2
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: September 04, 2019, 10:55:24 am »
Cool beans!!

I'm still in the same boat for now.
But I wanted to pop in and say you're doing amazing work between this and the dynamic patch.

Hopefully I'll be able to get back into this soon.
Still want to try to get those ice tiles working. :3

3
ROM Hacking Discussion / Re: FF1 Dynamic Action Patch Re-Jiggered
« on: August 12, 2019, 01:23:06 pm »
Sorry for the late reply.
I couldn't at the time cause my pc imploded.
I just got a new windows disk on Friday, so I'll be able to get back up and running in the next couple of days.

4
Those mocks look great!!

I'm not suggesting that the characters take moves from other characters directly, but moreso that they suggest a relation to those other characters and maybe show a sort of progression in fighting style.

Consider that some of these characters already have established lore and maybe take that into consideration.

As for Retsu having every command normal possible, its a combination of his lore and tge idea that it hasn't ever really been done to that extreme before so he would be very unique especially if you give him a v-ism/custom combo type of super.
Hell, that would make him even more unique for being the only character with a super, but no specials.
It would be kinda like how Sean doesn't have a normal hadouken, but he does have a super one.
That basically all my thoughts on the whole thing with Retsu.

5
ROM Hacking Discussion / Re: FF1 Dynamic Action Patch Re-Jiggered
« on: July 31, 2019, 12:02:30 pm »
I would test this right now if I had any idea how to patch ROMS on my phone.

6
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 31, 2019, 11:56:16 am »
Groovy!
I'm dying to get back into this project.
Grrrr... Stupid computer death crap.

7
Personal Projects / Re: Final Fantasy Syncronization
« on: July 31, 2019, 11:38:39 am »
Yeah, but on a single given tv or monitor the colors should be consistant.
It not like if all other settings are left untouched that the same color will vary between games.

8
On the subject of supers, they should be optional.
On the subject of new moves...

Lee should take some queues from Yun and Yang since they are his vrandkids or something.

Mike should definitely be similar to Balrog/Boxer.

And Retsu shouldn't have any specials as per his lore.

What I would do with Retsu is expand his command attacks so that be has a different normal for every direction you can press.
Every button on the ground and while crouching would have a different move for forward, neutral, and back.
Every button in the air would have a different move for up, neutral, down.
Of course some would be semi-specials like Dhalsim's drill moves or Ryu's overhead punch.
Hell come to think of it if you really want him to have command moves they could be like Ken's special kick moves in Super Turbo.

9
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 26, 2019, 08:34:40 am »
Hey. My pc died again.
Mostly my own fault this time.
I think it might be time to get a new machine.

Good luck with the drain effect.

If you want to do any other spell effects, may I request a modern Barrier/Shell/Wall effect where it cuts physical and/or magical damage in half? Effectivity bytes could be 0 for physical, 1 for magical, and 2 for both.

Percentage damage spell effects like the Gravity spells would als be a great addition.

But I should ask, how much space is there for new spell effects?

10
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 22, 2019, 07:33:15 am »
Cool beans!
Are you planning to add any other weapon effects to the game?
I can't think of any I'd want off the top of my head.
How many can be added?

11
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 21, 2019, 07:17:29 am »
I knew it was something like that. but I never heard it explained like that before.
Groovy.

12
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 20, 2019, 05:27:53 pm »
Don't branches work by skipping up or down a certain number of lines?
Generally speaking when you skip down say 3 lines the value used is 3, but if skipping up it's 7f+3 thus using the value 82 or some such like that?

13
Looks great with that new hud layout!

14
I guess that begs the question if MUGEN games can be edited or if you need the project files.

15
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 18, 2019, 08:51:04 am »
Cool, thanks! :)
I knew there was a lot I wasn't remembering.

16
Those are fantastic!!
Having an Alpha version of street fighter 1 has been a pipe dream of mine for years.
I know there are some MUGEN projects that remake SF1, but they use the original graphics.
Damn! I wish I know how to use MUGEN right now.

17
ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 18, 2019, 03:59:56 am »
OK, wow. That's a lot. I'll check things out in more detail tomorrow.
About the branching opcodes, I was under the impression that they mostly just skip forward a short ditance, not backwards, but I'll have to look that up so grain of salt and all that.

18
I dare say that no version of any re-translation could satisfy everyone.
Ultimately, all you need worry about is just making it the way you want to with as much consideration for the end users as you feel is appropriate.

19
Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 15, 2019, 11:03:45 am »
Well, there is no accounting for individual localization jobs.

And if I was a betting man, I'd wager the Japanese versions all use Death Machine without exception.

20
Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 15, 2019, 12:44:00 am »
Alright, I’ve changed the name of the monster to Beholder, since it’s arguable that it’s not the same monster as the Evil Eye. When the script is ported the FF1&2 multicart I think it’ll have to be Evil Eye though because they changed that monster to the Evil Eye graphics in that.

With that said I’m not against using “Death Machine” instead of “Warmech” but in this case “Warmech” fits in the 10-char limit nice and cleanly without abbreviations. There’s a couple other monsters with a completely different name in the GBA localization (that have nothing to do with the NES localization name) and while it’s very few, Warmech is among that list and I feel like if I changed Warmech then I would have to change the others too, such as “F.Element[al]”(Fire Elemental) to “Fire”(ファイアー), “W.Element[al]”(Water Elemental) to “Water”(ワォーター). In those cases I think those names should only be changed in the non-canon patch I’m planning. (However, not to play devil’s advocate, but in the “canon” patch I’ve renamed Lesser Tiger to its Japanese name of Kitty Tiger purely to fit the 10-char limit)

I still think Deathmech would be better and it fits in the 10 character limit.
This one is more a case of censorship than technical limits anyway.
So since you uncensored EvilEye it would make sense do the same for Warmech.

@BlazeHeatnix: I wouldn't call Warmech a valid translation, an acceptable localization, sure.
But I see it as a somewhat questionable translation, strictly speaking.

@Heaven Piercing Man: Actually, Death Machine is used throughout the series more often than Warmech.

WarMech is only used in FF1 and it's remakes; plus in FFLegend2 (SaGa II).

In the first FFLegend (SaGa) it was just called Machine.

In FF6 it had a piloted flying mech graphic and the US version called it Sky Base.

FF4 Advance had Death Machine but used a big mecha head graphic.
FF4: The After Years and FF Dimensions II used both the original name and design.
FF7 and Crisis Core both have a Death Machine that uses their standard mecha model; plus a pixel art version is used in both FF Pictologica and FF All The Bravest.
FF Crystal Chronicles The Crystal Bearers and Echoes of Time both have a mecha called Death Machine.

So clearly if they could use Death Machine, they probably would.

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