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Messages - AwesomeHairo

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ROM Hacking Discussion / Re: Final Fantasy II Restored
« on: June 02, 2022, 01:56:50 pm »
Hi everyone. I was able to remove Firion, or whatever you name him, from when the whole party gets wiped out. Thanks for that, abw.

Something else I want to do is move Battle Message, Message 9 (まほうは つかえません) a bit more to the left the Magic submenu in battle is opened.

Is this possible?

Also, for Misc 1, Message 15 (????), is this unused? I've never found this in any capacity. And for Misc 2, Message 30, can [14][00] (for example, [14][06]) be used to save space for Misc 2?

And by the way, I've completed every modification I wanted to regarding text. If anyone is interested in looking over my script to improve any existing translation that has been uploaded, I would be more than happy to provide. I usually aim for a "60% localised, 40% literal" approach.

ROM Hacking Discussion / Re: Final Fantasy II Restored
« on: April 27, 2022, 05:23:58 pm »
If you guys want some more data to decide what to do with Ultima, I can share how much damage Flare and Ultima has done from my characters.

Starting with Maria, with her 53 Intellect and Level 3 Flare, she does around 170 to 225 damage on enemies in Semitt Falls (where the weakest enemies can be found after the Cyclone).

Firion has 2 out of the 8 Weapon Skills (Sword and Shield) at Level 8. He has Cure 11, Esuna 6, Teleport 7, Raise 6, and Blink 6. Ultima itself is 3. The damage it makes in the same location is from around 320 to 425.

ROM Hacking Discussion / Re: Final Fantasy II Restored
« on: April 24, 2022, 11:46:27 am »
What method is this? I just equip 2 shields, then use attack like normal? And slowly kill them that way?

Pretty much due to still being able to damage the monster with two shields somehow with a critical hit haha. But what it's supposed to do is have the monsters attack you and you get points toward your shield skill level, thus a higher chance of Agility, thus higher Evasion. Since you are using the Attack command (and not taking it back), it does count toward increasing Strength, too!

After a while, the monsters will run away since they have very low morale values around the starting area, but like I said, due to a "feature", you can still somehow damage using two shields sometimes.

I already forgot, but I think you can naturally get the Shield skill level to Level 3 by the time you come back to get Minwu, which is enough to get the Evasion train going.

ROM Hacking Discussion / Re: Final Fantasy II Restored
« on: April 23, 2022, 08:41:08 pm »
Also, fights that only last 1 round, usually only 1 or 2 characters gets a combat skill. Because of the already grindy nature of the game, and the difficulty of raising defense (especially evasion), and how important evasion is, I think it would have been better to keep the "get credit for stuff that never happened" bug, especially since you can't exploit it in any meaningful way.

Anyways, thanks for the hack.

Hi, jrt05. I've recently finished the game with the bug fixes. This is my first time playing the Famicom version while having beaten the remakes several times. From my experience, the bug fixes have made them similar to the remakes in that the beginning is grindy while the end is easy (especially using the likely-intended Blood Sword way of beating the final boss). If you play the first few parts of the game without leveling up your shields, the game will be unfair by the time you reach Kashuan Keep since these damn rats will always inflict Poison while hitting your party. So there shouldn't be any difficulty raising Evasion if you do the "equip dual shields and wait for monsters to run" method at the beginning. My Agility, thus my Evasion, has improved and the game felt fair until I reach Deist Cave. Then it occured to me that leveling up Blink IS required.

I'm sure many people share my sentiment, but because I feel inclined to grind my spells (thus stats get increased in the meantime), it feels like I over-grinded by the time I reach Palamecia Coliseum or beyond that. I didn't really need to get Berserk or Haste past level 3, it seems, but when I do, in combination with Blink and my super high Evasion (4-99%), the game just becomes a matter of running away and curb-stomping unrunnables.

So instead on relying on what is clearly a bug (thus should be fixed), the next time I'll play, I'll remember that Esuna, Raise, Blink, Fire, Blizzard, Thunder and Curse are probably the only spells that should get to Level 5 (The Cure/Teleport combination should go without saying). I'd say keep Berserk and Haste at Level 1 so make boss fights more epic, and have characters stop wearing shields from a certain point. Most of the elemental attacks from enemies are multi hitting anyway, thus doing small damage to each of your characters, even if you don't have an Ice Shield for Snowstorm/Blizzard 12, for example. I don't think shields are important if you have your Evasion high like I did.

ROM Hacking Discussion / Re: Final Fantasy II Restored
« on: April 21, 2022, 07:12:45 pm »
Thanks, abw. I'll go check out the "Firion's name thing in battle" soon.

I'm almost done playtesting my localised translation and I've noticed this regarding the gil amount:

Unfortunately, I have no idea it would happen whenever I gain money (by selling) or spend money, so I don't know the amount before this occurs. But is this a known issue?

ROM Hacking Discussion / Re: Final Fantasy II Restored
« on: January 28, 2022, 02:40:28 pm »
Once again, I thank you both for helping me. I've since finished editing almost everything regarding the other banks that are not able to be compiled with CastleFynn, to my satisfaction, and have successfully changed the pointers. In the end, yes, I did change five or so squishy tiles (I changed the item icon, the 'e' meant for S[il][e][nc] and made [nc] into a standalone, among other things upon abw's suggestions). For example, due to items not really needing an item icon, I replaced it with a more useful squishy tile (like [in]). I've even better organised the tiles.

My only wish is for the boxes as big as the ones in FF1 and 3 (have the battle message box at the bottom go from 16 char limit to 22, enemy name box 8 to 10, and "attack" box 4 to 6). Although space is very limited as you've said, the battle messages and "attack" ones would not pose too much of a problem because I can put some of the names in another bank, like how Chaos did with the last 5 enemy names (I have 8 in total placed at the end of the battle message bank, with spaces to spare). Perhaps there's a way to remove the unused songs to make more space?

I have one thing left I need help on. In FF1, I've found the strings correlating to what is said at the end of battle("Monsters defeated" or "[Lead player's name] and co. defeated"). Each actually two messages linked into one, as you know. By editing 0x2D970 in FF1 JPN from 04 to 09 (or anything higher than 08, it seems), I'm able to take out the "fetching" of the lead player's name so I can make full use of the 22 spaces and edit it to make it something like "Party's been wiped out".

Is there a way to do the same with FF2 with Firion's name? Instead of "[Whatever you named Firion] lost.", I would like to make full use of the 16 spaces in message 24 of the Battle Messages bank (something like "Party's wiped out").

ROM Hacking Discussion / Re: Final Fantasy II Restored
« on: November 28, 2021, 10:07:32 pm »
Okay, I know what he did, and I understand why he did it. Chaos Rush couldn't fit the last five enemy names under the bank "Enemy Names". He had to place them in the "Battle Messages" bank, and they appear right after message number 116.

Under the "Battle Messages" bank (bank offset 0x1738d), including the placed enemy names at the end, there are 92 free spaces.

My course of action to edit the battle messages is to delete those five enemy names (IrnGiant, Tiamat, Be[el]zebub, Astaroth and Emperor) in the Battle Messages bank, update the pointers (I'm not sure if these enemy names correspond to the pointers in the Battle Messages bank or the Enemy Names one...), do my battle message edits, and insert the enemy names at the back of the edited messages.

...Or something. I'm very new to this, but I have to eventually do something similar for FF8 PSX. I'm guessing the pointers for Battle Messages is above 0x17367, judging from your reply in Chaos Rush's post about changing Mana to M.Power (based off his patch). I'm not sure where the pointer header starts or if it works the same like with the dialog banks.

Any help would be appreciated.

Great news: I can find the pointers using an untouched FFII rom. As the program is able to still compile the whole bank with it, I was able to find the pointers by comparing the modified and the unmodified non-patched JP roms. Although it is annoying that I have to manually update the pointers, I'm glad I'm still able to edit what I want.

I haven't gotten to the remapped enemy names yet, but I'm sure the pointers for those are still in the Enemy Names bank.

ROM Hacking Discussion / Re: Final Fantasy II Restored
« on: November 27, 2021, 05:05:42 pm »
Great. Thank you for both of your responses. I have another question regarding Chaos Rush's CastleFynn tool.

It seems for Battle Messages and Misc 1 (and etc), whenever I try to click "Compile Selected Bank" after editing, it doesn't do anything. Whenever I try to click "Compile Single Message", it would work but then the proceeding messages would get messed up (they'll either get deleted, partly deleted or fuse with other messages).

Assuming I don't try to go crazy with filling the 16 character boxes for each one (messages displayed at the bottom left screen in battle), how can I make it so I'm able to edit anything slightly longer? For example, if I were to edit Message 25 (Battle Messages) "You won!" with "Won the fight!!", how would I go about doing it and not messing the proceeding messages up? I'm assuming it's a pointer issue rather than a space issue, because the program would simply say "Can't compile. No space" or something like that. I noticed in his Readme that the description for "Compile Single Message" doesn't mention that the program repoints, unlike "Compile Selected Bank", either.

Also, it seems if I add a squishy character, the "Compile Single Message" wouldn't work at all.

Thank you in advance for reading my plight.

ROM Hacking Discussion / Re: Final Fantasy II Restored
« on: October 15, 2021, 04:38:06 pm »
I noticed that there is a B button dash in this hack, but is there a patch just for the b button dash?
Reason being I'm working on a FF2 Randomizer and it would be an almost essential feature.

It should come with Chaos Rush's English Translation patch (

I have a question concerning what's possibly seem to be unused text, which could potentially free up space to add more dialogue to other messages. I don't feel I should make a whole post about it, and thought this could be answered here. Is this unused?

まあ [SLOT_4]! すがたがみえないと おもったら!!/[ゴードン]のさくせんどおり [18][EC]たちが てきの/ちゅういを ひきつけますから そのあいだに/あなたがたは [フィン]じょうにせんにゅうして/てきの しれいかんを うちとってください。/[フィン]じょうは いりぐちから まっすぐすすめば/おおひろまにでます。/てきは そこにいるはずよ。 きをつけて。

Bank 1, Message 27. Message offset 0x18c97, Bank offset 0x18210. Said by Hilda. Just before Liberation of Castle Fynn.

ROM Hacking Discussion / Re: Make a hex stringer longer FF8 PSX
« on: September 25, 2021, 03:52:11 pm »
No luck. This is basically a last ditch until I move on to just playing the PC version with no vibration and only 8 directional movement with the analog.

ROM Hacking Discussion / Make a hex stringer longer FF8 PSX
« on: September 25, 2021, 01:10:52 pm »
Hi everyone. I was working on updating names of spells and such to modern standards in FF8 PSX, and I found out I can't make something like the spell "Demi" into "Gravity".

The game seems to have these sectors that looks like this:

00 FF FF FF FF FF FF FF FF FF FF 00 00 02 01 02

every 0x930. So at offset 0x1260, there'll be another one.

So I extracted the FF8DISC1.img file and simply tried to copy and paste the modified hex strings from the kernel.bin I got from the PC version onto the hex strings of the same kernel.bin section on FF8DISC1.img, including using up '00' bytes at the ends. Putting everything back, the game runs but every text gets jumbled around.

What can I do to fit longer names of stuff in the discs?

Hi. I'm working on just simply changing just the name of a weapon to something else, in Chrono Cross. Thus, in the tool (, I would only use Dump_Main, Dump_Termes, and Dump_Script.

I can edit the description of the weapon and it'll show in the game, but anything I edit in "0000 (Objets).txt" (so the changed name of the weapon appears in the list in the Equip screen) and in any of the "0008 (Script)" texts doesn't appear in-game after using the method of:

running Rein_Script.bat
letting it crash
edit the Rein_Script_txt (under 60_Scripts)
then running Rein_Script.bat again to update the image file.

If I simply edit the 3 files in "41_Textes_Apres" and then use Rein_ScriptC/Script1/Script, I'll get letters missing, which is immediately noticeable with whoever the random Member 2 is. The character would say, "There n turnin back, now!"

How do I edit the script in "31_Fichiers_Apres" (everything copied over from 30_Fichiers_Avant) and actually make the changes applied when reinserting? Thank you in advance.

I have a question: why keep the "?!" ? It wasn't like that in the Japanese script.

Also, you've forgot commas after 'Hey's and you put commas when it's not necessary 😂.

It just needs to be proof-read and some changes made. For example, with this:

"It's our first step towards taking[1] over this world![3] And if it weren't for nosey[1] characters like YOU...[2] We'd practically OWN the world!"

I changed it to: "It's our first step towards taking[1] over this world![3] And if it weren't for nosey[1] characters like YOU...[2] We'd practically OWN it!" I hope you understand why.

Lastly, about the "all right/alright" thing that is common in localising: Much like FF IX where they only use 'alright', SMRPG exclusively use 'all right'. Like I did with FF IX dialogue, I split the uses so 'alright' is used for interjections like, "Alright, let's go!", and 'all right' with confirming the well-being of someone ("Are you all right?", "I'm glad everyone is all right.")

I hope this helps if you ever do a revision.

Personal Projects / Re: Final Fantasy VII: Square-Enix Canon Addendum
« on: December 26, 2019, 12:15:14 am »
At this point, maybe someone else wants to take the reins? I sent him a PM (he was last active February 2019) just for updated links on the two patches, and I really want to play FFVII with the current English canon names and spells. It doesn't seem like anyone got the patches when the links were working (2016, I believe). If you do, please send it to me.

Personal Projects / Re: Final Fantasy 7 - Retranslation Project (PSX)
« on: December 26, 2019, 12:08:05 am »
Thanks, although I wish the his two patch links would work again so I can at least used those. Anyone in close contact with him can let him know I'm willing to pay to get those patches? I rather play the vanilla FFVII than the 'purist' re-translation.

Personal Projects / Re: Final Fantasy 7 - Retranslation Project (PSX)
« on: December 25, 2019, 10:22:31 am »
Maybe someone addressed this, but as I was trying this retranslation out (LOVED the proper magic names), my heart stopped when I saw, "Phoenix Tail" and said, "wtf?"

Yes, I know it's the Japanese name for Phoenix Down, but can we be consistent with the proper item names that are still used to this day? I'm betting this isn't the only awkward "change".

Actually, upon further investigating, a lot of item names are inconsistent with the rest of the modern official translation of the series (said to start from FFVIII because that's when the character limit increased for items and magic names)

ボムの右腕 is actually better translated as Bomb Crank, which is an item since FFIII.

万能薬 has always been Remedy since they translated FFI (since Origins?). This isn't Chrono Trigger; why is it named Panacea?

ラストエリクサー is another change name to Megalixer that just becomes a staple. It's the official English name of the item and should be used in this retranslation.

Please consider changing them, or give me the tools to change them.

I'm personally thankful for your hardwork. We all lose interest in projects and that's normal.

The only thing I would like to ask of you and Rodimus Prime is for any advice on me retranslating FFV using the GBA script.

Are you planning on upgrading FFV with the latest spell and monster names and making the SNES very similar to the GBA release, Rodimus Prime? Is there any tools I could use to fit in the true magic names?

I fear that there would be legal issues to "porting" a translation like that.
I didn't look into it but I'd be surprised if any version of FF5 is completely free of glitches.

Mind when I said mostly

And if that's the case, I'll do it as legal as possible by just referencing the GBA port and not just copy and pasting.

Currently learning the basics of rom hacking now.

I Googled and Googled but no one seemed to have any interest (that I know of) to apply FF V's official translation from the GBA version with upgraded Magic and Monster names and put it for the SNES. That's weird to me because V is the only one with this issue as IV and VI has been redone (thanks Rodimus Prime).

I'm a noob of noob but this is my favorite FF and I think for those that want to play the official GBA translation with proper color, sound and namings, I'm willing to learn, be mentored and get this project started and/or done.

I just need to know what software to use and what emulator. I'll try to find a script from the GBA game.

I'm not planning to change any sprites and obviously no need to uncensor anything. Square soft did a marvelous job of making this game mostly bug free, so no need for that.

Any help would be appreciated. Thank you.

Great, it works. Seems good except for why it's like:

SoldierA:We've arrived at Baron

Probably for memory space reasons?

But now I know why the Final Fantasy III US patch didn't work either. Thanks so much.

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