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Messages - vivify93

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101
Today, we celebrate 20 years of Sailor Moon: Another Story in English with v2.04.

- Typo fixes
- Minor font fix

https://www.romhacking.net/translations/4654/

It's not a huge amount of changes, but we wanted this potential final update to be released on a special date. Please enjoy, and as usual, apply the new patch to a Japanese ROM.

102
Personal Projects / Re: Project II: Final Fantasy IV v2.42
« on: August 30, 2019, 02:35:30 pm »
Nosgothy reported that the Seeress enemy was dropping Revive Potions, and not SomaDrops as she should. This has been corrected, and v2.42 is now out. http://www.romhacking.net/hacks/1659/

103
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.

104
ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 27, 2019, 12:26:13 am »
The online version should transcend OS, at least as far as I'm aware. That's what I used to edit the battle system messages, at least.

105
ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 26, 2019, 11:28:13 pm »
In a recent update I added a document listing the patches I used and everyone who contributed to them.  I'd neglected to include that information before, so I added it to the download once I realized I hadn't done it.

The included patches are:
1) C.V. Reynolds' bug fix compilation (C-Dude's condensed version)
2) Restored Ability Names (update by Silent Enigma)
3) vivify93's uncensored graphics compilation
4) B-button Dash by Master ZED
5) Blitz screen names by Leet Sketcher
6) Mini-map upgrade by Madsuir
7) Y-equip Relics (update by Subtraction)
8 ) Gil battle fix by svenge
Thanks for letting me know! It looks like we had the exact same philosophy for making an FFVI mod. Good job!

There's actually a utility that will let you fully edit battle system messages, if you want: FF6Tools (I think you may have used it?)

https://www.ff6hacking.com/wiki/doku.php?id=utility

This way, you can edit the gil message yourself, as well as elemental weaknesses, etc.

And there's an addendum fix to B Button Dash (B and C versions) by SilentEnigma. It fixes the "sliding dash" issue. https://www.ff6hacking.com/forums/thread-3140-post-37589.html#pid37589

106
ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 26, 2019, 01:11:35 pm »
Hey hairy_hen, what other authors' patches did you use in FFVI Retranslated? Your documentation is kind of sparse and doesn't seem to include that. (It's been a while since I've last looked into your readme, so please forgive me if you've updated it with that info by now.)

107
ROM Hacking Discussion / Re: Final Fantasy 6 Advance font hacking
« on: August 26, 2019, 12:57:42 pm »
You have to use a special editor and a hex editor.

Open a hex editor, search for the word "FONT" (Should show up 3 times). Move to the left by four bytes (So it displays "....FONT" in the text). Dump the binary data using said option from your hex editor's context menu. (You should probably increase the second non-0 hex byte by 1, when counting starting from the leftmost number)

Name the dumped files with a ".FNT" extension

Open the .FNT files in Square Enix Remakes Font Editor https://www.romhacking.net/utilities/624/

Make your changes, save, then insert them back into the same locations using the hex editor.

Hope that helps, sorry these instructions are sort of esoteric

108
That looks like it'd be a bug caused by FFIV User Options, and we'd need to contact Chillyfeez.

109
ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 08, 2019, 09:10:39 pm »
Yeah, I found out about those 3 patches causing errors when I tried to work on my own personal project. (Which won't be seeing release, since A. There are like 10 FFVI scripts in existence, B. At this point, it looks like said project is basically "FFVI Retranslated Lite Edition". Definitely not needed.) It looks like all other patches in the Compilation are fine though, thankfully. Advanced Patch Conflict Finder (Which can be found in the Utilities section here on RHDN) is very useful for seeing if things aren't copacetic.

For what it's worth, the following patches work in conjunction with the Bug-fix Comp.

Alphabetical Rage (Assassin) - You probably wouldn't want to use this due to your renamed enemies
B Button Dash [Dash B ver.] (Master ZED) [with additional fixing by SilentEnigma]
Blitz Screen (Leet Sketcher)
Button Settings Menu Restoration (Novalia Spirit)
Color Wheel (Leet Sketcher)
King's Robes (Leet Sketcher)
SwdTech Ready Stance [Version B] (HatZen08)
Total Graphics Uncensorship (vivify93, though as noted there's a small bug in the mine cart battle BG with Dr. Meat's uncensored final bosses patch)
Rewards Display (HatZen08)
Y Equip Relics (Leet Sketcher) [with additional fixing by Subtraction]
Shorter Skill Name Fix (Madsiur)

Not sure if these are compatible with stuff like the expanded strings patch, though.

110
ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: August 07, 2019, 11:41:09 pm »
Are you using C. V. Reynolds' Bug-fix Compilation at all? Or anything adjacent to it? Because there are several patches in the Compilation that cause issues with FF3usME.

Miraculous, Death-Defying Always-Left-Facing Jumps in Zozo (mblock129)
  [While applied, causes hanging bug after editing game in FF3usME.]
Shadow is Not a Girl (mblock129)
  [While applied, causes hanging bug after editing game in FF3usME.]
Various Texts' (Imzogelmo)
  [Interferes with description pointers in FF3usME.]

I have all of Mblock / Zephyr's patches here, as well as an anti-patch for Zozo Jumps.

http://www.bwass.org/bucket/Zephyr129_mods.zip

http://www.bwass.org/bucket/AntiZozoJump.ips (I believe this is for a headered ROM)

I don't have an anti-patch of Various Texts' Fixes by Imzog, however. You'd have to make one yourself.

You can also reapply Zozo Jumps after editing the game in FF3usME (But not Shadow Girl or Various Texts' due to pointer/text issues) to get its effect working in your edited game, but it would break future compatibility with FF3usME for anyone who wanted to mod on top of FFVI Retranslated.

By the way... since it's not obvious, this is what Zozo Jumps does.

Normally in Zozo, whether you're jumping left or right, a character will display "Near Fatal" sprite, then stand facing the camera with both arms up, then the "Near Fatal" sprite displays again. After this, the jump animation plays out. The issue is that "Near Fatal" sprites, typically, face left. So Zozo Jumps adds an extra event to flip the "Near Fatal" sprite horizontally when the player jumps to the right. That way, it looks like the character's back isn't facing the wrong way before they jump right.

It's... pretty useless. Not to knock on Zephyr's hard work, but... I don't understand the need for this patch, since it's not a bug. It must've annoyed them pretty deeply, LOL.

111
Personal Projects / Re: Secret of Mana, Turbo - Beta 190728
« on: August 07, 2019, 04:33:11 pm »
Secret of Mana has 3 player by default, yeah. I don't see why Turbo would've deactivated it.

112
I'd like to see bug fixes implemented in official ToM for sure. Could be worth contacting him, but like I said, it seems unlikely he'd even give a reply.

113
That sounds more like a massive project than a better solution.
I guess I more meant "the only choice if you want Trials of Mana + bug fixes without reverse-engineering Praetarius' fix-only patch to work with the official ToM."

I'll probably just leave this alone then. Regardless of how rules apply, I wouldn't want to go against his express wishes in publishing either the original or a modified version of the bugfix patch. It's a shame he doesn't see the value in people having access to the original game with the bugs corrected, but what can you do?
It is unfortunate, I agree. I hate difficulty mods of any sort, because they often make the game much too hard for a casual player like myself to enjoy. (I know Sin of Mana has easy mode patches, but I doubt I even have the skill for those.) But you can't really sway someone's opinion when they're so firmly set in their beliefs. I think Praetarius only made Fix-only because he was harassed nonstop about it.

114
- Praetarius is on RHDN. https://www.romhacking.net/forum/index.php?action=profile;u=73930
- Were you looking at the Insane Difficulty forums? Those were locked and upgraded to the NGplus forums. http://ngplus.net/index.php?/forums/topic/62-seiken-densetsu-3-sin-of-mana-discussion/
- I don't know how receptive Praetarius would be toward helping you, since he has said verbatim:

Quote
you tried the fix only patch? wherever I left that one..

either way I won't try to make that compatible, not worth it, got better stuff to do

Not to speak for him, but from what I've gathered, he hates the idea of Fix-only in the first place, and would rather have people play Sin of Mana. And he has said he doesn't want to bother porting Sin of Mana to Trials' official ROM.

The better solution might just be to port Trials of Mana's text and title logos to the Seiken Densetsu 3 fan translation. Though then you have the issues of needing to slim the dialogue font and expand character names to 8 letters...

115
ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: July 29, 2019, 09:43:30 pm »
No kidding! I guess he considered it, along with character names, to be off-limits for revision.
There's that, I guess, and then other games (Mostly the Ivalice Alliance) use the term "Esper" as well. FFVI was kind of the genesis of the term in the series.

116
ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: July 29, 2019, 05:44:10 pm »
Eidolon has a very appropriate Greek origin and meaning and I think it does achieve a beast like effect. The GBA translation team did a fine job in choosing this.
Slattery's translation (Not just the GBA version, but all later releases that use his script) actually uses Espers, too.

117
ROM Hacking Discussion / Re: Final Fantasy VI: Retranslated
« on: July 29, 2019, 02:16:47 pm »
You could always just call them Eidolons, like most modern FFs do. Though that creates an issue of needing a squish tile set in the Skills menu...

118
I won't, unfortunately. At the very least, I have his important fixes in already. :)

119
Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 20, 2019, 07:17:59 pm »
Cup of tea effect or not, it still slipped through unprofessionally into the final localization. It's abhorrent. Phantasian Productions' translation of Tales of Phantasia is probably the best one out there. You have a point where fans complain about simple name changes (Cless Alvein to Cress Albane--we all saw it coming, come on.) but not on the script as a whole. It's pretty much bland trash.

This thread isn't about Bowne-Global Solutions' butchering of ToP nor is it about DeJap's butchering of ToP. Let's get back on topic. :)

120
Personal Projects / Re: Final Fantasy NES Trilogy Translations
« on: July 20, 2019, 04:10:25 pm »
I hate to be that asshole goes "to be fair," but...

To be fair, Tales of Phantasia GBA's translation is just so flat and rife with errors. Kangaroo, Sneaker, Milard, extremely literally-translated lines, confusing the Scarlet family for some invented woman named Scarlet, recognizing "Rhea" but not "Demeter", poor voice acting, etc. DeJap's goes in the opposite direction, though; it makes random things up to try and sound edgy and funny. I don't like it.

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