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Messages - Chronosplit

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Personal Projects / Re: Final Fantasy 7 - Retranslation Project (PSX)
« on: April 03, 2016, 12:49:16 pm »
Misposted, I guess I had hit quote instead of Modify. :P

Given the recent patch of Super Mario Bros. 3 on the GBA that brings over the VirtualConsole revisions (all e-Reader levels unlocked), I was hoping the same might be in the works for Pokemon Yellow given it's recent VirtualConsole release. Changes include a new colour scheme for Jynx (not so important), and the Surfing Pikachu minigame being unlock (more important)
A method like this will probably happen given enough time.  Remember that the SMB3 one happened due to investigation into the VC's ROM (which is most likely already obtainable by now, but I sure don't know where).  Honestly, the big one is most likely a couple hexes difference to require the starter or they disabled the check for Pikachu, since IIRC the only requirement was any Pikachu that knew Surf.

What I'd really like to see though, are the original Japanese surfing mini-game palettes for the novelty of red cheeks.

Personal Projects / Re: Final Fantasy 7 - Retranslation Project (PSX)
« on: April 02, 2016, 10:01:58 pm »
A couple of Materia and Spell name suggestions for the Square-Enix patch, based on the posted spreadsheet:

Protect = Cover (Near every game, or at least I've never seen one that doesn't call the act itself Cover.)
Minimum = Mini (Also the status.  Known as Size way back in the original US FFIV localization, every other game calls it Mini.)

The rest check out in that category.

Personal Projects / Re: Final Fantasy 7 - Retranslation Project (PSX)
« on: April 01, 2016, 11:06:49 pm »
I'd like to create a Square-Enix canon addendum patch for this project.
Wonderful.  This has been something I've been waiting to see since this appeared on PS1.  If you need help on any common names give me a holler, I had boned up on this a little bit for the FFT patch (and perhaps got a little bit overexcited over it, but oh well.)

So many Final Fantasy VI hacks, has anyone thought on putting Cyan's Bushido fix for the cellphone/PC version into the SNES/GBA versions?

Original: Select 'Bushido', wait for the gauge to get to your desire point while your party gets pummeled by the enemy
Cellphone: Select 'Bushido', select a command, Cyan will charge it, your party can keep doing its business while he charges
IIRC it's been done for SNES in a patch.  Don't remember where it is though.

Personal Projects / Re: [PS1] Final Fantasy Tactics name fix patch
« on: April 01, 2016, 10:39:12 pm »
Yeah right, and how about holding off on pushing miniscule updates like every day. Literally no one is going to re-download and patch because you misspelled some word, this goes for all your projects btw.
Now I'll be the first to admit my updates tend to be on the quick and small side when I get them done (especially when I start, I apologize for that because these are xdelta patches for PS1 ISOs), but in my defense my updates have been plenty substantial on this one.  None have been "one word" things, descriptions meaning that or not.  :P

This next one (in queue for hopefully tonight, it's bigger than the update description lets on) I've already slated to myself as the last one I'll have up for a good while, and I really do mean it; I plan to get another playthrough under my belt before putting out another update to this project on here, for ironing out anything that needs it.  Besides, the only one term change I'm admittedly meh about now is Stellar Strike.

Personal Projects / Re: [PS1] Final Fantasy Tactics name fix patch
« on: March 30, 2016, 09:05:14 am »
Very cool, I thank you for granting my request, more options are always good.
You're quite welcome!

1.2a is in the queue, should be the last of the quick updates for a while provided no other bugs come up.  I'm functionally done considering this patch's purpose, the rest to come would be considered fluff.

-Fixed Hell Seer's description talking about Heaven Knights.
-Fixed the rest of Heaven/Hell Seer's names (there was more than one of both.)
-Fixed Barbut still being Barbuta.
Arc Duke>Archduke
Knight Blade>Nightblade

March 31, 2016, 01:04:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
New version 2.0a, took way shorter than I had expected:
-Skillset Descriptions updated for altered Job names, fixed Clerk too.
-Unexplored Lands updated with correct references.
-Treasures updated.  There's honestly some real surprises in here, especially for those who don't know about the sound novels.
Arc Knight>Archknight
Arc Witch>Archwitch
Archaic Demon>Archaedemon

March 31, 2016, 10:34:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Predictions for 2.1:
-Bugfix in Spell Quotes: Heaven Thunder had Heaven Heaven Thunder
Bolt Breath>Thunder Breath (both of them)
Alpha>Eschaton (This didn't really make sense)
Comet Strike>Stellar Strike (This looks... nothing like a comet!)
Dispelna>Panacea (Dispelna is a misnomer in ALL languages, funnily enough.  Dispelga is staying that way, but on No Suffixes it will be Dispel 2.  I was tempted to pull out Nostrum as a stealth Chrono Cross reference because it's kinda dark-ish, but it's directly the opposite of that.)
Double Sword>Dual Wield (More than swords are involved, including fists.)
Walk on Water>Swim (In the original, Swim and Walk on Water are accidentally switched)
Swim>Walk on Water
Frog>Toad (Toadga relation)
Nagrarock>Nagrarok (based on Ragnarok, rock is incorrect)
Ice Brand>Icebrand (Both are right really, but this kinda looks better to me.)

ROM Hacking Discussion / Re: Ever notice weird things in a ROM?
« on: March 29, 2016, 07:26:22 pm »
There is a certain huge block of sound data in Pokemon Emerald somewhat towards the end of the ROM that many people tend to completely screw up with and put data inside, causing infamous errors like Seedot's cry being static.  The reason for this is that for some reason it's just a bunch of 00s, which one of the most popular (and consequently not worked on anymore) hacking tools will see as free space.  No one really knows why this exists as it does last I checked, but you have a whole batch of Emerald hacks with messed up sound until just recently. :D

Also there's a specific dump of FireRed that has an anti-piracy message in Vermilion's dock.  It's only there because the ripper put it in.

Personal Projects / Re: [PS1] Final Fantasy Tactics name fix patch
« on: March 29, 2016, 09:52:41 am »
I like the idea behind this patch, but I hate,HATE, the whole spell suffixes thing. I can't explain why in any rational terms it just bothers me, and if you want to preserve the vibe of the original I would leave the numbers in. Then again, this is just another faceless/voiceless post on the internet so feel free to ignore me :P
That's alright, I know considering FF fans that you're not the only one.  ;)

I can feasibly make a third patch that has the prefixes back to numbers when I get the next version made up, because realistically it is a smaller change than what Altered got.  More choices means all players win after all.  Ice will stay Blizzard, Bolt will stay Thunder, Demi will stay Gravity, and Deathspell 2/Despair 2 will be Dispel 2/3 though.  Also Arise is staying as it doesn't use a suffix.

March 29, 2016, 03:10:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
1.2 is in the queue.
-No Spell Suffixes is the same as TextFix but with altered spell names as described above.

Counter Flood>Nature's Wrath
Suffocate>Last Breath (Last Breath is the name of this ability for the same Job in Tactics Advance.  It not only makes sense with Shadowbind and Assassin in this context, it's actually more correct upon comparison.)
Secret Hunt>Poach
TextFix only: Blastar Strike>Comet Strike (This is the only one swordskill changed completely because it doesn't makes much sense.  "Starry Heaven Bombing Strike" makes me think that the translators were going in the star direction, and Comet doesn't exist in FFT. I believe this is a happy compromise.)

Personal Projects / [PS1] Final Fantasy Tactics name fix patch
« on: March 28, 2016, 07:30:49 pm »
After wrapping up most of my Pokemon-related business, I decided to dig into this as well as I could!

This little patch fixes and updates Ability, Equipment, and Job/Monster names in FFT.  The goal for this is that the original translation's vibe and original intents are preserved, while making something more recognizable with common FF naming conventions and fixing translation errors.  This means a lot of abilities aren't using the War of the Lions terminology, though some were updated as such.  Some terms have not been changed or have been lifted from other FF games where applicable, mostly the GBA and PS1 eras of FF (for a minor example of what I mean, instead of Hasteja it's Hastega), and I've even delved into literal translations of ability names.

As of now there are three patches, Altered exists mostly for the sake of Swordskill (Stasis Sword etc.) names.  There may be more differences to come as we move along.  No Suffixes uses spell names with the original 2/3/4 instead of -ra/-ga/-ja.  .ffttext files are also provided with all patches for those who might find them useful.


If it's headers, I know UniPatcher will Add/Remove headers for you (though I heavily doubt that's the problem since it works on the computer, this sounds most certainly like a problem with the mobile app).  My preferred emu is SNES9xEx+ for this console.  But really everyone has their favorite and I've never used yours, so I'm not really going to say it's any better.

(Also I agree that a nice bluetooth controller will do wonders for any mobile emulator at all.  A lot mention Android's latency problems and how bluetooth has a ton of that too, but I've never really noticed myself.)

William Shatter isn't always right!?  But he shot a Romulan ship down! :o

Would this hack actually be able to be played on the real GameBoy Advance?
It was made for that purpose actually, to be played on the real thing with headphones.  In fact emulators used to have a lot of trouble with it.  Not so much in 2.0 onward, but plain VBA (apparently, never heard this on VBA-M including the latest version) has a sound sync issue.

Do you use one of the Font hacks?
If so, which one?
I already applied this, colour restore and the Sprite revert one, was looking for a font one.
I use Vivify93's thicker one due to the similarities to the US one.  Works well for me at least.

I was just curious, since I played very little of Final Fantasy VI (just a little bit when it was considered FF3 on the Super NES), was the sound/music really that bad in the GBA port which gave birth to this hack?
Arguably FFVI got hit the worst in the GBA versions by conversion woes.  Little bass, no reverb, different instruments were used... and also those bugs mentioned in the readme to top it off.  Some tracks are known to be borderline unlistenable.  Unlike the past two, VI tends to be loved for it's atmosphere a bit more so this and the color upping for GBA screens are both seen as major problems.  They did at least try however, and some even like the opera scene music in GBA a little better.  Not so arguable, FFVI has the worst slowdown of the bunch.  The devs possibly saw this as something that they had to live with due to the elaborate effects compared to IV and V.  IMO this should've gotten a DS port instead like Chrono Trigger did.  It's unfortunate.

If you're looking for a first time playing, there's three ways to go about it IMHO:
1. Play the original III, bugs censors and all.
2. SNES: Pick either Ted Woolsey Uncensored or Final Fantasy VI Relocalized Edition, to personal taste.
3. GBA: Just mix and match from what's on RHDN really.  Everything but the compromise patch and the boarder crossing bugfix is pretty much meant to fix up the game's GBA-specific faults.

Has anyone found any flaws in the 2.01 changes yet?  There's a suggestion to maybe keep 2.0 around just in case, and I want to wait to get an update from 2.0 until I'm sure (because for the GBA version I usually patch with nearly everything in the RHDN section for it, except for the compromise translation and only one font fix. :P)

I'm working on version 2.1 (or maybe 2.01), which should be the exact same, but faster. The problem is that I run into new synchronization issues for the intro and the ending, and I have to speed up the music ridiculously fast - because when programming the GBA they did werid stuff I don't really understand myself - probably they programmed it so that it lags, and then decreased the # of frames to wait, so that when I fix the lag, the games ends up doing things too fast.
It sounds like they programmed it to time with the slowdown on purpose as a "fix."  This isn't the first time they did that out of laziness; a reverse thing was done with Final Fantasy Tactics on mobile where they sped up the animations of certain effects as a "fix" for slowdown.

More Shaman fusions would be at the top of my list.  You wouldn't even need to put in Ryu for that to be doable.

Bosch auto-leveling when returning to the party would be nice.  He ends up too low to be usable when he returns most times.

Just took a little tour.  This update compared to the last is like night and day.  It's so vastly improved that this time around, I recommend that everyone needs to update right now no matter what the circumstances.  Truly beautiful work.

Insofar all popping and such problems have been fixed.  I haven't encountered the out-of-sync bug either.  This is using VBA-M, so perhaps those bugs with VBA only exist with the original?

Bumping because it just updated.

Anyone know if 2.0 still pops in emulation?

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