« on: April 03, 2016, 12:49:16 pm »
Misposted, I guess I had hit quote instead of Modify.
News: 11 March 2016 - Forum Rules
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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.
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?IIRC it's been done for SNES in a patch. Don't remember where it is though.
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
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.
Very cool, I thank you for granting my request, more options are always good.You're quite welcome!
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 meThat's alright, I know considering FF fans that you're not the only one.
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?I use Vivify93's thicker one due to the similarities to the US one. Works well for me at least.
If so, which one?
I already applied this, colour restore and the Sprite revert one, was looking for a font one.
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.
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.