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Messages - Duke2go

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ROM Hacking Discussion / Re: Are there any Namco-163 hacks out there?
« on: November 03, 2016, 11:03:44 pm »
Disch directed me over here from the Reconstructed thread (and yes, that project is actually nearing completion finally). I'm thoroughly impressed with what I've seen of the work y'all have done and I pm'd Ben about some possible assistance. I'm definitely going to look through this thread more when I have some time. So impressed with the work that's been done while I've been away in the Final Fantasy hacking community as a whole.  :beer:

Personal Projects / Re: Final Fantasy Reconstructed
« on: November 02, 2016, 01:56:17 am »
Long time no se Duke2go, keep up the good work  :thumbsup:.

It has been awhile. Glad to be back.  :thumbsup:
The Lets Play series sparked new life into me and the project, so I've been busy. Going to be putting out open beta v 2.0 soon with even farther upgraded graphics. I'm including some screenshots of the current version now since I had said I would. And thank you once again to essellejaye, Disch, and everyone else for the fix of the ATB patches, which means ATB is back in the game again. So far I've tested it, and it works just like it is supposed to!!!! :beer:

Coneria Town

Coneria Castle

Temple of Fiends (Present Day)

(and before anyone mentions it, the wall tiles were originally in Little Samson I believe and have been altered only so slightly)  :laugh:

Those are just some of the current updates to the graphics in the project. I’m still tinkering with things and I’ll upload new screenshots here soon. I’m still trying to divide between working to pay bills and working on the project, so its slow going. I am in need of a music coordinator if anyone is interested in lending their talents to the project. While I still have some of the compositions that have been made for the game, my composer was unable to complete the project with my time schedule. I definitely understand since even I didn't expect to still be working on this after this long. But it has been worth it. Since ATB has been re-introduced, I just need to work out some coding to give the moving effects that I’ve dreamt of since the beginning. As far as I know, Disch still has the music engine written, so its just a matter of composing and inserting the music, which is currently beyond my abilities. I will learn how to do it on my own if I must, but some help would certainly be appreciated so I can put a bow on this one and call it a success. As always, comments and critiques are welcome.

I have little knowledge (and little want to gain knowledge) about GFF.

Does the same "works until someone dies" problem exist with the normal patch?  If yes, I'll look into it.  If not, GFF probably moved a routine around for space and is therefore incompatible with my patch.

Don't ever sell yourself short old friend. NEVER that!!  :beer:

Any handy way to contact Grond? I don't know if he has a website or if he reads his pm's on this forum.

EDIT: sent a pm to Grond, really hope we'll get an update for Grond's Final Fantasy

I tried to contact him when I first started the Final Fantasy Reconstructed project about a year or 2 ago and never heard back. I was really interested in talking to him and getting some insight.

You are all awesome for fixing this!!! Thank you from the very bottom of my heart!!  :thumbsup: :laugh: ;D ;) :laugh: :happy:

Personal Projects / Re: Final Fantasy Reconstructed
« on: November 01, 2016, 03:15:21 pm »
Hello all,

Hadn't been on here to post in awhile. The open beta was very well received, and I'm about to release beta v 2.0 in the next few days. I've actually been making steady progress and changes on the game, and I'll make it a point to upload some new screen shots soon. The Facebook page has been much simpler to update, so I've been directing more effort there. For those who don't know, a Lets Play series was done for the open beta version of the game and I wanted to share that for anyone who was interested, and to give some exposure to Active_ate for putting the series together (absolutely unsolicited I might add). Here's a link to the video series

Thank you to everyone who has shown interest in the game and I look forward to any feedback or comments about the project.

Personal Projects / Re: Final Fantasy Reconstructed
« on: July 14, 2016, 08:28:34 am »
Ok. So the time of the "open beta" has finally arrived. Hopefully this link works:

Anyway, had a few things come up  :banghead:, and also wanted to make a few more improvements before I opened up the beta process for everyone to enjoy. This is still the "proof of concept" version of the game, but its about 90% complete IMO. I still have to work on the script a little bit, but the graphics are pretty much done. I've had a lot of "life" situations come up recently, so rather than pushing back the open beta trials, I'm putting this out in order to get feedback and work from there. I really hope that everyone else will enjoy the game as much as I have.

2 things to remember, I used the Final Fantasy (U) [!] version of the rom to make the patch, so I can't guarantee it will work correctly with other versions (and we did experience problems before when patching to other versions, so if you use another rom image do so at your own risk), and second, I have NOT put in an NPC to direct you to see Princess Sarah before you leave Coneria, so it is possible not to get the Lute in the beginning of the game if you don't go to her room. Personally, I would approach this game like you would any other RPG that you've never played before. The game is roughly still the same, but there are a few changes that were made, additional rooms, a new town, new cave, new bonus dungeon, etc. So look around, explore, talk to everyone. If you get stuck, feel free to post in this thread or pm me. I hope everyone enjoys what I've come up with and I look forward to any and all feedback about what you like and what you don't. The official v 1.0 will be out by the Christmas holidays and hopefully by then I'll have worked out my ASM coding issues. Thank you to all of my beta testers and to Disch for helping me get as far as I have. I could not have done this without all of you.

 Enjoy.  :beer:

Personal Projects / Re: Final Fantasy Reconstructed
« on: June 24, 2016, 05:23:07 am »
Greetings all. I hadn't posted in awhile, so I thought I would share some more updates. First and foremost, the graphics alterations are getting into a "nit pick" phase, meaning I'm happy, but certain things can still use some changing IMO. Second, I've officially decided to have an "open beta" for anyone who wants to try the game before I put out the official v. 1.0 patch here and on 3000Gt's wonderful site. Third, I'm actually taking a basic program development class right now, so I hopefully will learn enough to do the small ASM changes that I want to include. Disch if you're still paying attention to this thread, your initial tutoring did pay off since I understood up to about week 3 in the class (and learned a few things that I needed to know from what you told me). Cheers though mate for the initial understanding  :beer:

The game is really starting to look like I wanted it to, which is basically Final Fantasy 3.5. Going through the game it is definitely on par IMO with its later SNES counterparts, but it still has that classic 8-bit Final Fantasy at its core. I've found myself in the later stages of the project just going into different areas and having to remember that I made those changes, because the locations look like I always envisioned them in my 8-10 year old brain back in the day. This has really been a labor of love, so I look forward to hearing what people think of the game to see if you all like it, which is all I really want now, for other people to rekindle their love of the original Final Fantasy series.  :crazy:

Personal Projects / Re: Final Fantasy Reconstructed
« on: June 03, 2016, 02:48:40 am »
<Deleted by author>

Personal Projects / Re: Final Fantasy Reconstructed
« on: May 19, 2016, 01:16:07 pm »
Right now I'm focused on getting the graphics the way that I want them and one of the project's supporters is working to basically reverse engineer a working version of the ATB system. What he's found so far is pretty impressive, and he frequents these boards too, so here's a shoutout to Edward for all his efforts and hard work  :beer:

Personal Projects / Re: Final Fantasy Reconstructed
« on: May 19, 2016, 01:05:04 am »
Haven't posted in a bit, but beta testing is proceeding wonderfully. Feedback has been somewhat sparse, but it has been helpful. I'm posting some of a Q&A I had with one of my testers. It was posted at JCE3000GT's message board too, so if anyone is having deja vu that's why haha. Hope this gives some more of an idea of what the altered game is like and what kind of work went into the project. I threw in some screenshots also to put context to some of the comments also. I welcome any comments anyone else would like to make in addition.

- There's an npc in Bikke's hideout who talks about a spooky castle in the Northwest. This is also said by somebody in Elfland (which does make sense).

- Right now there are only so many NPCs within the world. I have a few of them doubled up in certain spots right now in order to basically just use them as either stand-ins or as basically repurposed NPCs. The woman in Bikke's cave was supposed to be like a lady bartender, and I tried to have the bartenders in the game give advice to the player or tell them about the world. I will probably alter that before the final version 1.0 is released, but I haven't addressed it yet.

-  Level 1/2 magic is weak.

- I haven't messed with the spells really and they should be set around the original specs from Final Fantasy I. I was considering tinkering with the magic system and the spells, but I had decided to leave that part alone for the moment. Were you saying that I should make those spells stronger by the way? I can certainly do that, just don't want to unbalance the game again

- Enemies in the Temple of Fiends hit kinda hard.

- I've found in my own playthroughs that I need to get to about level 4 or 5 to get up to the level of fighting Garland. I tried to balance the game so that if the player found themselves in a situation where combat was getting tough, that was an indication to maybe gain a level or two and then try again. I was trying to take away some of the "grind heavy" aspects of the original game but not make the game a complete cakewalk too.

- The Power Staff is in all ways weaker than the Iron Staff, so its only use it being sold I guess?

- The Power Staff was kind of an afterthought and I don’t think that I changed that yet. I meant to make it a little stronger so that the mages would have something stronger earlier in the game, but I don’t think that I ever did.

- There's an NPC in the Elfland castle that says the treasure is locked with the Mystic Key. But there is no door to unlock? There is a treasure room, but all three are empty.

- The NPC in Elfland is a leftover actually. She was meant to stand there originally when there was actually a door on the Elfland treasury that was locked by the Mystic key. Since I took out almost all of the actual “doors” in the game, I just never gave her new dialogue. I will be correcting that in the future. Since Astos was supposed to have “raided the treasury” that was why all the chests say that they are empty. I moved the chests that were originally there to  the Coneria treasury instead.

- I can see that the spells are the same as the original. Now in my and many others opinion, magic is unbalanced in FF1: the best parties consist of multiple fighters and usually no black or white mages. Most hacks that take the liberty to change such things heavily buff casting. But it's up to you what you want to make of the game!
- I agree with you that the spells in the original game were horrendously unbalanced, especially the level 1 versions. Since the original FF1 didn’t have the option to use spells as target 1 or target all, I didn’t mess with much of the magic. I think you’ve got a great idea to make the offensive spells target all and I might implement that before the final patch is put out. If I'm able to do it, I'd ideally like to actually code all spells to be either target 1 or target all when I do my ASM editing of the disassembly. I'd also maybe like to change some of the spells to either reflect the magic in the later NES and SNES games, or at least make them useful.

- I like how the Thief gets 4 attack rating per level. On the other hand, he can't equip good weapons the first half of the game, which still bugs me, hah! I myself would let him use the flame sword.
- Glad you liked what I did to the Thief. He was always my favorite character, but in the original game I felt like he was useless compared to the Fighter/Monk/Red Mage, so I expanded the weapons and armor that he could use and made him second in strength to the Fighter. I think eventually I’m going to swap the level up aspects for the Red Mage and the Thief (other than MP/intelligence growth). I did give him the opportunity to equip more things than he could in the original game, but I wanted to keep a tradeoff between speed and power so that he wasn’t just a “blue haired fighter”. The chain mail does remain a better defensive option for the Thief than almost any of the bracelets he would normally have access to (at least until the silver IIRC), but that's even kind of unbalanced because it is so cheap. I did make some of the later game equipment available to the pre-class change characters for players who liked going through the game without using the class change.

- Again another opinion, but the heal staff casting Heal 2 is kinda OP. I find myself using it every round and just strolling through dungeons.
- I agree that the heal staff casting Heal 2 is kind of OP. I had changed that for my own benefit when I was testing and never changed it back. I also didn’t know how other people would react to the monster difficulty, and I know the enemies need to be rebalanced, so I left it like it was in case the game was too hard. I did upgrade the amount of HP restored from the healing spells (i.e. heal and cure spells) to offset the fact that you can’t use phoenix downs in the game, and life spells don’t work in battle. If I can do it, I will also be fixing that in the ASM edited version so that the players have access to Phoenix downs and life spells can be used in battle, but I don't know if I'll be able to as of now.

- Bug: when looking at the b-select map, there's no cursor for current location, instead flashing rivers.
- The bug on the b-select map is something that I just found myself a little while back. I actually don’t know why the rivers glow like they do (other than I probably replaced tiles which were towns at first with those river tiles). Disch told me that the mini-map wouldn’t look right unless I manually coded it into the game, I believe he said using the hex editor but it has been quite awhile, so until I have a chance to figure that part out the mini-map isn’t going to look correct. I was really just thinking of fixing that when I did the ASM programming.

- Opinion: Maybe it's because I grew up with CGA monitors, but the colors of Crescent Lake really bug me. On the other hand, it makes the place more unique.

- I killed the Blue Dragon in one round. Quite a let down!

- The Blue Dragon probably should be given some more HP or something. Another illustration of how some enemies aren’t strong enough while others are too powerful. I was really thinking of taking every enemy and increasing their HP by 25%. Compared to all of the later FF games, 1’s enemies have the lowest HP totals of all from what I’ve seen when I’ve been researching.

- Love the graphics, but the Air Temple is extra fantastic!

Mirage Tower

Air Temple

- Glad you liked the upgraded graphics. I really tried to make everything look like a later-gen NES game instead of the very simplistic look of the original game. That was why I tried to make every wall at least 2 tiles tall, to add some scale that didn’t exist in the original game. I’ll post some pics eventually of what the original hack’s graphics looked like when I was originally inspired to go this far in my own graphic updating. I was originally trying to replicate the look of the Tower of Babil from IV, but have kind of strayed away from that as I’ve gone on. I actually just added some new tiles there that I took from a Famicom game (I forget the name right offhand) that will be reflected in the next update.
{The game in question was actually Metal Max which has a wonderful amount of sprites to choose from for anyone looking for rpg interior tiles}

- I kind of feel like the Monk / Master graphics should be switched.

(These are some examples of Black Belt and Master as they are now. * are current color choices)

- You’ve given me the first feedback about the Monk/Master. I actually made the Master look like he did for 2 reasons. First, I honestly wanted to make Ryu from SFII Champion edition because I always felt he looked like me, and I always loved that color scheme. Second, I figured that a “monk” in training would have a bald head, but he would be able to dress and grow his hair like he wanted after he was awarded the title “master”, which was why the pre-class change monk looks like Yang from IV and the post-class change looked like Ryu. There are also a lot of blue/brown/tan player characters post-class change, so I might alter him later.

My own comments:
With the Temple of Fiends and the enemy difficulty, there are a few reasons why this probably happened. First, I basically built the game around my own play style (because I don't honestly know how other people play the game, so I made things work the best way for me". Second, I accidentally unbalanced the enemy formations earlier in the game and haven’t had a chance to switch things back yet. I was trying to find a balance with enemies being a little stronger, but giving the player more gp/exp earlier on in the game to make grinding less of an issue. I didn’t realize that I had unbalanced the Temple that much though. I will take a look at the formations and see if I can edit them to make it a little more balanced.

I honestly don’t like the idea of being able to beat Garland at level 2 (although I was also able to in the original game). I always felt that if I went to the Temple of Fiends at level 3 I was more prepared to get to the pirates/pravoka etc, so I tried to basically force the player to get to level 3 or 4 before moving on. This was mostly because in the original game you can just jump from Garland all the way to Elfland without gaining any levels for real, but then you end up having to grind around Elfland to be able to use level 3 spells (the first time you can "target all"), and to be able to make it through the Marsh Cave and beat Astos. I was stuck with the choices to either make the enemies stronger earlier in the game or make that part easier, leaving the player at a disadvantage when trying to beat the Earth cave, Gurgu volcano, Ice cave unless they grind then.

I would like to balance it so the game plays like IV in that the player basically gains the necessary levels as they progress towards the next area without excessively grinding out levels, but haven’t quite gotten it down correctly yet. When I added the “pirate’s cave” level I figured the players would gain a level or 2 traveling to and from Pravoka to there, so it would reduce the grinding when you get to Elfland.

So that was the extent of the first Q&As about the game. I hope everyone learned a little more about the project and I welcome any additional input from the forum.  :beer:

Thank you, I'm doing the best I can!

Did you mean something like this?

Yep, pretty much exactly what I meant. Sorry if that was in the game already and I missed it. I have just always really loved that particular color combination for Ryu (and felt that the "baby blue" color he seemed to get after SSFIIT was kind of "wimpy", although the blue and red in the original MvC wasn't toooo bad).

I didn't make comments about the colors you put up on YouTube, so I took the time in this response to address what I liked and what I didn't.

Love Morrigan, Hiryu, Captain America (good callback to U.S. Agent btw), Venom, Spider Man, Zangief, Jin (I personally hate the character but the red/orange with black looks good), Hulk, Wolverine.

Not really fond of:
Gambit – I agree with others that the character is too dark. I think that if you kept the trenchcoat the same color but made his “armor” a lighter color (like a light blue or grey) it would look really great.
Green Ryu – Just don’t like that color, sorry.
Captain Commando – The colors just seem off to me, don’t know how to explain that one better.
Megaman – The brown just didn’t do it for me. Maybe a dark blue with yellow or another color combination from the 8-bit games. The brown is very drab to me.

On the fence about:
War Machine – I like the colors, but the tan instead of white and grey is a 50/50 to me.

I'm really happy to see someone doing a color hack for this game though, so please keep at it and don't let any negative feedback dissuade you from making the game how you like it.  :beer:

I liked the new colors for a lot of the characters that you showed, and I always had a soft spot for this game. Could you possibly do an alternate for Ryu that is like the Champion edition version? I always liked Ryu in a dark grey/black gi with a blue bandanna. Interested to see how this project continues. Keep up the good work  :beer:

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 18, 2016, 02:03:58 am »
Hunh! Extra areas, that's pretty sweet!

Thanks. In total there is 1 additional area that Grond made within the original bugfix rebalance hack that I started from, I added a completely new town, a new cave, and my own bonus dungeon that's only accessible after all of the crystals shine again. I've got a little less than 1,000 kb left and I'm trying to add as many little extra touches as I can, without making the game seem cluttered or over the top. I wanted to create something that stayed true to the original Final Fantasy game but was more visually similar to an SNES Final Fantasy. It has definitely been a process of trial and error to get it right though. Will try to upload some new screens soon and an updated beta patch is about to be released to fix some things that I had noticed during my own playthru's. Hope everyone had a great weekend.


Personal Projects / Re: Final Fantasy Reconstructed
« on: April 16, 2016, 01:33:03 pm »
Glad you hard work is gaining the attention it deserves. I'll continue beta testing some of it this weekend. I vote for Final Fantasy A Legend Reborn. It has a nice ring to it.

And I certainly appreciate your input my friend.

Since I said I would upload some more screenshots, I'm adding some more images of the different locations. I actually made the first full map of a location today for the strategy guide. like I said on the Facebook page though, the emulator I use has an image smoothing feature, so some of the images might look different on your own emulator. Since I'm using the screenshots to make maps using in-game graphics, I thought the smoother look lent itself well to that type of image.


I created a library and a school in the Cardia realm, which I'm pretty happy about. The "teacher" witch actually talks like she's teaching a class too, so it added some interesting aside elements into that area.

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 14, 2016, 09:41:08 am »
Wow. It looks really amazing! I'm looking forward to see this finished and play it. ;D

Good luck!
This looks rather remarkable. I'm quite intrigued, look forward to even more progress :3

Thank you both. I'm actually coming into the end of the process (I hope), although I keep tinkering with things here and there. I actually just finally got the Temple floors to a version I actually liked after all this time. I need to update the screenshots I've got here on RHDN too since they're woefully outdated. Please check out the Facebook page if you'd like to get an expanded look at what I've done since the beginning.

"A Legend Reborn"? That sounds just fine it's a lot better than Reconstructed in my opinion. Although if I'm gonna get a vote I would have to vote for calling it Final Fantasy Aeons. I think that sounds a little bit more epic.

I would love to help with the testing but I just don't have time for it. Got a couple of current projects I'm trying to pay some attention to. Basically learning how to do stuff like what you've done but for another game. This stuff's not easy heh.

You are absolutely correct that this process is not a simple one. I wouldn't have been able to do nearly as much without Disch's FFHackster utility, so I totally feel you. I'd be happy to share any insight about editing if you would like. I'm going to keep the Reconstructed title as a placeholder for now, but might change it later after the changes to the game itself are finished.

Final Fantasy Renascent?

Or you could pretend we're still in the 90s and call it Final Fantasy Xtreme!

Had to laugh at the 90s reference. Xtreme would be quite funny actually. And while I like Renascent, I think I'll stay away from words that people will have to look up to understand (A Master's level education here and I still had to look it up myself haha)

Anyway, glad so much interest is still being generated by my little project. I will try to upload some more images later today.  :beer:

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 12, 2016, 05:58:29 pm »
Maybe "A Legend Reborn"? Like I said, not going to make any changes right now, but I will have a finalized title by the time I post patches for the general public because I eventually plan to have a customized title screen for the game as well. I've seen that others were able to accomplish that, and some were actually really cool. I'm still planning to learn how to incorporate animated tiles and such as well, although I always welcome assistance. Was very inspired by Dragon Warrior 4's opening when I played it recently for inspiration. Also, for anyone who is interested, I played through a Korean bootleg Famicom version of Final Fantasy IV last night (well 2/3 episodes the whole way through). While the game isn't the best, and there are some abysmal graphics in places, it does a remarkable job of staying true to Final Fantasy IV, and there are some absolutely stunning visuals at different places. After playing that, it showed where I needed to work to improve my version to put out the best product possible. I put together an image that had most of the enemies and characters that I thought came out well, although the colors are not great in many cases. Figured I'd share it here also so the amount of 8-bit Final Fantasy sprite resources are expanded. Feel free to use any of these in your own projects.

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 12, 2016, 12:36:57 pm »
I'm really glad that you appreciate what I've been able to do with the game. I was certainly humbled to come back to the RDHN board after I was told that the thread was active and interest was still there for the project. The "Reconstructed" name came from the idea that I was originally basically deconstructing and reconstructing the game piece by piece (the original idea was actually deconstructed, which evolved into the current placeholder). The name hasn't been popular, although I've grown kind of fond of it. I'm still open to suggestions though so when something really pops out at me I might adopt it and give credit where credit is due. If you'd like to participate in the beta tests either email or pm me and I will include you in my next beta patch update. I'll try to upload some more current screenshots of different locations later since I have now added a few locations that weren't in the original game at all.

Personal Projects / Re: Final Fantasy Reconstructed
« on: April 12, 2016, 12:09:28 am »

Y'all thought I was gone huh? Thought I had abandoned my project? Nahhhhhhhhhhhhhhhhhh.  :laugh:  :happy: :thumbsup: :laugh: :happy: :thumbsup:
Honestly I went through the gates of Hell and it took me quite awhile to claw my way back out. And yes, the process has taken about a year. Haven't quite read all of the comments yet, but Spoons reached out to me on the Facebook page and let me know that a buzz had started about the project over here. I took time off to settle my own affairs, and right around probably February I picked FFHackster back up (shout out to Disch for all of his help in the past and for that wonderful utility, without which I would never have gotten as far as I have). But yes, I finally got the game to a point where I was happy with a "proof of concept". The version that is being beta tested right now does not have new music, but is a significantly modified version of the original Final Fantasy. Its not SNES, but I've found ways to basically use the game's programming to cheat the system and push the NES to its limits, and I'm still learning more ways of adding details. I really haven't been active over here recently, but since the buzz has restarted itself, I will be an active participant over here again as well. If you've got questions or specific things you'd like to ask, fire away. Glad that what I had created back then was good enough that it would restart its own buzz  :beer:

Oh, and if you would like to participate in the limited beta testing, message me either on here or at I'm still tinkering with the game, but its about 95% done now.

And since the screenshots shown in this thread are HORRIBLY outdated, here are some examples of the game in its current incarnation
Current Project screenshots


This village was created late in development. Originally an homage to one of my favorite games in the series, Final Fantasy IV, it now fits in with my current attempts to tie all of Final Fantasy to the original game through very meticulous and thought out text editing.

Coneria Town

Assorted Monsters

Gaming Discussion / Good PS2 emulator
« on: July 17, 2015, 12:24:02 am »
While I'm taking some time off from my own project, I started playing some older games on the PS2. I was playing DBZ Budokai 3 last night, and while the game suffered from just a SLIGHT slowdown on PCSX2 when I was fighting, the overworld during the story mode looked like straight GARBAGE... The graphics were just completely OFF. That's the best way I can describe it. Not smooth, certain things would show if I moved forward just a bit, but then would disappear again if I moved forward again. I had a very similar experience trying to play Megaman X collection. I know PS2 emulation is probably rather new, but the experience of seeing a game that I loved so much on my console look just so BAD on the emulator really broke the experience for me. PCSX2 seems to be the preferred emulator from what I've already seen, just wondered if anyone else had an opinion, or could point me to an emulator that I might have a better experience with.  :beer:

I prefer to look at it this way: It doesn't matter if the games are connected. The games themselves are fun to play and their independent stories are enough to carry them. Furthermore, Link himself isn't consciously aware of his connection to the other events, so why should I be?

There's never been a point in the games where I go, "Holy crap! The Dark-Evil Other-Nether-Dimension Gannon time traveled and ate the Righteous Apple that was meant for Princess Zelda in the Lightest Dimensions of Serious Spheres and now Link's 100th great grandson will be born with a Red Tunic as a symbol of Cuckolded Fruit!"

And that's a fine way of looking at it. I imagine the vast majority of the Zelda fanbase doesn't know or care about the overarching history. As you said the independent story and the gameplay is what draws them back, not a convoluted timeline. (For me, it's both.)

I actually agree with you both. I like certain Zelda games on certain platforms. Did I think that it was kind of cool that the Link in the first Gameboy adventure was supposedly the same one as I believe ALTTP? Sure. Did I really give two $#!+$ if he wasn't? No. As a fan of the original NES and SNES who did not follow onto the N64, I have been forced to pick and choose the Zelda adventures that I played after that transfer. I didn't like the Nintendo hardware of the time during and after the N64 and Gamecube eras, and  I just never felt the Nintendo exclusive titles warranted buying a Wii. Again, IMO, my PS1-3 allowed me for more concise movements (I.E. I DO NOT LIKE ANALOG ONLY DIRECTION INPUT, and many of the N64 and GC games I played had that), content that fit my tastes at the time, and the controllers of which were IMO closer to the original SNES controllers than any following Nintendo controller. For me, Zelda games have become a stand-alone experience. I enjoy the game, and if it connects to another game that I have on the same, or different, system that I own, great. If not, the overarching "timeline" doesn't really affect me, unless the game makes specific reference to a previous title, at which point I usually learn something, which IMO is always a good thing. Zelda is a good example to me of how personal preference can really impact how you view the particular game, and in many ways, how you enjoy the game. The only games in the series that I can claim anything close to "valid" knowledge about are the original NES games and to an extent ALTTP because I read the manuals of all three about a zillion times, any fiction about the games, and I played Zelda II and ALTTP, at least, REPEATEDLY, so I'm very familiar with those stories. These are only my opinions and I know that I am not speaking for anyone else other than myself before we have a drastic topic shift.   :beer:

Personal Projects / Re: Final Fantasy Reconstructed
« on: July 13, 2015, 12:56:29 pm »
Wow. I go to NYC for a few days and my thread goes crazy. I thought that "Reconstructed" pretty much described what I was doing with the game, reconstructing the graphics, music, etc., as JCE3000GT mentioned earlier in the thread. I haven't really had a lot of motivation recently, although I've been able to plan out the game essentially. I thought that Spoon's earlier comment was about the use of the musical tune that we were kicking around for the Overworld. Chpexo has been AMAZING through this process, and we've both decided to try to incorporate some music outside of the traditional Final Fantasy games, like the Rygar tune, that many people might not have heard before. I personally tried playing Rygar the other night, and never beat level 1. So his suggestions of tunes that people might not have heard seemed valid to me. The game remains at its core the original Final Fantasy, and I like the working title. I'm certainly open to input though, and Disch has said a number of times that an original title might be better. When I really get down to being closer to releasing a beta, I might change the title, but its just easier to leave it right now. Interested to hear what people thought of the tune though, since that kind of seems to have gotten lost in the commotion. God bless everyone and I hope you all have a great week!!

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