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Actually, the data for the first three encounters is different than the one for the final encounter. Here's my research:
Proto Man (Magnet Man, Hard Man, and Shadow Man encounters):
Health: 28 Units
Needle Cannon: 1 Damage
Magnet Missile: 2 Damage
Gemini Laser: 1 Damage
Hard Knuckle: 4 Damage
Top Spin: 0 Damage
Search Snake: 0 Damage
Spark Shock: 0 Damage
Shadow Blade: 2 Damage
Health: 24 Units
Needle Cannon: 0 Damage
Magnet Missile: 0 Damage
Gemini Laser: 0 Damage
Hard Knuckle: 0 Damage
Top Spin: 0 Damage
Search Snake: 0 Damage
Spark Shock: 0 Damage
Shadow Blade: 0 Damage
Ken, Guile, Gouki (Akuma). While the Zero/Alpha series is probably my overall favorite there is no substitute for the original Street Fighter II, no turbo, no Super, just Street Fighter II. *edit* Oh and E. Honda is pretty badass too.
My least favorite characters are mostly females and only because I cannot stand their voices or moves. Exception is Rose, she is awesome. I also do not like T.Hawk, Guy, Dee Jay, Balrog/Vega, Street Fighter III in its intirerty, Rufus, and that El Fuetre guy in SF4.
I would go in depth more but I'm only phone and tired or typing.
I tend to prefer hit and run melee characters, so Rolento and Vega for me. If for some reason CvS 2 counted, add Vice to the list.
There's something about having the NES controller in my hand that feels right when I play a NES game. This is, of course, heavily relatable to Pavlov's study on conditioned responses.
I am so used to the shape, the feel of the NES controller, that I beat world 1-1 on Super Mario Brothers smooth as silk as soon as I got it home.
It may as well be a NES (it's a Knockoff) if it works with the original controller. I know not every game plays on it, but it sure feels right when I have the right tools in my hand.
Is there a game that you need the original controller you had to play? Are you an arcade junkie who has an addiction to joysticks?
Speak broadly about controllers and your love/hate for them.
Does anyone know of some cool turn-based stategy games (RPG or not is fine) for the SNES that aren't painfully slow? By painfully slow I mean like Bahamut Lagoon where each character has one single turn per battle and in some cases won't get to do anything again for another 5 minutes or more (ZZzzzz...). I actually like that game but the pacing is so slow sometimes that I just can't take it. Because of that I don't play it too often.
Seems like I remember Der Langrisser being a little faster.
I also remember loving Nage Libre. In that game you got at least 5 turns per battle (and they were card based so that was pretty interesting and different). I guess everything about that game was pretty neat. I liked the whole school girl thing. That sure was different for a "war" game. The basketball girl has a basket ball for a weapon, the tennis girl fires tennis balls at you, etc. What a cool game.
I've played Front Mission before but I don't recall how I felt about it. Other than thinking "Whoa this is complicated".
I guess the four I've mentioned here are the only ones I can recall playing for this system. I've also played some real-time ones like Cannon Fodder and Syndicate that were pretty cool.
I'd prefer them to be in english unless they are as simple as Nage Libre where you don't really have to be able to read it (though I wish I knew the details of the story in that one).
My favourite is Ken and Sakura (if she counts, only present in some games)
My least favourite is Chun Li. I really *H*A*T*E* her.
I seldom bother to take fighting games to the level where learning just one or two characters becomes the only manageable thing, and Street Fighter is not an exception to that mindset. I much prefer to be competent with all of them and allow whatever I have by way of reaction/timing to carry me through. Though beyond that I do not tend to enjoy fighting games, much less two player versus ones and would rather see the engine in a side scroller or general 3d game.
That said for street fighter I do seem to gravitate slightly towards Dhalsim when doing single player on the earlier ones, which are most of what I would care to play there.
Oh of course there were quite a few places in RAM "free" already in original un-modified megaman 3 rom. there somewhere between RAM $80-90 i think.
And yea i can understand the proto thing, well I guess it might make the most sense that he would of had his little transform scene probably in the Doc Gemini level ....if that barrier thing was still there, but capcom just made that happen in the normal gemini level who knows why.
I had no idea where it would have belonged to, so i stuck it in the normal gemini. because...maybe that's what capcom "might" have done.
The pausing thing during proto battles, was so that you can no longer slide-jump past the proto event in gemini to stop the game music and wrong graphics loading. Once i did that edit there, it automatically affected all other proto appearances.
Apply Dynamic Action to the un-text-edited version and try to trigger the bug? Idk, best guess.
Could it be some sort of flag that loads the ending "crumble" of Chaos malfunctioning due to graphics being moved around? Idk, just throwing something out there.
Savestates are questionable, but SRAM should be fine unless you did some CRAZY asm changes between versions (which I doubt you did). So rather than starting over, you could just soft reset and start from the last in-game save point.
I didn't use the latest bug-fix. Only the original code that I lifted from GameFAQS.
If it can help, I also ran AstralEsper's restoration patch along with a variety of personal changes made through FFHackster.
Changes included weapon stats, armor stats, class stats, spell stats, monster stats, shop line-ups and relocated treasure chests.
However, I had a back-up IPS with the old combat routine. I patched it over the ROM file and the game worked fine.
I also applied the Dynamic combat routine on a vanilla ROM and I couldn't replicate the issue.
For now, I'm trying a playthrough where I only apply AstralEsper's restoration, equipment stats, class stats and shop line-ups. Sadly, the crash happened at Tiamat's battle so I won't know if it works until the late-game segments.
April 09, 2014, 06:44:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Sadly, even those reduced settings cause the crash. I fought Lich, casting Fire 3 on it and the game crashed immediately. I also tried a quick test where I only applied the Restoration and Dynamic Action patch by themselves. Same results.
The way I see it, AstralEsper's Restoration patch and CaptainMuscle's Dynamic Action patch are unfortunately incompatible.
If you use any spell of Level 5 and above, the game is guaranteed to crash.
Family trip is over now. Parents were only in town for 2 days. But it was a fun 2 days!
You generally do not want to change the final size of the ROM as this disrupts how it will get loaded in emulators and stuff.
However, in the post you linked to, he actually means literally delete them. So deleting how you were (and changing the file size) is correct. The thing is, you are also supposed to insert the same amount of bytes you deleted. Therefore the overall file size should not have changed when you are done.
So after deleting 8 bytes at 0x31462, and inserting 8 bytes at 0x31430, the file size will be unchanged.
All the other parts of his post are normal 'overwrite' changes, meaning the value you input will replace what is there, and will not change the size of the file.
You can toggle between 'insert' and 'overwrite' modes in HxD (and most other hex/text editors) by pressing the Insert key. I do not recommend trying to insert/delete in FCEUX unless emulation is paused... otherwise the game is likely to crash immediately.
PS: I really do prefer answering these questions publicly. Don't feel embarrassed or anything -- posting questions on a forum is what the forum is for.
Nope. Not that I can think of. As long as there's always at least 1 enemy to fight you should be fine.
I might not be around later this week or this weekend. My parents are coming to town and I'm going to be spending most of my time with them. You can pop in to see if I'm online, but if I'm not that's probably where I am.
I have never seen this problem before. The only thing I can think of is you are using conflicting patches.
Make sure your battle formations always generate at least 1 enemy. If you use the "Show Min" option in Hackster to see the minimum number of generated enemies, it should never give you an empty enemy party.
If you run into an empty enemy party, the game will do very strange things, including possibly crash.
Not likely. The Nasir checksum should only get triggered when you enter a non-overworld map. It shouldn't matter for battles.
So does this mean this isn't really any much more than just graphics only ?? I did read your post about the whole 2 versions thing.
I'm defintely more interested in the "real" patch with ASM hacks and stuff. not the plain regular "graphics only" patch.
But ...will there be anything changed like enemie's HP amounts or stuff like that ?? Or a whole different world map to explore (not the original FF1) i was just wondering was all.
Well if there's plenty of "Final Fantasy Zero" hacks, then you could always take Capcom USA's approach and call it Final Fantasy Alpha, or Final Fantasy Beginnings, or even Dawn of Chaos.
A quick trip to thesaurus.com turned Final Fantasy into "Terminal Hallucination"
...cool, but probably not the vibe you're looking for.
But anyway, I'd agree with what Disch said, and as an example, Nintendo finally releasing Mother stateside is awesome but "Earthbound Beginnings" is a horrible title.
finalfantasyzero.com says "hi" as well as "Sorry, I'm dead".