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Messages - Vanya

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ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: November 14, 2019, 01:23:43 am »
Very nice!

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: November 10, 2019, 03:04:36 am »
Sounds like we're basically on the same page, though?


But again it sounds like we're thinking almost the same things. XD So that's good to know too.

Indeed! :3

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: November 01, 2019, 01:00:27 pm »
Runic: sounds very fair, but overly complicated and inconsistent in its effects.

The original from FF6 simply negates the next spell that is cast and the user's MP is restored by an amount equal to the spell's MP cost. The effect lasts until a spell is absorbed or a different command is issued. Note that it will absorb ally spells, not just those cast by enemies. And you cannot take any other action while using it.

What makes it op, especially in the context of FF1, is that you can use it to steamroll enemy casters. Moreso if you have multiple characters with runic.

I think it should be as close as possible to the original to start with:

When you use runic, the effect lasts until a spell is absorbed or the start of the user's next turn.

I don't think it should do anything more than give you 1 mp. The main purpose is t to cancel a spell, not generating mp.

To prevent it from being op, the first measure is to note that it should not affect enemy skills. So Chaos should not get steamrolled just cause you have a red mage using runic in the party.

The next thing to consider is multiple runic users. They could potentially stop a whole party of casters. However, if you do that then your party is not attacking or healing. So it sort of self balances due to it's simplicity.

Now if you really want to limit it more, then my previous suggestion should be enough. Just make the runic effect personal. In other words, it only absorbs spells that directly target the user.

This way it doesn't fully interrupt spellcasting and you can kinda more reliably get back MP.

However, how to handle spells that target the whole party?

I suggest that in this case you can either simply negate the effect only on the runic user. Then they can either not gain any MP from it since they only absorb part of a spell, or you can set up counters to tally 1/4 MPs.

On a side note, you might consider having a level requirement for the class skills so that some of the more powerful commands aren't available right away.

Focus: if you want to go with that version of it, then that sounds really good. However, if you use a fixed value, then the skill will eventually be near useless at higher levels. I suggest using 1/2 the user's level, round up.

Pray: I remember it being pretty weak in that it might not work at all.

The original version in FF4 has a 50% chance to cast Cure on the whole party for free. It is a spell effect so the healing is split and it is subject to reflect etc.

To start, FF1 doesn't have the ability to split spells, but it does have the source of that concept in the form of the heal spell.

The simplest thing to do then is make it cast Heal with a 50% chance to fail.

The only problem is that it's less useful as you level up.

Maybe instead of only casting Heal, you can have it do more as you level up.

How about this? The failure rate is based on the user's level. Base rate is 76 - user's level. So at level 1 it only has a 25% chance of working. And at level 50 it has only a 25% chance to fail.

Beyond that, you could add more powerful Heal spells to it.

For example starting at level 16, if it succeeds it has 75% chance to cast Heal, otherwise it casts Heal2.

Then at level 32, when it would normally cast Heal2, it instead has a 75% chance to cast Heal2, otherwise it casts Heal3.

Basically, it would be a three tiered algorithm that does multiple percentile rolls.

How does that sound?

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: October 31, 2019, 08:13:18 am »
Yeah, no computer yet.
But I got a new job so maybe soon?

I'm just glad you've been able to make so much progress! :3

How about having it only trigger when you get hit by a spell and it only negates the spell effect on the character using runic? That should make it less op.

The version I was thinking of (and I may not even be remembering the name right) increases the damage of the next spell the user casts. So its basically just a magical version of BuildUp.

Actually, you might want to research 4 Warriors of Light on the final fantasy wiki as there are a plethora of interesting commands in that game.

Roving monster npcs would be cool for a bonus dungeon rather than making such a drastic change to the base game.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: October 29, 2019, 03:29:51 pm »
Cool stuff!
Here's my two cents.

Furst and foremost, yes. Ailments are tied to the same categories as elements are. That is why things are a bit funky.
Personally I was planning to redistribute the categories for them.
Body - physical ailments (poison, blind, mute)
Mind - mental ailments (dazed, sleep, confused)
Meta - supernatural ailments (stone)

Changing stun sounds like a good idea, but I suggest also changing the name to dazed.

I like the idea of having cover for the Knight class, but not so much for the Fighter.
If it's possible, can the Fighter get something else, like Power Attack (lower hit rate, higher damage)?
Or ar the very make sure that each of the 12 classes have their own skill entries for easier modding by users.

Scan is a really cool feature, but I would have loved runic even more.

While your reasoning for black and while mages to not have a skill is sound, I'd still would rather they get something.

White Mage gets Prayer as FF4.
Black Mage gets Focus as FF 4 warriors of light on DS.

Build-Up for the Monk sounds good.

Again, if possible...
Master gets Chakra.

Scan Layout:
I'll have to take a closer look later on to give any suggestions.

Personal Projects / Re: Zelda II Redux
« on: September 04, 2019, 11:21:20 am »
I think both of those patches are great and I will definitively use them.

Adding the double jump to the boots and then upgrading the spell into a triple jump sounds even better.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: September 04, 2019, 10:55:24 am »
Cool beans!!

I'm still in the same boat for now.
But I wanted to pop in and say you're doing amazing work between this and the dynamic patch.

Hopefully I'll be able to get back into this soon.
Still want to try to get those ice tiles working. :3

ROM Hacking Discussion / Re: FF1 Dynamic Action Patch Re-Jiggered
« on: August 12, 2019, 01:23:06 pm »
Sorry for the late reply.
I couldn't at the time cause my pc imploded.
I just got a new windows disk on Friday, so I'll be able to get back up and running in the next couple of days.

Those mocks look great!!

I'm not suggesting that the characters take moves from other characters directly, but moreso that they suggest a relation to those other characters and maybe show a sort of progression in fighting style.

Consider that some of these characters already have established lore and maybe take that into consideration.

As for Retsu having every command normal possible, its a combination of his lore and tge idea that it hasn't ever really been done to that extreme before so he would be very unique especially if you give him a v-ism/custom combo type of super.
Hell, that would make him even more unique for being the only character with a super, but no specials.
It would be kinda like how Sean doesn't have a normal hadouken, but he does have a super one.
That basically all my thoughts on the whole thing with Retsu.

ROM Hacking Discussion / Re: FF1 Dynamic Action Patch Re-Jiggered
« on: July 31, 2019, 12:02:30 pm »
I would test this right now if I had any idea how to patch ROMS on my phone.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 31, 2019, 11:56:16 am »
I'm dying to get back into this project.
Grrrr... Stupid computer death crap.

Personal Projects / Re: Final Fantasy Syncronization
« on: July 31, 2019, 11:38:39 am »
Yeah, but on a single given tv or monitor the colors should be consistant.
It not like if all other settings are left untouched that the same color will vary between games.

On the subject of supers, they should be optional.
On the subject of new moves...

Lee should take some queues from Yun and Yang since they are his vrandkids or something.

Mike should definitely be similar to Balrog/Boxer.

And Retsu shouldn't have any specials as per his lore.

What I would do with Retsu is expand his command attacks so that be has a different normal for every direction you can press.
Every button on the ground and while crouching would have a different move for forward, neutral, and back.
Every button in the air would have a different move for up, neutral, down.
Of course some would be semi-specials like Dhalsim's drill moves or Ryu's overhead punch.
Hell come to think of it if you really want him to have command moves they could be like Ken's special kick moves in Super Turbo.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 26, 2019, 08:34:40 am »
Hey. My pc died again.
Mostly my own fault this time.
I think it might be time to get a new machine.

Good luck with the drain effect.

If you want to do any other spell effects, may I request a modern Barrier/Shell/Wall effect where it cuts physical and/or magical damage in half? Effectivity bytes could be 0 for physical, 1 for magical, and 2 for both.

Percentage damage spell effects like the Gravity spells would als be a great addition.

But I should ask, how much space is there for new spell effects?

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 22, 2019, 07:33:15 am »
Cool beans!
Are you planning to add any other weapon effects to the game?
I can't think of any I'd want off the top of my head.
How many can be added?

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 21, 2019, 07:17:29 am »
I knew it was something like that. but I never heard it explained like that before.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 20, 2019, 05:27:53 pm »
Don't branches work by skipping up or down a certain number of lines?
Generally speaking when you skip down say 3 lines the value used is 3, but if skipping up it's 7f+3 thus using the value 82 or some such like that?

Looks great with that new hud layout!

I guess that begs the question if MUGEN games can be edited or if you need the project files.

ROM Hacking Discussion / Re: FF1 MMC5 Disassembly Updates
« on: July 18, 2019, 08:51:04 am »
Cool, thanks! :)
I knew there was a lot I wasn't remembering.

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