11 March 2016 - Forum Rules
Started by Rodimus Primal, May 31, 2013, 09:20:23 AM
Quote from: Rodimus Primal on June 22, 2021, 11:43:03 PMIn mythology, a bonnacon doesn't spray vomit, but acidic feces!
Quote from: aml435 on June 24, 2021, 01:30:19 AMAny chance of this eventually being compatible with the Divergent Paths hack?
Quote from: aml435 on June 24, 2021, 01:30:19 AMAny chance of this eventually being compatible with the Divergent Paths hack?Right now, this is my go-to version of the game, but the additions in Divergent Paths seem really great.It'd be nice to one day have the best of both worlds.
Quote from: odditude on June 24, 2021, 12:34:04 AMawesome! i'm glad i can contribute in my own way.one day there will be a troll patch that renames the attack "Acid Shart"there are inconsistencies in how ellipses (...) are presented. sometimes there's a space before the following word, sometimes not. in my opinion, an ellipsis should always be followed by a space UNLESS it's at the beginning of a standalone line.this might have been a misread on my part, because i accidentally mashed past this page during the Floating Continent approach - but if i DID read it correctly as it flew by, there's an "is" missing."Mr. Typhon taciturn,...but terribly powerful!"two things during the cutscene with Kefka on the Floating Continent:after Kefka gets stabbed, there's a few pages of HATE YOU and then a final page with a centered "HATE YOU!" - i don't recall there being any other text so far that got special positioning, so the presentation is jarring. i do understand the intent, and it's definitely a subjective opinion, but... i'd have it positioned normally by itself on that page.later in the same scene, there's a comma missing on one page."Do it now gods!" -> "Do it now, gods!"during the scenes during the first visit to Mobliz in the WoR:"Terra: That is I... um... I've lost my will to fight..."there should be an ellipsis or comma after "That is"i'll be picking up from WoR Nikeah next time.
Quote from: Rodimus Primal on June 26, 2021, 09:28:32 PMI've also corrected a missing word during Cyan's dream sequence, which I'm sure you haven't got to yet.
Quote from: odditude on July 02, 2021, 12:12:01 AMDuring the Tentacle fight in the Figaro Castle engine room, both attacks are called Seize. The attack that inflicts Slow should be Entwine; the attack that grabs a character should be Seize.This one is likely a script error in the original game, but talking to the Impresario after killing the Earth Dragon yields the following, which would be better as a second page to when you talk to him BEFORE the fight:"Looks like we're going to have to save the day again!"I'm guessing that's the "to" missing from "Their voices finally gave me the strength and courage live on." after the fight with Wrexsoul.Also, earlier in the dream sequence:I heard that! Yipee! Papa loves Mama!"Yippee!" should have two 'p's.I've done much of the WoR now; what remains is the Hidon sidequest, Gau's story scenes with his dad, Shadow's dreams, and Kefka's Tower.If I haven't made it clear, I'm incredibly impressed so far. You've done a fantastic job of this, so kudos to you and everyone who has helped!
QuoteLooks like you saved the day for us once again.
QuoteA dragon is sitting smack in the middle of the stage!Oh dear, not good, not good...
Quote from: HARVEST on July 03, 2021, 10:39:51 AMConsidering that the Final Fantasy SNES Trilogy have extensive mods, do you think it will be possible to port the GBA extras to the original SNES versions so that we can have the ultimate Final Fantasy SNES experience on real SNES hardware?I really want to play the 2D Final Fantasy games on a CRT the way they were meant to be played with real hardware, and all of the extras from the GBA and PSP versions.Basically, make recursive ports: The SNES games were ported to GBA, then port almost everything from the GBA ports back to the SNES versions.
Quote from: Sarah Shinespark on July 03, 2021, 11:23:08 AMI definitely think it's possible, the question is just how much work it'd be. On the one hand, the extra weapons and monsters take up more than the 255 slots; you'd have to expand the ROM and change a lot of routines (inventory, treasure chests etc) to read from two places. And on the other hand, you'd have to point to and add custom events and graphics and AI for the new content like Gigantuar and Leviathan. And then there's adding an entire new dungeon, plus the Soul Shrine, and maybe Quick Save.It's a massive task with tons of research to do. Do I think it'd be cool? Well, yeah! But you can just play the GBA version with Sound Restoration Hack for the new content and a lot less work, so it's hard to recruit people for that.
Quote from: Rodimus Primal on July 06, 2021, 06:36:38 PMThe Bestiary is TOP on my list of things I'd like to see. It would help getting Gau's Rages unless of course, you use Learnable Rage. Perhaps if it were to be added in, maybe next to New Game would be an Extras option, very much like how the game is on the PS1.
Quote from: assassin on July 07, 2021, 06:46:28 AMhttp://slickproductions.org/forum/index.php?topic=2245.msg26653#msg26653(note that those forums take a good 30 seconds to load.)
Quote from: kouga47 on July 07, 2021, 05:23:54 PMVery awesome indeed! I just did some preliminary testing with it (does require a header) but applying the extra patches for Siegfried, Typhoon and Death Warden all worked well with TWUE. This was with Main2 with the default color.
QuoteCeles: Which is it gonna be?Oh! This is nice...but...Do you think this is becoming of Gau? Mmm...
Quote from: odditude on July 10, 2021, 10:49:23 PMGot a few more:Enemy "Brontaur" special "Wail" should be "Whale" - see https://www.merriam-webster.com/words-at-play/usage-of-whale-wail-waleOne of the bosses in Kefka's tower, "Inferno," has separately targetable arms. These were left as the originally localized names ("Striker" and "Rough"), instead of the current localization ("Ketu" and "Rahu") - not sure if this was a stylistic choice or an oversight.Bug report: The in-battle Control menu is drawn the wrong (and probably original) size. It correctly removes underlying text so 13-character-long ability names will fit without overwriting anything, but the menu window itself is only drawn to fit 10-character names. This can be reproduced by Controlling "InnoSent" or "ArmoredWpn", among others - ability names such as "Absolute Zero" spill outside the window. I'm not sure what the longest ability name is, but the window size should be adjusted accordingly.Awesome news regarding the Rage menu finds!Edit: 1 more...During the Gau's Father cutscene, there should probably be a line break moved before Gau's name. At least with default character names, here's how it showed up for me (note the orphaned question mark at the beginning of line 4):
Quote from: Rodimus Primal on July 11, 2021, 03:21:12 PMActually Wail isn't incorrect. しゃくりあげる kind of means to heave with sobbing. So the US translation goes with Wail as a shorthand way of translating it. The GBA version goes with Heave. Yeah, its a powerful attack but both translations would be correct.
Quote from: odditude on July 11, 2021, 09:30:01 PMControl menu overwriting character names to (almost) the correct length (on rows where there are commands present)Control menu overflow for longer namesNote that to accommodate the names shown in the bottom image (and one more tile for the border of the menu), the amount of space reserved as shown in the top image needs to be one tile longer. Also, it only reserves space on rows where a command is present - which, if not changed, would result in Strago's name partially sitting in the expanded Control menu.Edit: Now, looking closer, both Locke's and Celes's names were completely overwritten (or at least the first 5 tiles are), but Relm's name is only partially so... I'm curious what that menu routine is actually doing.ahh, got it! I searched for that phrase, and it looks like SE has been using Heave in newer games as well. I'd lean towards "Heave," personally, but you are 100% correct about Wail.
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