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Author Topic: Project II: Final Fantasy IV  (Read 169984 times)

Cavery210

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Re: Project II: Final Fantasy IV
« Reply #480 on: February 15, 2015, 05:58:34 pm »
Actually it was in the J2e patch but the curse effect didn't work. Yeah, I played J2e's patch. Wasn't that great. Got up to Tower Of Zot before I quit. Also for the patch the line "Well crap, you've proven me wrong..." has a swear, which could not get past NOA censors. Change the line to "My goodness... You've proven me wrong..."

February 15, 2015, 06:03:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also I really don't like the Black or White magic icon when talking about spells. Same thing with items. There's also a line that Roddy missed in the Namingway patch when you talk to the Elder after becoming a Paladin where he calls the Devil's Road the Serpent Road.

February 15, 2015, 06:15:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, a good place to put the Porno Magazine would be in Eblan Castle. We all know that Edge loves the ladies. And the Underground Waterway in Baron should be changed to Old Waterway and the Watery Pass in Kaipo should be called Underground Waterway.

February 15, 2015, 06:20:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Since Rodimus Primal is a Transfan, that GBC Beast Wars game could be up to his challenge.
« Last Edit: February 15, 2015, 06:20:07 pm by Cavery210 »

vivify93

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Re: Project II: Final Fantasy IV
« Reply #481 on: February 15, 2015, 07:03:54 pm »
Some potential graphics for Namingway Edition: [Edited for brevity.]
Yeah, no, sorry, the spells are staying the same because trying to stuff Blizzara into five letters looks awful. Blzra! Yaaaay! No.

Actually it was in the J2e patch but the curse effect didn't work. Yeah, I played J2e's patch. Wasn't that great. Got up to Tower Of Zot before I quit. Also for the patch the line "Well crap, you've proven me wrong..." has a swear, which could not get past NOA censors. Change the line to "My goodness... You've proven me wrong..."

Also I really don't like the Black or White magic icon when talking about spells. Same thing with items. There's also a line that Roddy missed in the Namingway patch when you talk to the Elder after becoming a Paladin where he calls the Devil's Road the Serpent Road.

Also, a good place to put the Porno Magazine would be in Eblan Castle. We all know that Edge loves the ladies. And the Underground Waterway in Baron should be changed to Old Waterway and the Watery Pass in Kaipo should be called Underground Waterway.
I don't consider "crap" to be a swear. I wasn't raised like that. I've been hearing more and more that it's considered one, though. My 6-year-old niece, Chrysologus, and you have all told me it's considered a swear. Funny enough, I've also heard "piss" isn't considered a swear... (I think I've said that before?) For reference, EarthBound got away with saying the word "crap."

I don't know how to restore Milon's AI script. I'll add that to my list of changes made to FFII US, though. If Rodimus stumbles across it, I'm sure he'll add it back in.

No one else has complained about the icons at the front of spells and items in dialogue. I tried to make it consistent with AWJ, SoM2, and Neill's FFIII translation. If I hear about it from anyone else, I'll consider it.

I actually changed the Serpent Road to the Devil's Road; I can change that no problem. Thanks for the report. :)

The names of the Watery Underpass and Ancient Waterway are fine as they are, although I don't object if Rodimus wants to change them.

Remember, we're not translators, just script rewriters. I don't know if Rodimus knows Japanese.
All my life I've tried to fight what history has given me.

Grimoire LD

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Re: Project II: Final Fantasy IV
« Reply #482 on: February 15, 2015, 08:04:52 pm »
Actually it was in the J2e patch but the curse effect didn't work.

Close, but not quite.

What Milon casts is DullSong, which casts Slow on all party members, though it does use Curse's graphic. If that line is accurately translated I feel that they may have had a "Zombie" status effect programmed originally. It's an easy thing to set actually, you just set the character's Creature Byte to 80 and the game will treat that character like a zombie until the end of battle, which is what was done for Combat Boost.

vivify93

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Re: Project II: Final Fantasy IV
« Reply #483 on: February 15, 2015, 08:18:23 pm »
I've discovered a problem with the new job title / command name pointers. The in-battle info box still points to the old text when the command is executed. Like so:



Any ideas for a fix?
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chillyfeez

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Re: Project II: Final Fantasy IV
« Reply #484 on: February 15, 2015, 08:28:06 pm »
I missed a pointer. I forgot that the game calls those in battle, too.
I'm on a long stretch of work days, so not sure when I'll get to solve this, but I will sometime this week. Promise.
Sorry about that.
Ongoing project: "Final Fantasy IV: A Threat From Within"

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vivify93

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Re: Project II: Final Fantasy IV
« Reply #485 on: February 15, 2015, 08:30:45 pm »
It's cool, dude. v3.00 will be out eventually, then!

Changes:
- Cid's apprentices now call him Chief, for consistency
- Cry now lowers Magic Defense and not Magic Evasion
- Eight-letter job titles

And that really should be it, barring typo updates or any dialogue changes that are necessary.
All my life I've tried to fight what history has given me.

Rodimus Primal

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Re: Project II: Final Fantasy IV
« Reply #486 on: February 15, 2015, 10:04:35 pm »
Unless there is a way to expand the menu to allow longer spell names, the old naming will have to remain. Thunder and Blizzard can in NO way look right, even squished, in 5 tiles.  It's worse than Summon in 4 tiles, which thankfully is fixed.

I can verily say I don't know Japanese and I wasn't even aware of that Beast Wars GBC game. Looks cool when I looked it up, but I don't have any plans for it. I remember the Transmetals game for the N64 though that I used to rent from Blockbuster.

Spooniest

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Re: Project II: Final Fantasy IV
« Reply #487 on: February 16, 2015, 11:15:41 am »
Well, folks, bad news/good news...

First the bad:
As you know, I tried again to make "Hold B to Dash" work...
I cannot. make. it. work.
It just doesn't ever stop getting out of sync. I have tried making it check at the beginning of the step, I have tried making it check at the end of the step, I have tried to look for other places in the code that are conditional upon being in between steps. I just can't find a place to put my custom code that won't cause the game to get out of sync. I'm sorry. :banghead:

As I mentioned before, I can make it so that holding B is required (instead of a pure toggle), as long as you're ok with Dash only being turned on/off if you are not moving. I can release a patch for that if there is any interest in that. What's nice about that is that it won't make events look weird, because you're presumably always going to be walking when the event starts, so... yeah.

Have you tried making it not check for holding the B button until the character has stepped fully into a tile?

I mean, I'm an amateur so this might be insane, what I'm suggesting.

chillyfeez

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Re: Project II: Final Fantasy IV
« Reply #488 on: February 16, 2015, 12:36:31 pm »
Have you tried making it not check for holding the B button until the character has stepped fully into a tile?

I mean, I'm an amateur so this might be insane, what I'm suggesting.

That's what I meant by looking for code that runs conditionally in between steps. I can't find any that is not also contingent upon not walking at all.

I mean, let's face it - the problem here is that I'm also an amateur. Over the past 2 1/2 years that I've been doing this, I've gotten really good at writing and interpreting SNES code, but prior to that I have zero programming experience, so I really have no clue when it comes to graphics processing, which is probably a very important missing piece to this puzzle.
Ongoing project: "Final Fantasy IV: A Threat From Within"

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Rodimus Primal

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Re: Project II: Final Fantasy IV
« Reply #489 on: February 16, 2015, 12:56:09 pm »
Maybe you might want to look at the code in the PSX version, since that is probably closest to the SNES version in terms of how the game runs. Just a suggestion.

Cavery210

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Re: Project II: Final Fantasy IV
« Reply #490 on: February 16, 2015, 01:19:07 pm »
Well it could be done, with Thun and Bliz using the li tile in Project 2.

February 16, 2015, 01:21:26 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, new name for mute using the il tile. Silent.

February 16, 2015, 01:24:06 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And also, EarthBound was made when the ESRB censors took effect and Nintendo started loosening their censors. Also, I don't recall the spell and item icons appearing in the FF6 Woosley and Sky Render translations, FF5's patch, and FF2us.

February 16, 2015, 01:37:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Updated some text stuff https://docs.google.com/document/d/1xxEMi9UrI9soRyemDFTIvYWTUcAbxTvCD6VhFy1HlMs
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« Last Edit: February 16, 2015, 01:37:01 pm by Cavery210 »

KingMike

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Re: Project II: Final Fantasy IV
« Reply #491 on: February 16, 2015, 09:27:23 pm »
And also, EarthBound was made when the ESRB censors took effect and Nintendo started loosening their censors.
The ESRB doesn't censor games.

I'm also among those who don't consider crap a swear.
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chillyfeez

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Re: Project II: Final Fantasy IV
« Reply #492 on: February 17, 2015, 10:58:42 am »
Got some stuff for you guys today!

First of all, Hold B to Dash Patch.
This should be applied to a ROM with header that, like Project II, is already patched with User Options 2.2.

This was a little more complicated than I expected it to be, because, the Hold B to Dash function was still active during events, meaning it prevented the event from toggling speed, and continued to allow player-controlled speed. So I had to whip up a little fix for that. Works like a dream now. I'm proud enough of this one that I may splice Dash into my own project now.
Barring anybody actually solving what I could not, I am now officially putting Dash to bed (he said with an air of somewhat desperate hope).

And next up...

Regarding the adjusted command names showing up wrong when used in battle, simple one-byte fix for that.
In addition to the previous steps mentioned, Jump to 14D52 in your hex editor (again, ROM with header), and change that byte from C6 to D4.

That'll do it.

Cheers!
Ongoing project: "Final Fantasy IV: A Threat From Within"

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Spooniest

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Re: Project II: Final Fantasy IV
« Reply #493 on: February 17, 2015, 12:23:23 pm »
I just wanted to warn any XP users that applying the User Options patch to a Japanese copy of FF4 caused my OS to crash. My computer described it as a "serious error," but there was no bluescreen so I don't know what it's whining about

I'm gonna try the patch on v1.1 like I was told to. :)

May even try to make my own version of the script lol

UPDATE: Got it running (pardon the pun :P). This is very very cool. I notice that it can't check for whether I'm holding the button or not as long as the party is in motion, which is slightly different from FF4 Advance/FF4 PSX, but it is very cool.

Kickass work, Chilly!
« Last Edit: February 17, 2015, 12:31:35 pm by Spooniest »

chillyfeez

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Re: Project II: Final Fantasy IV
« Reply #494 on: February 17, 2015, 12:45:04 pm »
I just wanted to warn any XP users that applying the User Options patch to a Japanese copy of FF4 caused my OS to crash. My computer described it as a "serious error," but there was no bluescreen so I don't know what it's whining about
Wow... That might be something that needs to go in the ReadMe, even if it is not the intended use of the patch...

Quote
I'm gonna try the patch on v1.1 like I was told to. :)

May even try to make my own version of the script lol

UPDATE: Got it running (pardon the pun :P). This is very very cool. I notice that it can't check for whether I'm holding the button or not as long as the party is in motion, which is slightly different from FF4 Advance/FF4 PSX, but it is very cool.

Kickass work, Chilly!
Thanks.
The "no check while in motion" was the best I could do to avoid the out-of-sync issue. I hated it at first, but it's growing on me.
Ongoing project: "Final Fantasy IV: A Threat From Within"

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vivify93

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Re: Project II: Final Fantasy IV
« Reply #495 on: February 17, 2015, 01:20:17 pm »
Alright, thanks a ton chillyfeez! If it was so easy, I wonder why they didn't do it in the first place... :-\ I mean, not only just in FFII US, in the Japanese version as well.

I have one more question before I release v3.00. Cavery210 asked if I could give Cure2 to Rydia before she departs the first time, and I was wondering if you guys thought that would be a good idea. If implemented, Rydia would learn Cure2 at either level 12 or level 14. (For reference, Rosa and Porom learn it at level 13.)

It could be useful in the Mom Bomb fight. Any thoughts?
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Spooniest

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Re: Project II: Final Fantasy IV
« Reply #496 on: February 17, 2015, 01:32:53 pm »
Rydia's Will stat is not that great, a Cure 2 from her at that level might only amount to half of a Cure 2 from Rosa at a comparable level.

God I'm a nerd...but it would be more useful.

MomBomb's just not that tough, though.

vivify93

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Re: Project II: Final Fantasy IV
« Reply #497 on: February 17, 2015, 01:50:00 pm »
We have a problem.

While going to grab Fusoya to test Regen, Edge got poisoned and I saw this issue arose. The images speak for themselves.


(First noticed it when Cecil was casting Heal on Edge.)


(This happened upon returning to Cecil's magic menu.)


(Checked Rosa's magic menu to confirm my fears...)

I'm thinking I should just undo it all, but my god, it's gonna be pain.
All my life I've tried to fight what history has given me.

Spooniest

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Re: Project II: Final Fantasy IV
« Reply #498 on: February 17, 2015, 01:54:17 pm »
Looks like there's a blank space being added after the Job Description(s) that is overrunning the menu border?

vivify93

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Re: Project II: Final Fantasy IV
« Reply #499 on: February 17, 2015, 01:57:15 pm »
The problem is the expanded job titles. None of the systems can handle them without spillover except the save menu and main menu. The "Whom?" menu and the magic menu can't handle it. Probably the item menu too.

Edit - The status menu can handle it. The item menu can't.
All my life I've tried to fight what history has given me.