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Author Topic: Project II: Final Fantasy IV  (Read 158724 times)

vivify93

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Re: Project II: Final Fantasy IV
« Reply #640 on: September 14, 2017, 11:30:11 pm »
I noticed my script is kind of... lacking in detail, for lack of a better term. I had to be concise with some NPCs due to limitations within the data. For example, one NPC in the prologue says something like "I trust the king!" but in the 3D version, it's more verbose: "Despite his changes as of late, I place my full faith in His Majesty." (Paraphrasing in both instances, but you get the idea.)

As a result, Namingway Edition suffers the same problem, but it's not as bad as J2e blatantly making things up.

The only real limitations Rodimus had to deal with are the magic, item, and enemy names. "Menu strings," as I call them. To fit in more words, he would have to use digraph tiles--for example, the letter limit for spells is technically 5, but he was able to spell out the LV 3 lightning spell as Thundga. To do this, he used digraphs. (Or "squish tiles" as we call them in the scene; I prefer to call them digraphs despite this not being technically correct. It sounds a bit more professional.)

You can't go wrong either way, really.
All my life I've tried to fight what history has given me.

Sephirous

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Re: Project II: Final Fantasy IV
« Reply #641 on: September 23, 2017, 07:05:39 pm »
Sounds good, I do seem to have a problem getting the game to load though.
I downloaded the latest version from here and patched it to the Rom stated that would work and when I go to load it into Snes9X, It just sits with a black screen. I will try a couple more things as I am sure it's probably something on my end during the patch process. But thought I would mention it just in case.

vivify93

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Re: Project II: Final Fantasy IV
« Reply #642 on: September 24, 2017, 02:40:32 am »
You're using Lunar IPS with a headered v1.1 ROM, right? Let me look into it.

Edit - I applied it to a headered v1.1 ROM with Lunar IPS and the game works fine. I think it might be something on your end, then. Did you use a different patcher, or an unheadered ROM maybe?
« Last Edit: September 24, 2017, 03:45:09 am by vivify93 »
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Sephirous

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Re: Project II: Final Fantasy IV
« Reply #643 on: September 24, 2017, 09:48:34 pm »
I'll try again, I checked and I am using Lunar. It has the Moon on the Icon.
It probably has something to do with the headered part since at the time I was patching both this one and the namingway version which requires no header. I may have gotten the originals mixed up. I'll give it another shot in a moment.  :thumbsup:

vivify93

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Re: Project II: Final Fantasy IV
« Reply #644 on: September 25, 2017, 04:32:35 am »
Alrighty! You can use TUSH to easily add or remove an SNES header. :)
« Last Edit: September 26, 2017, 03:17:46 pm by vivify93 »
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Sephirous

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Re: Project II: Final Fantasy IV
« Reply #645 on: September 25, 2017, 01:07:33 pm »
I finally got it to work. Did a lot of trial and error. The (!) symbol was hard to find in a Rom but at last I found one.  :thumbsup:

vivify93

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Re: Project II: Final Fantasy IV
« Reply #646 on: October 10, 2017, 01:41:21 pm »
It had come to my attention that Namingway Edition's renaming menu was broken, so I checked Project II--it was broken there as well. That is to say, the cursor was invisible and it was difficult to navigate the menu. This has been fixed in v2.21, and I renamed Cid's daughter again--Hilda, an FFII reference. I figured this was more appropriate. :)

v2.21 is live on RHDN. http://www.romhacking.net/hacks/1659/ Grab it there.

Edit 1 - I'm aware that I forgot to update the version number on the site page, but when you go to download it, you will be getting v2.21.

Players of Namingway Edition, as soon as Rodimus finds the time, he'll be releasing a fixed version of his mod with the renaming menu fixed.

Edit 2 - Version number is changed, for those who care. :P
« Last Edit: October 11, 2017, 04:05:22 am by vivify93 »
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Rodimus Primal

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Re: Project II: Final Fantasy IV
« Reply #647 on: October 10, 2017, 08:35:04 pm »
It had come to my attention that Namingway Edition's renaming menu was broken, so I checked Project II--it was broken there as well. That is to say, the cursor was invisible and it was difficult to navigate the menu. This has been fixed in v2.21, and I renamed Cid's daughter again--Hilda, an FFII reference. I figured this was more appropriate. :)

v2.21 is live on RHDN. http://www.romhacking.net/hacks/1659/ Grab it there.

Edit - I'm aware that I forgot to update the version number on the site page, but when you go to download it, you will be getting v2.21.

Players of Namingway Edition, as soon as Rodimus finds the time, he'll be releasing a fixed version of his mod with the renaming menu fixed.

Yeah, I've got to get to it this week. Got back from NYCC and I have a long list of things to get to!

Spooniest

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Re: Project II: Final Fantasy IV
« Reply #648 on: October 28, 2017, 06:31:58 pm »
Yeah, I've got to get to it this week. Got back from NYCC and I have a long list of things to get to!

Good old New York City City.

Rodimus Primal

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Re: Project II: Final Fantasy IV
« Reply #649 on: October 28, 2017, 10:54:36 pm »
Good old New York City City.

New York Comic Con actually. Was a fun week, but exhausting.

Steve_Doido

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Re: Project II: Final Fantasy IV
« Reply #650 on: December 17, 2017, 11:19:35 am »
Hello, it's me again, the guy who wanted to translate this mod to Brazilian Portuguese.
Well, we ran into some problems using our own text dumper/inserter, and if there is any way you could send the one you are using, we'd very much appreciate it.

vivify93

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Re: Project II: Final Fantasy IV
« Reply #651 on: December 17, 2017, 02:51:26 pm »
All my life I've tried to fight what history has given me.

vivify93

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Re: Project II: Final Fantasy IV
« Reply #652 on: September 04, 2018, 09:09:10 am »
Been a while, but 2.30 is out.

- Fixed typos in the dialogue
- Added Edge name variable in one line where it was needed
- Fixed awkward battle message
- Made Zeromus dialogue more consistent
- CharmRod > FairyRod, Silence Staff > Rune Staff, Charm Arrow > Angel Arrow
- Removed unintentional Gurren-Lagann reference (Sorry! I didn't even know it was there)
- Baron Town dancer now mentions talking bad about the king as opposed to paying her taxes
- Baron Town barmaid now mentions paying taxes as opposed to her mortgage
- Restored Baron Town dancer stripping

Have at it!
All my life I've tried to fight what history has given me.

vivify93

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Re: Project II: Final Fantasy IV
« Reply #653 on: December 15, 2018, 12:57:42 pm »
2.31 is out.

- Incorporates chillyfeez and Grimoire LD's Critical Hit Fix

There have also been documentation updates.

Available from the RHDN project page. https://www.romhacking.net/hacks/1659/
« Last Edit: December 17, 2018, 05:21:43 pm by vivify93 »
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vivify93

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Re: Project II: Final Fantasy IV
« Reply #654 on: January 10, 2019, 12:44:58 pm »
OK, some of you may have been following FFIV: Namingway Edition's thread, and seen that a large update is incoming. ChickenKnife supplied Rodimus and me some rather excellent suggestions to refine my 6-year-old writing, and it's come to my attention that much of Project II's script has needed smoothing over.

v2.40 is going to arrive before February, with a wide swath of tweaks to the script. Spooniest is playtesting the game at the moment to ensure quality.
« Last Edit: January 17, 2019, 10:47:41 pm by vivify93 »
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vivify93

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Re: Project II: Final Fantasy IV
« Reply #655 on: January 17, 2019, 10:47:23 pm »
v2.40 is up.

Changes:
- Large amount of dialogue updated and made more natural-sounding (Thanks to Chicken Knife and Spooniest for many suggestions and tweaks, and a big round of applause to Spooniest for playtesting the entirety of Project II v2.40)
- Restored dramatic music sting in the cutscene of the team exiting the Sealed Cave
- Music now stops as intended when Giott mentions the Lunar Whale
- Removed cracked tile in Pub Lali-ho!, since the Developer Room isn't accessible in Project II (Just like FFII US)

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 #656 on: January 17, 2019, 11:44:47 pm »
(dusts of hands, wipes sweat from brow)

Ladies and Gemma Knights, Final Fantasy IV, Project II.

Rodimus Primal

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Re: Project II: Final Fantasy IV
« Reply #657 on: January 18, 2019, 12:18:43 am »
v2.40 is up.

Changes:
- Large amount of dialogue updated and made more natural-sounding (Thanks to Chicken Knife and Spooniest for many suggestions and tweaks, and a big round of applause to Spooniest for playtesting the entirety of Project II v2.40)
- Restored dramatic music sting in the cutscene of the team exiting the Sealed Cave
- Music now stops as intended when Giott mentions the Lunar Whale
- Removed cracked tile in Pub Lali-ho!, since the Developer Room isn't accessible in Project II (Just like FFII US)



Nice work. I'm currently play testing Namingway Edition myself right now. Thanks for the heads up with the dramatic music stops.

vivify93

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Re: Project II: Final Fantasy IV
« Reply #658 on: January 18, 2019, 10:47:34 am »
Thanks! I actually have a bunch more dialogue updates for you, and by extension, 8.bit.fan, but every time I start trying to catalog them, I get sidetracked...
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Chronosplit

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Re: Project II: Final Fantasy IV
« Reply #659 on: February 15, 2019, 06:47:04 pm »
Um, did a meme creeep into the new version's script lines?  Because there's a review that says it's now full of memes.  I'm not sure what to think of new memes in the script, honestly.

I haven't had the time to play Namingway or P2's recent script update yet, for the record.