Final Fantasy IV Namingway Edition (updated to Version 1.98d)

Started by Rodimus Primal, February 18, 2015, 06:02:26 PM

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Bobolicious81

Awesome! That's going to make Speedy Gonzales seem like regular Gonzales!

Rodimus Primal

Quote from: chillyfeez on April 12, 2015, 03:33:02 PM
Hey, Rodimus, just an update on progress...

I haven't spent as much time working on the title screen as originally planned this weekend. Real life stuff got in the way. Honestly... The weather's been beautiful, and when that happens in Upstate New York in April, you can't not live it up.

But I have made progress. I know how it's all going to work, it's just a matter of writing the routines.
It's gonna be great - you'll have the crystal fade in first, then the "FINAL FANTASY IV" lettering, then (c)1991 SQUARE, just like in the original (plus the flashing after that).
I promise it'll be worth the wait.
:thumbsup:

I did the same on Sunday here in Jersey. A nice Spring day that isn't humid is great to take the wife on coasters at Six Flags Great Adventure!

I fixed the Scarmiglione battle and want to look over a few things so I'm patient.

chillyfeez

Fun fact - if you look real hard at the ground beneath the Nitro, you might be able to see my glasses that I lost ten years ago while my wife and I were on our first vacation together.
That was a fun drive home...
Ongoing project: "Final Fantasy IV: A Threat From Within"

Latest Demo

Rodimus Primal

I used to work there and one year I was doing a test run when I went to push my glasses back up my nose. Instead of hitting the bridge I hit one of the lenses and it popped out and flew behind me. I had to work the rest of the night with one eye.

Back on topic I think I'm satisfied with the changes so far so whenever you're ready.

Cavery210

Quote from: Rodimus Primal on April 11, 2015, 04:12:25 PM
I messed up updated his quotes during battle. It's almost fixed, but the issue I run into is his name being so long! If I just write his quotes they fit just fine, but adding his name to the battle messages leaves me almost NO room! Going by what he should say, his first quote should be "Tear them apart!" When he dies he should say "Oh...my body!" Question is, should I leave them be without it displaying his name or should I come up with something shorter? I'm opting for "Scarmiglione:Kill them!" and "Scarmiglione:M...my body!" for now.

For his Zombie form, I updated it so it says "Scarmiglione:This is my true form. Now Die!" split in two pages. This fits just fine after I fixed it and you cannot battle anyway until you've read the whole message. So this is now fixed.

Ziggy says the title screen's important too!

Don't use Scarmiglione:. The Japanese version didn't show his name.

TheZunar123

Quote from: Rodimus Primal on April 11, 2015, 04:12:25 PM
I messed up updated his quotes during battle. It's almost fixed, but the issue I run into is his name being so long! If I just write his quotes they fit just fine, but adding his name to the battle messages leaves me almost NO room! Going by what he should say, his first quote should be "Tear them apart!" When he dies he should say "Oh...my body!" Question is, should I leave them be without it displaying his name or should I come up with something shorter? I'm opting for "Scarmiglione:Kill them!" and "Scarmiglione:M...my body!" for now.

For his Zombie form, I updated it so it says "Scarmiglione:This is my true form. Now Die!" split in two pages. This fits just fine after I fixed it and you cannot battle anyway until you've read the whole message. So this is now fixed.

Ziggy says the title screen's important too!


If it's only Scarmiglione that's talking, I don't think it's really necessary to put his name there. The text makes it fairly obvious who is talking. Cavery210 makes a good point too, although if I'm not mistaken the Japanese version never put Cecil's name in the dialogue boxes either (I believe it was always a double quote symbol and never his name). That's just my two cents, however.
Speedrunner and Let's Player.
www.youtube.com/ZunarSR

magictrufflez

Sorry to post here if I should be posting somewhere else, but I fired up this hack today, and ran into a bit of an issue.

As I was playing, the buttons seemed to act loopy.  A and B both acted like the A button, and I could only cancel out of things using Select (and yes, I tried resetting the buttons on the emulator, and tested the setup on another game, in which the buttons worked fine).  Is this an issue with my ROM or my patch?  Or maybe something else?  Sorry if this has been addressed somewhere else, but I'd really like to play this hack at some point--thanks!

Bobolicious81

Works fine for me. Did you make sure to use an unheadered copy of v1.1?

magictrufflez

#108
DOUBLE EDIT : OK, I'm an idiot--somehow I had 2 controllers entered, and the game was confusing the button setups for both of them.  Sorry about the confusion!

I'll stop back in once I've gotten a bit into the game !

Rodimus Primal

Quote from: TheZunar123 on April 16, 2015, 05:04:00 PM
If it's only Scarmiglione that's talking, I don't think it's really necessary to put his name there. The text makes it fairly obvious who is talking. Cavery210 makes a good point too, although if I'm not mistaken the Japanese version never put Cecil's name in the dialogue boxes either (I believe it was always a double quote symbol and never his name). That's just my two cents, however.

I agree with you, however every battle has the name of the character when they speak throughout. It would be inconsistent with the rest of the game.

Quote from: magictrufflez on April 16, 2015, 07:58:41 PM
DOUBLE EDIT : OK, I'm an idiot--somehow I had 2 controllers entered, and the game was confusing the button setups for both of them.  Sorry about the confusion!

I'll stop back in once I've gotten a bit into the game !

Hope you enjoy it.  :thumbsup:

TheZunar123

Quote from: Rodimus Primal on April 16, 2015, 10:58:27 PM
I agree with you, however every battle has the name of the character when they speak throughout. It would be inconsistent with the rest of the game.
Then why not change the rest of the game so it would be consistent? Would likely save some space. :P
Speedrunner and Let's Player.
www.youtube.com/ZunarSR

FlamePurge

#111
I added all the speaker names to be consistent, if it helps, Rodimus. If you removed the speaker names from every text box except ones where multiple characters are speaking, I would support you. Especially since you're working with longer names than I did.
Check out and discuss my projects

Rodimus Primal

I could do that. I can also use some of my dual tiles to make room. I'll have to experiment a little later.

Bahamut ZERO

#113
Thought I finally tracked down the mountain range save point the other night, but when I went to check turned out I mistakingly replaced it with another pentagram/magic symbol.   :huh:

I've got some free time later today, so I'm going to take  fresh unheadered FF2 1.1 and JP versions and go through it again, making notes of the %'s andd offsets in TLP like I should have done when I started tracking them down for FU ReMIX. Just a bit more time and persistance and I should have this in the bag.  :thumbsup:

Update: Found  save point graphics at 93%,  95%, 96%, 97%, and 98%.

Two stars of David, a Campfire/Landmine, flashing orb, and not flashing orb.

I think that's all of them, as once I go lower than 93% I hit the castle graphics and character portraits... unless there's a tileset or two hidden elsewhere in the rom. I'll have to port them and do a speedrun to be sure.

I also read up some stuff and found out that in the Rosa rescue scene she has a giant blade hanging above her instead of a giant ball. I'm keeping an eye out for those graphics in my search as well, just in case you were wanting to change that as well.
Like Super Mario Land? Then you'll love my first completed Rom Hack: Maniac on the Run!

chillyfeez

Did someone say, "Japanese Title Screen?"

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

Latest Demo

JCE3000GT

#115
Very nice.  I guess you found the routines?  :D

chillyfeez

All of the animation is custom-written routine, actually.

Well, sort of.

The fade-ins are inspired by what's done in FFIVJ, but are completely custom for various reasons.

The flashing is almost exactly a copy of the routine from FFIVJ - oddly enough all of the RAM referenced in the Japanese version is identical to that of the US version - except the code is in a different place and is called differently.
Ongoing project: "Final Fantasy IV: A Threat From Within"

Latest Demo

Rodimus Primal

#117
Amazing. I'm putting together the package now. Cue the victory fanfare!

:crazy:  :woot!: :woot!: :woot!::beer: :beer: :beer: :woot!: :woot!: :woot!:

April 18, 2015, 12:47:11 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Bahamut ZERO on April 17, 2015, 02:34:22 PM
Thought I finally tracked down the mountain range save point the other night, but when I went to check turned out I mistakingly replaced it with another pentagram/magic symbol.   :huh:

I've got some free time later today, so I'm going to take  fresh unheadered FF2 1.1 and JP versions and go through it again, making notes of the %'s andd offsets in TLP like I should have done when I started tracking them down for FU ReMIX. Just a bit more time and persistance and I should have this in the bag.  :thumbsup:

Update: Found  save point graphics at 93%,  95%, 96%, 97%, and 98%.

Two stars of David, a Campfire/Landmine, flashing orb, and not flashing orb.

I think that's all of them, as once I go lower than 93% I hit the castle graphics and character portraits... unless there's a tileset or two hidden elsewhere in the rom. I'll have to port them and do a speedrun to be sure.

I also read up some stuff and found out that in the Rosa rescue scene she has a giant blade hanging above her instead of a giant ball. I'm keeping an eye out for those graphics in my search as well, just in case you were wanting to change that as well.

You know that would be an awesome change. It would need to be tested because flashy graphics can cause errors, as we learned with the title screen. If you can find a way to implement it without bugs, I say go for it!

I've submitted Version 1.4. Once its approved the title screen will be included in the package along with the Scarmiglione edits.

chillyfeez

The giant ball/blade is an NPC, and its sprites can be found among the NPC sprites in Tile Layer (or your graphics editor of choice). Turning the ball into the blade would be as simple as locating the sprites in both versions and copying the ones from FFVIJ over to FFIIUS.

The save point I don't really know about. I haven't really looked much into editing location tile graphics. I think they're way down at the end of the ROM, if that helps at all...
Ongoing project: "Final Fantasy IV: A Threat From Within"

Latest Demo

Bobolicious81

I thought the ball had already been changed back to a blade...but I haven't actually played that part so I haven't seen it myself. (Seems like having her head smashed in would be more gruesome...silly censors...)
As for the title screen, I think I actually like the colors on that more than the original Japanese title. It looks friggin sweet!