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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Rodimus Primal

Quote from: vivify93 on January 19, 2019, 01:22:51 AM
OK, so here are the changes Spooniest and I made in Project II v2.40, in addition to the older Pastebins.

https://pastebin.com/VjLMtXh3

I need to catalog these along with the initial changes for 8.bit.fan next.

Some of those changes I had to make a quite a bit different as nothing I did would work to make it all fit. Eventually I did, and I really like the results so far. I should have cataloged them myself, but somehow I got it all to work in Bank 1 and 2. Now onto Bank 3!

FlamePurge

It's all certainly daunting. I don't think I'm ever going to touch bank 2 ever again, assuming it's typo-free.
Check out and discuss my projects

Rodimus Primal

#542
Quote from: vivify93 on January 20, 2019, 01:15:14 PM
It's all certainly daunting. I don't think I'm ever going to touch bank 2 ever again, assuming it's typo-free.

You're telling me. It's been an enormous undertaking to get this script overhauled. I've finally submitted Version 1.89.

January 21, 2019, 07:56:35 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Okay everyone. Version 1.89 is ready to go!

svenge

Looks very nice.  Thank you so much for your continuing hard work!  :beer:

Rodimus Primal

Quote from: svenge on January 22, 2019, 11:28:46 AM
Looks very nice.  Thank you so much for your continuing hard work!  :beer:

Thank you so much. I know I have a minor update in the works to fix a typo or two. If you find anything in there let me know so I can make a finalized update!


Rodimus Primal

#545
Okay guys. I fixed up the script errors I found and I also changed the spell that the TrapDoor casts to 9thDimen.

Version 1.90 has been submitted!

February 04, 2019, 10:28:22 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Okay guys, Version 1.90 is ready for download. If there aren't any other script errors, I think this may be the last update for a while.

svenge

I found a typo near the beginning of the game, when Beigan(?) is talking to the King when Cecil returns from the opening's Crystal gathering mission.  He says to the King that Cecil's loyalty is "waivering" (derived from waiver, which means a relinquishment), when it should be "wavering" (derived from waver, which means to fluctuate in opinion or allegiance).

I can see how it was missed though, as "waivering" is indeed a word in its own right and passes the spell-check test.

Rodimus Primal

Quote from: svenge on February 19, 2019, 05:44:59 PM
I found a typo near the beginning of the game, when Beigan(?) is talking to the King when Cecil returns from the opening's Crystal gathering mission.  He says to the King that Cecil's loyalty is "waivering" (derived from waiver, which means a relinquishment), when it should be "wavering" (derived from waver, which means to fluctuate in opinion or allegiance).

I can see how it was missed though, as "waivering" is indeed a word in its own right and passes the spell-check test.

You misquoted it but you're right about waiver and waver.

Here's the actual line-

Baigan:Your Majesty!
It would appear Cecil's
faith in you appears to
waiver.

But was supposed to be waver, so it will be fixed. Let me know if you find anything else.

Rodimus Primal

#548
Okay guys, Version 1.92 has been submitted for approval.

Thanks to chillyfeez and 8-bit fan, This update has a new and improved B-Button Dash. When in towns and dungeons, you can now press and hold B at any time to begin dashing.

I also updated a bunch of NPC dialogue in places. The biggest improvements are at Adamant Grotto, the cut scene with Golbez and Kain when you defeat Cagnazzo, bringing young Rydia to the Kaipo inn, Yang's wife (Sheila), waking Yang up in the Sylph cave, and Rosa's mother (Joanna). In order to fix these, I had to add a LOT of contractions to some places in the dialog to save on space, so expect to see "Who're you?" instead of "Who are you?"

Unless there are any regressive errors caused by this update, I don't intend to update the game any further.

Okay guys. Version 1.92 is up and ready for download!

Heaven Piercing Man



Digitsie

Congratulations!

Though I think you should've gone out on 2.0, not 1.92... :)

Rodimus Primal

Quote from: Digitsie on March 22, 2019, 08:50:50 PM
Congratulations!

Though I think you should've gone out on 2.0, not 1.92... :)

Well I wasn't planning on closing on a certain number. Just that I want the project to be good enough to be considered complete. I may have an update or two depending on if there's any errors found or if I was able to add in the last few things that are different than the Japanese game like the bigger config menu, the hidden paths being fully hidden (as an add-on patch), and the title screen (chillyfeez did an excellent job on the existing one though). Maybe if the script and a few extras were added to the Japanese ROM...

chillyfeez

hey, all
Don't know if someone brought the issue to Rodimus's attention privately, but he sent me a message a couple of hours ago about a pretty significant bug in 1.92 that is 100% my fault.
Have no fear, I found the fix and passed it along to him, so I assume he'll submit it soon.
Until then, if you have downloaded v 1.92... don't try to use a save point.
Or, do try it. The results are kooky!
:crazy:
Ongoing project: "Final Fantasy IV: A Threat From Within"

Latest Demo

Chicken Knife

Quote from: Rodimus Primal on March 22, 2019, 09:28:08 PM
Well I wasn't planning on closing on a certain number. Just that I want the project to be good enough to be considered complete. I may have an update or two depending on if there's any errors found or if I was able to add in the last few things that are different than the Japanese game like the bigger config menu, the hidden paths being fully hidden (as an add-on patch), and the title screen (chillyfeez did an excellent job on the existing one though). Maybe if the script and a few extras were added to the Japanese ROM...
I love the idea of an optional patch to re-hide the passages. I'm very curious what exactly the fix would be. Editing palettes themselves is easy but adjusting palette assignments of specific name table tiles seems a lot harder.

Rodimus Primal

Quote from: chillyfeez on March 23, 2019, 02:23:29 AM
hey, all
Don't know if someone brought the issue to Rodimus's attention privately, but he sent me a message a couple of hours ago about a pretty significant bug in 1.92 that is 100% my fault.
Have no fear, I found the fix and passed it along to him, so I assume he'll submit it soon.
Until then, if you have downloaded v 1.92... don't try to use a save point.
Or, do try it. The results are kooky!
:crazy:

Thanks chillyfeez! Actually I was playing on Twitch last night and I reached the Antlion cave. Stepping on the save point was...interesting to say the least. I will have the fix made and submitted soon.

Quote from: Chicken Knife on March 23, 2019, 06:53:58 AM
I love the idea of an optional patch to re-hide the passages. I'm very curious what exactly the fix would be. Editing palettes themselves is easy but adjusting palette assignments of specific name table tiles seems a lot harder.

I think the tiles have to be imported from a Japanese FFIV ROM,at least that's what I believe Bahamut Zero did with the rest of the maps.

Chicken Knife

Quote from: Rodimus Primal on March 23, 2019, 07:58:57 AM
I think the tiles have to be imported from a Japanese FFIV ROM,at least that's what I believe Bahamut Zero did with the rest of the maps.
Hmm. If your theory is true that they actually created new tiles for those passages the fix would be easy. I could do it myself. I'll take a look when I have some time later if that appears to be the case.

My suspicion though is that they are the same tiles but a different palette assignment.

Vanya

Would it be very difficult to add a new option that let's players toggles whether passages are visible?

Or, better yet, give it to Edge as an innate ability that makes them visible and works only when he is in the first position in the party / the visible character on the map?

Or, betterer yetter, add in an item that makes them visible when you put it on?

chillyfeez

If they're a different palette assignment, then they're different tiles. Each tile in a tileset is linked to a particular palette. It could use the same graphic tiles, but it would have to be a different map tile.
Ongoing project: "Final Fantasy IV: A Threat From Within"

Latest Demo

Rodimus Primal

#559
Quote from: Vanya on March 23, 2019, 11:21:09 AM
Would it be very difficult to add a new option that let's players toggles whether passages are visible?

Or, better yet, give it to Edge as an innate ability that makes them visible and works only when he is in the first position in the party / the visible character on the map?

Or, betterer yetter, add in an item that makes them visible when you put it on?

I think that would be a difficult thing to implement, which is why I like the idea of an optional patch. If it could be done adding another option to the Config menu, I wouldn't be opposed to it. I'd still want to restore all of the options in that menu as well too.

Okay. Version 1.93 has been submitted for approval. Thanks to chillyfeez for quickly debugging this save point bug!

March 24, 2019, 01:39:02 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Okay, the fix is in and Version 1.93 is ready for download!