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Final Fantasy II Restored

Started by redmagejoe, December 10, 2019, 03:09:14 AM

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Leviathan Mist

Quote from: Noside on June 27, 2020, 02:17:06 PM
Excuse me, is there a way I can get those patches too? I would like to play it that way as well. :)

I assume you're talking about my INT-penalty rebalance patch? I posted it many months ago in this thread but I'm certain it was overlooked by people. I'll post a more direct link here:

FF2 INT-penalty rebalance patch

abw

Quote from: redmagejoe on June 27, 2020, 12:28:58 PM
I think the mini behavior is fine, as it was maintained in the remakes.
Huh. In that case, I guess being Mini must squeeze all the aggression out of the monsters and they just decide to leave you alone :D. Are there any other games in the series with a white magic instant-death spell (besides Life against Undead)?

Quote from: redmagejoe on June 27, 2020, 02:24:06 PM
The Restored version should go on top of a base JP ROM, though I think abw said he addressed that. Just to be safe though, I'd apply the translation patch after, since I haven't uploaded the updated version yet which doesn't touch code.
That change was actually part of last week's update, so both of the latest patches should be compatible with translations in any patch order.

Quote from: Leviathan Mist on June 27, 2020, 02:58:29 PM
I assume you're talking about my INT-penalty rebalance patch?
Or if it's any of the Bug Fix / Restored patches, there are links on the first page of this thread.

Quote from: Leviathan Mist on June 27, 2020, 02:58:29 PM
I posted it many months ago in this thread but I'm certain it was overlooked by people.
Mostly due to being too busy fixing other problems - rebalancing is on a different level than what the Bug Fix / Restored patches are doing :).

Taking a closer look at your patch, though, I notice you're modifying 4 bytes starting at 0x2AA12, which is item name data that will correspond to different items depending on the translation - did you mean to include that? If so, it might be worth mentioning what translation/version you're relying on in the readme.

Leviathan Mist

Quote from: abw on June 27, 2020, 05:02:49 PM
Taking a closer look at your patch, though, I notice you're modifying 4 bytes starting at 0x2AA12, which is item name data that will correspond to different items depending on the translation - did you mean to include that? If so, it might be worth mentioning what translation/version you're relying on in the readme.

I didn't intend to modify any item names, it might be a mistake. I'll remove that bit if so. I was using the Demiforce translation patch when I made it.

Noside

Quote from: Leviathan Mist on June 27, 2020, 02:58:29 PM
I assume you're talking about my INT-penalty rebalance patch? I posted it many months ago in this thread but I'm certain it was overlooked by people. I'll post a more direct link here:

FF2 INT-penalty rebalance patch
Thank you! much appreaciated. :)

June 28, 2020, 07:04:16 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: abw on June 27, 2020, 05:02:49 PM
Or if it's any of the Bug Fix / Restored patches, there are links on the first page of this thread.

Yes, I would like to include and mix all the patches that helps improve the game. :)

Leviathan Mist

Quote from: abw on June 27, 2020, 05:02:49 PM
Mostly due to being too busy fixing other problems - rebalancing is on a different level than what the Bug Fix / Restored patches are doing :).

Do the passive skill growth and Mysidian Tower orbs modifications not count as rebalancing? Because those are modifications I personally could do without. I think all rebalancing patches (including those two) should be left as separate optional additions to Restored.

abw

Yeah, the Restored patch is definitely closer to rebalancing territory. My point was more that rebalancing has not been the intent or the motivating factor for most of the changes we've been making, and the effects on balance have generally been side effects of whatever else we've been doing. Some of those side effects have been significant, and there are other significant changes on the to-do list (e.g. changing item targetting to work like spell targetting would potentially have a pretty big impact on balance). Once we've got all the mechanics updated, a subsequent rebalancing will definitely be in order. We're just not ready for that yet - you'll have to wait for us to catch up ;).

redmagejoe

In essence, the Bug Fix patch will definitely be ready for release and use before Restored is. Given the direction things have taken, I would not be averse to us simply releasing them as two separate submissions on RHDN rather than as a sub-patch under the Restored release, while still associating it with the project (via links, readme details, etc).

Chicken Knife

#447
I've been following this project with some interest--as someone who has long dreamed of a version of FF2 NES that's actually playable. I definitely like the strict bugfix and rebalance being separate. Clearly outlined options are always a good thing. Rather atypically of me, I actually like what I'm hearing about the thought process behind rebalancing. Unlike most cases--where I prefer a strict bugfix approach--I think the design issues run a good amount deeper in FF2, and as long as things like removing all the grinding or adding tons of modern QOL features don't become the main focus, I personally look forward to playing the rebalance.

redmagejoe

Having been playtesting the Restored version, and the only significantly noticeable difference being the passive skill growth, I can tell you that it doesn't make the game stupid easy, simply that it makes it bearable rather than an absolute nightmare. In its current form, I think it only comes across as a slightly improved but still hardcore NES RPG. The quality of life changes like key items and such aren't that far off from things already done in the era, and the fact that they weren't done doesn't seem par for the course and raises questions about design decisions.

Either way, I think you'd enjoy the current version of Restored, beta as it is.

Chicken Knife

#449
Once I complete (or get as far as I'm presently going to get with) my DQ3 project, I'll try to give this a run, since you are saying that the core things are in place. I'm guessing in a month perhaps. I'll be sure to provide plenty of feedback.

redmagejoe

Sounds good. Our current version is pretty stable, just a matter of addressing still-existing developer bugs. Haven't seen any bugs we've created thus far, or when they come up, they're fixed pretty quickly.

Leviathan Mist

#451
I suppose I have been a bit nitpicky. It is a beta, after all. For beta testing purposes, I do want to have all the patches, but I also want to do a run of just Restored eventually.

Although I think the monster rank system could've been done differently, it's encouraging to see it addressed, even in a way that I don't agree with.

I really wanted to stream this, but the motivation factor isn't there for streaming. I've been ever-so-slowly playing during the few free hours I get.

redmagejoe

As was expected, work has gotten more overwhelming with the latest spikes in virus cases in my neck of the woods. Hope to be make more contributions again soon.

Leviathan Mist

So, I'm not sure if this glitch has been mentioned before, but I know it exists in vanilla and isn't a result of the patch. When you get 2 treasure chests in a row quickly, the music completely stops. It won't start again until you leave the area or enter and leave the menu. Here's a clip of it in action: https://clips.twitch.tv/SpeedyDifferentMetalRickroll

I think it has to do with the game trying to queue up the treasure chest sound while it's already playing, and it for some reason overwrites the data for what music was playing before opening the first chest.

Quote from: redmagejoe on July 07, 2020, 12:44:41 AM
As was expected, work has gotten more overwhelming with the latest spikes in virus cases in my neck of the woods. Hope to be make more contributions again soon.

Don't sweat it. You do all this for free, so it's not like you have to worry about deadlines or anything.

redmagejoe

I've noticed that bug as well a couple times, but I had no idea what caused it. I'll try to find some time to test that in one of those treasure rooms with the three chests in close proximity.

Pennywise

Have you guys considered redesigning all the menus to reduce/eliminate the character restrictions of all the misc text?

Like you could display 2 items per row single spaced. You could remove the max HP from displaying in battle to make room for longer enemy names.

redmagejoe

I had been toying with the idea of a UI touch-up. Definitely once the bug fixing is at its conclusion and the Bug Fix patch is released, priority will be on polishing up the appearance for the eventual Restored release.

jimstrom

Quote from: redmagejoe on July 16, 2020, 04:41:49 PM
I had been toying with the idea of a UI touch-up. Definitely once the bug fixing is at its conclusion and the Bug Fix patch is released, priority will be on polishing up the appearance for the eventual Restored release.

Maybe replace the Generic Fighter Sprite with something a bit closer to Firionels appearance in later releases of the game?

redmagejoe

I have strong aversions to tampering with the original art assets. I don't mind improving the interface, but I'll leave sprite swaps to other romhackers who wish to do so.

jimstrom