Aslickproductions.org/forum/index.php?PHPSESSID=dg9cbo6f5cfg2noj1ie8haqla2&action=profile;area=showposts;sa=topics;u=347e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index133a.htmlslickproductions.org/forum/index.php?PHPSESSID=dg9cbo6f5cfg2noj1ie8haqla2&action=profile;u=347e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index133a.html.zxh^@>OKtext/htmlISO-8859-1gzip0|Wed, 11 Mar 2020 10:03:34 GMT0 0Ph^# Show Posts - Bahamut ZERO

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Topics - Bahamut ZERO

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1
Game Modification Station / Zelda Fantasy Adventure V1.01 (UPDATE)
« on: December 12, 2017, 01:13:51 PM »
This is a hack of Final Fantasy Adventure, loaded with a shit ton of graphics from Link's Awakening, the 2 Oracle games, some others, some sprite edits, AND some text edits.

Some Features include:

* "AP" and "DP" now say "ATK" and "DEF" on the menus
* All instances of GP & G replaced with the old school Zelda 1 rupee icon outside of the HUD
* Every NPC's now been changed, outside of:
 - Cibba, though his sprite fits in well enough that I haven't felt looking fora replacement
 - Dark Lord - same as Cibba, plus he's never really used much anyway.
* Damn near every normal enemy is replaced. It's a mix of Zelda enemies, a few vanilla monsters, and some from other classic games.
* Changed the Chocobo to something else.  :wink:

Future To Do List:

* Figure out how the HUD is displayed so I can change the "G" to the rupee icon

Patch can be found attached to this post.  Patch to "Final Fantasy Adventure (U) [!].gb" rom. Enjoy!

2
I'm trying to change what track plays at the title screen. Instead of Prelude (Track 15) I'd like to have it play Prologue (Track 01).

Does anyone happen to have any notes that could point me in the right direction? Would be immensely helpful!

3
General Discussion / RHDN Currently Down
« on: March 16, 2017, 12:13:21 PM »
Day 3 and counting.

4
Game Modification Station / Maniac on the Run! - A Super Mario Land Hack
« on: October 13, 2016, 06:27:59 PM »
Join Larry the Maniac as he goes on a 10 level rampage after escaping from the Mushroom Mental Facility! Journey alongside our anti-hero as thoughts of Mario slowly drive Larry mad, eventually taking over his entire perception of reality!

This is essentially a total conversion spoof hack for the Game Boy game: Super Mario Land.  :happy:

Features:

New font!

Massive amounts of graphics changes - damn near every graphics in the game has been touched!

Level edits based on my preference - Some levels are edited more extensively than others  :wink:

Gratuitous amounts of sawblades!  :banonsmash:

99 Tries rather than 3 lives (starting on Try 1, if you die the number increases rather than decrease)

Some other shit!
 

Patch is intended for a Super Mario Land (World) (Rev A) rom. Patch is attached to this post.

Thoughts and criticism are welcome and appreciated! This is my first finished hack.

5
General Discussion / Sort of a Dumb Question, But..
« on: September 18, 2016, 12:19:16 PM »
When I insert a hyperlink to a post, how do I make it look as a string of words instead of just a url?  :isuck:


By that I mean instead of seeing "http.www.example.com/blahblah/blah " someone would see something like "Airship patch" in green, clickable form.  :cycle:

6
Final Fantasy IV Research & Development / Any info on Vehicle hacking?
« on: September 08, 2016, 04:54:43 PM »
I was wondering if there's any info on hacking Vehicles, such as editing their rise of height at liftoff, what music plays when you're on said vehicle, and well anything else on the subject really.

Essentially I'm tinkering around with the idea of making the Falcon act as a ship-ship, and not an airship. Since I figure the normal ship isn't an actual vehicle (being that it's only around during an event) my best bet would be to edit the Falcon's sprites and properties to achieve the same result.

Plus, no one really needs to have 2 airships in one game, so why not have a ship with sails to attach a drill to instead?  :laugh:

7
General Discussion / Battle of the Ages!
« on: July 28, 2016, 05:54:57 PM »
Final Round: FIGHT!

8
That's right. I asked it.  :bored:


How does the trash can in the item screen function? I mean, I know it can delete most items when they are placed on top of it, but how are those functions called?

Since I'm not using the trash can in my hack atm, I was wondering if it were possible to have it function like an item bag (or storage) that would open the fat chocobo screen when used as an item, and maybe move items to the fat chocobo's storage when an item is placed on top of it rather than deleting it.

Now I have no idea if that's even possible, but I figure that's better then having a player figure out they have to keep buying whistles to store their items (and hearing that tune every time) haha.

9
General Discussion / Whatever you do:
« on: May 13, 2016, 02:12:16 PM »
Don't ever talk about your liking of ice cream on the RHDN boards.

This is a public service announcement. Just passing the info.

It's also quite hilarious to me, but that's a different story.  :laugh:

10
Any info floating around the net on how the types of Battle Starts work? By that I mean:

* The pixelation effect when fights start in dungeons

* The zoomy effect when a battle starts on the Overworlds

I was wondering if it would be possible to have the Zoom effect occur when any battle starts, or if possible, play around with the intensity of the pixelation effect on Dungeon Battle Starts.

11
SPC - Hard Core / FU ReMIXes For Your Earholes
« on: May 06, 2016, 01:34:31 PM »
Since my FF4 project is mostly me just having fun with editors, I figure it'd be a good idea to share some of the tunes I've tweaked and otherwise changed up (due to be tired of hearing the same stuff over and over again).

Yes, I know there's a thread already up for sharing .SPCs, but I figured it would be better to start my own thread and get some feedback, rather then hijacking another thread to do so.

Keep in mind that I consider these WIP, so every bit of criticism is helpful to me.

Today I have a sampling of 14 tracks in my project, all of which (except one) have had either Tempos, instruments, or octaves changed up. Or a mixture of the three!

The only one that hasn't been changed up in this mix is "03 - Epic Happenings", which is a looping Ending 3 that Chillyfeez made for Pinkpuff's hack "Unprecidented Crisis". I plan on giving it the "ReMIX" treatment sometime in the near future.

Track Listing:

01 - Title Screen
02 - Extended Intro (Moon)
03 - Epic Happenings
04 - Shit Hits Fans
05 - Boss Theme
06 - Castle Kurac
07 - Normal Battle
08 - Victory Theme
09 - Overworld
10 - Town of Kurac
11 - Cid's Theme
12 - Cave Dungeons
13 - Four Fiends
14 - Zeromus

The files are compressed in 7z format. Enjoy, and tell me what you think!

12
Lately I've begun another bout of changing things I've grown tired of seeing 18263185 times while testing my project. This time the culprits are the monsters, and I plan on changing the all as I go.

Now one of the things I plan on doing is making humanoid monsters that are normally SUPER BIG  compared to your playable characters more proportional (4x4 size would be the smallest I could use for this, being that the characters are 2x3). I figure I'll end up with a little wiggle room if I go this route as well, meaning an extra monster or two would be possible.

Only thing I need to figure out is how to set a monster's graphic pointer manualy in FF4kster. Is the five digit number a decimal representation of the offset where the graphics would start? Or if I'm wrong, how would I set one up?

13
So on a whim I searched Google for an overworld editor, and stumbled across Yousei's FF4 Editor via reading about it in one of the pages of the FF4kster development thread. It was an enlightening read, for sure!

Since this editor ony works with a headered 1.0 rom, I figure I could do the world map editing on the 1.0 rom, open that rom and my project in HxD, and carry over said changes over to my project after some fun trial and error!

Now, my main concerns with this method are:

* I don't know where the data for the world maps are offset-wise. Are the world maps' data lumped together with the rest of the game's maps?
If so, would my large amount of free map space (over 2000 bytes atm) be of any use in editing the world maps? I assume not, but figure it be wise to ask nonetheless.

* I'm not particularly sure how the data is stored per line of tiles. Right now I'm going with the assumption it's stored in a manner like other maps, reading how many of what tile (probably in a ## ## byte fashon, one byte being the type of tile and the other being the amount of them).

* This one I assume is plausible based on editing other maps - replacing some details on the map to free up space for other details elsewhere on the map. An example: replacing the speckled red tile used for detail on the northern walls of the Underworld with the solid-colored dark tile seen on the southern end of the map.

* Now this one is the big concern - how would FF4kster react to changed Overworld maps? I imagine if I kept their sizes about as close to the originals (or less) it wouldn't hurt anything, but what if I managed to make them bigger than before? Would I end up running into some problems with this method?

I know this is a larger barrage of questions than I usually throw out there, but garnering the info (or some of it, at least) will help me figure just how much alteration to the world maps I can achieve without the game falling apart. Any amount of info, big or small, is highly appreciated!

14
Attached to this post is a zip file containing various edited config files for FF4kster, adding numbers to the beginning of names of things, so they're a little easier to remember/find/keep track of.

Those things are:

Event names
Flag names
NPC names
NPC Sprite Names
Shop Names
Visual Effect Names

I did these so I could find things more quickly when messing around with event options in the like that don't have a drop down menu. To use just copy to your FF4kster's config folder and replace the old config files with these.



Thanks go to Rodimus Primal for asking about numbering the NPC conifg file, as that got me wanting to give more configs the treatment.  :cycle:


To-do List (Porbably will do them tomorrow):
Numbered Song Names
Numbered Sound Effect Names


Enjoy!

15
Final Fantasy IV Research & Development / Mystery Flags?
« on: March 07, 2016, 01:45:52 PM »
I'm currently thinking of going through all the events in the game and essentially reversing the order of all the flags - starting from flag 240 and counting down instead of starting from flag 1 and counting up.

Mostly I want to do this so I can maximize the amount of unused flags that can be used by Grimoire's conditional branching mod (which can use flags 1 - 125).

 Another reason is so I can separate the flags up a bit, meaning I could Toggle the mountain range that appears after the events in Mist, or control when that ship by Fabul appears, etc, without it being tied to one of the flags used for story progression. I'm pretty sure most these are already labeled in FF4kster, unless I'm mistaken.

 What worries me are the Mystery Flags I see in some of FF4kster's menus. I don't recall ever seeing what number any of those flags are, just that they were "Mystery Flags".

  Does anyone know what number any of these flags are? I don't mind finding out as I go, but it would save me a lot of time if I knew a few of them beforehand. :happy:








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