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Author Topic: FF6 Improvement Project  (Read 278338 times)

darkmage

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Re: FF6 Improvement Project
« Reply #360 on: February 10, 2011, 06:21:43 PM »
So I'm at work editing the translation, and I'm at the part where Sabin and Cyan are on the Phantom Train. And it's always bugged me that it has a different name in the script than it does in battle. With that said:

Is it wrong that I was seriously thinking of renaming the Phantom Train to the Soul Train?   :laugh:

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #361 on: February 10, 2011, 07:17:22 PM »
So I'm at work editing the translation, and I'm at the part where Sabin and Cyan are on the Phantom Train. And it's always bugged me that it has a different name in the script than it does in battle. With that said:

Is it wrong that I was seriously thinking of renaming the Phantom Train to the Soul Train?   :laugh:

Personally, I like "Phantom Train" better, but that's just me. One thing I would suggest though, make Phantom Train no longer undead - I always found it cheap that you could kill him with a Phoenix Down.

darkmage

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Re: FF6 Improvement Project
« Reply #362 on: February 10, 2011, 07:26:21 PM »

Personally, I like "Phantom Train" better, but that's just me. One thing I would suggest though, make Phantom Train no longer undead - I always found it cheap that you could kill him with a Phoenix Down.

That's true, and since I've already removed the Vanish/Doom exploit...might as well do that too.

:edit:
I see that Hidon and Didalos are also bosses with the Undead trait. Anyone know if they can be one-shot with a Phoenix Down?

As much as being as being undead makes sense from a logical standpoint, that's pretty much cheese to be able to one-shot a boss. Unless someone can make a convincing argument why any boss should have that weakness, I think I'll be removing it.
« Last Edit: February 10, 2011, 07:49:20 PM by darkmage »

Tzepish

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Re: FF6 Improvement Project
« Reply #363 on: February 10, 2011, 11:19:48 PM »
Does the "immune to death" flag prevent them from being killed by phoenix down?  If not, I think it's still worth keeping them undead - it'd be weird if you used some undead-affecting thing, such as Cure as an attack, on the *Phantom* Train without it hurting him.

Also, as for the name, you can use whatever later games used (does FF6 Advance call him "Ghost Train" or something?)

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #364 on: February 11, 2011, 12:56:10 AM »
Even if you did set the "immune to death" flag, using something like an x-potion or elixir would deal maximum damage to them. I think it'd be best to just not give undead status to bosses.

darkmage

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Re: FF6 Improvement Project
« Reply #365 on: February 11, 2011, 01:52:40 PM »
Even if you did set the "immune to death" flag, using something like an x-potion or elixir would deal maximum damage to them. I think it'd be best to just not give undead status to bosses.

That's a good point. Even if Phoenix Down couldn't do instant death, the party does have access to some elixirs by the time you get to the Phantom Train, and that's just like a one-shot due to its low HP. Just because I wouldn't use an elixir that way doesn't mean no one else would.

Also, as for the name, you can use whatever later games used (does FF6 Advance call him "Ghost Train" or something?)

FF6 Advance calls it Phantom Train as well, but I believe it's used in both the script and the battle enemy name. The Japanese name is Demon Train and that just doesn't fit.
« Last Edit: February 11, 2011, 02:14:04 PM by darkmage »

Odbarc

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Re: FF6 Improvement Project
« Reply #366 on: February 11, 2011, 04:46:24 PM »
So I'm at work editing the translation, and I'm at the part where Sabin and Cyan are on the Phantom Train. And it's always bugged me that it has a different name in the script than it does in battle. With that said:

Is it wrong that I was seriously thinking of renaming the Phantom Train to the Soul Train?   :laugh:
Try and add Disco lights, please. Soul Train; ALL ABOARD!!
Cyan's family all going on...
Cyan: "What? No! Disco sucks!"

(Disco / Soul the same thing or am I hitting on two different bases here?)

darkmage

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Re: FF6 Improvement Project
« Reply #367 on: February 11, 2011, 07:58:25 PM »
I'm glad someone got that.  :childish:

darkmage

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Re: FF6 Improvement Project
« Reply #368 on: February 17, 2011, 09:47:36 PM »
I'm still working on the translation part of the project, and I've just finished proofing up to the cataclysm. World of Ruin, here I come!  :happy:

I saw that Imzogelmo released a new version of the Gogo/Cursed Shield patch, so I think I'll apply that and Leviathan Mist's Battle Speed patch and push out a new version soon. I'm really itching to play completely through this game as soon as everything's done...but in the meantime, I'd like to hear some feedback on what you think so far if you've played it.

As for TheNattak and other people basing their hacks off of this project, have you seen any more issues since I put the more hack-friendly method in place?

TheNattak

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Re: FF6 Improvement Project
« Reply #369 on: February 18, 2011, 02:30:09 PM »
I'm not exactly sure what you mean by "more hack-friendly method" ?
I still have the revised original improvement patch applied. I have been applying patches as they come out. But yeah, no more bugs or game breaking issues, or conflicting patches. ;)

vivify93

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Re: FF6 Improvement Project
« Reply #370 on: February 18, 2011, 08:50:17 PM »
Hey! I'm glad to see this is progressing smoothly. I played through the first bit of the initial release with a friend's little brother--I liked the fixes, and he just fell in love with VI. :happy:

As for the Phantom Train's name in battle, I believe "Phantom T." would fit. If you'd like, you could go for the FFVIII route and call it Doomtrain. :tongue:
Hacking is hard. :sad:

darkmage

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Re: FF6 Improvement Project
« Reply #371 on: February 19, 2011, 11:23:54 AM »
Hey! I'm glad to see this is progressing smoothly. I played through the first bit of the initial release with a friend's little brother--I liked the fixes, and he just fell in love with VI. :happy:

That's awesome! Passing the joys to the next generation.  :cycle:

I'm not exactly sure what you mean by "more hack-friendly method" ?
I still have the revised original improvement patch applied. I have been applying patches as they come out. But yeah, no more bugs or game breaking issues, or conflicting patches. ;)

That's good to hear. I guess what I did then is to add the "complete" patch for people who just want to play and not have to apply more patches to make it work as intended.

Odbarc

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Re: FF6 Improvement Project
« Reply #372 on: February 19, 2011, 12:07:30 PM »
Question: Does this perfect all-patch go 1.0, 1.1, un/headered?

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #373 on: February 19, 2011, 12:09:16 PM »
Question: Does this perfect all-patch go 1.0, 1.1, un/headered?

1.0, headered. If you have an unheadered ROM, all you really have to do is go into a hex editor and add 512 bytes to the beginning of the ROM, and voila, you now have a headered ROM

EDIT: I said to add 200 bytes - that's the hex value...man, I need to stop thinking in hex all the time
« Last Edit: February 19, 2011, 03:19:45 PM by Leviathan Mist »

Odbarc

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Re: FF6 Improvement Project
« Reply #374 on: February 19, 2011, 12:43:09 PM »
I've never been able to figure out hex editors. The one I had (the simple one?) got me confused enough. I need a baby-steps youtube video or something VERY specific.

What's the point of Header exactly? Why have one at all? What's the benefit of or of not having this on roms?