øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=1425e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1e63.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1e63.html.zx¦âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬V%OKtext/htmlISO-8859-1gzip@øÕV%ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:58 GMT0ó°° ®0®P®€§²ð®¦âg^ÿÿÿÿÿÿÿÿÎ"V% Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1426
Edward was probably a bad example, but at the moment it's the only real example in my hack, prior to this thread being created I never really gave much thought to two-handed weapons. Edward gets slightly better equipment selection in my hack, he starts with a bronze plate (Which replaces the bard's tunic, can be bought in Fabul and Baron, Rosa and Yang can equip it too) but I doubt you'd consider him a front-row fighter.

1427
Here's a scenario I hadn't considered, from my own hack no less: Edward's harps are two-handed, they inflict status effects on the enemy. Is it worth trading those status effects for a shield? Edward can equip the buckler (and several other "light" shields that he doesn't actually have access to but I made available to him in the spirit of the original) and dagger, his damage output will be a little less but he'll certainly benefit from that evasion bonus...

1428
Gaming Discussion / Re: FF4 - Magus Sisters Not So Magical
« on: June 09, 2008, 04:27:26 PM »
That reminds me, at one point I was going to give the Narche guards guns like the PSX FMV for Pandora's Box. Lack of artistic ability put a damper on that too, but thinking about it I could probably just steal Siegfried's gun...

1429
Game Modification Station / Re: (Another) FF1 Hack
« on: June 09, 2008, 04:24:27 PM »
I'm at Elfland. He's surviving better than my white mage (Who died on me twice, in battles where no one else took any real damage) but I'm not finding the support magic to be very useful yet. I'll probably keep at it with him for a while, I can always make a copy of my save and see how it plays with a different party. I'm considering putting a copy of this on my DS flashcard and playing it in nesDS, could go with a different party in that rather than copying my save over.

My party: Paladin, Dark Knight, White Mage, Time Mage. My normal FF1 party is Warrior, Red Mage, White Mage, Black Mage. Occasionally I won't bother with the black mage and take a thief instead.

1430
Gaming Discussion / Re: FF4 - Magus Sisters Not So Magical
« on: June 09, 2008, 04:17:33 PM »
I meant, the hand on her backside, not the one on the spear/lance/staff. It's like a hankerchief or something but it makes her hand look kinda deformed.

I knew which one you were talking about, it also looks like a small staff, granted she'd be holding it the wrong way and I know that's not what it's supposed to be, it just looks that way.

Reminds me of Siegfried's gun, although in that case I'm convinced it is supposed to be a gun, no matter how I look at it there's no way that's a part of his cape.

1431
Gaming Discussion / Re: FF4 - Magus Sisters Not So Magical
« on: June 09, 2008, 03:59:23 PM »
I never really noticed.. although Sandy's back hand looks weird because it's connected to some part of her clothing...

Yeah, it almost looks like she has a small staff in her hand. If I had any real artistic ability I'd angle her spear a bit and have both her hands holding it.

Maybe it's just me that thinks Mindy's cute evil smile with the knife says it all about this battle.

Heh, and Mindy's the only one I have no problem with, she can at least get her pants and shoes coordinated. :tongue:

It looks intentional though, some people have clothing like that that alternate the look between a half of the body.

Probably is, Amano did the concept art for these, clothing that makes absolutely no sense seems to be his style... I do really like the way mine look better though, I'm going to use them in my hack, along with some edits I'm doing to other monsters.

1432
Gaming Discussion / Re: FF4 - Magus Sisters Not So Magical
« on: June 09, 2008, 03:01:51 PM »
This is completely off-topic but is anyone else annoyed by Sandy and Cindy's sprites? Namely the obvious error on Sandy's left leg and Cindy's lack of coordinated pants?

Here's what I'm talking about, left are the originals, right are my simple edits:




Maybe these are intentional but it really seems like Taka the Pixel Artist was having an off-day to me...

1433
Game Modification Station / Re: (Another) FF1 Hack
« on: June 08, 2008, 09:38:06 PM »
:bump:

I finally got around to giving this a try this evening, it's really good,  a lot more fun than the original FF1. I'm not finding the time mage to be very useful though, I'm thinking about restarting and taking a red mage instead before I get too far in.

1434
Game Modification Station / Re: Fun with Golbez
« on: June 08, 2008, 01:09:08 PM »
He's only playable for this one battle, so I don't want to put too much effort into anything custom for him, he does get his own special weapon (Which I've yet to test with him, need to merge my item hacks into this ROM) though. You could steal it from him if you really wanted to try it on another character... :wink:

1435
Game Modification Station / Re: Fun with Golbez
« on: June 08, 2008, 12:38:24 PM »
Insert a twin command or something and make Fusoya v2 would be more interesting....

I disagree, just being able to use him in a meaningful way is interesting enough. I don't know if assigning FuSoYa and Golbez the Twin command will make them cast Double Meteor as in the scripted battle or not, but even if it does I have no interest in doing it. I'm not even sure if I want to give Golbez summon magic, his big thing is going to be how awesome he is at casting black magic that is usually weak for the other characters. Don't forget that FuSoYa is going to be an awesome mage in this hack too, he's not going to be Tellah 2.0 anymore.

[spoiler=offtopic-ness]Aha, I see you've finally resized the lowercase "g". Funny thing is, I've thought about that looking better for a while now. Gonna switch to that style for PB?[/spoiler]

I don't really like it, I'm only using it because I plan on rearranging a few menus in the same way J2e did in their translation and I don't want the lines to bleed together.

1436
Game Modification Station / Fun with Golbez
« on: June 08, 2008, 01:04:37 AM »
You guys don't know how long I've wanted to do this for:



For some reason I never bothered to try this when Phoenix found the battle magic list data until just now. I need to write an actual battle script for Zemus now.

1437
Final Fantasy IV Research & Development / Re: FF2us Window Data
« on: June 08, 2008, 12:40:36 AM »
:bump:

Threads aren't marked as new from the index, and since this was on page 7 I never would've seen your edits if I hadn't been digging around for a few offsets I forgot to note. Feel free to double post as long as the thread isn't on the first page.

1438
Final Fantasy IV Research & Development / Re: Pray Command
« on: June 08, 2008, 12:30:52 AM »
:bump:

FF2us 1.1 offsets:

0x1EA56: Pray success rate.
0x1EA64: Spell used by Pray.

1439
Final Fantasy IV Research & Development / Re: Phoenix Hacks patches
« on: June 08, 2008, 12:20:58 AM »
Just wanted to say the offsets to change for these have changed in FF2us 1.1:

Item Heal/Medicine checks against: 0x1E4E8
Item effect Heal uses: 0x1E532
Item visual effect Heal uses: 0x1E53D

Regen/Spirit Wave HP restoration value: 0x1E5FE
Values to prevent Regen from freezing FuSoYa: 0x1E616, 0x1E624

All offsets are for a headered ROM, like the originals. I haven't had a chance to test these yet, but considering all the data surrounding them is the same between each version there's almost no chance they're wrong.

Edit: Confirmed Heal, Regen doesn't seem to be working though, I'll check my hack in a bit to make sure I didn't make any mistakes.

1440
The subroutine doesn't use the spell power byte for anything, it always adds a value of 0x05. You can change the value at 1DA5A (FF2us ROM with header) to make it more or less powerful. I'm using a value of 0x0A in my hack.

Do you have Shell's offset handy? It's time these spells were worth the turn they waste.