Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=345e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3f54-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3f54-2.html.zxg^tOKtext/htmlISO-8859-1gzip0|tTue, 10 Mar 2020 19:11:32 GMT0 0Pg^F"t Show Posts - Dragonsbrethren

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dragonsbrethren

346
Gaming Discussion / Re: Final Fantasy III (US) Opera Text Editing
« on: December 26, 2009, 09:53:57 AM »
Yeah, technically, I suppose so, but not really. "Hex" is nothing special, it's just a numbering system. There really isn't much of anything to learn.

347
Gaming Discussion / Re: Final Fantasy III (US) Opera Text Editing
« on: December 25, 2009, 07:45:31 PM »
There's nothing special about the opera. The dialogue is all there in the main script, along all the control codes that handle timing.

348
Pandora's Box / Re: 21FX, will you use it?
« on: December 21, 2009, 07:38:36 AM »
I gave it some thought when it was first announced. The only use I can see for it would be to include the PSX version's FMVs, which hardly seems worth it.

Could it also be used to expand the rom to include more weapons or other such things? What would it take to accomplish this?
Heh, you doing it for us. It's already possible within the current size of the ROM, it's just a ton of work. You've got to change every single piece of code that relies on the item list being its current size.

349
Yeah, the Evade bugfix takes care of all of that. The sniper sight will properly check the Evade stat instead of M.Block.

350
Game Modification Station / Re: FF4 Battle Scripting Tips
« on: December 18, 2009, 06:48:04 AM »
Yeah, I daresay FF4 allows you to be more creative than FF6, though FF6's system is definitely more powerful. Another simple thing I really like is how you can override a spell's targeting - this is something I always wanted to do in my scripts in FF6, but it's not possible.

351
Gaming Discussion / Re: Gaming Progress Thread
« on: December 18, 2009, 06:42:23 AM »
Speaking of Doom, in celebration of its 16th birthday, I've been playing through every DOS version in DOSBox. Up to 1.666 shareware right now (been playing episode 1 in the shareware version, so I can watch the opening demos, then 2 and 3 in registered), and I also started 1.666 of Doom 2. Unfortunately, I doubt my motivation will hold out to actually play through every version of Doom 2, since I've only completed the game start-to-finished maybe...four times, max.

352
Phoenix has done a lot more with map editing than me, so I'll let him answer your exit and NPC questions. The palette is determined in the map's header, which starts at offset 0xA8E84 in a headered FF2us ROM. There's documentation of them in this post:

http://slickproductions.org/forum/index.php?topic=382.msg11290#msg11290

You'll also notice the background index and background movement bytes. Those will let you create the mist effect, but you'll need to add a mist tile to the town tileset, replacing something else, since it isn't loaded there. The background index is pretty cool, it wasn't utilized by the game nearly enough, and can create some pretty cool effects (the parallax effect in the watery cave was always impressive to me, and I couldn't figure out why they never used it anywhere else).

353
If you saved before getting the airship (which means fighting Cagnazzo again... :shadow:) would it be an accurate test?
You can save as many times as you want. If you started a new game without powering off during that part of the game I mentioned, the airship won't be initialized properly. No matter what it's going to be a few hours of playtime down the drain.

Better yet, why not test with save states?
Ignoring the above, emulating FF4DS is not enjoyable at all.

354
General Discussion / Re: The youtube thread
« on: December 06, 2009, 02:10:28 AM »


(Yeah, the YouTube tag is still broken, and likely will be for a while, since it's not RC2 compatible. Just copy and paste that for now.)

355
Slick News / Re: Temporary location and domain downtime
« on: December 02, 2009, 10:15:27 PM »
Yeah, there's a backup on the server, and I've got one of my own.

356
Slick News / Re: Temporary location and domain downtime
« on: December 02, 2009, 01:24:46 PM »
If I copy the files over from the old forum, those should work just fine. The thing is, we were out of attachment space at the old forum, so I wasn't even going to bother. Attachments were added to be a temporary place to upload something when you didn't have anywhere else to store your stuff. No one ever bothered removing their attachments once they were done with them, though, with one or two exceptions. I had planned on going through and making a list of every attachment, so that the uploaders could go through them, and unneeded ones could be removed, but there's no easy way to do that. So, rather than just upload everything again and run into the same issue, I can upload specific files by request. It accomplishes the same thing, the only difference is that there will still be links to nonexistent attachments in the older posts. It's not the best solution, but it's better than being completely out of space, like we were before. I've uploaded those two files for you.

357
Slick News / Re: Temporary location and domain downtime
« on: December 02, 2009, 01:43:16 AM »
There we go; the path never got corrected for the new server. The selectable avatars were having the same problem, and those need to be reuploaded too, but they'll be up soon as well. I never did finish redoing those awful SoTN avatars...

Behind the scenes change broke them. Fixed again...

358
Gaming Discussion / Re: Gaming Progress Thread
« on: November 30, 2009, 06:26:37 PM »
Doomsday and this computer don't get along. It runs terribly, even with all of its flashiness turned off. It actually ran better on my laptop with worse specs. I've tried the latest official release, the betas, and it's all the same. No idea why. Anyway, playing on a port doesn't make up for the fact that there are just a lot of poor-playing maps in the original games. I think episode 1 of the original Doom has the best maps in the series, and there are a handful of good ones in the other episodes and the whole of Doom 2. I haven't played Evilution or Plutonia enough to really rate their maps.

359
Slick News / Re: Temporary location and domain downtime
« on: November 29, 2009, 11:45:31 AM »
There are now four new colorful, Curve-based themes available that I got off the support site. I would set one of them to default, but I'm not exactly 100% thrilled with any of them (Curve Solution seems to be the most usable). I just didn't have the time (or rather, the patience, I have plenty of time) to learn what every element of this Curve theme is applied to, which identical-looking images are used where, and making all of the replacements for images that rely on the forum using a bright background.

Hopefully you guys find one you like. If any more themes come out that share Curve's templates, and look decent, I'll probably add them. If you don't know how to change the theme, it's Profile -> Modify Profile -> Look and Layout -> Current Theme. I've disabled the Classic and Babylon themes because, based on what Nightcrawler was told, they're not really supported at all anymore, and only there for completeness.

 :edit:

Ack, I just realized I left the forum in maintenance mode. Sorry about that, guys.

360
Gaming Discussion / Re: Gaming Progress Thread
« on: November 28, 2009, 09:03:40 PM »
Doom64 (PC)

It's been a while since I posted an update. I finally finished this from the beginning. I think it's the only Doom game that stayed consistently high quality over the entire level set.