øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=360e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index747e.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index747e.html.zx�âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬ZOKtext/htmlISO-8859-1gzip@øÕZÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:32 GMT0ó°° ®0®P®€§²ð®Œâg^ÿÿÿÿÿÿÿÿ6!Z Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

361
Slick News / Re: Temporary location and domain downtime
« on: November 26, 2009, 11:26:03 AM »
I still need to make some images for the new theme, and I'm not sure if I'll have the time to finish them today or not. This theme is a lot different from the old one, and would require me to make extensive changes to the templates to get the old themes working, which would make adding any new features a nightmare. That's the reason we ditched custom themes in the first place, and went with my Core edits instead.

If you guys get really desperate, I can allow public access to the WIP dark theme, but it's pretty awful looking with mostly the default images right now.

 :edit:

It's going to be a while longer, guys... :sad:

362
Slick News / Re: Temporary location and domain downtime
« on: November 25, 2009, 01:44:53 PM »
I'm looking into it. The attachments directory never got copied over from the old forum. I reuploaded all of the uploaded avatars myself, but they're still not showing up.

 :edit:

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...

363
Slick News / Re: Temporary location and domain downtime
« on: November 24, 2009, 11:24:51 PM »
I'll be looking into the themes tomorrow. I really like the new layout this theme provides, so chances are I'll be redoing them entirely. Given how broken they were, it probably would've been needed anyway.

364
I always thought it was kind of lame that they used a soldier as a merchant at the start of Sabin's scenario rather than giving a normal merchant chocobo riding sprites. I mean, were we really not supposed to question why an imperial soldier would be selling us the stuff we need to go raid their basecamp? In fact, I don't think I even talked to the guy on my first playthrough because of that.

365
Game Modification Station / Re: ff1 battle border
« on: November 21, 2009, 05:24:01 PM »
I didn't post because I don't have the specifics anymore, and thought someone else might. From what I remember, the game calls the normal window drawing routine for the top and side borders of those two windows. The bottom borders, for whatever reason, are actually a tilemap stored raw in the ROM. Again, I don't have specifics. The best thing to do would probably be set a write breakpoint on the top left corner in PPU memory and work backwards from there once the border tile is drawn.

366
Game Modification Station / Re: FF6 Improvement Project
« on: November 15, 2009, 03:23:33 AM »
Download those files, then. Vista/7 don't come with the 7.0 files out of the box, but if you drop them in the program's directory (or C:\Windows\System32) you'll find a lot of "compatibility" issues magically go away.

http://www.dll-files.com/dllindex/dll-files.shtml?msvcp70
http://www.dll-files.com/dllindex/dll-files.shtml?msvcr70

367
Game Modification Station / Re: FF6 Improvement Project
« on: November 14, 2009, 05:00:50 AM »
Atlas has no problem running on Windows 7.

368
Gaming Discussion / Re: Final Fantasy III (US) Prototype
« on: November 09, 2009, 06:02:47 AM »
Cool. Shame the proto wasn't of an earlier version, though, it would've been cool to learn a little more about Square's localization process back then. I think the sasquatch line is actually censorship, since that guy's supposed to be drunk. Here's that line from the GBA version:

I sawr me some moogleses playin' with
one-a them big ol' yetis the other day!
Course, no one believes me... Hic!

369
Gaming Discussion / Re: Final Fantasy III (US) Prototype
« on: November 08, 2009, 10:07:55 PM »
I don't have one, but the saves should be compatible (saves between the Japanese and US versions work fine, so I don't see why a proto would be any different). Mnrogar has an Snes9x savestate here, "Celes without Locke." You should be able to use that. The correct line should be loaded, provided it's not the first one displayed when you load the state.

370
Gaming Discussion / Re: Final Fantasy III (US) Prototype
« on: November 07, 2009, 07:21:59 PM »
Hmm, I don't remember exactly, but it should be in one of the four towns on the southern continent, WoB. I don't think it's said until after the floating continent raises, though.

By the way, I forgot about the censored espers. You can use the sprite editor to check these out, too:


Siren


Starlet

(Starlet was shifted down a row of tiles, too, which is what those two tiles to the right are. Not sure if it's even noticeable in-game or not, never paid much attention to it.)

371
Gaming Discussion / Re: Final Fantasy III (US) Prototype
« on: November 07, 2009, 05:23:34 PM »
Yeah, here's a quick list:

PUB sign in towns/Zozo battles (changed to CAFE for the US release)

Attack and effect magic icons (mirrored from their Japanese counterparts)

Mute spell graphic (Kanji in a circle in the Japanese release; MUTE in an oval in the US)

Second and third final battle formations (women had a bit of clothing added)


These enemy sprites:


Barb-e/Dahling/L.80 Magic/Madam: No smoke in the US release (pipe is still there)

 
Chadarnook: More mist added


Critic: Wears a one-piece


Goddess: Ribbons widened

You can use this program to check the sprites quickly.

 :edit:

Added names; should make things even easier.

 :edit:

One last thing I forgot: Ted Woolsey's name added under Translator in the credits. (The Remake Planner position was already there, even in the Japanese version.)

372
Gaming Discussion / Re: Final Fantasy III (US) Prototype
« on: November 07, 2009, 10:40:29 AM »
Ah, I know what the problem is. Add a header to the ROM, or subtract $200 from all of the offsets in the commands file. I was wondering what you meant when you said everything was on the same line. I thought maybe you dumped those with something else. Cartographer should dump each fixed length string to its own line, with a dummy (LINE) character on the end.

(I used headered offsets because the most popular FF6 editors don't support unheadered ROMs. It's easier this way, as much as I'd prefer to use unheadered offsets.)

373
General Discussion & Support / Re: Final Fantasy 2.0
« on: November 07, 2009, 03:51:59 AM »
I'll give it a shot if you give me a save with the intended stats.

374
Gaming Discussion / Re: Final Fantasy III (US) Prototype
« on: November 07, 2009, 02:29:42 AM »
Provided everything's in the same place, my dumping package should've gotten you all of the item, magic, skill, enemy, etc. names and descriptions. None of those use DTE, so they all should dump correctly.

375
Game Modification Station / Re: FF6 Improvement Project
« on: November 06, 2009, 03:20:01 AM »
I wasn't planning on making any graphics changes, but something that I've done recently has broken  battles with Gau in them. I went through the cutscene to get him, but the first battle after him, the screen broke down into garbled snow. So I've got to trace back and find out what I did to break it.

Bleh, yeah, this kind of stuff is usually a nightmare to track down.