øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=150e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9961.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9961.html.zxˆâg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬OKtext/htmlISO-8859-1gzip@øÕÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:27 GMT0ó°° ®0®P®€§²ð®‡âg^ÿÿÿÿÿÿÿÿ‰" 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

151
Yeah, those look like the NPCs used in the ending. The ones for the other scenes are stored on other underworld maps.

152
Game Modification Station / Re: FF6 Improvement Project
« on: January 04, 2013, 01:45:03 PM »
Thought I should mention this patch:

http://www.romhacking.net/hacks/1099/

Same dude from above. This one removes the auto-command selection from the Colosseum  allowing the player to battle as in normal battles. I can imagine this would make the Colosseum a lot more fun and remove the frustration of watching the AI make really stupid decisions.
Personally I'd rather see better AI. Just removing that mechanic alone seems like the easy way out.

153
Okay, it seems just opening the ROM in the editor is enough to cause this corruption. Do the following:

1. Open a clean headered FF2 1.1 ROM.
2. Hit the save ROM option without doing anything else in the editor.
3. Start a new game, observe the results. They become most apparent as Baigan walks Cecil through Baron Castle.

154
I'm having missing NPC issues as well. No reproduction steps yet; I'll start fresh with a clean ROM and see if I can figure something out.

155
If that's what you want to do. Alternatively, you could change the one dancer's sprite back to the dressed sprite (forget the value, look up Phoenix's doc).

156
That extra dancer is probably caused by the fact that they only changed the sprite assignments to censor the stripper, rather than the NPCs. The dress sprite and alternate dancer sprite are all placed on the same tile as the normal dancer, even in FF2. FF4 makes the dressed dancer invisible, makes the swimsuit dancer visible and makes the tossed dress visible, then reverses the process at the end of the dance. FF2 does the exact same thing, but the dancers share the same sprite and the dress's sprite has been set to none.

157
Gaming Discussion / Re: Gaming Progress Thread
« on: December 22, 2012, 03:29:08 PM »
I suppose this doesn't really count, but I just started watching a LP of Haze, and I totally understand why Free Radical went under now. The concept behind the game is a good one, and making a PS3-exclusive Halo clone might've worked from a business perspective if they actually pulled it off, but this is just terrible. I honestly can't tell if this is supposed to be heavy-handed social commentary or a complete parody. FDR did humor well in the TimeSplitters games, particularly TS3, but here...I don't think it was at all intentional, and that's just sad. Also the graphics are incredibly ugly, muddy, and bare. They claimed this game would compete with Crysis visually. :laugh:

158
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: December 01, 2012, 09:09:04 PM »
You're making me want to play this again. I hate you. :shadow:

What emulator are you using, by the way? I'll probably just play my Wii copy on the console, but I wasn't even aware there was a functional PSP emulator.

159
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: November 26, 2012, 11:22:06 AM »
The After Years team probably had next to no budget to work with, which explains the resource reuse in the versions that use the original graphics. (In addition to FF5 and FF6, there are some Romancing SaGa edits in there, too. And in addition to graphics, entire chunks of the game scenario are copied from the original...) It's not until the last couple chapters that you actually start seeing new art for monsters and backgrounds. The sad thing is I did a more convincing job "FF6izing" the FF4 characters for the Halloween sprites, and those are intended to look like FF6 characters dressed as FF4 characters.

While I'm impressed with the monster sprites for the most part, the PSP graphics have this RPG Maker XP look to them that I can't stand. Maybe that's just what happens when you increase the resolution of these old games, but stylistically it just feels so off compared to the original.

160
Final Fantasy IV Research & Development / Re: FF4PSP - Journey Log
« on: November 20, 2012, 12:57:32 PM »
Tower of Babil floor numbering seems different.. as the underground base starts at Floor B13 instead of Floor 1 from the underground side. I guess that matters if there was an elevator installed.
The original numbering didn't really make much sense. I can see starting at F1 in the underworld, but the overworld tower floors being labeled "BFx" always bothered me, even though you were descending the tower.

Why the hell do you need to rename the Blizzard Spear/Lance to the Ice Lance? Is Blizzard too hard a word to comprehend?
Didn't the GBA version do this too? It's a more accurate translation. Whether or not that's a good thing is a matter of opinion, but you can't really fault them for it. (PSP uses the DS translation for things' names, but they were too lazy to adapt the script, which is the only part of the DS version that was worth anything.)

---

What I'm gathering from this thread is that there's still no definitive version of this game. Every single port/remake has to break something. It's not like the SNES original was stellar or anything, just don't break what did work in it and fix what didn't. (This version could never be definitive with those hideous visuals anyway.)

161
Gaming Discussion / Re: FF4 - The Handicap "Challenge"
« on: November 08, 2012, 06:33:05 PM »
And another right after that where you needed to be toads to enter, but the game neglects to tell you that, unlike the mini dungeon, you can revert back once in.

162
Gaming Discussion / Re: FF4 - The Failed Evolution of Rows
« on: November 01, 2012, 03:40:57 PM »
The WSC/GBA targeting always defaults to the bottommost monster for some reason, rather than closest to the party for physicals and farthest away for magic. I can't help but wonder if it's related to the fact that the WSC could be held in two different orientations.

For your history section, FF2 has an extreme example of enemy rows - only the four enemies  (probably less with the larger enemies) in front can be targeted with physical attacks. I can't remember if FF3 has enemy rows, FF7 definitely does (and even tells you when a target is in the back row if you turn on the help window).

163
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: October 26, 2012, 01:53:09 PM »
Cool, you picked up on a bunch of stuff I overlooked (and some I neglected to mention). Recall definitely works in the Octomammoth battle; I hit the bastard with Bio. :banonsmash:

You can actually customize what the Y buttons do out of battle in the config menu. (The 1.0/US GBA version still has these strings.)

I'm using Oswan too. There's a new version entirely on Japanese on the emulator's Sourceforge page if you want to give that a try.

164
Final Fantasy IV Research & Development / Re: Decoding World Map Triggers
« on: October 25, 2012, 01:47:45 PM »
That's my guess. The first floor of the overworld tower even has an inaccessible exit tile. It could just be for detail, but that tile isn't used for detail anywhere else in the tower and I'm fairly certain you can't even see it in-game.

165
Final Fantasy IV Research & Development / Re: FF4 Algo - Input Requested
« on: October 22, 2012, 11:52:22 AM »
Yeah, I'm sure covering is just an accidental result of them making Cecil's two classes more interconnected in this. What bums me out is the fact that enemy rows and gradual petrification were functional and they broke them for the GBA release. I always blamed all of the GBA version's bugs on this remake, but no, it was just a lousy port. I'm amazed they fixed cover.