øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=480e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9eb2-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9eb2-2.html.zx�âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬¦zOKtext/htmlISO-8859-1gzip0|Ö¦zÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:35 GMT0ó°° ®0®P®€§²ð®�âg^ÿÿÿÿÿÿÿÿ B¦z Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

481
Final Fantasy IV Research & Development / Re: Announcing: FF4Tools
« on: September 01, 2009, 10:01:32 AM »
I love you. :omg:

(I played around with the map editor a bit, unfortunately I can't really make use of it on this laptop, and will need to wait until I get my PC up and running again. But still, it's completely awesome. The other editors display fine at this resolution; the text editor is painfully slow here, though.)

 :edit:

Yes, I missed the tile size option... :blush:

 :edit:

Found a bug in Firefox: If you hold down the mouse button when drawing on a map, and exit the map boundary, the mouse will continue to draw if you reenter the map, even if you've released the button. You need to click again in the map to stop it. The undo button fixes any damage, at least.

482
Gaming Discussion / Re: Final Fantasy III: Eternal Crystals Bugthread
« on: September 01, 2009, 08:45:23 AM »
am i allowed to post parts of pms/what if they're from a different site?  i know the mods at rhdn get uppity about it(posting pms, that is), at least last i knew.  feel free to remove it and replace it with a summary if a direct quote is no good.

I don't really like the idea of it; they are supposed to be private after all. I'd ask the guy permission to forward it onto some other people who are critical about the hack, and if he agrees, you can post it here.

Anyway, based on your snippet, I'm guessing the other places he's posted it aren't ROM hacker centric like here/RHDN, and certainly aren't populated by the entire team working on the most extensive FF6 hack of all time. They might not know how easy it is to fix these bugs, or simply don't care because the hack is the greatest thing they've ever seen come out of FF6. Like DL2 said, it's not hard to please us:

PLEASE TEST YOUR OWN HACK FROM THE BEGINNING.

The hack does some cool things, but it just fails because of all the bugs. That Gilgamesh battle was absolutely ridiculous; you can get to Mt. Kolts in about an hour, with leveling and talking to NPCs. There is no reason to have a bugged battle like that in the first hour of your hack. If, for some reason, he didn't know how to fix the battle, there's here, there's RHDN, there's Mnrogar's...if he posted to any of these sites, I'm sure one of us would be there to help.

Feel free to forward this post onto the guy.

483
Gaming Discussion / Re: A lil something interesting
« on: August 30, 2009, 11:13:18 AM »
If you try the ROM manager, let me know how it works, I don't feel like installing anything I don't have to on here. I know whatever I was using for their lists was a real pain to use; the interface was terrible and I couldn't figure out how to do much with it outside of renaming (and even then, it automatically zipped each ROM and put each into its own directory, which always irritated me).

484
Gaming Discussion / Re: A lil something interesting
« on: August 29, 2009, 02:28:34 PM »
Bah, they could have easily put together a collection of patches that included all of the original files from our distributions, plus an additional file that would give the no-intro name and CRC of the correct ROM to patch. If they pulled an intro from a ROM hack that was intended to be there (such as the splashscreen in Zeemis's FF6 hack), then they're actually doing a disservice. At least the presentation is nicer than, say, the GoodSets, which don't seem to have a standardized filename format or anything for hacks.

I don't have any problem with putting together a massive collection of hacks, that's what archive sites like RHDN essentially do already, but I do not like the fact that this is being distributed as a collection of ROMs. I wouldn't even care if they switched them over to another patch format than what they were distributed in originally.

485
General Discussion / Re: What browser / window size do you use?
« on: August 29, 2009, 12:27:58 PM »
I usually run 1280x1024, but right now I'm using my old laptop which maxes at 1024x780. Window size is about 1000x560, with large icons in Firefox 3.5, the menubar, and bookmarks toolbar. If I run F11 fullscreen mode I get almost the entire resolution.

486
Gaming Discussion / Re: Gaming Progress Thread
« on: August 28, 2009, 11:44:29 AM »
I've been wanting to play through FF7 again for a while now. I started a game some time last year, but never really got anywhere.

Final Fantasy IV: The After Years (Wii)

[spoiler]After finding an entire dungeon I missed in Golbez's Tale, I decided it might be a good idea to go back through the others and see if I could find anything else...and I did, unexpectedly. In Rydia's Tale, inside the Agart Mine, there is an empty room. I figured something was up with this room, so I was searching every tile I could, when I got into a battle with quarto puppets. They ended up dropping a mythril bolt, which is a key item needed to get a better ending to this tale. I didn't realize that at the time, and it's pure luck that I ran into the puppets and got the item in one battle. The puppets only appear on a waning moon (The guy in Agart who talks about monsters only says "half full;" the green dragon appears on a waxing moon.), and they don't always drop the item. At the time, I had no idea what to do with the bolt, and I decided to look it up at GameFAQs, only to find they also drop a mythril nut. I fought them for a while, got both items, replayed the ending of the tale, and now Calca and Brina are alive again and ready for use in the final tale.

I also made numerous runs through Edge's challenge dungeon, and got a whole load of equipment for him and his ninja buddies. I didn't find anything in the other tales; I'm debating whether I want to check GameFAQs for more things I may have missed or not.[/spoiler]

487
General Discussion / Re: Boot issues - any ideas?
« on: August 28, 2009, 08:50:27 AM »
look for bad caps on the mobo and psu.

Already looked on the mobo and didn't see any. I didn't check the PSU, though.

consistently dying during startup with times that vary based on OS make me lean more towards mobo.  psu issues would be more consistent timewise.

Yeah, I was worried about that too. The thing is, I would expect a bad mobo to be consistent as well. If the new PSU doesn't solve the problem, then I know what the problem is.

what brand/model machine is it?  serial number/service tag too if it's a gateway, emachine, or dell.  pm me the info if you don't want to distribute it.

It's an eMachines T3626. I'll PM you the service tag later, I've got to head out in a few minutes.

488
(I was going to wait until finishing the last tale, but meh, I wanted to get started early.)

General
The After Years runs on what appears to be a heavily modified FF4 Advance engine. The engine has been improved drastically, and plays as well as or better than the original SNES engine. There is no slowdown what-so-ever (this is likely due to the platform it's running on), and all bugs from every version appear to have been fixed. The gameplay, outside of new content, is nearly identical to the SNES original, so all of the research in this forum for the original also applies to this version (unlike the DS version which had some pretty significant changes).

The game's translation is based on the DS version. Dialogue in flashbacks is lifted directly from that version, and all of the DS names for things are used. For the most part, that's a good thing (I didn't like a few random enemy name changes in the DS version, but most were either identical to the GBA version or modernized to current standards). The translation of the content exclusive to this version of the game is lacking in comparison, but certainly not bad at all.


Controls
I play with the classic controller, and it is nearly identical to the DS version, which was a slightly modified SNES scheme. A is action, B is cancel, X opens the menu, and Y switches characters on the field. In battle, + pauses (+ is always used as Start, while - is Select, since they're in the same positions those buttons would be on a SNES controller), Y switches between characters with full ATB gauges, and holding R runs (no need to hold both L and R). There is no option to remap controls.

You can also play it with the remote held sideways; the control scheme is a bit odd compared to playing a NES game that way. 1 acts like B and 2 like A, which is standard, but + acts like Y, A acts like X, and B paired with a direction on the control pad acts like L or R. It's playable that way, but I'm glad I picked up a classic controller. Unfortunately the game is not compatible with the GameCube controller, so you can't use the SNES to Wii adapter from RetroZone to play it.

You can play the game with up to four people, but since I only have one remote, I haven't tried it out. It likely works identically to playing with two players in the original.

You can hold B to dash in towns, like all of the remakes. There is no option for auto-dash.


Menu Interface
For the most part, it's the GBA version. The menus are nearly identical, the text boxes are limited to three lines, etc. The game runs in widescreen, and appears to be set up so that everything will display properly on a 4:3 screen as well. You can make the game run window boxed if you'd like, which I'm guessing is for TV's with a lot of overscan, and also move the screen around. Lots of options to get the best picture possible, more so than your typical console game. Oddly, brightness correction is probably the only thing missing, and that's only odd because so many other options are provided. The font appears to be a TTF, instead of a bitmap, probably for better scaling and anti-aliasing.

The Settings (Config) menu lacks a few options from the GBA version (which was already lacking a lot from the SNES version). One thing you'll notice immediately is the lack of a Bestiary option. The DS bestiary sucked, and they left it out entirely this time... :sad:

Like the DS version, the ATB gauge in battle switches to a action time gauge after inputting a command, which shows you exactly why Jump is slower when you have a full party. (I've mentioned it before, but when you input a lot of commands that execute immediately, like Attack, the time gauge for Jump will stop. This goes for any command or magic spell that takes a longer time to cast.) If I was in charge of this version, I think I'd say "screw faithfulness" and make the timers run even when actions were taking place, queuing the actions. This way any long commands you input would likely execute right after the attacks were finished, same with enemy attacks, and the whole game would be even faster.

Pressing Right when inputting commands in battle gives you another small command menu, with the options to Defend, Swap Rows, and use Band attacks. You cannot bring this menu up by pressing Left, which may throw you off when you want to switch rows for the first time (the Band tutorial pretty much insures you'll see this menu ahead of time, though).

Treasure is displayed in a window right on the battle field  after finishing a battle, instead of on its own screen. The cool EXP gauges from the DS version didn't make it onto this screen (on the plus side, you can still get more than one item per battle, unlike that version).


Battle Engine
Enemy rows are back, for the first time since the PSX port. Additionally, targeting is back to normal, instead of the awful bottom enemy first targeting used by the GBA version.

Fire and Ice-elemental armor no longer makes the wearer weak against the other. This is likely true for holy and dark, as well. This seems to be intentional, and not a bug, given how well the rest of the game was done.

Like the DS version, you only get a single arrow from treasure chests/battles, and arrows do not decrease in battle.

Enemies have the ability to target multiple characters with physical attacks (not an attack chain; a single attack that hits more than one character). Was this available but unused in other versions?

The only possible bug I've found: Occasionally, after setting Berserk status on a character, the ATB bar will fill, then empty, and need to refill again before an attack will be made. This seems semi-random and doesn't always occur, hence why I'm labeling it as a bug.

That reminds me, unlike the DS version, the ATB bar does not empty when receiving a status effect, swapping weapons, etc. This was easily the most annoying part of the DS battle engine, so I'm glad its gone.

Reptiles are called Demons in this. :lame:

Sprites' outlines glow when certain status effects have been applied: Protect, Shell, Reflect, Haste, Slow. This applies for both characters and enemies. The spells work like the originals (they can be applied more than once to gain additional benefits), which will probably throw off some newer players who don't understand that Protect does not reduce damage by half on its first casting.

Monster sprites are tinted purple when poisoned, red when berserk, and pulse green when they have sap (HP leak). Characters also pulse green. Additionally, monster sprites flip backwards when confused, like later games. Monster and character sprites are also flipped when surprised/attacked from behind. I wish this stuff made it into the GBA version...

I need to test it more in-depth, but something has changed about weapons that deal extra damage to certain enemy types. Edge with lightning claws in one hand does very little damage to a machine, rather than the almost guaranteed 9999 he's get in the original. This might invalidate my blood sword findings, if these weapons are no longer doing 4x damage.

Update: Ugh, my initial tests show it may only deal 1.5x damage. Absolutely awful, compared to 4x. This had to have been done to nerf Yang and Ursula in the final dungeon, they'd completely tear through everything in there with the old damage formula.

Haste and Slow affect Doom's counter in this version, as you would expect.


Commands
(I'm only covering the new/modified ones; see the other topics for the original FF4 commands)

Awakening
Ceodore's command, this refills his HP and doubles his attack and defense power for three turns, then drops him down to single digits of HP. Should the battle conclude before the Awakening status wears off, his HP will be set to single digits afterward.

Bardsong
This is the DS name for Edward's Sing command, but it does not work like it did in the DS version. It's like the original, but has received a very interesting change - it can now be targeted manually, and defaults to a single ally. When casting on allies, it uses four beneficial songs (Healing Harmony = Cure, Life's Anthem = Cura, Guardian's Ballade = Protect and Shell, Hastemarch = Haste). When casting on enemies, it uses the same songs as the original command did. Like the original, it can also fail. I'm not sure if Toadsong is sung when a toad, since there was no opportunity in the tale.

Big Throw
This is Luca's command. Remember how the dwarven axe was thrown like a boomerang? That wasn't the case in the DS version, and it's not in this one either. Instead, this command allows you to throw any weapon like a boomerang. It does not make the weapon anti-aerial, but it does make it long range.

Bless
The DS name for Fusoya's Regen/Spirit Wave command. They changed it again; we all know the original was useless, the DS version made it into a pretty efficient way to restore MP, and this version tried (and failed) to make it even better. The command puts Fusoya into "lockdown" mode like the SNES original, but only for three turns. During this time, about 5% of HP and MP will be restored each turn.

Blessing
Rosa's command that replaces Pray, and it essentially is Pray from the DS version. It restores about 10% of HP and MP. Not to be confused with Bless.

Chakra
Ursula's command seems to have been lifted from FF5, much like her sprite. This restores some HP and cures some status effects (likely poison and blind, if it really was ripped from FF5, need to test, status effects never really came up in that tale).

Cover-Counter
Yang's new command which replaces Gird/Brace. This works identically to Cecil's Cover command, except Yang will counter attack the enemy after taking a hit for another character. The command can be targeted to Yang, but it does not do anything. When in use, it changes to Cease Cover, just like Cecil's command. It should be noted that Yang does not have an auto-cover ability.

Dance
Brina's command, and not like the Dance commands from FF5 or FF6 at all. This one uses (semi) random white magic spells on the party. It's known to use Cure, Cura, Esuna, Raise, Protect, Shell, and Blink.

Gil Toss
Harley's first command, lifted from FF5. Gets stronger with level; I never really used it since it seemed too weak.

Jive
Calca's command. Dance to use a (semi) random enemy skill on all targets. Gives you the ability to inflict lots of status effects, but there are also a few good attacks in the mix, like Thermal Rays. I need to make a list of the skills it can use.

Human Kite
This is Zangetsu's ripoff of Jump. Works identically, from what I can tell, seems to take slightly longer to "charge," though.

Illusions
Izayoi's command, she dances and confuses a single enemy. Success rate seems pretty high; it's probably level based, but I'm not sure.

Pray
This replaces Porom's Cry command. It seems to work just like the original but casts Cura - it may actually be percentage based, but there wasn't enough HP difference in the tale to notice it.

Piercing Sight
Harley's other command. This casts Dispel on an enemy and can set an elemental weakness. The game does not tell you which weakness was set, unfortunately. I really had no opportunity to test this one (I should see if it can be targeted at characters to test the Dispel part, at least).

Pressure
One of Golbez's unique commands, this casts a paralysis spell on a single enemy. The success rate seems standard for Paralysis (see DL2's status thread).

Risk Strike
Cid's new command, it doubles his attack power but reduces (halves?) his hit rate.

Salve
This is the DS name for Edward's Heal/Medicine command. Like the DS version, you get a menu to select an item, and then that item is used on all characters at full power. It uses one item per target, and will fail if you do not have enough items (it will let you select that item though, which is kind of annoying).

Shuriken
Gekkou's command, it's like Throw, but only shurikens (both kinds) can be chosen.

Smash and Grab
This replaces Edge's Steal command; it's probably just an alternate translation for the Plunder command from the GBA version. It works the same way - attack and steal at the same time.

Steal
I said I wouldn't cover FF4 commands, but it's worth pointing out that this has moved to Tsukinowa, and that he does a happy dance after successfully stealing. I wonder if we can make Locke do that in Pandora's Box...

Taunt
Goblez's other command. This makes the next enemy attack target Golbez. It works sort of like Runic in FF6; all attacks will be directed towards Golbez until he does something else. Multi-targeted magic is not affected by this.

Tenketsu
Ursula's other command, gained near the end of the tale. This is like attack, except occasionally you hit a weak point or elemental weakness and do double damage. That seems to be random (as in, having the correct claws on does not guarantee the elemental weakness hit, and not having them on does not prevent it).


Bands
(Will add later)


Items and Equipment
See aspire's savestate hacking guide here for a full list. I just want to note a few things here:

Code: [Select]
0x2B Blood Sword Attack: 45
Absorbs HP
Might not do extra damage against giants or flans. I need to retest this since my finding about enemy type weaknesses.

Code: [Select]
0x18C Queen’s Whip Attack: 5
Can turn enemies into pigs
This weapon is essentially the piggy's stick, but with abysmal attack power and limited to women. Any female character can equip it, not just Rydia and Harley. Of course, that means there is one character who can make great use of this: Ursula. Attack power doesn't matter to her, so it's a great weapon to pair with a claw when fighting magic users.



Graphics
The character sprites are now 16x24, instead of 16x16. The new sprites were clearly based on ones from FF6 (some, like Cecil, are almost painfully obvious), but I think I see a bit of influence from Square's other SNES RPGs. The old 16x16 sprites are used in flashbacks, and parts of Porom's Tale. The characters only seem to have the same animations they would in the original, they're not nearly as expressive as FF6. On the plus side, the battle animations are more inspired by FF4 and look a lot better than FF6's "jump in walking forward pose" attacks.

Almost all of the other graphics have been taken from FF4 Advance. This means that, even though there is a ton of space on the screen, some monsters are still tiny compared to the SNES originals. There have been some minor changes made, mostly to add a few new tiles in dungeons, such as the rocks you can climb in the mountain tileset. There is one new tileset, which doesn't really fit FF4's style. There are also a few new sprites added here and there.

There are a few new monster graphics. The first encountered is the Mysterious Girl's battle sprite, which honestly doesn't fit FF4's style at all. There are also edits of the worm and Malboro sprites, which are really good looking. I only wish there had been a few more; you fight Kirin, but it's just a palette swapped Chimera. It would've been great to fight the FF6 sprite. That wouldn't have taken any more work, since the assets are already there (and they obviously had access to them to make the character sprite edits).

There is a gradient "fog" effect coming from the left and right side of the screens in dungeons. This obscures some of the dungeon, and is probably intended to reduce the screen size a bit (the original dungeons seem tiny in this game, since you can see almost the entire map at one).

489
It's definitely slower than normal, I'm just not sure why. Outside of the modem, nothing has changed on this end. The modem is the same model, so I doubt that's a problem. It's probably just an issue on their end, so like I said I'll give it a try again later once everything is back to normal. If it doesn't go back to normal, tech support will be getting a call, since I got fairly decent speed before this.

 :edit:



That's better.

490
Got my new DSL modem:



This certainly doesn't seem right... I'll have to test it again later.

491


Corncast! :laugh:

I've seen "rn" look like "m" before, but never the opposite...

492
General Discussion / Re: Boot issues - any ideas?
« on: August 26, 2009, 12:15:28 PM »
Well, my friend got back to me last night. He said he's not sure if he has one or not, but he'll check today and let me know. If he doesn't have one, I'll pick up the one IST linked to.

493


Slightly better!

494
Gaming Discussion / Re: Gaming Progress Thread
« on: August 25, 2009, 03:11:29 PM »
Final Fantasy IV: The After Years (Wii)

[spoiler]I maxed out both remaining parties. It took about three hours, spread between yesterday afternoon, night, and this morning, but I'm finally done with it. It had better be worth the trouble. I did manage to pick up some nice new equipment in Edward's Tale, but Porom's was a total waste of time. I can't wait until the last tale comes out, so I can finally go back to having fun with this game.[/spoiler]

 :edit:

[spoiler]I decided to play Golbez's Tale a bit more, since I had only run through his challenge dungeon twice, I believe, and I wanted see if I could get him some better equipment. On my second run through this time, I got a proof of courage item. There is another challenge dungeon on the moon (inside the face), I originally thought this was something that wouldn't be available until the last tale, but when I took that item in I got access to the dungeon. It's bigger than the first one, had plenty of treasure, and the floors modify themselves slightly each time you enter (bridges move, walls appear, etc. so you need to do more than one run to get at all the treasure). I ended up getting some nice goodies: an Aegis shield, the Defender, and a Rare Band that supposedly makes rare items appear more often (I think the only item I've gotten since getting that was a fire arrow).

The boss is kind of pathetic, but only because I'm abusing it by casting Haste and Berserk on Golbez while he has the blood sword equipped. That pretty much protects him from the nastier attacks, since Berserk is back to being game-breakingly awesome as intended, and he can restore almost all of his HP before the next attack. The boss does use Stone Touch, which means you do have to keep the mop alive so he can cast Esuna/use a gold needle, otherwise Golbez will likely turn to stone before the battle ends. Unlike Doom, Haste doesn't seem to make gradual petrify's timer move any faster, at least. The boss's gimmick is that his attacks get stronger every time you use magic on it, which I completely avoid by having Golbez do all of the damage.[/spoiler]

495
General Discussion / Re: Boot issues - any ideas?
« on: August 24, 2009, 06:35:20 AM »
I was actually thinking that too; I've still got the stock PSU and they're pretty notorious for failing. I had always planned on upgrading it, but I figured I'd wait until I could afford to do the full upgrade I wanted to; I guess I shouldn't have. I think I'll get in contact with one of my friends later on, he always has loads of hardware just sitting around. Failing that, I'm not very knowledgeable on the subject, could someone link me to a cheap but good PSU? I don't want to buy something that's going to be as bad as what was in there to begin with (350W should be fine, but if something better than that can be gotten for about the same price, I'd like to, because I do plan on doing some upgrades in the future).