øAslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&action=profile;area=showposts;sa=messages;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbbf7.htmlslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&action=profile;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbbf7.html.zx†ôg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ­òOKtext/htmlISO-8859-1gzip@øÕòÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:28:14 GMT0ó°° ®0®P®€§²ð®†ôg^¢ò Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1
Final Fantasy IV Research & Development / Re: Dummied Customizer Options?
« on: December 16, 2015, 07:03:03 PM »
LoROM IIRC

2
While I'm fairly sure I have a backup of those, I wouldn't begin to know where to look for it :bah: :lame:

Honestly though, most of them were just grabbed from the web. It shouldn't be too hard to get those again. It looks like everything is still in place for them, including names and post counts, the sprites just need to be added to each theme's directory. (I seem to remember I had an extension installed that would read them all from one place rather than duplicating them, hence that ranks directory.)

Looks like archive.org is missing 777.gif, pretty sure that's the only custom one that's gone.

3
Final Fantasy IV Research & Development / Re: Dummied Customizer Options?
« on: December 16, 2015, 01:45:21 PM »
It was me, and yeah, you can copy the entire 01 bank from any Japanese version into the English versions and still have a fully functional menu. At the time I figured it'd be easier to go that route than adding any missing code, but I can't say for certain that the original code for those menus isn't still there. The text certainly isn't there anymore, but that's easy enough to add.

4
General Discussion / Re: Notice of (personal) downtime
« on: December 12, 2014, 03:16:25 PM »
Ah, that sucks. I'll try not to burn down the shiny new forum in your absence.

5
Gaming Discussion / So hey, Strife got rereleased
« on: December 12, 2014, 03:15:20 PM »
Deathlike2 introduced me to this lost Doom engine action RPG a few years ago, and in the time since it's been completely reverse engineered and is, as of today, available to buy through Steam:

http://store.steampowered.com/app/317040/

Runs in an enhanced engine (first impression, from screenshots, is that the new lighting looks terrible), but with an original mode utilizing Chocolate Strife. Bought in a flash, can't wait to try this out!

Read what you will into "The Original" being used so prominently on that storefront...

 :edit:

The lighting isn't bad at all seeing the game in motion, actually. I kinda like it.

6
Slick News / Re: We're back!
« on: December 07, 2014, 05:50:04 PM »
Nice to see it back up :cycle:

 :edit:

Purple Love theme is best theme.

7
General Discussion / Re: Emergency
« on: September 25, 2014, 12:00:47 PM »
I guess the good that'll come of this is we'll finally have the board up to date (and the exploit patched, of course).

8
Hmm? So you can't have an enemy multi-target Nuke or Meteo? But we know that Zeromus can multi-target Meteo, he uses it explicitly on the party.
Don't multi-target Nuke, bad things happen:

https://www.youtube.com/watch?v=xsLNwmDAABc

IIRC, the same thing happens with White. Some sort of overflow and memory corruption. Not sure if it'd fair any better targeting players, but I doubt it. Figured that's why they made the (enemy skill) MegaNuke animation.

9
Not by default, but you can create custom layouts (it ships with one that does SMB1's sprites and tiles).

10
YY-CHR has a 32x32 mode that should work with those portraits and can export a bmp if you'd rather work in an actual image editing program (but for pixel are its tools are fine). It's not tedious at all, really.

11
That's just how LoROM works. There's nothing mapped to xx0000-xx7FFFF. That's the major difference between LoROM and HiROM, from a non-hardware standpoint.

 :edit:

This is the simplest reference I've found: http://romhack.wikia.com/wiki/SNES_ROM_layout (yes, on Wikia  :sad:)

12
Actually, the WSC version and early shots of the GBA version did touch up the originals, but unfortunately also had to cut them down in size to fit the low screen resolutions.

13
Personally, I'd see about getting an artist to touch up the original SNES portraits with more color. Maybe it's just nostalgia, but those were easily the best.

14
Final Fantasy IV Research & Development / Re: The Drawing Board
« on: January 16, 2014, 09:03:18 PM »
If he didn't kill himself with Vanish his text at the end of that battle would never show. They made a smart call with Golbez: by using a value significantly higher than his max HP, you'll always see it. They didn't make this same call with Rubicante, and it's almost impossible to see his end text since you usually overshoot the value and just kill him normally.

15
Final Fantasy IV Research & Development / Re: FFII SNES Beta Curiosities
« on: January 16, 2014, 08:57:53 PM »
You fight Black Knights in the Tower of Zot, they're pretty much the same thing.

Really I wouldn't read too much into the flavor text in that guide, they had to make fairly mundane things in terms of gameplay sound interesting. No doubt things were shifted around as the game developed, but I doubt it changed all that much.