øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=347;area=showposts;start=120e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbfc9.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=347e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbfc9.html.zxþðg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/iÀOKtext/htmlISO-8859-1gzip@øÕiÀÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:13:10 GMT0ó°° ®0®P®€§²ð®þðg^ÿÿÿÿÿÿÿÿþ'iÀ Show Posts - Bahamut ZERO

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Messages - Bahamut ZERO

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121
Submissions / Re: FF5 Mute English Graphics Patch v1.0
« on: June 02, 2016, 09:06:02 PM »
Can't you just open the bmp in YYCHR?

If the graphics aren't compressed, one should be open FF5 in another instance of YYCHR, then copy and paste the graphics from the instance with the bmp open right over to the instance with FF5 open.

122
...Huh. This is very interesting.

Up til now, I always assumed that any Key Item would need the "remove item" command to actually remove it from the inventory. But then again, that was from me looking at events and always seeing that command being used right after  an "look for item" command.

Makes me wonder... if the Troia pass can only be removed from the inventory through that command, would it stay in the inventory if it were also a usable item, such as the Whistle, and used from the normal item screen? I'm gonna play around and find out if that's (hopefully) the case, since the pass in my project is a lump of gold that's a rare drop from monsters and doesn't necessarily need that special exception anyway. :D

EDIT: I've debunked my own wonderings - a usable Tool item such as the whistle is still removed when used normally via the item screen. Was worth a try though!

123
Glad to hear everything's coming along nicely, man!

Also, since I just offered to Rodimus the other night on RHDN: If you'd like to use any of the graphics I've been porting/making I'd be more than happy to share what I've got and get done in the future.

I mean, I'm sure you probably don't want to use any of the enemies I've edited, but if you wanna use anything else feel free to let me know.

Which reminds me... I'm an ass and haven't done the ninja scroll icon I promised you yet. :lame:

Is there a particular style you want for it? By that I mean do you want it looking like an open scroll (like someone reading it), or would you rather like it to be unopened (first thought that comes to mind are the scroll pickups from Mystical Ninja)?

124
I've been wondering how to set these kinds of "music"s. Thanks for sharing the info!

Though, I'm pretty sure the propeller noise can be used from the "sound effects" section of the editor. Then again, that might be a different sound effect altogether than what you found..  :hmm:

On second thought, what I'm talking about is almost certainly a different sound altogether, as what you're talking about is being set AS the music, and not played along WITH it. That became apparent the second I tested the "whirlpool" SE before flying to the waterfall map you're talking about (which I'm really glad you posted this up before I got any bright ideas of changing that map's music).

I wonder if these extra "music"s can be played with the same way one can play with the octaves/tempos of the normal musics. Say you could, and could also have some sort of water droplet graphic auto scrolling in a set direction (which in theory I guess could be set up using whatever method is used to make the Mist cave's BG to layer on top of the map rather than behind and, and having said raindrop graphic be part of the map's tileset) you could  rig up a rainstorm using a tweaked waterfall music (that is, if one wasn't planning on USING that for a waterfall).

125
Final Fantasy IV Research & Development / Re: NPC Priority?
« on: June 02, 2016, 04:12:10 PM »
Hmmm perhaps it's a mix of NPC location order and which one is on the tile first?

Maybe as a little test done on a backup of your project or something:

1) set up a map to use 4-5 npcs, maybe all main character npcs to help determine who's on top

2) have a standing Namingway chillin nearby. Add movement commands to his "if No" box so you can just talk to him and watch the npcs walk to the same tile ingame

3)????

4) PROFIT

Disregard steps 3 and 4, I coudn't help myself with the Suth Park reference.  :happy:

As an alternate test, you could try having said npcs already set to the same one location and unactivated, then set up namingways "If  no" box to activate them all simultaneously. That might help clue you in on what's going on!

(Meant to reply to this days ago, but it's been too hot for me to do a whole lot on my computer without getting half a headache. Sorry 'boot that.)

126
Regarding sick, twisted ideas... You could change the slime monsters into poo.
Brown poo, green poo, white (bird) poo. You could put flecks of different colors in the monster sprites, then using the palettes to your advantage they could sometimes be the same color (like for solid brown), but sometimes be a different color (say, for a monster called "With Nuts" or "With Corn").

... Apologies to anyone reading this who has a weak stomach.

LMFAO. I was thinking of doing something like that awhile back, and your idea's the perfect way of going about. Consider it done!

Also, if you (or anyone really) comes up with any fun ideas for monster they don't feel comfortable posting publicy, feel free to pm me instead.  :yabin:

127
Here's some progress on Chuck Norris' overworld sprites. Still need to do the other poses but being able to walk him around feels good.

In other news got most of the characters in the game running off of DK Cecil's palette now, including the reworked Rosa mongoloid in the screenshot.

It's been a fun couple o' days. :)

128
General Discussion / Whatever you do:
« on: May 13, 2016, 02:12:16 PM »
Don't ever talk about your liking of ice cream on the RHDN boards.

This is a public service announcement. Just passing the info.

It's also quite hilarious to me, but that's a different story.  :laugh:

129
Thanks!!!

And now that I've been playing around with this a bit, I'm gonna make Rosa and Edward share the 00 palette, paste the white/red colors to said palette, and then I can make Tellah's palette unique.

Alright, time to get to work! :D


130
Anyone have any info on how to set a playable character's palette to one of the other playable character's palettes?

Searching around I managed to stumble across a bit of info posted by fedorajoe:    http://slickproductions.org/forum/index.php?topic=1601.msg15975#msg15975

Quoted from his post:

Quote
Location ABF4A is the place for Dark Knight Cecil's palette and the value is 00.  The other actors proceed in the usual order.

00 Dark Knight Cecil
00 Kain
01 Younger Rydia
02 Tellah
02 Edward
02 Rosa
00 Yang
01 Palom
01 Porom
03 Paladin Cecil
00 Cid
01 Older Rydia
00 Edge
00 FuSoYa

The thing is, when I check that location in HxD I'm not seeing what he's talking about. I was half expecting to see this:

Code: [Select]
00 0 01 02 02 02 00 01 01 03 00 01 00 00
But instead I see: (Unheadered rom)
Code: [Select]
4A 18 7F A1 F3 14 85 0E 85 18 64 19 06 18
or when headered:
Code: [Select]
C8 C8 C0 20 00 D0 BF A0 00 00 A6 43 BD 97
So... I'm a little lost on this one haha.


Basically what I'm trying to do is set Tellah's Palette to 00 (to share DK Cecil's palette) and set Yang's Palette to 01 (to share Rydia's palette).  If anyone happens to know anything on this as I continue my search I'd be happier than Wilford Brimley at a Quaker Convention.  :wink:

131
Any info floating around the net on how the types of Battle Starts work? By that I mean:

* The pixelation effect when fights start in dungeons

* The zoomy effect when a battle starts on the Overworlds

I was wondering if it would be possible to have the Zoom effect occur when any battle starts, or if possible, play around with the intensity of the pixelation effect on Dungeon Battle Starts.

132
Holy shit how did I not notice your reply!? Forgive me. :isuck:


I went with changing the normal map transisitions like your first example. I like how the Overworld has a straight cut-to-black effect instead of the faster fade in/out of the other maps.

I also notice that map loading from event still causes a pixelation effect, which will be perfect for some of the things I have planned. Thanks for the help!!

133
Quote
I just realized there are actual Chuck Norris spritesheets out there... :yabin:
Seems like a fitting Yang replacement.

Oh boy! Sounds like I need to track those down so I have a reference for when I get to work on it. :laugh:


Quote
Are the Romancing Saga graphics entirely in 4bpp? Did you have to sacrifice colors when porting them over?

Yes, they're entirely in 4BPP. And oddly enough, all of the graphics I've ported from it have only used 8 colors. As far as I know, I haven't had to sacrifice any colors when porting them over.

That castle interior wall I love, for instance, was literally copy & paste. I still need to find a suitable replacement for the wallborder/top piece, tho for now the vanilla FF4 one fits in pretty damn well. :)

Though one thing I want to do is make two tiles on the tileset be the wall with a solid line going down one side so I can have that depth effect the wall tile with a solid line on both sides offer. That way it won't look like the walls are all blending together haha.

I'm thinking of of sacrificing the cracked tiles that you only normally see inside Damcyan/Eblan castle to make the room for the two extra wall in the tile data. I also need to get a version of the wood floor into the graphics/tileset data of the Castle Interior so I can have some more variety when it comes to flooring options. If all goes well I can probably just copy n paste the graphic to where one of the cracked tile graphics are and rig it all up!



Edit: Got a first version of Chuck's menu portrait done, using Yang's portrait for a template. It... came out waaaay better than I thought it would.

Next up I gotta revert my prior changes to Yang (before this he was a Smurf-blue Genie) and then I can get on with the fun stuff.  :cycle:

134
SPC - Hard Core / FU ReMIXes For Your Earholes
« on: May 06, 2016, 01:34:31 PM »
Since my FF4 project is mostly me just having fun with editors, I figure it'd be a good idea to share some of the tunes I've tweaked and otherwise changed up (due to be tired of hearing the same stuff over and over again).

Yes, I know there's a thread already up for sharing .SPCs, but I figured it would be better to start my own thread and get some feedback, rather then hijacking another thread to do so.

Keep in mind that I consider these WIP, so every bit of criticism is helpful to me.

Today I have a sampling of 14 tracks in my project, all of which (except one) have had either Tempos, instruments, or octaves changed up. Or a mixture of the three!

The only one that hasn't been changed up in this mix is "03 - Epic Happenings", which is a looping Ending 3 that Chillyfeez made for Pinkpuff's hack "Unprecidented Crisis". I plan on giving it the "ReMIX" treatment sometime in the near future.

Track Listing:

01 - Title Screen
02 - Extended Intro (Moon)
03 - Epic Happenings
04 - Shit Hits Fans
05 - Boss Theme
06 - Castle Kurac
07 - Normal Battle
08 - Victory Theme
09 - Overworld
10 - Town of Kurac
11 - Cid's Theme
12 - Cave Dungeons
13 - Four Fiends
14 - Zeromus

The files are compressed in 7z format. Enjoy, and tell me what you think!

135
BrownEye - I'm dying... :happy:
I like many of your changes. Like getting some new furniture for your beloved place. And taking them from other Square games kinda keeps it in the family.

I... didn't even realize that was in the Wilford Brimley Battlesprite shot. I must be used to seeing it. XD

I changed it's AI up a bit, so it randomly targets enemies or allies. Usually when I encounter them there's 2 browneyes/ 1 eagle in the fight, and they usually start off fighting over who gets to kill the eagle lmfao. Mix in the random chance of Confuse status on hit, and you've got some rather unique situations you can get into!

Hell since I'm on the subject: If anyone would like to request monsters to be in my project, I'm open to literally any and all suggestions or ideas. Only boundries I've set are 1 or more of the following:

Epic
Funny
Twisted
Disturbing

Soo basically anything one would find entertaining to kill in an RPG. It doesn't even have to make sense, as long as it's entertaining! I've attached an edit I've done of the Water Bug as an example.

And thanks for the kind words on the Tileset changes! Given the work you're doing on your end with the 4BPP upgrade, that's like getting a thumbs up from Chuck Norris.  :happy:

Chuck Norris.... hot damn, I feel a good idea on the horizon! Time to get to work. :cycle:     

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