°Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=1605e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc359.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc359.html.zxктg^                    ╚Емг.OKtext/htmlISO-8859-1gzip0|╓г.        Tue, 10 Mar 2020 19:12:01 GMT0є░░ о0оPоАз▓Ёоктg^        %г. Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1606
Gaming Discussion / Re: You Know Tellah Really Sucks When...
« on: February 29, 2008, 08:38:16 PM »
 :laugh: :laugh: :laugh:

1607
Final Fantasy IV Research & Development / Re: "Twin" Command
« on: February 29, 2008, 07:17:24 AM »
Ha, I tried that exact same thing in my hack.

1608
No. It's supported by the engine though, that's how JCE made some enemies attack with the drain element in FF2usHT.

1609
I was wondering what determined if Quake worked, I knew the floating graphics were only cosmetic. You've probably noticed quake-proof enemies don't float in every formation--that's because floating is a bit in the formation data and effects every enemy and some would look pretty stupid floating, such as the VampGirl.
Funny how my hack isn't broken as a result of this discovery though...

1610
Gaming Discussion / Re: A Request To Dragonsbreathern
« on: February 29, 2008, 04:43:05 AM »
This isn't a bad idea. In my hack I merged it with Libra, in battle it has Libra's effect, out of battle it's Sight. Making it heal darkness was my first idea, I wanted to free up a few spell slots for more useful things though. I can make a hack with the darkness healing property later.

What animation does it use when reflected? I don't think it has any animation set when it's cast in battle, I could be wrong though, haven't looked at the data in a few months.

By the way, you spelled my name wrong. :tongue:

1611
Dbi News / Re: GoldenEye 007: Office Tower Map Completed
« on: February 23, 2008, 08:00:28 PM »
Here are screenshots of the entire mission for those of you who can't play it:


Intro camera showing the helicopter and guards on the roof. This was almost the photo used in the mission select menu but I figured something from inside the office would make more sense.


Bond in the intro. I kind of wish I had changed the intro block so he wore the blue suit instead of his stealth gear.


This guy walks out into the hallway shortly after the mission starts and attacks you.


The storage room. The guards sneak in here to watch TV while on duty. :laugh:


Peaking into the other office through the tinted window in the storage room. Someone must've let a fly in, it's obviously getting on that soldier's last nerve.


The other side of the commandant's office.


The meeting room. No shots of the shotgun-toting, heavily armored soldiers in here, they'd kill me if I tried taking their pictures. :tongue:


Blasting one of the roof soldiers point blank with the shotgun. Yes, I'm using Wreck's blood mode code.


The ending scene where the chopper takes off. :cycle:


My best time so far. I think I set the cheat time a little too high. Note that this time was set on a separate playthrough, I never would've been able to get that good of a time after taking so many screenshots.

One thing I can't show in a screenshot is that the level's music is the unused Runway X track.

1612
Gaming Discussion / Re: My PSP now has custom firmware.
« on: February 22, 2008, 05:34:38 PM »
Honestly...that doesn't sound very good. Same systems on my DS:

  • SNES (via SNEmulDS): Many games play full speed, others play at a decent enough speed to be enjoyable, a few don't work at all. Just about everything suffers from tile priority issues though, so I hardly ever play anything on it.
  • GBC (via Goomba Color): Goomba Color is for the GBA but it definitely preforms better than Lameboy. Just about everything runs full speed, it has partial SGB support, and is being ported to the DS which will probably make everything run full speed.
  • GBC (via LameboyDS): Slower than Goomba Color, only listing it because it runs on the DS instead of the GBA. No SGB support, no color palettes for non-GBC games, it does have a mode where it stretches the image full screen but I find it more hideous than the GBA's built-in GBC stretch option.
  • NES (via PocketNES): If there's anything that doesn't run full speed on this I haven't played it. The only complaint one can make against it is that the scaling mode makes text hard to read but that can be easily remedied with font patches.
  • NES (via nesDS): Similar to Lameboy I'm only listing this because it's an emulator on the DS rather than the GBA. This is basically PocketNES ported to the DS, it doesn't have the benefit of recent PocketNES updates so it has lower compatibility. Has nicer, much easier to read screen scaling.
  • Genesis (via JenesisDS): I haven't played much but what I have runs pretty good. Lacks horizontal scaling which means some important information (health bars and such) gets cut off on some games.

Keep in mind that if I had written this even a few months ago I'd have had a lot more complaints than praise. They're all advancing pretty fast, I think it was less than a month ago that JenesisDS didn't even have sound.

1613
Gaming Discussion / Re: My PSP now has custom firmware.
« on: February 22, 2008, 03:57:38 PM »
Cool, let us know how good the emulators are.

1614
Final Fantasy IV Research & Development / Re: Curse Status
« on: February 20, 2008, 08:47:33 PM »
You're entirely right. :blush:

I got confused, I made a weapon in my hack that inflicted several status effects, one of which was curse. When I removed curse from the mix the weapon worked flawlessly and I blamed curse status, completely forgetting that the ancient sword has it set (Ancient sword is long gone from my hack and I never use it in any version of FF4, it's easy to forget a detail like that when you're not looking at the data). It must've been the combination that caused the problem.

1615
Final Fantasy IV Research & Development / Re: Curse Status
« on: February 20, 2008, 08:39:41 PM »
This is the best status to inflict on pudding type enemies, since their defense power is way too high and it allows for weaker characters to take a good whack at them.
Except nothing you have can inflict it. I haven't tested spells but I know if you give a weapon curse status it will crash the game if it inflicts it on an enemy. Nothing happened. Nothing happened. Nothing happened. Nothing happened.
(It gets stuck in an infinite loop)


Disregard.

1616
Final Fantasy IV Research & Development / Re: Enemy Attacks....
« on: February 20, 2008, 03:48:35 AM »
DullSong - looks like a Slow spell... I get the feeling this is the same attack used by the Scarmaglione (Milon Z in FF2US)
Indeed it is.

Vanish? - supposedly a revive monster attack
There are a few spells by that name, I forget if they have different effects or not and can't check right this minute. The one I'm most familiar with pops up in a few enemies scripts and instantly kills the monster. Golbez uses it on himself after getting hit by the holy element while fighting Tellah, as does Zemus while fighting FuSoYa and Golbez.

1617
Dbi News / GoldenEye 007: Office Tower Map Completed
« on: February 17, 2008, 03:54:32 PM »
See the news post below for screenshots.

Download

Thanks to Wreck for correcting the texture issues with Rice's plugin, I completely forgot to credit him in the readme and don't feel like uploading the entire thing again.

1618
I think FF4A has confused people to some degree. Some of them expect -ra -ga -ja instead of what the original spells were...

Those style names were used for FF4. They switched over to numbers for Easy Type.

1619
Dbi News / New Goldeneye Map + Mission
« on: February 15, 2008, 01:42:17 PM »
This is a map I created using Valve Hammer Editor and the Goldeneye Setup Editor:



It only took me a few hours total, which should be proof of how easy it is to make something like this with Hammer and the new version of the setup editor. Originally I was just going to make a multiplayer setup for it but I instantly got an idea for a solo mission while walking through it, so I'm going to start on that as soon as I'm done typing this post. The map, as you can see in the screenshots, has two floors, offices on one floor and the rooftop. It's kind of small so my mission will be really short, I think it'll make a great multiplayer level as well.

Update: Here are some screenshots from the mission.



Release should be soon, either tonight or tomorrow afternoon. I'll make a news post when it's ready.

1620
Gah, please tell me that you're not gonna stick with tacking "1" onto all of the basic spells for FF4ET :eek:
FFOrigins did that, and it annoys the crap out of me.

I'm not "tacking '1' onto" anything:



They've always been there.