°Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=1530e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc642.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc642.html.zxитg^                    ╚ЕмЄOKtext/htmlISO-8859-1gzip@°╒Є        Tue, 10 Mar 2020 19:12:00 GMT0є░░ о0оPоАз▓Ёоитg^Є Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1531
Gaming Discussion / Re: FF4A Random Cuteness
« on: April 03, 2008, 04:14:05 PM »
I kinda hate how long it takes for my computer to start up the thing when MS Paint works instantly. Makes me hesitate to open it and work on anything with it.

You know, that's a problem with a lot of programs and they just seem to get more bloated each version. They should really start letting you pick only the features you want (Does Photoshop already do this? I haven't used it since I was in school and I obviously didn't install it then) and you can add any other features you want by running the installer again.

1532
Gaming Discussion / Re: FF4A Random Cuteness
« on: April 02, 2008, 07:47:16 PM »
I noticed that on one of my last playthroughs and was surprised I hadn't seen it before.

1533
I can see why they prevented it, if you had a character that could steal at the time you could get multiple Dr. Lugae's Keys. Good for us hackers that have other bosses drop one-of-a-kind items. :wink:

1534
Final Fantasy IV Research & Development / Re: "Sing" Command
« on: March 31, 2008, 03:27:56 PM »
Does Edward's Sing command behave differently in FF4 PSX version? I heard it does a "curse" in one of the songs... I could be totally wrong. Dragonsbrethren?

I don't know, I don't use Sing, I've probably never even tried it in the PSX version.

1535
FF4A allows Porom to use the Assassin's Dagger...

Which is almost certainly a mistake, since Palom can't equip it and Porom can't use any other knives.

1536
Final Fantasy IV Research & Development / Re: "Heal/Medicine" Command
« on: March 27, 2008, 11:45:25 AM »
So the switching option would either have to be at the very end (after all the events are finished) or you'd have to change the events so only the main character (e.g. Cecil) was speaking during events, which is kind of boring.

I abandoned the concept (Actually prior to FF4a doing the same thing I planned) for that very reason.

1537
Gaming Discussion / Re: FF4A question.
« on: March 26, 2008, 05:14:12 PM »
I'm not sure if the emu is the problem with my testing, but the reaction to input when the battle speed is maxed in active mode is reduced a bit.

A bit, but it's still pretty slow compared to the SNES version. I knew about the problem for years, early on playing FF2us I realized that if I had Kain jump and just sit at the next character's command window he'd come down a lot faster.

I'm guessing this same problem is what makes the Avenger and berserk status so useless in the GBA version compared to the original.

1538
Gaming Discussion / Re: FF4A question.
« on: March 25, 2008, 06:31:30 PM »
Yeah but that's not really ATB related. The biggest issue with ATB still remaining in the European version is that any command input slows the battle down, that affected the original as well but it was less noticeable because the battles ran faster.

1539
Gaming Discussion / Re: FF4A question.
« on: March 25, 2008, 06:20:38 PM »
The GBA version does have some pretty bad ATB bugs...

Not in the European version.

1540
Game Modification Station / Re: FF6 misc ramblings
« on: March 24, 2008, 10:05:34 AM »
For script editing your best bet is to use a combination of Atlas and a program to recalculate the pointers for you (Atlas is supposed to be able to recalculate a pointer table but I've never been able to get it to work, it only works if you give it the offset for the pointer before each string). I can look and see if I've got an unmodified copy of the script here, if I do I'll zip it up with everything else you need, if not I'll walk you through the process of dumping it.

1541
Final Fantasy IV Research & Development / Re: FF4 Item - Dark Matter
« on: March 23, 2008, 02:15:52 PM »
It was finished, stuff just got cut during development. If you're going to use that fact to say it's unfinished then every game ever released is unfinished. :wink:

1542
Final Fantasy IV Research & Development / Re: FF4 Item - Dark Matter
« on: March 23, 2008, 02:10:11 PM »
Yeah. And the two items that come after it (Event 0015 and Event 0016) are just unused event items, as the names suggest, in fact if you count the event items you will find that those are indeed the 15th and 16th in the list. My guess is they didn't know how many event items they would need so they just reserved 16 slots for them, they realized they had three extras, gave one to Zeromus as a secret then just left the other two unused. Some guides try saying they're used by the game somehow, only reason I brought them up.

1543
Final Fantasy IV Research & Development / Re: FF4 Item - Dark Matter
« on: March 22, 2008, 04:12:16 PM »
No reason other than that. It would've been nice if they had EG react to the Crystal or something but it's obviously just an oversight, the Grimoires can kill anything.

1544
Final Fantasy IV Research & Development / Re: FF4 Item - Dark Matter
« on: March 22, 2008, 03:09:33 PM »
Not EG, normal Zeromus's first form can be killed with the Grimoires.

1545
Final Fantasy IV Research & Development / Re: FF4 Item - Dark Matter
« on: March 22, 2008, 01:32:59 PM »
I tested this along with several other people on the FF4 Advance board at GameFAQs and found it did absolutely nothing in that version of the game. One interesting thing is that the item is always removed from your inventory after killing Zeromus, unlike the Crystal, which you can keep if you kill him without using it via Grimoires.