øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=297;area=showposts;start=60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd10b.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=297e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd10b.html.zxâg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈགOKtext/htmlISO-8859-1gzip8:Ö½‚ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:09:13 GMT0ó°° ®0®P®€§²ð®âg^7½‚ Show Posts - Rodimus Primal

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Messages - Rodimus Primal

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61
Yep. 7 out of 11 NPCS in Baron Town just vanished right after I saved. It really is beginning to look like a better idea to recreate the training room someplace else, like lets say the original first floor Training Room. The thing is, THOSE NPCs are currently inhabiting (in the wrong locations) the Developer's Office until I put all of the NPCs where they need to go.

62
Even crazier while trying to re-add the NPCs into the Training Room, over HALF of the NPCs in Baron completely got ERASED! I don't know if its a bug or something I did.

63
That is extremely helpful, Grimoire LD! However it would seem that some NPCs in the Overworld won't become visible no matter what I try to do. I could be doing something wrong I'm not sure. It might be wise for me to move the map I'm using for the Training Room to the Underworld, but I don't think Namingway works there. (correct me if I'm wrong).

64
Thank you both! So it was as I suspected, but to an even greater scale. I will need to figure out what, if any NPCs are free to manipulate.

65
Question for those who have messed with the NPC editor. I notice that adding a character doesn't seem to like my selections. So far I've added two characters to a room, added speech for them, and they appeared. What I'm worried about is that if my edits will affect other NPCs in the game. So, does it matter what I select as the NPC and Sprite type? Or will this screw with others in game?

Edit- I figured it out. Just have to select a proper NPC to use.

Edit 2- Think I found a bug. When selecting the soldier in the Training Room, it keeps changing when I go to back out of it to a Porom statue. I can't seem to add it without it messing up.

66
Vivify93's purpose for Project II was to revitilize the US version of the game so he didn't alter the maps back to how they are in the Japanese Final Fantasy IV. What was changed was certain pathways are no longer doorways but full hallways. The Developer's Room was edited out and some town maps have different entrances to the Beginner's hallway. The maps are minimal, with the only thing actually missing the Developer's Room. That, and of course, censorship. The hidden passages are visable because of a pallette change.

Thanks to Bahamut Zero, Namingway Edition (which is, again, derived from Project II and its wonderful translation) will soon have the hallways in the Tower of Bab-il, the Tower of Zot, and the Giant of Bab-il looking like the original again. It will also have the treasure chests and save points restored too. It already has the Baron Dancer, the guillotine torture (US ball and chain) for Rosa, and certain boss difficulty (such as the final boss) restored in its current version. It also renamed ALL the items and monsters as close to current translations as possible. 

67
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: June 15, 2015, 01:14:03 PM »
If you are burnt out take a break!

Sometimes it happens to the best of us...

Speaking of which, did you happen to look any further into it, JCE3000GT?

68
Great editor PinkPuff, this is truly awesome! Do you plan on adding compatibility with the inofficial FF4 Hardtype translation? That would be even better, seeing how the Hardtype translation is just infinitely better than that of FF2us (not to mention all the missing stuff in FF2us), so I'd like to continue using that one. I don't know how difficult that would be, but right now FF4kster can load the hardtype ROM and reads most stuff correctly, but it can't save. Whenever I try to save, I'm getting the message that Bank 1 and Bank 2 are overflowing, and the save fails. It works fine with FF2us, but that version just lacks so much content (and I don't know of any patch that restores ALL the missing items, spells, abilities, dialogue and monster stats), so it would be very much appreciated if support for the hardtype version could be added.

The J2E translation is Far from accurate... (Can't really be considered "HardType either, it's the original difficulty of the game) I suggest you check out legendsoflocalization.com to see how bad the fan translation of FFIV actually was.

A more faithful script has been put into the game by Vivify93 for his Project II which restores everything you had just mentioned.

The way they hacked FFIV is rather complicated and their expanded banks, names, etc wouldn't work kindly with the editor and as such would be extremely difficult to add compatibility for.

Project II's translation is a lot better than J2E's by a landslide. It's the reason I used it as a base for Namingway Edition to bring the names and the like closer to the JP version.

69
You guys rock. Thanks to all of your efforts I think the level at which we know about Final Fantasy IV has grown close to Final Fantasy VI proportions.


70
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: April 06, 2015, 12:26:32 AM »
What Namingway's goal is to bring the US version closer to the original Japanese where it can, so I would prefer the original colors. Also the subtitle isn't needed either, but that's an easy fix. Great work though! 

71
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: April 04, 2015, 07:07:41 AM »
I wonder why didn't NOA just change the IV to a II instead of completely changing out the title screen. Sure they needed to fit Nintendo of America, but still.

72
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: April 01, 2015, 11:42:06 AM »
Would it make sense after finding out what the extra is to move it if it's important somewhere else in the ROM?

73
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: March 20, 2015, 06:39:53 AM »
Being that the actual title screen, for the most part, is in the same place, would it be safe to assume that the instructions for the title screen would be in the same place in both games? Granted the instructions are different but it would make sense.

74
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: March 17, 2015, 09:58:20 PM »
I know free time with real life can be challenging, but all of you have helped in so many ways too numerous to count. I believe we can do this though.

75
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: March 16, 2015, 10:54:03 PM »
From beginning to end, the space provided for the title screen is exactly the same. Same exact locations in both ROMs. If looking at the US version, there is black space at the end of it, and stuff continues, which is most likely the layout table, in the Jap version. From the beginning of that first "F" until the last space including that black tile I copied over.

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