øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=297;area=showposts;start=30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe10b-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=297e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe10b-2.html.zxâg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ`¦D$~OKtext/htmlISO-8859-1gzip8:Ö$~ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:09:12 GMT0ó°° ®0®P®€§²ð®âg^·$~ Show Posts - Rodimus Primal

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Messages - Rodimus Primal

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31
To my understanding (correct me if I'm wrong), the sprite for the dress itself is simply told not to be visible in the US version and all you have to do is turn back on the visibility. Of course the dancer sprite underneath is censored as well.

32
Submissions / Re: FF3us - 255 hours on timer
« on: April 11, 2016, 04:59:24 PM »
Interesting. This affects the Woolsey Uncensored bug fix versions, so its certainly something to fix.

33
Big thanks for this! I've been going over Namingway Edition this past week and your work has made it easier for me to iron things out.

34
You guys rock. I knew asking you guys would help.



Happy to help! It's already helping me with something I'm working on, so I'm really glad you asked about it.

Well because of it I can ensure that any mistakes I made to my project are corrected. I went off Grimoire LD's list a couple pages back and he was correct for the most part but I learned who could and couldn't be used with the NPCs in the Training Room and Developer's Room. Of course I got a LOT of flack from people because of the mistakes made and I was ready to actually pull the project entirely. So, big thanks again to all of you! 

35
You guys rock. I knew asking you guys would help.


36
I haven't checked this board in a while, but I wanted to know if there could be a feature request (if its not already in the current version) for FF4kster. The NPC editor goest through the list of all 512 or so NPCs but only states their "name". What would make it easier to navigate, and not screw up the wrong NPC, is to also have a number associated with them next to their name. So if it's NPC 275, it doesn't just say "Rydia", but "275 Rydia." Is it at all possible?

37
Final Fantasy IV Research & Development / Re: Dummied Customizer Options?
« on: January 03, 2016, 07:12:10 PM »
It would be cool if they could be restored. The menus would have to be rewritten as well which shouldn't be too much but some of the features are interesting to say the least.

38
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: November 27, 2015, 12:55:47 AM »
Strange. I'm using SNES9x, did the exact same thing as you and I still get the desync. I even started with a fresh save file just in case and tried on the first save point in the Antlion Cave. I also made an ips patch and its 241,319 bytes long. So the code is there, but I'm wondering what's making it work in your case and not mine.

Edit- Eureeka. Somehow, it seems to work. After I created the ips patches to ensure the differences in file size, I retested and the running routine began stopping the screen shift. I'm going to do more testing. There has to be a reason why its working now and wasn't working before. I want to make sure this can be released.

39
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: November 26, 2015, 10:29:10 PM »
I think something's wrong with the ips file itself. I tried patching a clean FFII US 1.1 unheadered with Namingway 1.5, then patched it over with that and still the same issue. When I hit reset it messes with the title screen too. Just to see if there was something causing it, I patched the desync patch over the clean ROM and it turned into Namingway with the Jap style title screen , and still with the issue.

40
I used this mod on my own hack, Final Fantasy VI Ted Woolsey Uncensored Edition. This hack requires a header on your FFIII ROM. You can always remove it afterward. Also make sure its an .smc file and not a .sfc. I noticed that SOME hacks like this make a difference.

41
Final Fantasy IV Research & Development / Re: Text and space
« on: July 24, 2015, 06:33:34 AM »
Yep it was variable. Since Namingway already employs the il, li, and ll from Project II, I used them through the Battle Messages in Hex creating just enough room for all of the messages I needed to add.

42
Final Fantasy IV Research & Development / Re: Text and space
« on: July 23, 2015, 03:52:52 PM »
It does seem to be variable. I'll have to look again when I get home, but I noticed the battle message I added to Msg 186 had the last couple of letters repeated after the 00. So that would indicate that the game literally just uses the 00 to end a message and FF4kster inserts the pointers accordingly for the beginning of that message. Perhaps there is a work around to make space.

43
Final Fantasy IV Research & Development / Re: Text and space
« on: July 23, 2015, 01:26:04 PM »
I kind of figured that. The thing is, obviously FF4kster is adjusting the pointers accordingly but there is free space available IF what is existing is moved out of the way. Certain messages aren't moved closer to the previous one to make space as efficiently as I'd hoped it would. I'm not sure how much space could be freed up if everything around what I need to insert is moved.

44
Final Fantasy IV Research & Development / Text and space
« on: July 23, 2015, 06:55:40 AM »
Something I noticed when I was working with the squish tiles for Namingway was the last row of characters having duplicate letters. The question i have is, are they used in game? If they aren't, then it leaves me an extra tile or two that I can use.



The other question I have is about the battle dialogue. I noticed after checking how FF4kster saves after changing some of the battle dialogue in Windhex that the game uses 00 to end each dialogue. Now I also noticed that the blank messages have 00 to indicated that the end of that message. So, is it possible to make more room for battle messages? I have EVERY encounter with messages in the Developer's Office with the exception of one super long humorous encounter, A.Matsui. Could I move in Hex the battle messages without having to worry about pointers? Or is there another place in game specifically for those encounters to make enough room for that encounter?

45
Final Fantasy IV Research & Development / Re: Mapping Questions
« on: July 19, 2015, 05:25:47 AM »
I think I may have lost space when I added the Namingway in each town since the Training Rooms are no longer there.

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