øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=423e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexec69-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=423e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexec69-3.html.zxsh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ °V¡sOKtext/htmlISO-8859-1gzip8:Ö¡sÿÿÿÿÿÿÿÿWed, 11 Mar 2020 05:28:20 GMT0ó°° ®0®P®€§²ð®sh^¡s Show Posts - Dev J

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Messages - Dev J

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1
Game Modification Station / Re: New patch: Color Wheel tweak
« on: October 24, 2017, 02:59:21 PM »
Yeah it's kind of an idealistic thing, like your color wheel concept: something that should've been put in the original game, but wasn't. To have all those rages, yet not have a random option, was an easy one the developers missed. I think this probably won't get done, since it's such an obvious concept that after all these years no one has even attempted to patch in (to my knowledge.) That tells me it's harder than it sounds. It probably wouldn't work with my set-up anyway, since I use the Relocalization Project patch, which not only changes the names to FFVI names, but alphabetizes them as well. Any Rage Randomizer patch would probably be limited to the stock, unpatched FF3 rom, which would render it almost useless to hardcore patchers & editors. Glad you like the idea though. Anyone who can make an amazing change like the color wheel patch is surely the man to tackle such a complex project in the future.

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Game Modification Station / Re: New patch: Color Wheel tweak
« on: October 24, 2017, 01:10:33 PM »
Thanks so much for this improvement. It should've been something the game designers did originally, and now all these years later, it's finally there thanks to you. By the way, I was wondering if you could use your considerable experience with the mechanics of this game to make a patch(es) in which Rage (and maybe Dance) could be made to be totally random. The only issue would be that when you want to choose a specific rage, you can't do it, unless you can find a way to have the option to choose between random & specific every battle. It would probably require one of the rages to be replaced with "Random". It's probably too complex to be realistic.

3
I think my point was that there's the inclusion of a small patch (Banon) that puts a minor character on a chocobo, vs. it's wiping out all sprite changes, which would seem rather important compared to its value. And The Sealed Door patch corrupts internal maps of Jidoor, among other towns, while providing very little value. Without those 2, it raises the usability of the bug fix patch quite a bit for anyone who does any editing in USME, or adds other patches (such as Hatzen's.) However, you make a good point: a patch this comprehensive seems mainly for non-hackers to simply apply & use with no further editing or patches. For those of us who edit in USME or add other patches before or after your bug fix patch, we're flirting with disaster since that consistently causes conflicts & weird stuff to happen. It's best not to use it & instead apply various patches one at a time. I learned the hard way, lol. I love your mega patch so much that I was bound & determined to make it work with other patches & USME, but it's not happening for me.

4
Thanks for these! BTW, Drakkhen's site is back up.

5
Hey CV, while on the topic of patches: did Leet make a standalone patch of the multi-steal with his fix that re-allows monsters to steal money? Reason I ask, I've been trying to put your giant bug patch over top of Dr. Meat's Relocalization Project, and I'm just now giving up on that since there's just too many conflicts to deal with. Which leaves me with only the old unfixed version of Multi-steal. If there's a standalone patch of it with Leet's fix, I could sure use that!

6
I use his headerizer on practically a daily basis. Thanks for the files, gents!

7
Thanks a ton, I'll give them a try. Got 'em now

8
I don't believe Ignore Charm would be useful from that batch, since it was inoperable until Feb of this year when he fixed it, but I think Ignore Defense was always working right, correct? I could make use of that one

9
Thanks, Assassin. Tried it a few days ago - the web archives don't have his patch pages. Nor are those patches anywhere on the web that a Google search could find. Looking for them currently because I'm about to apply some big fix-alls to my heavily USME-edited rom: the Relocalization & CV Reynolds patches. I never tried putting Drakkhen's patches on after those - they were always near the top to avoid conflicts.

10
Drakkhen's page ( http://drakkhen.jalchavware.com/ ) seems to have bitten the dust, meaning his unique & useful patches are now history unless he gets a new page. If anyone has them, could you please send me or upload somewhere the latest (i.e., fixed) versions of his Ignore Defense and Ignore Charm patches? Thanks in advance.

11
Just wondering if a version of CV's bug patch could be made without the Banon Riding patch. Reason being, it corrupts the sprites in FF3USME; yes, the Banon anti-patch can be applied to fix this, but it restores all sprites to default. So when applying the bug patch to a rom that you've taken the time to edit/change the sprites of, all that work will be instantly wiped out upon applying the bug patch. I don't know for 100% sure if the Banon patch is specifically what's making the sprites go back to default, but from what Leet said, it's most likely the cause. Makes sense to leave Banon out & those who want it can apply it solo. Just a suggestion; would sure make it easier on me particularly since I've already done all my sprite editing & can't use this great patch in the meantime.

BTW, If CV decides to remove Banon, maybe I could talk him into not using Novalia's The Sealed Door patch too. With certain patches and/or various FF3USME editing, it breaks the interior maps of WOB Jidoor & at least one other town. I've used CV's bug patch extensively with many other patches, and other than Banon breaking & resetting sprites, I haven't come across any major issues until I get to WOB Jidoor, at which point things start to go haywire. I think if you remove Banon & Sealed Door, people could use this patch with a lot more confidence when combining with other common patches.

12
Thx for the input. Actually I just used Zone for the 1st time a few seconds ago to attempt to fix the Jidoor maps. I didn't even know map editors existed, but I had the idea, hey, if I can just import these two clean towns into my rom, that might work, so I went searching & found ZoneCE. It seems to have fixed the problem. But from what you say that introduces the jumping issue in Zozo, but since that issue was already there w/o Zone, I guess it won't hurt much, lol.

13
CV's bug comp seems to work very well with Woolsey's Uncensored, but there's the huge problem of Novalia Spirit's The Sealed Door 1.0 breaking the interior maps of WOB Jidoor & Maranda. I notice Darkmage noted this when doing his Improvement Patch, so I guess it's a known, unresolved issue. There's no antipatch for Sealed Door. Does anyone know what the problem might be, or know how to make an antipatch for it? So far as I can tell in my playing, only that patch & Banon Riding are the ones causing trouble when adding other patches or using FF3USME. There is also an issue of not being able to jump between buildings in Zoso; I don't know causes that, so I just use another rom when I get to that part.

EDIT: I guess it's an easier fix than I figured. I just imported Jidoor & Miranda architecture from a clean rom into the glitched one & that seems to solve the Sealed Door patch glitch.

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