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Messages - JCE3000GT

1
Thank you very much, Grimoire!

Basically the reason I'm switching things up is because I was playing around with the instrument set for Prologue, trying to fix how badly I borked it back when I spent a month playing around with music. It sounded like drunken pan flute music when I first started messing with it.

Long story short - I unborked it, dug the vibe, had no real spot to play it, and wanted to pull an FF12.  :cycle:

Now the Crystal Theme will be heard mainly in crystal rooms and in the extended intro (Mysidia in Space with changed text).

Attaching the tweaked songs in case anyone wants to take a listen.  I'm off to play around with FF4kster and relearn some things I've forgotten.  :happy:

Pretty neat right there.  ;) 

FYI, I think FFXII has the best Prologue version out there.  And I'm not just saying that because I'm biased because I love FFXII.  Just listen to The Zodiac Age on the PS4--it is quite breathtaking. 

2
General Discussion / Re: Slick was down
« on: October 05, 2017, 07:32:22 PM »
Slick was down for quite sometime. It will be nice if owners or at least those that take care for Slick give some explanations ...

Personally I'm more interested for the long term expectations - is it going down forever, is this just temporary, is it re-occurring (we had similar period last year).
My main concern is the FF5 wiki, which is probably THE BEST source for internals of FF5.

I'd be happy to archive any data on my site as an emergency if that makes anyone feel better.  I've started doing it for the SaGa Frontier guys.  :)

3
General Discussion / Re: Alternative to romhacking.net
« on: October 03, 2017, 10:05:52 PM »
There needs to be an alternative because RHDN is a fucking cesspool of shit.
I feel you, man. I'd really like to grow SyndROMe, but I just don't know how to get it out there and convince people to leave or at least consider it as an alternative to the abysmal site that is RHDN.

I think it starts with content followed by good old fashioned marketing.  It will take time.  One of the problems unfortunately is this market is saturated with forums and such for rom hacking / gaming / etc.  You'd be also essentially competing with this very site (and mine).  You might need to start gathering the content and the permissions to host the content first.  Then come up with a user submission system similar to what RHDN uses then build your forums off of those users.  Find something you can contribute or provide that could be unique.  Maybe tailor to repros and how to make them or something.  There really isn't a whole bunch out there on that subject--especially any dedicated forums on it that I'm aware of.

Hope that helps.

4
General Discussion / Re: RHDN Currently Down
« on: October 03, 2017, 05:24:54 PM »
Well I'm gone from there now because some fucking douche bag mod removed my Final Fantasy XII topic without explanation.   He never replied to my PM either. 

5
General Discussion / Re: Alternative to romhacking.net
« on: October 03, 2017, 05:23:19 PM »
There needs to be an alternative because RHDN is a fucking cesspool of shit. 

6
Not sure if it'll help but I've got a utility that lets you edit some map properties, which includes encounter rates. 

http://www.jce3000gt.com/ff4mpe.php

7
I have spells that are up to 14 digits long for their name including the spell icon tile.

With the 1 column menu you could push this to 16 and even more but you'd have to consider other place that display a spell name (which is the ability menu and esper menu only?). If you want to have a 1 column spell menu outside battle, you could maybe even double the original max length of the spell name. You could even have 2 sets of names, one for battle and one for outside battle menus.

I could look at this after the day / night cycle. FIY the "Restored Ability Names" patch does make this changes but also a lot of other names related expansions that were in Pandora's Box. But if you want to expand only spell names and do your other menu changes, you're better doing it from scratch.

Thanks Madsiur.  There won't be any Espers so that's not an issue.  I'll only need to come up with the ability menu, battle menu, and popup box with the spell name in battle.  I think the hardest part is making the Magic menu a single column.  With Teleportation being my longest spell name I don't think I'll need 16 digits in length but I suppose it is a nice round (hex) number to work with.  :D

8
Any advice on how to attempt it?
Most of the changes you want are outside the scope of the engine of the game. It's relatively simple if you know assembly, but outside of that it would be impossible since no editor can do it.

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I wonder if it is possible to use the Lore casting animation on the magic menu instead if I can get the longer names to work?
Possible, sure. But you have the same problem as above. Luckily the spells and lores all use the same data, so finding where in the range of that data each is won't be as difficult.

I have this distinct impression you've attempted/done this before...

Good memory Leno.  I attempted some of this four years ago before I retired.  :D  I'm a bit rusty still so I've resorted to asking dumb questions.  LOL

9
I have spells that are up to 14 digits long for their name including the spell icon tile.  Teleportation would be my longest spell name needed minus the icon.
This is easy, and IIRC you should already have a patch that allows this.

Hmmm, maybe I'm brain dead.  I cannot find the patch.  :(

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I want to use a spell menu that is a single column with 1 spell per row like how Lore has.  I could do a two column spell menu but I really need at least 14 total digits in length for spell names.
I can't imagine this being difficult to pull off, but I haven't personally done it.

Any advice on how to attempt it?

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I want to be able to use curative and teleport spells outside battle with it as well.
The spell data should(?) should be able to do that, but if it's Lore it might(?) need some assembly to get working? Maybe not? I dunno.[/quote]

I wonder if it is possible to use the Lore casting animation on the magic menu instead if I can get the longer names to work?

11
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: June 02, 2017, 02:46:51 PM »
Hey JCE3000GT, are you still doing things with music?
I did a project for FF4 for chillyfeez and I was using your notes, comments and the program you made to check my parsing :)

Glad you were able to find those notes useful.  :)  Haven't touched anything with music since I retired almost 3 years ago.  I'm working on one of my previous FF6 mods that I've taken back up now that I'm un-retired so I'll likely dabble in that again.  :D

12
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: May 30, 2017, 10:47:46 AM »
I hope noisecross answer himself, but in meantime ...

NO, no updates as far as I know. I checked on GID but there is no activities since it was released :(

That's a shame.  :(

13
Final Fantasy V Research & Development / Re: FF5e Map Editor
« on: May 25, 2017, 10:40:30 PM »
Any updates to this?

14
Slick News / Re: A big announcement!
« on: May 23, 2017, 02:19:45 PM »
It seems you are not retired from doing romhacks just Final Fantasy IV ones. :cybez:

Yea, probably not going back in to Final Fantasy IV for a while.  But who knows...

15
Slick News / Re: A big announcement!
« on: May 23, 2017, 10:21:36 AM »
No, not at all. That would mean shutting doors, and I have no intention of doing that.

Ok good.  :)