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Messages - Lenophis

1
This is a known bug in FF6 as well. Most notably, it can appear if a monster is hit with X-Zone, and brought back to life. One of the three stooges in Cyan's dream sequence can also resurrect a fallen comrade, but won't reappear as well. In both cases, a multi-targeting fight command along with a weapon like the Zantetsuken (Scimitar) will finish them off and let the battle end. I want to say there's a Zombie application as well, but I forget the circumstances behind it.

2
Game Modification Station / Re: FF6 PlayStation editing
« on: June 15, 2017, 03:44:06 PM »
Well, if you know how the game loads them, you could check. Alternatively, trial and error can be used. Edit one, see if it works as intended, edit the other, edit both.

An easy way to check would be to find the events of the intro sequence and see which gets used.

3
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.

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?
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...

4
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.

Quote
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.

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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.

5
Game Modification Station / Re: FF1:DoS Projects
« on: May 27, 2017, 12:23:12 PM »
Words cannot express what I feel right now :omg:

6
Slick News / Re: A big announcement!
« on: May 23, 2017, 09:48:32 AM »
No, not at all. That would mean shutting doors, and I have no intention of doing that.

7
Final Fantasy V Research & Development / Re: Monsters die slowly...
« on: May 20, 2017, 05:37:26 PM »
Zsnes used many hacks in it's to speed up several games to run better on older systems. Generally, it is pretty relaxed on timing issues. So anything that needs specific timing, such as HDMA effects, should not be tested on Zsnes.

8
Final Fantasy V Research & Development / Re: Monsters die slowly...
« on: May 19, 2017, 08:34:43 AM »
When it comes to assembly, Zsnes should never be used to test to see if it works. bsnes (especially the accuracy core), Snes9x and/or bizhawk will be the emulators you want to test things on.

In fact, when it comes to testing in general, Zsnes shouldn't be used. :hmm:

9
Gaming Discussion / Re: Slick is now a den of evil.
« on: May 01, 2017, 02:00:08 AM »

10
Pandora's Box / Re: Suggestions
« on: April 27, 2017, 01:30:22 AM »
We have plenty of space for fixes, that nothing has to be removed. We are still working on it, just not actively. Real life has taken over.

11
Pandora's Box / Re: Suggestions
« on: April 19, 2017, 11:48:16 AM »
Oh, of course. We had a lot of ideas to tie up some interesting threads, and close enough loops that it would've been a really nice story in the end. :banonsmash:

12
General Discussion / Re: Someone explain this Donkey Farm thing
« on: April 19, 2017, 11:40:52 AM »
It's a Pandora's Box in-joke that happened during development. Same with the Kingdom of Kefak. Library of the Ancients is just a straight FF5 reference.

13
Game Modification Station / Re: New patch: Bird Bars Glitch fix
« on: April 10, 2017, 11:43:47 PM »
Yeah, the animation disaster is going to take a serious rewrite just to fix most errors. Imp...not an Imp? comes to mind on several levels. Great work, even if it's not a complete fix.  :childish:

14
General Discussion / Re: RHDN Currently Down
« on: March 18, 2017, 08:28:02 PM »
Nightcrawler can't have cable internet where he lives, much in the same way I can't. Cable providers don't consider it a worthwhile investment, and the government isn't stepping in to say "yeah, you need to do that." There is nothing he can do about it.

15
General Discussion / Re: RHDN Currently Down
« on: March 17, 2017, 12:58:03 PM »
The shutting down part was not his decision. The whole thing crashed and needs to rebuilt from scratch. Patience is all we can have right now