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Messages - Lenophis

1501
Game Modification Station / Re: FF6 - possible bug
« on: February 10, 2008, 10:39:41 PM »
--Edit--

Ok, For What Ails Ya was broken, but only slightly. Slightly in the sense that it wasn't broken. Another patch was interfering with it, and as though it was fate, it was one of my own patches. If you plan on using For What Ails Ya, and you have used Anchors Aweigh, for the love of all that is sacred use the newest Anchors Aweigh version!

1502
Pandora's Box / Re: Screenshots!
« on: February 09, 2008, 01:16:30 AM »
How many of you remember this!?



The fun of discovering OAM, and messing with values. :happy:

1503
Pandora's Box / Re: Screenshots!
« on: February 08, 2008, 09:07:49 PM »
*is not retarded and knows this*
:happy:

Quote
Fine. Just a suggestion.
MY suggestions don't take too well with people doing big-scale projects.  :hmm:
Have you seen just how much bitching there has been because the original wasn't in? It's in the RHDN thread, during the early stages. Some in the ZD thread too, when we were still posting updates there.

It's not you, of that I can assure you. We're just tired of the suggestions being focused on the fonts. :wink:

Quote
Maybe I should just stick to the generic "OMG AWESOME SUPER MAGICAL HAPPY PANTS KEWLZ" comments.
Oh, dear god, no. Don't do that. :eek:

1504
Final Fantasy IV Research & Development / Re: ASM Hacking
« on: February 07, 2008, 09:35:07 PM »
Before I started using an assembler, I used a hex editor. Any of them will do, you just need to keep track of where stuff is, what stuff is what, and understanding the flow for it to work. This is a very involving process, and some of my earlier work was made with only a hex editor.

During that time, Kejardon suggested I move onto xkas, which has enough versatility and functionality to suit all needs. Drewseph (maker of Super Metroid: Redesign) is a Mac user, and used xkas for it. He hated it, from what I keep hearing, but that might've been because of the constant switching between DOS and Mac. Kejardon could probably fill you in better regarding that.

Also, from what I hear from byuu (maker of xkas), it's not recommended to use if you piss him off or try to make a full game from scratch.

1508
Pandora's Box / Re: Screenshots!
« on: February 07, 2008, 12:02:30 PM »
Have you guys ever thought of modding font #3 a little?
*Attempts to point out that number 3 is the game's original font*

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I dunno, but unless I say something about this, it'll bug me forever :eek:
Have you always thought this way about the original font? :tongue:

Does this mean Ghost #1 and 2 get a makeover?  :wink:
Indeed. :happy:

Quote
I'm trying to recall if there were any notable changes made to the PSX version of this game... or it's just a nice bonus... (FF4+5 could use that, but I digress)
A crappy bestiary (it's really not that good), a Colliseum guide (more like what you bet and what you win), mins/maxes of your party, the three FMV's, and some sketch art.

Quote
Any reason to have that? Like, for use for a spell or something? I never find those counters useful for any reason.
Because we are evil, evil bastards. Although you just gave me an idea... :omg:

1509
Gaming Discussion / Re: Movies of playthrus
« on: February 06, 2008, 02:45:12 PM »
DKK, could you update your links to the FF6 movies?

1510
Pandora's Box / Screenshots!
« on: February 06, 2008, 01:35:05 AM »
This post will get some more screenshots added in time,

--Edit--

Our 8 selectable fonts at work.



More than your garden-variety ghosts.



Novalia Spirit makes an appearance.



I can't put my finger on it...



This is what happens when you access new things.



Gau has friends.



Saving many times.



This is truely priceless.

--/Edit--

but for now we'll concentrate on the newer stuff. Like this, for instance:



 :eek:

1511
I always loved the Facility, personally. That might because of the multiplayer fun with it, but I dunno. The guard rails look pretty good, though I'm not sure a picture of Bond on the monitors is the right one to use. :tongue:

1512
Final Fantasy IV Research & Development / Re: Odin Summon
« on: February 04, 2008, 02:42:45 PM »
I think the common factor is that if any monster in the formation is immune to instant death, Odin will always fail. Try finding a battle with one monster immune to instant death, and another not. Try summoning Odin when both are alive, and the one immune to instant death is dead. See what happens.

1513
Final Fantasy IV Research & Development / Re: Jump Command
« on: February 04, 2008, 11:54:06 AM »
Fight an EvilMask, have Kain jump, and wait for it to cast Nuke--Occasionally the background effect will show and the sound will play but not the actual spell animation or effect.
Sounds like it had Kain set as the target before he jumped, and no "retarget if target dead/invalid" is coming into play. Many spells in the rest of the series would have this issue if not for a bit like that.

1514
General Discussion / Re: Anyone ever see something like this in Firefox?
« on: February 03, 2008, 11:14:36 AM »
That looks like some extensive table brokenness. I've had smaller instances of that happen at RHDN, but it's rare.

for all i know, this place has dancing hamster wallpaper, your username isn't even "Dragonsbrethren", and the lot of you are really discussing baked goods recipes despite all the posts i supposedly see mentioning "ROMs".
That reminds me, I need to work on my "how to barbecue a flaming troll" recipe. :happy:

1515
Game Modification Station / Re: FF6 - possible bug
« on: February 02, 2008, 09:32:58 PM »
what're your thoughts on the first paragraph?
Well then...

i notice it calls C2/62C7.  because you can input an Item turn at any point, including while somebody else's turn unfolds, isn't it technically possible that this code could run between Steal/Metamorph setting $32F4, and the $32F4 getting added to inventory at the end of the Steal/Metamorph turn?  maybe that won't change the results, but it still kinda bothers me.
It shouldn't be a factor, as $32F4 indexed will check the current character inputting, and steal/metamorph will have probably already executed. IIRC, those are calculated well before the animation even starts. If it were an issue, you'd need exceptionally good timing when entering the command at the moment steal/metamorph adds their items. Although, it's also possible the entering of a command is queued until after the previous is done executing. This is theory, and I have nothing to back it up with. :hmm: In the end, it shouldn't be an issue.