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Messages - Lenophis

481
I'm looking for a document that details which enemy formations can be called using the 4D event command. I'm not sure if such a document exists...if it doesn't, can someone help me figure out how to call any monsters?
Only a select few don't.

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Example, the flame eater from strago's house is 4F, and the event command 4D 4F 3F calls it. but the pack number for it in usME is 335, which is 14F  so I'm a bit confused. You simply drop the first number (one in this case) and then use the remaining two bytes (4F) to call any monster formation?
Take the battle number, add 256 (0x100) to it, and go to that number in the formations editor.

482
General Discussion / Re: Super Duper Stock Market Thread (Part Tres)
« on: March 04, 2011, 12:27:17 AM »
procrastination is a mental illness!
:eek: But my mind is all I have left!

483
General Discussion / Unfortunate news
« on: March 03, 2011, 11:50:22 PM »
Starting immediately, I'm not going to be around much, due to a radical change with RL up here. This came on rather suddenly, but suffice it to say it's major. I don't know if or when I shall return, but if I don't, just don't wreck the place. :shadow:

Coincidentally, IST has now become a global moderator. Anger her at your own peril. :tongue:

484
All 3 files are up.

As an extra request, does anyone have a page or a wiki where the whole BGM list could be hosted? Currently I have it as a .txt file, but it would look a lot nicer and be more accessible with proper tables and html.
I'm not aware of any site. :isuck:

485
Game Modification Station / Re: A couple new problems, seeking help
« on: March 01, 2011, 10:30:03 PM »
Is it possible that the save screen only has access to palettes 0 through 6?
Since there's only 3 bits available for the palette, yes, it's likely you'll get cut off with 7 and beyond.

So the option "Use the same indexes as the battle one" [for] "Save Screen / Shops Palette Indexes" isn't what he's looking for?  FWIW, I tried it and it worked as expected.
Strange, didn't think he put that in. :isuck:

486
Game Modification Station / Re: A couple new problems, seeking help
« on: March 01, 2011, 09:18:21 PM »
There seems to be an option for this in FF3usME
No, there isn't.

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Problem #2
My second question has to do with a seriously dire problem I'm having with more than a couple bosses not dropping their items anymore upon death.
It was either darkmage or metroidquest that approached me with this problem a year ago. Zeemis's death loop script is the cause. Clear out the nonsense and your monsters will drop items again.

487
Slick News / Re: Pandora's Box sees the light of day once again
« on: March 01, 2011, 08:32:25 AM »
And again, the patch has been updated. An error on my part, I caused an infinite loop.

488
Slick News / Re: Pandora's Box sees the light of day once again
« on: February 28, 2011, 01:40:26 PM »
Ok guys, the patch has been updated. A crash bug was reported, and is now fixed.

489
Pandora's Box / Re: Demo 2 Problems
« on: February 27, 2011, 12:42:45 PM »
Mine won't patch either. Does that mean my 1.0 rom is headered and I don't know about it?
(I'm not sure if it is or isn't.)
You should learn about file sizes and the first 0x200 bytes of a SNES rom, then.

Another small bug:  Shadow, deciding he wants to imitate Setzer, comes equipped with a Bandanna despite not being able to actually equip it.
Wow, how did we miss that? And we went to so much trouble to make sure Setzer didn't have that error, too.

I just hope for my sake that the success rates are a bit better than what I remember some times being playing the original on SNES. (Stealing 256 times in a row before getting a REMEDY, Wrexsoul. I hate you!!)
Raise your agility, it'll help.

490
Pandora's Box / Re: Demo 2 Problems
« on: February 26, 2011, 03:34:23 PM »
Yes, it's quite possible. If xdelta says it can't patch, then you clearly have the wrong rom. :blush:

491
Pandora's Box / Re: Demo 2 is awesome, time for questions!
« on: February 26, 2011, 02:22:29 PM »
Is there any change to the instrumentation/arrangement to any of the music? I'm in the cave to South Figaro so far, and some songs seem to sound a wee bit different.
Yes, quite a few songs had instruments changed. Plus there's some new songs entirely.

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The opening scene on the cliffs overlooking Narche - was the imperial theme added there in place of just wind?
Yes.

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Graphics changes - so far I think Edgar's clothes are changed to be gold accented instead of green, am I right?
Yes.

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And finally, this may have already been discussed somewhere on here, but could someone discuss the process of deciding how to translate names?
There was no translation discussion. It's a hack, hacks are subject to change however we please. That's the nature of the beast. :tongue:

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Oh, and one more question, which I have a feeling is a noob question for sure: at certain points in the game, town or theme music will keep playing out on the world map until you arrive at the next place or talk to the right person (first time out of Narche to Figaro Castle, then from the castle to the cave on chocobo, etc.) Was this normal in the original game? (I think it is but I can't remember)
Yeah, we kept that behavior from the original. :childish:

492
Slick News / Re: Pandora's Box sees the light of day once again
« on: February 26, 2011, 02:17:21 PM »
Question 1: Does it matter which rom we have to patch? I'm pretty sure I use the 1.0
If you bothered to read the readme, you would know that answer.

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Question 2: Is there anything specific you want us to look out for?
Not particularly. Just have fun.

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Question 3: Is there any out of the blue brand new item secret locations in the middle of nowhere we'd never find without already knowing about it that we could easily miss? Cause I would hate that.
Of course there are! :cycle: Nothing's crazy hidden, but you will miss them if you aren't careful.

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Question 4: How long into the story does the demo last? (I don't want to bust my ass on a 'you have to lose here regardless' boss thinking I'm supposed to win some how.)
Trust me, when it ends, you'll know.

493
Pandora's Box / Re: Demo 2 Problems
« on: February 26, 2011, 12:19:52 PM »
Encountered a problem, I'm guessing the fault is mine.
Probably is. :tongue:

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xdelta patches apparently care a lot about patching onto the exact file name of the original smc, but has this file name been pointed out?
The name of the file is irrelevant as long as the contents of the file are what it expects. Quoth how to patch:
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--------------------------------------------------------------------------------
How to patch:

Because of the patch format used, we will not add in a patch for a headered rom
quite yet. xdelta's format is rather picky about what it patches to, and the
team couldn't decide on a header to use as a base. So for the time being, just
one patch.

Open up the patch with an xdelta tool...
http://www.romhacking.net/utils/598/
http://www.romhacking.net/utils/704/
http://www.romhacking.net/utils/746/

...and patch it to an FF6 US rom v1.0 with no header, and you're good to go.

The headerless v1.0 rom has the following checksums:
MD5: e986575b98300f721ce27c180264d890
SHA1: 4f37e4274ac3b2ea1bedb08aa149d8fc5bb676e7
CRC32: a27f1c7a

--------------------------------------------------------------------------------
I wonder how many more people won't read the readme...

494
Slick News / Re: Pandora's Box sees the light of day once again
« on: February 26, 2011, 06:50:38 AM »
That's a side effect of longer character names and longer class names. It's entirely cosmetic, and something we'll address way way down the line.

495
Slick News / Pandora's Box sees the light of day once again
« on: February 25, 2011, 10:06:58 PM »
It's been a while since we've had any public discussion about this one, but now is not the time for talk. It's time for action. That's right, THE FF6 Hack gets a public demo, and one that is long overdue. What does this mean?

  • We're still working on it yet, and we still have a long way to go before it's finished.
  • You guys get to rip us once again for what we do and do not have available for play.

Some of the changes you may (or may not) find during this demo:
  • A new dungeon!
  • 118 bugs fixed, all from the original FF6 game. A special thanks to the many patch authors who released the fixes they did.
  • Far too many core changes to improve the game. Having said that, make sure you take a peek in the configuration screen.
  • Restoration of lost and removed content, which is mostly contained in dialogue.
  • Item changes-- some old, some new, some gone, so look around!
  • Several event tweaks, a couple overhauls, and lots of additions. Yes, you will get to experience the Auction House, the Magitek Research Facility, and one banquet in particular.

Going into further detail would be long, boring, and tl;dr. In the end, after four years of work to this date, we think many will be pleased. However, since this is the internet, and for some it's real life, we know that not everyone will be happy with some changes.

On behalf of the whole team, we thank everyone for their patience, their suggestions, and their feedback with this hack.

But enough talk, have at it! Make sure you read the readme, because nobody can help you if you don't.