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Messages - darkmage

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151
Game Modification Station / Re: FF6 Improvement Project
« on: July 03, 2010, 12:06:26 AM »
Actually, I had gone through the enemies and spells part of the Losers Club, but not the rest. It looks like there are some things he's dummied that were actually in the game, though, so I'll take this list with a grain of salt.

:edit:

Gh! And now I have an insane urge to change Sketch options for monsters! Must...control...

152
Game Modification Station / Re: FF6 Improvement Project
« on: July 02, 2010, 10:58:41 PM »
A question for the dialogue over-patch I'm planning:

I'm going through all the battle messages (the ones that appear in the box at the top - "Mortal Attack! Blizzard Fist!!") and I'm seeing a lot for the 8 dragons summoning another of the dragons into the battle. Does that actually happen, or are these dummied out? There's a lot of them, and I could use the space for other messages if that's the case.

And I guess that leads to another question: is there a resource, like the disassemblies, where these messages have been marked as used or dummied out?

153
Game Modification Station / Re: FF6 Improvement Project
« on: July 02, 2010, 06:29:29 PM »
I went back and re-read the notes for that patch and saw that - as of August. Guess I should check the patch section more often...I might have seen that some time ago.  :tongue:

154
Game Modification Station / Re: FF6 Improvement Project
« on: July 02, 2010, 06:02:16 PM »
Cool! So the patch is usable once the routine is removed with this C2 patch? I guess that seals the deal for both of those being included!  :childish:

155
Game Modification Station / Re: FF6 Improvement Project
« on: July 02, 2010, 05:35:00 PM »
No, the data suggests that it does, but it was hardcoded to heal only the person wearing it. That's why I made the two patches, because I wasn't sure if I should limit it to the wearer or go with what the data suggests and heal the whole party. It's still pretty useless, but at least any item can use the effect now. :happy:

I agree. The reason I was asking was because I never use the thing anyway!  :happy:

This would help any potential hackers looking to use this mod as a baseline (once it's finished), but I think that I'm gonna lump this with the Summon Aiming patch and say it's out of scope of what this project does.  :yabin:

Quote
It's there just to free space in C2 for patch authors to snatch it up for more bug fixes (or other code). The patch repoints some JSLs to look at the C0 decompression routine instead, because the two are the exact same, but C0's lacks 2 instructions which I added. It should not cause any conflicts, because I'm not touching any existing free space. It will depend on if any patches move or alter any of those JSLs, and I believe none do.

Then this will also help any potential hackers using this project as a base for their hacks. Although I think I will use this one because of the optimization fringe benefit.

Also - does this mean we might see a usable version of the "Ignore Defense" patch soon?  :wink:

156
Game Modification Station / Re: FF6 Improvement Project
« on: July 02, 2010, 03:27:50 PM »
Heh. I see that more patches are up on the Slick main site now that I don't have applied.

The three that I'm thinking of adding are the "There can be only one!" Runic fix, the Joker Doom tweak and the "Free C2!" tweak . I saw the Tintinabar and stat growth ones, but I have questions about those:

  • Does the Tintinabar's walking healing ability heal the party by default? The answer determines which version of the patch I would use, as I'd mainly be putting it in for anyone wanting to take this mod further for a hack.
  • Would the "Free C2" patch cause any conflicts, or does it just create free space? I read that it moves any JSL calls to the routine in C0, but I wouldn't know if any patches produce calls to the C2 routine.

157
Game Modification Station / Re: FF6 Improvement Project
« on: July 01, 2010, 02:20:11 PM »
I'm following Djibriel's walkthrough, so things like taking Sabin back to South Figaro are covered. There's not too much that would be affected by doing something like that, since the writers anticipated that particular scenario.

I'm not really looking into the sequence-breaking type of stuff that CAN be done, but there are some patches I put in place to prevent the more likely ones, like Shadow Leaving a One-Man Party, or the Airship Game Over exploit. So far I have not seen a patch that corrects the tile in South Figaro that can lead to the break where Celes can be replaced by Kutan the moogle, but I would do that one as well.

Most of my personal changes have been in the menu side of things, like changing names and descriptions of spells, items, enemies and the like. We've already seen what was happening there when I wasn't vetting my changes properly.

158
Game Modification Station / Re: FF6 Improvement Project
« on: June 30, 2010, 03:19:21 PM »
So far I'm in Sabin's scenario on the Phantom Train and everything's playing together nicely. I found a spot where I hadn't changed dialogue to match a change I made, so that was fixed. Off to work now, but we'll keep going once I'm off!

159
Game Modification Station / Re: FF6 Improvement Project
« on: June 28, 2010, 05:39:10 PM »
SWEET!  :childish:

This is why attention to detail works. I know Leno had mentioned an issue with the descriptions some time ago, too.  :sad:

Well, then. Time to add in the patches and see how this thing runs!

160
General Discussion / Re: RIP Gary Coleman and Dennis Hopper
« on: June 28, 2010, 03:25:58 AM »
Every part I've seen Dennis play has been awesome. My favorite movie scene is between Dennis Hopper and Christopher-I'm-scary-as-hell-even-when-I'm-dancing-Walken, from True Romance.

Gary...eh, I remember a Married With Children episode, but that's been about it.

Anyway... vaia con Dios, gentlemen!

161
Gaming Discussion / Re: FF7 PC mod - has anyone seen this?
« on: June 28, 2010, 03:08:53 AM »
What are you on, dial-up?
26.4 at its finest. :wtf:

Wow, sir. I'd run the line myself if I knew it could be done without costing you. Just...wow.

 :biggs:

162
Gaming Discussion / Re: Final Fantasy III (US) Opera Text Editing
« on: June 28, 2010, 03:06:26 AM »
It will be challenging, but I think it's more along the lines of making any changed dialogue fit the animations and the timing of the scene than from knowing how to do it. And no, from my limited experience I haven't heard of anyone other than RPGone doing anything substantial with the opera scene.

Of course, I haven't played their version up to that point, so I don't even know that for sure. Can anyone confirm?

163
Game Modification Station / Re: FF6 Improvement Project
« on: June 28, 2010, 01:56:41 AM »
That would be the issue I reported.   :wink:

I went through the list I made as well and I found a couple that I didn't measure correctly. I'm going through again and making all the necessary changes.

164
Game Modification Station / Re: FF6 Improvement Project
« on: June 27, 2010, 07:13:50 PM »
And this was before adding any patches? Not good...that means it is something I'm changing. And since item names and spell names are fixed, it must be one of the descriptions.

I thought I made sure all the item and spell descriptions were 31 or less characters to a line. Guess I have to go back through and double-check every description: Rare Items, Items, Spells, Esper Bonuses, Bushido, Blitz - the whole shebang.

165
Game Modification Station / Re: FF6 Improvement Project
« on: June 27, 2010, 02:01:45 PM »
OK then. Until those get fixed, I'm going to modify that stuff by hand.  Still, it's a great step in the right direction! :happy:

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