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Messages - darkmage

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211
General Discussion / Re: My latest musical piece
« on: November 21, 2009, 11:17:55 PM »
That is pretty nice, LM.

It reminds me of a cross between Ogre Battle and Xenogears, if that's possible. I've never played the SaGa games (FFLegend turned me off of them way back in the day), but I can definitely understand how they can inspire you after listening to the NSFs from the games.

212
Game Modification Station / Re: FF6 Improvement Project
« on: November 18, 2009, 05:57:21 AM »
it is true that my patch assumes the original enemy names and does its alphabetizing from a fixed 255-byte array added to ROM.  so it won't be able to preserve proper order with renamed enemies.  however, if you provide a ROM/patch of your new enemy names, and the enemy name list is still at the same address, i have a sorting program that'll spit out a new alphabetized array, which you can then apply over my initial patch.

Oh, that's AWESOME! I can definitely do that if you're cool with it, Assassin! Thanks!

Quote
!?  it shouldn't be causing any screen garbage.  were the empty spaces in your new enemy names the same hex character as the spaces in existing enemy names?  that's my best guess as to the problem..

I thought that was where the problem lay at first, but that problem actually happened when I was applying the patches to a clean, unmodified ROM. It just happened to be the order I was applying the patches somehow...when I changed the order, the problem didn't reoccur.

But just to be sure: that space should be FE, or the next-to-last character in the table for FF3usME, correct? I would hope that that is the character being used when you're typing the replacement into the field...

:edit:
Let me know where to send the patch. It's 16k, so attachment size shouldn't be a problem. It's off of a FF3 1.0 ROM.

213
Gaming Discussion / Re: FF6: Rewriting the story thoughts
« on: November 17, 2009, 07:25:42 AM »
Put it this way: I quit RPGOne's retrans because it was really, really dry. And that's a serious rework.

As far as silly rewrites, the ones that are completely juvenile or are full of spelling mistakes just put me off. It's my opinion that a good silly rewrite would be one where the characters make fun of the script's quirks and break the fourth wall. That would be one I would play through.

214
Game Modification Station / Re: FF6 Improvement Project
« on: November 17, 2009, 05:32:12 AM »
Better...I just pulled them out of my WinXP install. Also, for some strange reason my project folder was marked read-only. But you're right, it works very nicely now.

This playthrough is going a bit more slowly. I think I figured out what caused the conflict: I was trying to change a couple of enemy names (not completely, since I was using the ABC Rage patch), but I guess my changes were enough to throw off the routine assassin wrote.

So I backed them out (the source of the recent screen garbage) and I'll make sure the rages show up properly. Then it's going through the rest of the game and the mod should be ready for release. I'll look up some webhosting options and get a page up, and I'll throw the link in here once everything's ready.

215
Game Modification Station / Re: FF6 Improvement Project
« on: November 14, 2009, 08:32:50 PM »
Atlas has no problem running on Windows 7.

Really? It was giving me errors about the msvcp70.dll, msvcr70.dll and a couple of other files.

216
Game Modification Station / Re: FF6 Improvement Project
« on: November 14, 2009, 04:04:11 AM »
Bah. Windows7 has some nice features, but Atlas refuses to run and my save game was not updated with my latest save. So, back to XP for me. Thankfully I was trying it on a separate hard drive.

217
Game Modification Station / Re: FF6 Improvement Project
« on: November 13, 2009, 05:59:59 AM »
Making the desperation attacks the same as critical hits? That might be pretty simple; you'd want to definitely go through the bank disassemblies to see if it's been documented.

Things have not really been progressing, as my current playthrough is showing an inconsistency with the alphabetical Rage list for Gau. So far that's the only issue I'm seeing, but I haven't had much opportunity to start my playthrough over. Hopefully here in the next week I can give it some attention and make sure that my save game was the problem.

218
Game Modification Station / Re: FF6 Improvement Project
« on: November 06, 2009, 08:00:15 PM »
Okay, I've narrowed down to something conflicting with the Alphabetical Rages patch. I've gone through all the graphic/palette and tweak patches, including the Extra Rages patch, so it must be something in the battle engine that's not sitting right. I'll post it here when I've got it.

:edit:
Nothing wrong this time. It must have been the order I was putting the patches on. I'll make a note of that in the future.

219
Game Modification Station / Re: FF6 Improvement Project
« on: November 05, 2009, 06:07:29 PM »
I wasn't planning on making any graphics changes, but something that I've done recently has broken  battles with Gau in them. I went through the cutscene to get him, but the first battle after him, the screen broke down into garbled snow. So I've got to trace back and find out what I did to break it.

220
Game Modification Station / Re: FF6 Improvement Project
« on: November 05, 2009, 07:57:04 AM »
... :shadow:

So, something I did broke Gau. I'm on the Veldt and the first battle after getting Gau produces nothing but garbage graphic-wise. At least now I know all the changes I want to make, but now I have to go back through all the changes and patches to see what happened.

221
Game Modification Station / Re: FF6 Improvement Project
« on: November 04, 2009, 04:04:32 AM »
Awesome!

So barring maybe adding the missing chests back into the Phantom Train, I'm pretty much done with the changes I planned on making. I'm playtesting through to fix anything I may have missed, which hopefully won't take too long.

222
I think this is an awesome effort into getting FF4 to the point FF6 is now, Phoenix. You're doing an awesome job.

And as far as the 3bpp map sprites go, that was something I was looking at doing a while back, when FF4A came out. The 3bpp sprites just don't cut it anymore for me, but I couldn't find any way to change how they're loaded.

223
Gaming Discussion / Re: FF6 Hack Idea: The New Resistance
« on: November 02, 2009, 05:16:19 PM »
I really like the idea of this hack, Poco! How far along are you in getting it done?

224
Gaming Discussion / Re: Gaming Progress Thread
« on: November 02, 2009, 05:12:01 PM »
Metroid Prime Trilogy (Wii)
Starting with Prime 1 to get used to the Wii's control scheme. Never played Prime 3. Interesting. I'd prefer a keyboard and mouse, though.

Final Fantasy VII (PS1)
Beat the game several times, first time playing with a walkthrough. Never knew how Limit Breaks were built up before! Building up everyone's before Junon.

Resident Evil (Wii)
Nice shiny new graphics for the same control scheme. Playing with the classic controller, just got the shotgun.

Final Fantasy IV (DS)
Just beat it for the first time in 3D! Ahhh, 3D...

Final Fantasy III (DS)
...Actually, don't remember. But I was planning on picking it back up since I beat FFIV.


225
SPC - Hard Core / Re: Final Fantasy 3 US
« on: November 02, 2009, 05:00:00 PM »
Wow, that is damn impressive, metroidquest!

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