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Messages - darkmage

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76
Game Modification Station / Re: FF6 Improvement Project
« on: February 23, 2011, 01:59:36 PM »
I'll take a look at the documentation throughout the patches and try to find which one might be causing the issue.

77
Game Modification Station / Re: FF6 Improvement Project
« on: February 22, 2011, 10:55:03 AM »
A helpful thing that darkmage can do is add info to the readme that explains to the user how to tell which type of rom he has (right click on the file, view number of bytes)

That's a good suggestion. I personally don't care for the headers being there, as they're created by the cartridge copiers, but I never bothered to remove the header on the rom I'm using as a project base. There are a couple of ways to add them in, but I haven't messed with that at all.

TheNattak and I were messing around with the improvement patch v0.92, and we found this bug in battle. In the options menu, if you change the style of the commands from window to short, and you access the "row" command in battle, this happens:



To us it seems like a problem in the code that erases the windows. The same problem happens with the "defense" command.

If someone knows how to fix it and/or reveal the address at where the code is not functioning will be greatly appreciated. The code to expand windows in battle may be close..so any help will be greatly appreciated.

Dammit, I suck at testing...  :shadow:

I don't play that way because I don't like the window format...but I didn't do anything except change the frame graphics. Does this happen in the original game as well?

78
Game Modification Station / Re: FF6 Improvement Project
« on: February 19, 2011, 12:23:54 PM »
Hey! I'm glad to see this is progressing smoothly. I played through the first bit of the initial release with a friend's little brother--I liked the fixes, and he just fell in love with VI. :happy:

That's awesome! Passing the joys to the next generation.  :cycle:

I'm not exactly sure what you mean by "more hack-friendly method" ?
I still have the revised original improvement patch applied. I have been applying patches as they come out. But yeah, no more bugs or game breaking issues, or conflicting patches. ;)

That's good to hear. I guess what I did then is to add the "complete" patch for people who just want to play and not have to apply more patches to make it work as intended.

79
Submissions / Re: FF3us Battle Speed Mod + Speed Overflow Fix v. 0.2
« on: February 17, 2011, 11:30:44 PM »
My tests with FF6 Improvement show that the speed of battle is generally slower at the beginning of the game, even with Battle Speed set to 1. The turn gauges fill up more slowly, while enemy speed doesn't seem to have been affected. That definitely ups the challenge a bit, but I wonder if it's working as intended.

So we can expect battles to become faster as the characters improve their speed stats, while as the enemy levels increase, they'll be hitting more often?

80
Game Modification Station / Re: FF6 Improvement Project
« on: February 17, 2011, 10:47:36 PM »
I'm still working on the translation part of the project, and I've just finished proofing up to the cataclysm. World of Ruin, here I come!  :happy:

I saw that Imzogelmo released a new version of the Gogo/Cursed Shield patch, so I think I'll apply that and Leviathan Mist's Battle Speed patch and push out a new version soon. I'm really itching to play completely through this game as soon as everything's done...but in the meantime, I'd like to hear some feedback on what you think so far if you've played it.

As for TheNattak and other people basing their hacks off of this project, have you seen any more issues since I put the more hack-friendly method in place?

81
Game Modification Station / Re: I am redrawing the portraits in FF6.
« on: February 17, 2011, 10:32:53 PM »
Mog and Gau both look good. Setzer's portrait looks like it belongs more in Cecil's place in FF2us, though.

82
Game Modification Station / Re: New FF4 Hack Announcement
« on: February 17, 2011, 10:31:35 PM »
This is looking really good! I'm definitely looking forward to playing this!

83
Game Modification Station / Re: I am redrawing the portraits in FF6.
« on: February 16, 2011, 09:16:05 AM »
Shadow looks really good.

As for Celes...I liked the pose Amano put her in, where she's kinda dignified and mysterious. The artwork itself is good, don't get me wrong.

84
Game Modification Station / Re: FF6 Improvement Project
« on: February 11, 2011, 08:58:25 PM »
I'm glad someone got that.  :childish:

85
Game Modification Station / Re: FF6 Improvement Project
« on: February 11, 2011, 02:52:40 PM »
Even if you did set the "immune to death" flag, using something like an x-potion or elixir would deal maximum damage to them. I think it'd be best to just not give undead status to bosses.

That's a good point. Even if Phoenix Down couldn't do instant death, the party does have access to some elixirs by the time you get to the Phantom Train, and that's just like a one-shot due to its low HP. Just because I wouldn't use an elixir that way doesn't mean no one else would.

Also, as for the name, you can use whatever later games used (does FF6 Advance call him "Ghost Train" or something?)

FF6 Advance calls it Phantom Train as well, but I believe it's used in both the script and the battle enemy name. The Japanese name is Demon Train and that just doesn't fit.

86
Game Modification Station / Re: FF6 Improvement Project
« on: February 10, 2011, 08:26:21 PM »

Personally, I like "Phantom Train" better, but that's just me. One thing I would suggest though, make Phantom Train no longer undead - I always found it cheap that you could kill him with a Phoenix Down.

That's true, and since I've already removed the Vanish/Doom exploit...might as well do that too.

:edit:
I see that Hidon and Didalos are also bosses with the Undead trait. Anyone know if they can be one-shot with a Phoenix Down?

As much as being as being undead makes sense from a logical standpoint, that's pretty much cheese to be able to one-shot a boss. Unless someone can make a convincing argument why any boss should have that weakness, I think I'll be removing it.

87
Game Modification Station / Re: FF6 Improvement Project
« on: February 10, 2011, 07:21:43 PM »
So I'm at work editing the translation, and I'm at the part where Sabin and Cyan are on the Phantom Train. And it's always bugged me that it has a different name in the script than it does in battle. With that said:

Is it wrong that I was seriously thinking of renaming the Phantom Train to the Soul Train?   :laugh:

88
Game Modification Station / Re: FF6 Improvement Project
« on: February 09, 2011, 09:30:49 PM »
They're looking good so far. As much as I like Amano's work, his portraits don't match the character sprites, which bugs me.

I assume this is a semi/quasi anime style? Some more detail and those will be excellent.

89
Game Modification Station / Re: FF6 Improvement Project
« on: February 09, 2011, 05:30:19 PM »
So I went through the script for the baseline patch and cleaned it up a bit. This will be included in the next release, so expect the following:

  • No more capitalized actor names. WHOOO!
  • Cleaned up bit actor references, so now it's a bit clearer who's referring to what. Narshe Guards/Bodyguards, Imperial Troopers/other Soldiers are examples.
  • Added quotation marks for lines spoken by a member of the group who wasn't specified. This has been in the patch for a while, but I'm mentioning it now.
  • Fixed errors that I missed on my first read-through of the script.

90
Game Modification Station / Re: FF6 Improvement Project
« on: February 09, 2011, 09:13:11 AM »
Also, might I suggest a text suggestion? Most NPC's names are in all caps, but the game now defaults player names to be in lowercase. These inconsistencies are an eyesore, I mean, when you see something like the following:

BANON: Blah blah blah
Terra: I like to burn things.
BANON: Blah blah blah
Locke: I'm a thief.
ULTROS: I have tentacles!

...doesn't it make you just want to break something?

It does indeed, and I'll look at changing those when I go to include your battle speed mod. I was going to leave it, but since
a) you're the second person to bring that up, and
b) this version is all some people are going to play,
then it needs to be done. And so it shall!

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