Recent Posts

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Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Last post by Chronosplit on Yesterday at 05:07:17 PM »
What patches would be removed from the light version, exactly?
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Slick News / Re: A big announcement!
« Last post by JCE3000GT on Yesterday at 02:19:45 PM »
It seems you are not retired from doing romhacks just Final Fantasy IV ones. :cybez:

Yea, probably not going back in to Final Fantasy IV for a while.  But who knows...
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Slick News / Re: A big announcement!
« Last post by thepatirckinator on Yesterday at 12:49:34 PM »
It seems you are not retired from doing romhacks just Final Fantasy IV ones. :cybez:
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Slick News / Re: A big announcement!
« Last post by JCE3000GT on Yesterday at 10:21:36 AM »
No, not at all. That would mean shutting doors, and I have no intention of doing that.

Ok good.  :)
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Slick News / Re: A big announcement!
« Last post by Lenophis on Yesterday at 09:48:32 AM »
No, not at all. That would mean shutting doors, and I have no intention of doing that.
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General Discussion / Re: RHDN Now Up and Running
« Last post by thepatirckinator on May 22, 2017, 07:35:50 PM »
I don't expect it anytime soon, but they'll will be news of Playable Golbez Edition on Romhacking.net sometime in the future. I don't know when, but it will come eventually.
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Final Fantasy V Research & Development / Re: FFVX - A Rebalancing Mod
« Last post by Squall on May 22, 2017, 07:02:49 AM »
Its interesting about the whole FF - when you start the game, usually you feel its difficult. Once you understand how it works, you find it it quite easy. I wish they had implemented at least 3 levels of difficulty - easy, normal hard.

Personally I find all FF easy, except one - FF I for SNES ... I was doing all known to me FF tricks in order to survive, yet sometimes I had to grind in order to clear some of the early dungeons ...
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Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Last post by C. V. Reynolds on May 21, 2017, 11:22:40 PM »
Hoi. :3

Added:

No X In Fight (Leet Sketcher)

Updated:

Dead in the Air (Leet Sketcher) (to version 2.2)


I added No X In Fight, as requested. I'd been meaning to update the patch with its addition since Leet categorized it as a bug-fix. I just took my time because it wasn't a matter or urgency, I suppose. :sleep:

I feel like I should make a few things clear that I didn't make clear before (when I really should have before any explosions occurred):

1: Any compatibility issues experienced from using the comp on anything other than the plain game... are not the comp's fault. The comp does not have compatibility problems with itself and does not have compatibility problems with the plain game. I intended the comp to be the base and any further desired edits would come after it was applied. Applying it to any hacks that change the same bytes (such as enemy AI or the script) is a bad idea. Unless one carefully changes things to ensure compatibility, of course. The hacks must be kept synchronized with the comp for it to work. Importing a fresh script file (from another hack) after patching with the comp could help too.

2: A new version of the comp probably should never be patched over the old one. The likelihood of introducing errors is too high. If you're CERTAIN there would be no incorrect bytes (because you tested!), then go ahead. Otherwise don't.

3: This is the third strongest of the list items.

I was considering making a "light" version of the comp. It would not include any patches that affect enemy AI, maps, the game's script, etcetera. This would allow bug-fixes to easily be patched into pre-hacked games. Would just need the time to check all the patches to see which ones would need to be excluded. :3
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    Ok so in my mod I had planned on using the Lore spell menu exclusively.  But, I'm running in to a few problems that maybe I could see if anyone had solutions to already.  So what I'm trying to accomplish is below.

    • I have spells that are up to 14 digits long for their name including the spell icon tile.  Teleportation would be my longest spell name needed minus the icon.
    • I want to use a spell menu that is a single column with 1 spell per row like how Lore has.  I could do a two column spell menu but I really need at least 14 total digits in length for spell names. 
    • I want to be able to use curative and teleport spells outside battle with it as well. 

I am not completely set in stone to use the Lore menu, I just assumed it was pretty close to what I wanted minus using spells outside of battle so I'd start there.  But, I'd be open to a completely new from scratch magic menu or a modification of another menu that meets my needs above + using the Lord casting animation/sound.  Has anyone done any of these things mentioned and or can at least point me in the right direction?  My menu knowledge is all with FF4 so this is alien territory for me in FF6.  :)
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Slick News / Re: A big announcement!
« Last post by JCE3000GT on May 21, 2017, 10:13:56 PM »
So with this chat room does that mean the site is dead?  :(
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