Synchysi

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About Synchysi

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  1. In theory, yes, that's the penalty. In practice, the player will reload their save and repeatedly try again until they win. It's not gambling if there's no possibility of the house winning.
  2. It's not really gambling if there's no penalty for losing, is it? That's my main problem with the coliseum, and really any type of gambling in a game like this. The player's going to save, gamble, and reload if they don't get what they wants. It becomes less reliance on RNG and more a test of the player's patience. To me, making it easy to win and get whatever item you desire is more a QoL change than anything else.
  3. We'll properly-case all the names and use FULL CAPS FOR THE DIALOGUE.
  4. As other have said, the suicide sequence isn't forced, and we actually made it easier to save him. You're either having shit luck with RNG not spawning the right fish, or you're feeding him the wrong fish.
  5. ; EP will be stored in SRAM locations $1CF8 - $1D0F (2 bytes per character) ; EL will be stored in SRAM locations $1D10 - $1D1B (1 byte per character) ; Unspent EL will be stored in SRAM locations $1D1C - $1D27 (1 byte per character) ; SP will be stored in SRAM locations $1E1D - $1E28 (1 byte per character) So yes, there is a conflict.
  6. I will check on this when I get home.
  7. No, because spell names can only be six characters. So Protect won't fit. Firaga would fit, but it would be inconsistent with the other -aga spells. Changing Vigor and Fight are doable, but they're placed rather snugly where they are, meaning no room for easy expansion. To me, it's not worth the effort to make those changes. Aqua Rake is just something we never bothered changing, and X-Zone... never even occurred to me. I think it's fine how it is, though. Silliness is the point. The game's storyline itself is serious enough. Because it was actually GrandTrain, and BTB and I both hate camel casing (you'll notice we did away with every instance of it that we feasibly could). We decided to just rename it to something that we could space and capitalize properly. Balance reasons, and to try to differentiate weapons a little better.
  8. You will almost certainly need to start over, yes.
  9. This is an issue with any chest that is handled by an event rather than a treasure object. It's minor enough that I haven't bothered with a workaround, though it's on my list (way down at the bottom) of things to look at. I don't remember if we changed the time or not (pretty sure we didn't), but even if we did, the location of the correct options hasn't changed (i.e., if the correct hour in vanilla is the third option, it'll be the third option in BNW).
  10. It's a known issue. It feels like some sort of animation buffer overflow, and I've been able to replicate it on a vanilla ROM, I just haven't gotten around to figuring out how to fix it.
  11. Lovecraft was my first thought, but it's hard to say definitively. The full quote reads (pardon the bullet format, this forum doesn't allow single spacing for some strange reason and it looks like crap double spaced): After the daylight The night of pain That is not dead Which can rise again I think it's safe to assume it was inspired by that line from The Call of Cthulhu, just worded in a less... Lovecraftian manner. Or it's original. Who knows.
  12. The original FF6 logo is something we could import - there are already patches out there that do this. Adding the lettering for Brave New World is probably doable as well, but I don't have the skills to do so. It's importing the BNW logo that isn't really possible without jacking up all the colors.
  13. I personally have no interest in creating an item randomizer for BNW, but I won't discourage anyone else that wants to give it a shot.
  14. Encounters are determined by separate functions for overworld and dungeon areas, so it shouldn't be difficult if we choose to go that route.
  15. No, but characters without an esper equipped will not earn SP. Can you double check with Golem?