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Everything posted by GLH

  1. I would like to make a request for 2.0. It's a minor one all considered. You know the Fanatics Tower? Have the guy you pay 100,000 Gil to give you an item you can use for betting in the Coloseium. You have said you like games where choices actually matter, and that seems like an easy way of making the players have to put serious time and effort into bribing the guy in order to get both the info and the item that can then be used (either on its own, or for betting purposes).
  2. Thank you for the clarification. And damn, now I feel a bit silly.
  3. I would like to ask the location of a specific enemy as well, or at least clarification. Ahem.
  4. Huh, oh, I've seen that hack before. Someone posted a youtube link showing what can be done with it. Ahh, found it. Here's a link to the github url for this snes audio hack if you want it as well. Also, here's the page for the individual doing this audio hack and what it allows modders to do with it should they so choose.
  5. The answer to this question is Yes and No. See, the vanilla game has five inbuilt triggers that change one set of commands to another in both battles and in the character status screen. Those triggers are attached to relics (though they could be attached to armors and weapons as well), those being the "Thief Glove" (changing Steal to Mug), "Coin Toss" (changing Slot to GP Toss), "Fake Moustache" (changing Sketch to Command), "Gem Box" (changing Magic to X-Magic), and "Dragoonboots" (changing Fight to Jump). It does this via in-game battle-commands and Status Screen tweaks. The issue is the "Battle Commands" portion of this, as messing with the Battle Commands portion of this is going to be extremely problematic. I can't go fully into why because spoilers, but yeah, that would not be fun or easy to do. That's not to say it can't be done, just that it isn't going to be easy. If you wish for spoilers as to why, well...
  6. Ahh, so two major conflicting design directions. Ok, I understand now. Thank you for the answer.
  7. Quick question. Ultros is there late-game to give players a chance to redo things if they find that some builds work better for them than they first thought or realized. So what's the deal with the- ? It seems like something you have to plan for pretty much from the moment you get them and with no way to redo anything after the fact if you wish to see how the other character builds goes. As items go, they're kind of incredibly useful for some character builds, so doesn't the inability to trade that item back kind of make some character build resets harder to do as a consequence of that? I'm not hating or anything, it's just that that was kind of weird to me with character respec'ing being a thing and seemingly this bit with the item bet in the colleseum making it harder to do that for two character builds, and was wondering what was up with that.
  8. I'm quoting this post over in this thread as I have to second the request by Spoony here. Primordites are absolute unneeded pains to deal with so early in the game.
  9. So, it seems I kind of messed up with the first sprite (pixels were not aligned in a few places, the legs most notably), and it was not as well done as it could have been. I had some time, and have corrected that and put the corrected version in a (headered) patch. Here is the corrected image sprite for those who want to mess with things themselves, though the patch deals with sprites 000, 148, and 163 (the first half of which can be found in one of my posts above) without all the hassle.
  10. Then they should drop Gum Pods.
  11. It's not missable, it's just elsewhere.
  12. Huh, that I did not know. I assumed that it was the character data. I knew that the moogles at the start of the game used an event to change sprites to the moogle-set for the parties in question, but I did not realize that the character color index chosen went by event triggers rather than inate character data. Still, thank you, that is informative and damned useful. Anyways, Hapa, I found a more 'complete' version of the Clyde sprite-sheet. Pocoloco is awesome for having made it. If you still wish to use Clyde's sheet though without hex editing, you're going to end up having to recolor things. The basic steps for that are to take a vanilla rom and open it up with FF3usME (LINK). Go to "Gfx" (the tile editor) and go to the "Sprites" sub-box. You will see an "Index" in the upper left-hand corner of the program, and it should be on "0" (Terra). You need to start going through sprites #9 (Setzer), #25 (Interceptor), #28 (the NPC playing Draco), #29 (Arvis), #36 (old woman NPC with the green shal), #40 (bird), #43 (Impresario), #44 (Epser Eldar who seals the gate), #45 (Yura), #46 (Ziegfried/Siegfried), #48 (Maduin), #50 (Vargas), #53 (Charon), #58 (Fish), #63 (Ramuh), #68 (???), #69 (???), #72 (???), #75 (Bismark), #79 (Airship during the Floating Continent events), #83 (???), #90 (Letter), #96 (Book, unused in-game), #104 (Slavecrown), #106 (4-ton weight), #108 (Bird with a wrapped wing), #115 (Bird in flight), #117 (Bird in flight), #127 (???), #131 (???), #143 (Switch), #153 (Imperial Air-Force), #154 (Sword at Grave), #164 (Bird in flight), and "Export" copies of all of them. The exported sprites will be named "sprite009.png", "sprite025.png", etc. Now after you have copies of all the original sprites, I would download a copy of pocoloco's Clyde sprite-sheet, as it's far more complete than the original one I found up above. Following me so far? Good, now what you need to do after this point is upload the Clyde sprite-sheet, save, followed by then reuploading each of the 'original' spritesheets and saving each time for each sprite. After you have done that, you then have to re-color Clyde's sheet, but that will be far less work than trying to recreate it by hand or dipping your hand into hex editting if you have never done so before or do not wish to. The FF3usME program also has some useful tools for helping determine which box effects what part of the sprite, and the "Animate" box has a film-reel right next to it called "Increment Frame" when you hover the mouse on it. I would suggest using "Grid", "Highlight", and "Increment Frame" as you're doing the recoloring work. Not as helpful as having it handed already-done, but if you wish to do it that is how you would do so. I hope you find these notes helpful.
  13. Yeah, sorry, forgot to mention the fact that the patch was for Headered roms (mostly because I don't have an unheadered rom and google is sending me to virus-laden sites for trying to downloading game roms). I did however include a direct spritesheet in my post and the first of two parts for the 'cape flying in the wind' part when Terra is on the bow/front of the airship. Glad you liked it and were able to get past that problem though. No problem, and hmm, that is a problem. First let me test something here. I'm taking a vanilla rom and I'm checking to see if I can change the color index used for that character for both overworld and battles. Terra works best as switching her index from "2" to "0" still results in a usable sprite (with blonde hair no less). Ok, it seems that just changing the color index using FF3usME has some results. In-battle the changes work perfectly, but in the overworld it seems the color changes do not. The overworld/towns color index is hardset for characters it seems, and changing that is likely going to require hex editing to make happen. Hmmm, problematic. So let's go through which overworld sprites also use Index #4 (Shadow's) then. Ok, sprites #9 (Setzer), #25 (Interceptor), #28 (the NPC playing Draco), #29 (Arvis), #36 (old woman NPC with the green shal), #40 (bird), #43 (Impresario), #44 (Epser Eldar who seals the gate), #45 (Yura), #46 (Ziegfried/Siegfried), #48 (Maduin), #50 (Vargas), #53 (Charon), #58 (Fish), #63 (Ramuh), #68 (???), #69 (???), #72 (???), #75 (Bismark), #79 (Airship during the Floating Continent events), #83 (???), #90 (Letter), #96 (Book, unused in-game), #104 (Slavecrown), #106 (4-ton weight), #108 (Bird with a wrapped wing), #115 (Bird in flight), #117 (Bird in flight), #127 (???), #131 (???), #143 (Switch), #153 (Imperial Air-Force), #154 (Sword at Grave), #164 (Bird in flight). Yeah, I think the best way to go about this is honestly changing Shadow's color index to something else that matches that sprite-sheet better. Maybe Index 1 or 3 I think. Changing the over-world color index for Shadow will involve hex-editting which color index his character uses, but that isn't as scary or as hard as most think. Less problematic than accidentally changing the colors in Index #4 and effecting all those other characters listed above at any rate. Of course, there is also what the canon game did when it changed Locke's spritesheet around (I think it was event #49, followed by the character and sheet in question being pulled up), along with how equipment like the moogle-suit does that. It seems like it should be possible to use Shadow/Clyde-only equipment to pull up an alternate spritesheet (though getting it to put up an alternate sheet for the Overworld is going to be more problematic, hence why I brought up Locke). Given all of that, I would just find out whether that sprite-sheet fits Index #1 or #3 and then edit Shadow's character data so Overworld data uses the appropriate color index. Far less work and hassle all considered.
  14. I'll upload some character sheet images and portraits here. Forgot about adding white leggings to the Terra one I found and liked from the japanese "T-edition". Anyways, let's start with the patch and what it shows (sadly getting FF3usME to export the animated cape on sprite image #163 is a problem, but the patch I'm linking does have both parts to make a complete animation). First the patch link (Edit; for Headered Roms only, sorry). EDIT; USE THE PATCH DOWN BELOW. These are the two main images of that "Caped Terra" patch. *SNIP* Next, here is a basic spritesheet and portrait for "Shadow as Clyde". Hope you found that useful.:D
  15. Lunar IPS is the patching tool needed to patch the ROM. You cannot patch the rom without it. Renaming the rom won't do shit on its own. You HAVE to patch the Rom in order to apply the mod. Here are two links to the patching program (the program is the same on either site, but I included these two links incase you have issues with one of them). Edit; Also, the lack of sound has nothing to do with renaming the rom or patching it. That is a second unrelated issue of some sort, and you need to give us more details in order for us to be able to help you fix it.
  16. Yes and No. See, some of the sprite sheets use different indexes (which have different colors), which means that other sprites on the same 'number index' can end up messed up due to that if a person changes the colors in that index. That's why whenever messing with character sprites you need to be careful not to make more work for yourself by messing up the other sprites in the process. Some modders try and get around this by changing the index used for some of the characters and then tweaking things about. Anyways, while I like the leggings for Terra, I very much dislike the shoulder pads and shawl versions of the sprites, so I'm recreating a caped version (with and without leggings, and I've already finished the 'without leggings' version) for use based on a sprite I saw in the japanese "T" edition. So my next post in this thread will be a zip file with the sprites and some ips files for that.
  17. Lovecraft's descriptions are amusingly odd. I remember coming across a lovecraftian description of a "Glass of milk" once. Ahh, here it is.
  18. I'm pretty sure that Iron Maiden reference was likely referencing Lovecraft's works though. Specifically this line from "The Call of Cthulhu". "That is not dead which can eternal lie, And with strange aeons even death may die." But eh, if I'm wrong no big deal. Not like a discussion about whether iron maiden was referencing one of the founders of modern horror is all that important in the grand scheme of things.
  19. Given the Cthulhu quote with the item BTB, I'm surprised no one has joked about there also being tophat-wearing Shoggoths in the plans for 2.0.
  20. Both the Rage and Sketch commands are editable using FF3usME, but BNW 1.9 does not have a lot of room in the monster battle commands to add more attacks in, and most of the monsters that have Quake don't have a lot of commands/attacks to make that easy to work with due to their AI scripts and the lack of space at the moment. There also aren't any other Earth spells beyond Demi and Quartr, which can end up being more powerful than Quake when they hit and there is more than one Monster around in that fight. So I doubt all of the monsters are going to be changed with that, but if you want to do it, you will need to edit monster data using FF3usME and replace the Quake attacks and AI script data with Demi or Quartr where needed.
  21. After double-checking, it does set Blind. And ShadowMoses, Blind has not only been fixed so that it actually negatively does something (unlike the vanilla game), it also prevents Strago from learning Lores. So if you want Blinded characters to be able to physically attack and not miss, or have Strago learn lores, you need to remove the Blind status.
  22. Honestly that part never made much sense in-setting, as the only two groups in the world who are supposed to have Magic are the Empire and some various Monsters. Of course, the fire-spell casting humans (Slamdancer's) in Zozo also raise so many questions as well given that only the Empire is 'known' to have magic-using humans around.