GLH

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Everything posted by GLH

  1. Also because Relm's evasion sucks, it means more attacks by best doggo!
  2. You have to let the time run out while at the very end where you can jump. Shadow shows up "Dramatically". If you jump before that point, then I'm sorry to say that he's dead. That said, if you do let him die, Relm gets Interceptor, the doggie gets a boost depending on how much Stamina Relm has, and the dog can now attack Floating enemies (he couldn't do this before).
  3. ...I'm not having this issue at all. Infact no one has been having this sort of issue. So there's likely something funky going on with your end of things. The issue now is figuring out where and why. First, have you applied the encounter patch? If not, it can be found HERE. The patch will be automatically applied to 1.9.1 and/or 2.0 should no other major problems pop up (meaning you won't need to apply the encounter patch next update), but if you have not used this patch here, you should apply it to fix your problem. Second, do you know if your ROM file is headered or unheadered? A lot of newbies aren't aware that there are two different types of roms, and applying the wrong patch types can create issues. So if you have a headered ROM (something you can check with some various modding tools for FF6), you need to use headered patches, and vice versa with unheadered roms/patches. Hopefully this reply of mine will help you solve the issues you are having here with that.
  4. For future newbies, when patching FF6, you have to keep track of whether the rom is headered or headerless and use the appropriate patch. BNW includes patches for both rom types, so that makes things easier. In addition to that, if you have an OS that is 64 bit, you can download a program known as Headerizer that can change various patches and make them headered or headerless as desired. While this isn't strictly needed for BNW, it is a useful tool for those getting into modding of FF6 and/or wanting to add more to BNW. Here's a link for that. http://l33t5k37ch3r.altervista.org/headerizer.html
  5. Ok, this is an interesting little thing here. However, you haven't mentioned whether the IPS file is for headered or unheadered game roms. That is something you will need to make clear for new players. Anyways, I'm gonna have fun checking this out though, so thank you for it.
  6. It can randomize items (weapons, armor, relics, etc.), spells, espers (including who can equip them and what bonuses/spells/equip bonuses they may give), character data, among many other things.
  7. Not outside of the Veldt. If you missed it in the WoB, it's gone. Of course, if you're willing to edit things, you can add it into the WoR. Quite honestly, I wouldn't mind all of the leapable monsters being available in the WoR in various places.
  8. I've noticed this in South Figaro especially (first spot early game it shows up, and from what I can tell, one of the worst areas with this), especially with the Mansion area and the rooms inside of it.
  9. I'll put the answer in a spoiler box. Keep it in the spoiler box.
  10. As the Hitchikers Guide To The Galaxy informed us, the answer is 42. More seriously though, BNW has changed how players can increase the stats of their characters (as stat increases are no longer dependant on characters having Espers equipped when the character levels up), and some characters get a lot of choices and options. Your general questions however show that you haven't actually played the game to see a lot of those changes yet. In addition, most characters will not have HP levels above 1000 for most of the game. Things have seriously been changed in BNW compared to the vanilla game. Stamina plays a role in some defenses and attacks now. Speed is focused on giving players more turns turing the battle (and the way that has been changed in BNW is MAJOR). Magic is still useful for spells, but not all of them anymore, and a lot of spells and espers have been limited to certain characters. Strength is self-explanatory.
  11. 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).
  12. Thank you for the clarification. And damn, now I feel a bit silly.
  13. I would like to ask the location of a specific enemy as well, or at least clarification. Ahem.
  14. 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. https://github.com/Insidious611/DancingMadFF6/releases 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. https://www.romhacking.net/forum/index.php?topic=22929.0
  15. 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...
  16. Ahh, so two major conflicting design directions. Ok, I understand now. Thank you for the answer.
  17. 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.
  18. 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.
  19. 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. https://drive.google.com/open?id=15FhnxUNnXYc9ML6Lz5FcAMPLqgh563zn 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.
  20. Then they should drop Gum Pods.
  21. It's not missable, it's just elsewhere.
  22. 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.