GLH

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Everything posted by GLH

  1. 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.
  2. 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
  3. 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). https://fusoya.eludevisibility.org/lips/ https://www.romhacking.net/utilities/240/ 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.
  4. 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.
  5. Lovecraft's descriptions are amusingly odd. I remember coming across a lovecraftian description of a "Glass of milk" once. Ahh, here it is.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Sadly no, but I was just curious how you managed to go through the entire housefire scenario without a single Grenade throwing a blaze at you (since Strago is in the party at the time that happens). That said, this does sound like something that should be tweaked, as you just showed that it is somehow possible to miss that lore there.
  12. ...how did you miss the Grenade enemies in the WoB when the party has to save Relm from the burning building? The pub and silence patches are tested and compatable. So too are a lot of the sprite alteration patches if that's your thing. The aquatic caves patch should be compatable as well (as it uses one of the unused battle maps, i.e. forests, deserts, caves, cliffs, cities, etc.), changes the flag for it to a "Water" location so Mog can learn the Water Dance, and then makes one area of the game use that specific map for battles that take place there.
  13. ...or BTB and Synchysi could add the "Aquatic Caves" patch to make the WoR underground caves before the ancient castle ruins "Aquatic", and have some of the WoB enemies show up in a few spots in the WoR. Far less work than any of what you're talking about. In fact I'm pretty sure that trying to 'go back' to previous WoB town/world maps would seriously mess things up due to how the game flags events.
  14. That is interesting and good to know. Thank you.
  15. That's likely because of there being two parties I believe, in which case the Floating Continent and Kefka's Tower may also be a no-warp areas as well.
  16. Players get 5 stat items for ALL of the stats. The "Rank Up Options" the player picks then determine what extra bonuses characters then get on top of the initial set.
  17. Huh, must have missed that. I know there is one that does a text and script fix, but I wanted to avoid that one as it essentially turned the 1.0 rom into the 1.1, and that was not what I wanted. Also, ouch. I figured something must have messed up, but I did not realize it was that bad. You have my sympathy.
  18. Thank you. And yeah, I'm starting to learn this sort of stuff myself. I'm starting to learn how to code, and it's annoying as some of the patches publically available are either for unheadered roms, or are coding messes, and that's before most of the tutorials being so shoddy (am making progress though, slow as it is, but I know I'm a damned newb at this point with this sort of stuff right now). I want to make a few easy-to-use patches to address gameplay issues all at once. "Fire and forget" type stuff (the Evasion issue, fixing the fact that vanilla has Seizure being made more powerful the more Stamina a character has, Sketch, the issues with Dark, etc.), make it easier for other newbies like myself getting into things (half the issue was just finding some of those old patches). Making an 'all-in-one" bugfix patch would likely also be of use to a lot of other modders as well. Still, I look forward to what you have to offer, and am damned thankful to you for it.
  19. Out of curiousity, will you eventually be releasing some of the mods (in ips or asm format) you have done for this (dead/failed) project, along with some of the others you have helped with? And hell yes a lot of us are interested in what you're doing, even with projects that seem to have stalled, as you do damned good work.
  20. Indeed. Espers are now essentially equipable equipment with stat AND spell bonuses that disappear once unequipped. "Raiden" will have to be replaced due to the issues its existence causes, but that's no big deal. Just means we'll get something like Leviathan, or Gilgamesh, or Diabolos, or Cactuar. This is good as it means players don't have to worry and fret about keeping as low leveled as possible in order to get the most stat bonuses, as 'stat bonuses' are now tied to how the player grew the Espers more than anything else. Given the creater's statement about new relics, it's also likely that he's doing what Sega Chief did with his FF7 New Threat mod and making restoration items that cover a minimum of two or more statuses ("Echo Drops" for example) to make room for new relics. I wonder if he'll also take some of the broken and unused commands and reuse and/or remake them. Like a fire or ice flavored version of "Shock" as an example, or a means of keeping full access to the Magitek commands. Still, this is pretty well thought out and interesting.
  21. One thought I have with Gau and his Rages is darknil could give him 'everything' at the start, weaken him (as he is a child left to die in the wild, so he's going to be malnourished from that alone), and then replace the Leap command with something to round out things. However, that brings up balance issues, which I think could be solved by making sure that the Rages are varied but mostly 'weak'ish' compared to alternate 'late game' options in vanilla, but I'm unsure if I should suggest Gau's rages being limited-time before player regains control of him. If Gau has 'everything' at the start and Rages are a certain time or number of turns, it makes Gau incredibly powerful given 'what' he could potentially do with all of that. If Gau's stats are made too weak, then an incredible amount of time will have to be spent on building that up in order to make him usable. If Gau requires the really powerful equipment in order to survive, then he's really not going to see much use until late-game (some players would make a list of what rages to use to get around that sort of thing, but those aren't casual gamers and players). If Gau can't equip some of that stuff, then it becomes very difficult to keep him alive until damn near the end of the game. Of course, that then brings up what Gau's second ability would be. Amusingly something akin to Runic and Control would be easy fits without much issue, but that has the potential to make him game-breaking in places (though now I can't help but imagine Gau using his Magic Bone to work Runic abilities. It's amusing to say the least). Throw might work, ensuring that there is always at least one character with the ability. Thematically it's also in character with how Gau grew up, throwing shit (both figuratively and literally) at monsters when and where needed in order to make them go away. Only issue is the "Scrolls" are kind of 'ninja-only', so those might be problems there if trying to keep everything 100% thematically accurate (which I doubt is the case here, but had to bring up anyways).
  22. Regarding steals. I recently came across a thread on another associated hacking site that expanded steals to four items. I figured you'd appreciate a link to it, if not for your own use, then for figuring out how to make your own version. Here's the link for that. https://www.ff6hacking.com/forums/showthread.php?tid=3173 First Edit; And here's another link related to that one. ("Multi-Steal-Fix (Version 1.01) by Imzogelmo") http://assassin17.brinkster.net/hosted_patches.htm Second Edit; Actually, according to Imzogelmo it's a pain to steal multiple items due to how the vanilla coding for items stolen works. Imzogelmo goes into more detail in these posts here. https://www.ff6hacking.com/forums/thread-3173-post-30496.html#pid30496 & https://www.ff6hacking.com/forums/thread-3173-post-30499.html#pid30499 & https://www.ff6hacking.com/forums/thread-3173-post-30503.html#pid30503 Also, the user Catone made an Auction House improvement I also think you may find usable as well (the fact that it's smaller code wise than the original is a nice bonus in its own right). https://www.ff6hacking.com/forums/showthread.php?tid=2784
  23. I've changed sprites and character profile pics using the "FF3usME" and "ff3se". In fact, let me give you links to the utilities. http://www.romhacking.net/utilities/87/ http://www.romhacking.net/utilities/86/ There, that should help you. As for the exact Relm sprite and profile pic you're talking about, it is not one I have, nor one I have seen. I've seen White Mage versions of Relm (sprites and profile pics included), but not a Cat-Eared Hood one. I'm going to have to keep an eye open for that one.
  24. Would rather think too much than too little. 'sides, 'New Game+' that don't carry over at least some items are not the norm, so better to put some thought into it. If it never shows up, then no biggie, but if it does, than that consideration and planning usually saves a lot of work and effort. If it's just to add difficulty and nothing else though, especially with levels now being capped at 25 and HP being what it is, hmm, I worry that some battles have the potential to become unwinnable by accident (especially for the casual gamers, who might honestly come to hate the New Game+ if that's all it's doing. AoE is my thought that may be the problem with that). That part there will need a lot of testing to make sure that's not the case. I also worry that some of the esper bonuses may cause glitches with specific characters due to stats being raised too far in some cases. It's not totally unworkable, but it would be time consuming in a few places to test out and make work.
  25. Mystery Egg is a reference to a few items named "Mystery Egg" that showed up in various snes rpg games. Super Mario RPG, Final Fantasy IV, and one or two others. Some of the details for what the item does in the BNW mod can be seen/figured out using various hacking tools (FF3usME for example), but there may be other things attached to the item not easily viewable due to BTB and Synchysi doing 'behind the scenes' coding work to a lot of items. So it never hurts to actually experiment with things now and then.