Gi Nattak

Modder
  • Content count

    40
  • Joined

  • Last visited

  • Days Won

    3

Community Reputation

11 Good

3 Followers

About Gi Nattak

  • Rank
    Member

Recent Profile Visitors

1308 profile views
  1. So sorry for the trouble and the late response, the latest version of the mod available to download should take care of that freeze in the burning house.
  2. No, James is the White Mage and was there before SNES drunk's NPC, so he get's the honors lol. And no, not really... I mean we have Oboro's 'friend' smoke during one of his dreams, but that's about it. None of the main cast besides I guess Otis would be a smoker, but his thing is alcohol of course. Well I guess Oboro as well, but he has the highest speed and cigarettes and quickness don't mix!
  3. Thanks brother, I'll look into that AI quirk. I see here in his AI: FC 0D 03 03 ; If variable VAR003 is greater than or equal to 3 F1 44 ; Targeting: random ally AE ; PrimalRoar FC 09 36 00 ; If target self is not affected by status Dark F4 16 16 16 ; Rand. cmd.: Jump or Jump or Jump F8 03 00 ; Set VAR003 to 0 FE ; End If and reset targeting FC 0D 02 03 ; If variable VAR002 is greater than or equal to 3 F1 44 ; Targeting: random ally AE ; PrimalRoar FC 09 36 00 ; If target self is not affected by status Dark F4 16 16 16 ; Rand. cmd.: Jump or Jump or Jump F8 02 00 ; Set VAR002 to 0 FE ; End If and reset targeting It looks like maybe if Dark status is set on him, he'll do that? Like skip Jump and the clearing of the VAR, keep casting PrimalRoar... Did Avalon maybe use Havoc on him and set Dark status? Again I'll check it out firsthand here in a bit, just waking up! EDIT: Yeah that seems to be it, he has a rather quick buildup for VAR002 and VAR003, then if he has dark status applied will not Jump and reset the VAR... Could use a little work!
  4. No problemo at all, James actually saw the post here and said he'll work on it some more -- feedback is good! Ah yeah the HP healing does not take place in any towns either, or basically any place there is no random monster encounters. Just to give INNs a purpose still and to balance the whole thing out slightly. It's a risky feature to have without breaking the game lol.
  5. Ahh I see. I suppose it's just James (sprite artist) portraying Arc as having green eyes, which his character sprite has of course. I can offer no better explanation I'm afraid lol. There's not many pixels to work with there for the eyes, I'm sure it is nigh impossible having the white, green and black iris with such a small portrait to work with, this is probably as good as it can get factoring in the green colors. But I can pass this bit of feedback on to him, maybe he can tweak it somehow for a future update.
  6. Arc's eyes, you mean his portrait? I'm not entirely sure what you mean.
  7. You should be able heal small increments of health back like the Tintinabar did in the original on the overworld and many other places, the exception being 'places that are too hot or too cold, such as the caves of Fraust and the Underworld, as well as the Train. This effect is for the whole party. Check next time your HP isn't at max and take a step and re-check, should be gaining back little bit of HP. For Mr. Grimm, what I was going for there is basically that you beat him, and he is powerful enough to come back from...wherever Grim Reapers go if they get killed lol, and that's his spirit energy manifesting once again into Mr. Grimm.
  8. Icons on equip screen?

    Ah yes, it's a patch called FF6j Relic indicators, which adopts the feature from FF6j. The two swords icon shows that the character can dual-wield weapons (Genji Glove effect). The fist icon is to show that the character is 'two-hand damage' (Gauntlet effect). Annnd, there is a third one I believe also, which was a plate of armor icon, for the Merit Award...but I don't believe any such Relic exists in RotDS to see it! I will definitely add this to the School of Learning doc, thanks!
  9. Version 2.0 of Return of the Dark Sorcerer has been released! Many aspects have been meticulously worked on since the last release almost two years ago, such as: sprites (character, monster/esper, and NPCs), character portraits, events, coding & gameplay changes, music, dialog, balancing, and bug fixes. If you've been holding off on playing RotDS, or are a return player, this latest version promises to entertain and is easily the best this amalgamation of a mod has ever looked, played, and read. Please take a look at the updated change log and readme for more details and well deserved credits. Thanks to all who were involved with this mammoth update, and we hope you have fun and keep us posted with feedback or any issues that may arise. DL:
  10. OK cool I'll PM you in the near future about the PSP testing. No it's not that delaying the update, there's a bunch of other work that's been lagging the release for some time now, basically now it's just a bunch of monster sprites being sprited still.
  11. I think I may have gotten this fixed up, it was something with the ROM's internal header I believe, or I dreamed this. But I remember someone alerting me to this and I was able to fix it, I think. Will have to wait and see when 2.0 comes out sometime before this year is done lol... or perhaps I'll get in touch with you beforehand to see if it is indeed fixed, if you wouldn't mind testing.
  12. Hello! RotDS 2.0 is definitely still in the works, it's just taking much longer than first thought. Everything that is going into it is good to go, there's mainly one bug left to correct and Madsiur will have time to do it in May, once the school semester has ended. It's a purely cosmetic bug, but is quite an eyesore under certain circumstance. In the meantime things are being tested and polished up here and there as much as possible. Thanks for the kind words about the hack.
  13. Yo! Sorry for the semi-late response, still getting rid of this holiday hangover heheh. Version 2.0 didn't make it in 2018 as was planned, but it's super close to being ready to release. I'm now basically just waiting on one final issue/bug to be addressed and corrected in the next few days hopefully, and that'll be all she wrote for this update. What's been/was taking forever was my buddy James White who does all the spritework for the portraits and monsters etc. took on the mammoth challenge of re-drawing or creating a new sprite all together every single monster sprite in the game that was not his work, such as the record keeper rips etc. But sadly he's unable to continue doing this due to a variety of not-so-good real life stuff. Hopefully someday he'll be able to finish them all, but it won't be for a long time if ever. He was able to bang out quite a few though! So that's good. Anyway, 2.0 is definitely gonna drop here soon and is quite a large update indeed!
  14. Sorry for the late response! At one point it did, but not on the current version sadly. It's been fixed, or rather implemented into the next huge 2.0 update to come out here sometime before next year lol.
  15. I'm sorry..

    So very sorry to hear this terrible news, I can't even imagine. Stay strong man.