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04-23-23 08:16 PM
Acmlm's Board - I3 Archive - - Posts by Leno_jr
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Leno_jr

90








Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-14-06 04:43 AM, in Giant FF6 hacking project Link
Originally posted by NightKev
2) Need help?

Always.


With anything?

Many things.


Testing

Ha, nice try.


makingthehack

Wouldn't hurt.


jumpingoffabridge?

Go ahead.

Originally posted by Grinto
Originally posted by Dragonsbrethren

(Yeah, I totally stole Lenophis' post from RHDN...)


Which he stole from himself over at mnrogar's?

It started as a base at ZMD as well.

I also seem to remember not wanting to come back here too... ahh well.


(edited by Leno_jr on 05-14-06 03:46 AM)
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-14-06 07:53 PM, in Giant FF6 hacking project Link
Originally posted by MathOnNapkins
I honestly already thought such things had already been produced by the likes of Mnrogar and Master ZED et al. All those hackers trying to keep the game from being "broken" as they put it. It's kind of maddening that no one is actually working on an actual remake anymore.

Well, Square is concentrating on a glorified port right now. This hack will go over everything that in not balanced, such as:
  • cheap abuses like Wind God Gau/Gogo
  • bugs, Sketch was unusable thanks to this bug
  • powerhouses - physical damage formula was basically Level * Level , which was 75% of your damage
  • things that would make one side too powerful


Of course, we're gonna add as many bonuses to this hack as we can. Here's an added bonus:

His names is Skiffles, named for the sprite artist that took the time to draw this. How powerful he is, where he shows up, or what his true purpose for being is unknown.

As it stands, there are 7 additional monsters that are in place. There's room for 8 more as well if we wanted to use them all.

Needless to say, there's a lot to be done.
Leno_jr

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Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-14-06 09:49 PM, in Giant FF6 hacking project Link
Originally posted by Dragonsbrethren
Consider it done, as long as Lenophis approves. Actually, I though I already did that.

Maybe it was an older version of the font? *shrug* In any event, yes I do approve.


(edited by Leno_jr on 05-14-06 08:50 PM)
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-16-06 03:49 AM, in Giant FF6 hacking project Link
Just in case there are naysayers about this event, this is an avi of the event as it happens in the game (although it's been slightly modified since).
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-16-06 04:24 PM, in Giant FF6 hacking project Link
Actually, I'm not sure how something like that would work. We'd have to throw in another set of 3 numbers to tweak the shadow, then probably make some changes so everything else doesn't look at that value. (At this point I'm going to assume that the shadow is shared by everything in the menu.)

I think it'll be harder than it's worth, but I guess it's worth at least looking into.
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-17-06 12:21 AM, in Giant FF6 hacking project Link
In every version of the game, Japanese, all three US versions, and RPGONE's retranslation, Terra never said "No! Get away from me!" The line was left in, but never used.

There will be some minor event changes in the future (when something should or shouldn't be said for example). For the most part, unless you are really paying attention, they'll go unnoticed.

Despite how big this project is going to be, it'll all be worth it.


(edited by Leno_jr on 05-16-06 11:24 PM)
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-17-06 12:35 AM, in Giant FF6 hacking project Link
Originally posted by MathOnNapkins
Dammit Leno... that's all it was? I could have told you that the other day. I was looking for something more subtle.

There will be more subtle things done with events. Restoring some things that were dummied out is also one objective of this project.
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
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Posted on 05-17-06 03:13 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Luckily for me, I managed to figure out the concept of the Lost Caverns in about 30 minutes, and got through it in 45. What was after got me stuck again, so I had to backtrack a little.

Here's a small hint for the caverns if you want it:
Spoiler:
The answer does not lie in the background.
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-18-06 01:06 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Originally posted by KATW
3. Has anyone actually beaten this game legit? (Excluding the speed runners, and Drew)

*raises hand*



At the time of this post, the server with these two files are down. However, 17 hours and 72.9% are from memory.
Leno_jr

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Since: 05-14-06

Last post: 6095 days
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Posted on 05-18-06 06:19 PM, in ROM hackers mass interview Link
Originally posted by Splunt
If you want, maybe you can start by writing your name/handle, your age, what you've done in the ROM hacking community, or any websites you're affiliated with.

Lenophis, age 24


1.What draws you to the ROM hacking community?

What initially drew me was FFHackster and the possibility of changing Final Fantasy 1. After making two hacks (one would later be broken) of it, I later expanded it to Final Fantasy 6. That turned out to be a challenge hack of stupid proportions. Maybe not as hard as JCE's hardtype, but still damn hard. That took place between 2000 and 2003. Then, in late 2004, I finally decided it was time to delve into hex editing (dodges pies) and started working on Jade. After two years of that, I'm once again trying my hand at Final Fantasy 6. This project is going to rebalance what was a very easy game, depending on who you talk to.


3.What are the advantages/disadvantages of ROM hacking vs. ripped sprites with code written from scratch?

With code written from scratch, unless you live under sand, you know what it does. Using preexisting code greatly helps in speeding up development, which might explain why there are so many more hacks vs homebrews.
Leno_jr

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Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-18-06 06:47 PM, in Giant FF6 hacking project Link
If it matters, current progress:
Everything up until the scenario split is done. Working on the three scenario's as I type this.

setz: You thieving bastard!

More to come later.
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
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Posted on 05-19-06 05:55 PM, in Giant FF6 hacking project Link
Be shocked and amazed or something, left is old, right is new:




It's almost perfect, very close (regarding the above screenshots). The monsters in the old set aren't even correct, so disregard those. *falls asleep*
Leno_jr

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Since: 05-14-06

Last post: 6095 days
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Posted on 05-21-06 02:18 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Originally posted by Drewseph
Actually you don't need to know any glitches in my hack at all. mockball is not a real glitch, physically, it makes sense, and thats only needed for one item.

Uhh, yes it is. Or did you forget about Kejardon already saying three times that it's impossible to say that the mockball was there intentionally? Mockball does not exist in any future sequels as far as I know. There are many reasons why this bug exists:

1: Oversight - there are two speeds of rolling, and both are easily achievable well before you ever get speed booster. Speed booster speed could've been forgotten about. It's not the first time a concept escaped a programmer.
2: Deadline - might not have been enough time to do adequate bug testing.
3: Bad testing - the bug might not have even been found at all.

Drew: quit trying to sell that bullshit as purposeful until you get some written proof from Nintendo that it was intentional.
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
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Posted on 05-25-06 04:43 AM, in Giant FF6 hacking project Link
Ok, lots got done:



Oh yeah, there's the monster stats to be dealt with as well yet.
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-26-06 02:53 AM, in Giant FF6 hacking project Link
Some spells will be named as to what they should be, others will be renamed to what we want them to be. Not out of spite or "we don't like that translation" or anything. It's just what we want to do.

As for the "Level" spells, they've been changed to "Lv. xxxxxx" since reading it was kind of difficult.

We're looking at expanding a few more things as well. But what, that is the secret. Expect more screenshots soon.
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-26-06 05:48 PM, in Giant FF6 hacking project Link
Originally posted by setz
I like that attitude. although I do hate the whole Fire, fira, firaga thing. I liked it better when it was FIRE FIRE 2 FIRE 3, you know. it seemed more english than a hybrid of languages.

That actually gives me an idea for some spell names. I have a feeling Lettuce will like this idea more than DKK will, but I'll run it by DKK later when I get a chance to.

On a general basis, I used this idea for one of my FF1 hacks, but was still limited to 4 letters. Keep in my mind I had much less knowledge about hacking than I do now, so I used what I had to work with.
Leno_jr

90








Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-28-06 05:00 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Your jumping is deceiving you, find another way to thrust yourself across. You already have what you need at that position. Use that noggin of yours. That specific area sucks too, simply because the solution is so simple it's mind boggling.
Leno_jr

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Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-28-06 03:31 PM, in Giant FF6 hacking project Link
Another tweak, and more screenies.



These would've been shown off sooner, but the stats were disappearing when you equipped anything.


(edited by Leno_jr on 05-28-06 02:32 PM)
Leno_jr

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Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 05-31-06 04:05 AM, in Giant FF6 hacking project Link
Yet another screenie:



The obvious change was the moving of the element types over to the left. The not so obvious change was getting the game to display 8 elements of any category now. They originally cut off at 6 for display purposes.
Leno_jr

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Since: 05-14-06

Last post: 6095 days
Last view: 6095 days
Posted on 06-01-06 06:21 PM, in Giant FF6 hacking project Link
Originally posted by Skreename
That looks REALLY nice. Having full stat screens for the equipment screen seems like something that should have always been there... Curious, though, why is the leftmost one so much different from the rest? Just a different version?

I have no idea what your question is. Reword it please.
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Acmlm's Board - I3 Archive - - Posts by Leno_jr


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