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zahlman

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Everything posted by zahlman

  1. dondon has this right. IIRC, this rank is determined by % of battles in which you KO the enemy. Did not know, interesting. That's an odd sort of name, but certainly not the strangest in the series, or even in this game... Lol, true. Confirmed and very much appreciated. Randomly noticed a typo in Ch. 9 intro: missing "to" between "uneager" and "send". I'm guessing FEditor is too ROM-specific and haxxed to dump the script for this patch? I'd like to do more proofreading and it's a lot harder to do with the actual game as a distraction.
  2. Up to chapter 6 now, just wanted to say that overall it looks really good. I'm especially loving the new chapter titles ("Ensnared" is perfect). I've been checking out the villager lines and even those are mostly noticably improved, nice work. I'm not so happy about "Klain", especially since the name is, well, a German word that was spelled correctly before. But I guess it's the same sort of deal as before. Deke and Shanna are great, thanks NOA. Wade I could go either way on. Jodel looks weird, but it beats the alternative. I assume Oujay will properly be Ogier now?
  3. asdf My fault for ignoring this project for so long, probably this was already discussed several pages back but Ellen->Elen. Why. ;_; It was a perfectly fine name that real people actually have (you know, like Allen and Lance) but now it just looks like a typo.
  4. The game's code will only allow you to align the mouth in certain spots - to an 8x8 tile boundary, basically. You can drag the mouth around to a different spot, but that's not the problem here (it's off by less than 8 pixels). Basically, you sliced it wrong when you made the spritesheet.
  5. I think that part is mainly about shop and chest contents.
  6. Well, why exactly is that? Just what kind of setting are you trying to create?
  7. Chapter didn't end when I murdered Derkin. Is this the current end of the hack?
  8. Just taking out all the special-case hackery, e.g. the tutorial versions of characters would be nice. Maybe a nicely configurable workaround for the permadeath thing? Even just an event to say 'revive character X if dead' that can go into the opening events for chapter Y or something. Maybe this already exists? One of the ideas I tossed off you before was a "shell" where, among other things, the original game chapter data is nuked and replaced with a minimal placeholder, similarly for game text, characters etc. so that the really major hacks can actually start from scratch and never risk running into the old game data if they glitch. :/
  9. I... guess I shouldn't be surprised by any of that, really. :/ There are still optimizations that are possible on the instrument tables, I'm sure, but whatever. It wouldn't add up to much.
  10. zahlman

    Hexware

    How hard would it be, as an anti-RNG-abuse measure, to make the game use the secondary RNG when it repaths arrows for movement?
  11. zahlman

    Hexware

    True. Unless someone else wants it done. And I sure don't.
  12. zahlman

    Hexware

    Okay, so I started playing around with this, and I don't think the tiles will be a problem. The boxes could all be made with a subset of the existing tiles for boxes (in fact, that set includes some duplicates, at least for FE7 - or rather, things where they could have used tile reflection but didn't, even though they reflected the same tile somewhere else). The chibis, similarly, would take up barely more space (16 tiles vs 14) than the tiles used to write weapon names in the base game; however, any overflow here would not be overrunning anything dangerous from what I can tell (looks like that space is otherwise used for the text in UI menus, which won't be present at the same time, and will get refreshed next time it's needed anyway - the base game is already partially overrunning it). I guess that would still require some adjustments to the tile IDs for the code writing in unit names, which would be a minor pain. However, trying to actually make the mock-up, I found that there are much bigger problems in terms of physically fitting all the sprites inside the boxes. Once you add all the borders and corner frills and stuff that the actual game art has, things just don't fit so neatly. (FWIW, the diamond checkerboard in the base game doesn't actually line up properly between tiles, i.e. some of the tiles are just plain not drawn properly to make things line up pixel-perfect. Or rather, it has tiles that seem to have been made by just flipping another tile, even though they shouldn't actually be like that in order to line up right. The root cause of this is trying to make diamonds of odd width using tiles of even width.) Anyway. This is the best I could do and honestly I think that's pretty bad. (The HP bars are 4x20; never mind that they're completely full for no reason, lol.) What about instead modifying and reshaping the name frames at the top to contain the chibis instead of text?
  13. zahlman

    Hexware

    I'd be surprised if it required extra tiles to do something like that. It adds the chibis, but it removes the frames used to display weapon names (displaying only weapon icons instead). I guess the best way to find out would be to make a more accurate mock-up...
  14. I'd rather see Etrian Odyssey expies. I'd buy Vulneraries from Wynne all day long.
  15. Oh hell yes. Rise Above is not exactly the kind of song you expect to feature so prominently in something like this, but that's a really nice arrangement.
  16. zahlman

    CNET

    Do you even Microsoft Security Essentials? (This != Windows Defender, unless you're on Windows 8.)
  17. zahlman

    Hexware

    So maybe I'm missing something here, but isn't there a downside to having supports as events, in that now if you want a "plain" support like they used to be, you now have more work to do setting up an event for it? Maybe there's a simple template/macro solution to that, though. I'm sure this would be clear to me if I actually made ROM hacks :)
  18. If you show us where you signed up for the hosting, Blazer or I could probably figure it out.
  19. Nah it's aiight, it'd be a distraction I don't need at the moment and I'd have too much to catch up on anyway.
  20. I've had some issues with freezes and stuff and noticed some typos in text, but I haven't really taken notes. I'll have to go over it more carefully and then check if things have already been reported. One thing I'd like to complain about is the game design in the new version of Zealot's tale. The problem is that Sykes has attack-in-range AI, and can only be talked to with Zealot. He needs to be baited, and he has a decent chance to OHKO Zealot with a critical. The only unit with higher Def is Wallace, and he has low movement and can't be rescued by anyone else on your team. So you either have to waste time moving Wallace forward, time the weather so that you can advance as soon as it clears, or risk a random game over. (Also, the village has been relocated to the bottom of the map, but is still referred to as "northern" in dialogue.) Never mind this. Just noticed that Sykes has a razor sword, which is effective against Zealot, but others can still tank him. For some reason, he doesn't switch to the wing clipper if you use one of the fliers as bait. Okay, he switched against Fiora, but not against Farina? o_O Ok I guess it's just the AI being weird / random / not well understood. :/
  21. Do you actually have control of this stuff on the server side? I can definitely help with all sorts of web-dev stuff.
  22. Sorry about that. I kinda forgot about the forum in favour of a Skype chat, then I got kicked from the chat and not invited back, then I got more involved in other personal life stuff and forgot about SF for a while.
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