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Bandit Gear Final Fantasy 4 Heroes of Light UPDATED

Bandit Gear Final Fantasy 4 Heroes of Light

Yeah, that'south the thread. Jump to page 24. Find my post from February xiii that starts with "Well, folks, bad news/good news..." That'southward the starting time of the pertinent info, but after that postal service, I discovered other things that need to be inverse to brand it all work, then read all the style through to the stuff that I posted on page 27 of the thread. At some signal I may compile all of that ino into 1 footstep, but I tend to keep a lot of balls in the air between ROM hacking and real life, so I don't recall I take the fourth dimension at the moment...
Also, that but applies to expanding grade names. character names, command names and spell names (and you lot didn't enquire, merely detail names, too) are all pretty fixed at their current lengths for diverse reasons.

Another affair I'd like to do is requite Border more than Ninjutsu but it doesn't look like there is anymore room...

... Sorta right. FF4kster does permit you to extend the list of 6-letter spells, essentially increasing the amound of spells that can exist added to character spell sets without messing the names up. But you won't exist able to have characters learn those spells (the ones across the final Ninja spell) by levelling up. You tin add together them via event instructions, though (which is how Border learns Flood and Rush in the original game, anyway, so you could get in piece of work, for sure).

Today I'm going to see if I can figure out how to change GP to Gil.

Certainly exercise-able. I remember Rodimus Primal did it in Namingway Edition. The best method would be to create a "squish tile" for "il" (a unmarried tile that combines the letters "i" and "l," which are narrow enough to fit fully in a single tile), because then you souldn't have to worry nearly requiring extra space in all of the places "GP" shows up. It might exist a chip hard finding all of the instances of "GP" in the ROM, though. Take you ever edited text in a ROM using a hex editor? A project similar this one would certainly be considered possible for a beginner, but requires a fleck of learning and is slightly more difficult than opening FF4kster and making changes.

I'm too going to try to edit sprites so I can get some FF5 sprites in the game

If yous're talking near battle sprites, that's certainly possible, though information technology'southward painstaking considering of the amount of tiles used for each character in battle, and the fact that their arrangement can exist a bit confusing at times. It would be a good way to teach yourself about sprite editing, though, so it's probably a expert thing to try.
As for "map character" sprites, you won't be able to simply copy and paste them from Five into IV, because in V they're 4BPP only in IV they're 3BPP (esentially, they utilise sixteen colors in 5 but only 8 in 4), so you'll substantially have to re-describe them into IV while using V as a guide only. Aforementioned story for nigh monster sprites. Monsters in IV (the one exception being Zeromus's terminal form) are 3BPP, but most monsters in 5 are 4BPP (there are a few that are 3BPP in Five, just I'k non exactly sure which ones. Bahamut Nix could probably tell y'all, he's the person who told me that).

likewise as trying to edit the championship screen if possible.

Not recommended for a beginning projection. Get a fiddling more graphics editing under your belt commencement. You'll be able to find the title screen graphics pretty easily in a graphics editing plan, only beyond editing the existing tiles while having them stay in the same place when the game runs, making pregnant changes is (at least) an intermediate-level task. It is possible, mind y'all... meet the "Final Fantasy Four" title screen used in Project II for what I would consider an intermediate-level edit, or the "animated" championship screens I designed for my projection and for Namingway Edition for examples of some more advanced edits. What makes things more difficult is when, in improver to editing tiles, yous edit tile arrangements, that is, the order in which the tiles show up (left to right, top to lesser) on the screen. And so anyway, my recommendation would exist to at least get comfortable with character sprite editing commencement before tackling something like the title screen.

Oh and I'll be trying to effigy out how events and triggers work...

That should be considerably easier than everything mentioned higher up, considering FF4kster completely facilitates the process for yous.

And one other matter, how do you add a B push dash?

;D
This is a topic I've delved into advertizing nauseam. A (seemingly) standard B-button nuance is pretty much impossible in FFIV, or at least making it happen is well beyond my capabilities.
the practiced news I have for you on this front is that I have published a patch called FFIV User Options, which includes the post-obit:
*Active/Wait boxing mode select in the options menu
*Plough Deferment with the X-push button in boxing
*Toggling between Max HP and ATB Meter past pressing Select in battle
*Toggling normal walking speed and Dash walking speed past pressing the L-push button (the readme file contains intructions on how to switch information technology to B if you adopt, but information technology must be a toggle - no "hold to nuance, release to walk")


August 29, 2016, 11:39:51 am - (Automobile Merged - Double Posts are non allowed earlier 7 days.)


It looks like slickproductions.org is back online now.
I recommend creating a forum account in that location and starting a thread nigh your project in that location as well. We're a small community compared to this 1, but you lot'll exist able to connect directly with more than folks who are specifically interested in hacking ffiv.
:thumbsup:

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Bandit Gear Final Fantasy 4 Heroes of Light UPDATED

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