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LordVanya
06-06-10 05:41 PM
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06-30-10 04:51 PM
LordVanya is Offline
| ID: 203366 | 40 Words

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That wouldn't be an easy feat.
It really depends on how much CHR ROM space we have available or can make available.
It would probable require a bit of an overhaul of the graphics bank pointers to consolidate duplicate graphics.
That wouldn't be an easy feat.
It really depends on how much CHR ROM space we have available or can make available.
It would probable require a bit of an overhaul of the graphics bank pointers to consolidate duplicate graphics.
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07-02-10 12:17 PM
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I got a few ideas.

1. Limit Breaks. What is Final Fantasy without them?
2. Save files. They don't work so I must remember NOT to use Save States on bosses. I did and now GOTTA win.
3. Better spelling.

"Cloud Fight Soldier"?

Why not "Cloud FIGHTS THE Soldier"?
I got a few ideas.

1. Limit Breaks. What is Final Fantasy without them?
2. Save files. They don't work so I must remember NOT to use Save States on bosses. I did and now GOTTA win.
3. Better spelling.

"Cloud Fight Soldier"?

Why not "Cloud FIGHTS THE Soldier"?
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07-07-10 09:55 AM
sonikku is Offline
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Link12345 : On that grammar issue, that's more how the NES is programmed. I played the first Final Fantasy, and except for how the menus are laid out, that's pretty much how it went on that particular game.

It's more in the coding, how they did it. I could try to show all the coding possibilities, but the one for fight is simple:

{attackername} (In your example, Cloud)
{command} (In your example, Fight)
{targetname} (In your example, Soldier)

Can't blame coding for the grammar issues.

Edit: Speaking of coding, I couldn't use the < and > symbols to show variable names because of how this board is coded.
Link12345 : On that grammar issue, that's more how the NES is programmed. I played the first Final Fantasy, and except for how the menus are laid out, that's pretty much how it went on that particular game.

It's more in the coding, how they did it. I could try to show all the coding possibilities, but the one for fight is simple:

{attackername} (In your example, Cloud)
{command} (In your example, Fight)
{targetname} (In your example, Soldier)

Can't blame coding for the grammar issues.

Edit: Speaking of coding, I couldn't use the < and > symbols to show variable names because of how this board is coded.
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(edited by sonikku on 07-07-10 09:56 AM)    

07-07-10 12:12 PM
Link12345 is Offline
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sonikku : Oh. I see. Well okay then. well aren't my other 2 ideas great?
sonikku : Oh. I see. Well okay then. well aren't my other 2 ideas great?
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07-07-10 12:27 PM
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Link12345 : Multiple save files can be handled with the emulator. The next release of the Plugin will most likely let users have more than 1 save state per a game. Your limit break idea most likely wouldn't be possible for an NES game and if it was, it'd be such a huge task that it not only would be hard to find someone with the skills and time to do it but it probably just wouldn't be worth it, sorry
Link12345 : Multiple save files can be handled with the emulator. The next release of the Plugin will most likely let users have more than 1 save state per a game. Your limit break idea most likely wouldn't be possible for an NES game and if it was, it'd be such a huge task that it not only would be hard to find someone with the skills and time to do it but it probably just wouldn't be worth it, sorry
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(edited by Davideo7 on 07-07-10 12:28 PM)    

07-07-10 02:10 PM
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Davideo7 : If you mean to animate the limit breaks then it's unneccesary. For Cloud's Omnislash it's enough to make him step forward and make him slash once or multiple times.
Davideo7 : If you mean to animate the limit breaks then it's unneccesary. For Cloud's Omnislash it's enough to make him step forward and make him slash once or multiple times.
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09-10-10 03:24 AM
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Hey is it possible to get in on to SNES or GBA?
That would be awesome, but I'm guessing its hard...
Hey is it possible to get in on to SNES or GBA?
That would be awesome, but I'm guessing its hard...
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03-09-11 03:42 PM
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Right away, straight up, limit breaks. They are needed. I am not sure if the character's ultimate weapons are in it, if not it should. Holding more materia at once, a wider selection of materia, save files, better grammar, and original songs should also be in it.
Right away, straight up, limit breaks. They are needed. I am not sure if the character's ultimate weapons are in it, if not it should. Holding more materia at once, a wider selection of materia, save files, better grammar, and original songs should also be in it.
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08-09-11 05:31 PM
sonikku is Offline
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Doggy666tm2 : I'm going to say this now, since nobody has had the chance to reply.

Limit breaks: No. David said it earlier, it would take so much work to code in that it would either be too hard to find someone to code it for the NES or it would not be worth it. (And with what the NES can do, your limitation would be the same animation, just a boost in damage.)

Ultimate weapons: Item shops in this game are borked (messed up). And I played through this entire game. I rarely, if ever, found weapons in item boxes throughout the game. They were RARE drops from random encounters, and melee became worthless not even 1/4 of the way through the game. To make those even decently powerful would require more grinding than the original FF1 had.

Save files: Save states. That's the best option for your needs. But that depends on whether or not David got those to work for the NES, and I'm not sure myself on that.

Materia: There's one of each type of materia. Enough for each character to equip their own. It all comes down to strategy and using this materia wisely. Or ether spam. Since magic is literally the only way to do half decent damage.

For the other items... I have no comment.
Doggy666tm2 : I'm going to say this now, since nobody has had the chance to reply.

Limit breaks: No. David said it earlier, it would take so much work to code in that it would either be too hard to find someone to code it for the NES or it would not be worth it. (And with what the NES can do, your limitation would be the same animation, just a boost in damage.)

Ultimate weapons: Item shops in this game are borked (messed up). And I played through this entire game. I rarely, if ever, found weapons in item boxes throughout the game. They were RARE drops from random encounters, and melee became worthless not even 1/4 of the way through the game. To make those even decently powerful would require more grinding than the original FF1 had.

Save files: Save states. That's the best option for your needs. But that depends on whether or not David got those to work for the NES, and I'm not sure myself on that.

Materia: There's one of each type of materia. Enough for each character to equip their own. It all comes down to strategy and using this materia wisely. Or ether spam. Since magic is literally the only way to do half decent damage.

For the other items... I have no comment.
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08-10-11 10:10 AM
RedMageCole is Offline
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sonikku : This entire project is dead. LordVanya hasn't logged in for a LONG time. And I mean a LONG time.
sonikku : This entire project is dead. LordVanya hasn't logged in for a LONG time. And I mean a LONG time.
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08-15-11 05:50 PM
sonikku is Offline
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RedMageCole : ...so... why do we still have this subforum, then? *shot repeatedly*
RedMageCole : ...so... why do we still have this subforum, then? *shot repeatedly*
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