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Messages - FlyingArmor

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106
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« on: August 23, 2014, 12:40:24 am »
Thanks for linking me up! Looking through the list, the one game that sticks out for me is Majo Tachi no Nemuri. I love that game! If I ever find some time to play through it some more, I'll definitely think about putting some names to the tracks and submitting them.

In other news, I finished up mapping Final Fantasy V just a little bit ago. Yay~  :D

At some date in the future (who knows when), I'm going to go through all the maps and add in anything I didn't think necessary at the time, with which I later changed my mind on. It'll mainly be really minor cosmetic things, like adding in the books scattered about that you have to reshelf in Castle Surgate and other stuff like that.

107
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« on: August 21, 2014, 01:29:20 pm »
Hey Trop! That sounds really interesting, especially if there's JRPGs involved! heheh

I don't think I'll jump on this just yet, but I'll definitely keep it in mind for as you say if I ever get bored. By the way, which RPGs are they wanting help for?

108
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« on: August 18, 2014, 01:43:10 am »
I ended up mapping the Valley area. It's not all that interesting looking, but it's done at least. But for any other cut scene that's no more than one screen in size, I'm putting my foot down and not doing them. If anyone wants to see them so badly, they certainly can when they play the game. ;)

@vorpal86: Thanks very much! By the way, what are you refering to when you say "The cut-scenes for the Boco run"?

Also I'll mention that for the last dungeon, I decided to split it up into seven maps, one for each distinct area (desert, ruins, forest, cave, tower, castle, last floor). The Town of Mirage won't be included in those maps since it already has a map of its own. I found that it was a bit too cumbersome having everything in one huge map, and I don't think it'd be all that useful to people who actually want to use it as a reference for where items are located and whatnot.

Now that I think about it though, I may as well make one huge map as well, for those who want to see everything in one single image.

109
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« on: August 10, 2014, 04:52:03 pm »
With this weekend's updates, around half of the maps for Final Fantasy V are done. As you will see, I took the same approach with the item legend as I did with my FF4 maps: display the Japanese name first then include the English translation beside it.

As I was going through the game gathering the treasure chest data and such, I noticed I didn't think to map the valley you travel through at the very beginning of the game where you ride Boco and jump over pitfalls to save Lenna and Galuf. I'm not sure if I should bother mapping that area. Since it's only used for a cut scene, I don't really see the point of adding it to the rest of the maps. Anyone else think otherwise?

110
Maps In Progress / Re: Sword of Vermillion
« on: August 10, 2014, 04:18:36 pm »
Great job on these! Your maps definitely piqued my interest in this game. I'll probably check out a Let's Play and see what it's like.

111
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« on: July 19, 2014, 02:27:16 pm »
A quick update on Final Fantasy V.

I'm making steady progress with the game; I think I'm about 75% done so far. For the time being I'm just concentrating on piecing the maps together without worrying about adding the legends for treasure chests. That's something that can be easily done afterwards within a couple days.

For reference, here's all the codes I've found that freeze the water animations (except for palette animations):

7E0B3F00
7E141800
7E142000
7E142800
7E143000
7E143800
7E144000
7E144800
7E145000
7E145800
7E146000
7E146800

Certain groups of codes correspond to certain areas (castle, village, town, cave). It'd be too much work to figure out which code goes with which area; I simply keep them all on whenever I'm mapping. I've found that these codes also freeze the animations for fireplaces, the pendulums in clocks, torches, save points, and probably a few other things.

Also may as well mention the codes for the X and Y coordinates:

7E0AD8** - Determines the X coordinate (horizontal placement on a map)
7E0AD9** - Determines the Y coordinate (vertical placement on a map)

These work best when one is transitioning between scenes (activate them when the screen in black).

All the codes mentioned here work with both the Japanese ROM and the RPGe English translation.

112
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« on: July 17, 2014, 03:17:38 pm »
Yeah, if it's something small which won't take much time to fix, that makes sense, but asking for the entire map set to be redone is a bit much.

113
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« on: July 17, 2014, 02:44:50 pm »
Has anyone actually sent you e-mails of that sort? If it were me, I'd probably respond with something like: "Thanks for bringing this to my attention. However, if you're that bothered by it, perhaps you could bring yourself to fix this issue yourself? There's nothing stopping you from doing so, of course." ;)

I think my FF6 maps will have that colour shifting problem since I didn't really know about this phenomenon at the time I was working on them, but I honestly couldn't be bothered to fix them now. They're done, and that's that.

114
Map Gab / Re: Attention Mappers
« on: July 17, 2014, 02:31:19 pm »
No worries! I apologize, LTIan, if I came off a bit too strong. I could have been a bit more tactful with my response. However, sugarcoating my words isn't something I'm all that fond of. If I was, I'd be a type 2 diabetic. My pancreas simply wouldn't be able to handle all that sugar in my blood. ;)

As for DBarrier, I don't really remember her, but I went through her posts and I totally see what you mean. *eyeroll*

115
Map Gab / Re: Attention Mappers
« on: July 15, 2014, 11:24:42 pm »
*sigh*

I guess I'm kinda that way too Trop. I point out the obvious, or a misunderstanding, and people can't take it. Maybe I didn't say it nearly nice enough, although I toned down what I did say quite a bit. Oh well. 何をやっても勝てないな~

116
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« on: July 14, 2014, 07:09:33 pm »
With me, if I know there is a problem with colours shifting or whatnot, I can't allow myself to simply leave it be. It'll keep bugging me until I remedy the problem.

With my paintings though, I tend not to be as uptight if there is a botch some place (paint that seeped underneath the masking tape if we're talking about my hardedge paintings for example). If I don't tell anyone it's there they tend not to notice. ;)

117
Map Gab / Re: Attention Mappers
« on: July 14, 2014, 06:53:07 pm »
Of course I'm out. I wasn't one of the people you were asked to contact, as Trop has already stated. You had asked me if I would help you out with one of your requests, but that was not what Trop asked you to do.

If you go back in your Looney Tunes thread and actually read what he wrote, he said that HE would work on your requests if you were able to get in contact with the individuals he wasn't able to in the hopes of getting permission to post their maps on Fantasy Anime. This is NOT about you asking those people for help with your requests (if those mappers are interested in working on them, great, but that's completely beside the point here). He clearly stated that he would work on one request for every mapper you could get in contact with and gain permission.

I'm sorry, but I cannot sit back and allow this trainwreck of misunderstanding to continue on... *facepalm*

118
Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« on: July 10, 2014, 12:04:33 am »
While FF7 maps may be a long way off, I've been keeping myself busy with mapping Final Fantasy V (SFC) in the meantime. This was actually the "undercover" project I made mention of back in December. I didn't want to announce it then since there were a number of obstacles to mapping this game properly, but over this past week I managed to overcome some of the really troublesome ones.

The key one was all those pesky water animations getting in the way of mapping areas properly and accurately. I managed to find codes (through much trial and error) that freeze many of the animations, making the mapping of towns and some dungeons much more feasible. It was quite the victory for me!

I also found a way of warping to normally unreachable places by activating X and Y coordinate codes when transitioning between scenes. If I warped into trees or cliffs however, I would be instantly warped back to the overworld, so finding open spots to stand on so I could capture the far corners of some scenes was quite the grueling task.

Another thing that bothered me to no end was colours being inconsistent across scenes in certain areas. It was quite stark in the mountain areas where I would check to see if a certain colour was present in all scenes, but disappointed to find palettes slightly shifting whenever transparent water or clouds were also present. This forced me to use BGMapper exclusively for capturing everything rather than rely only on screen shots. Colour counts that were 200+ before ended up around 100 or so. Quite the difference, eh?

I had this problem with Lennus II as well, but it was much more noticable in that game than it was in FF5. Has anyone else come across this problem when mapping SNES games?

119
Map Requests / Re: Ultima and Final Fantasy
« on: July 04, 2014, 11:52:50 pm »
Oh wow... that'll literally save me hundreds of hours of goofing around within the game trying to capture all this stuff by hand. Thank you so much BumFengShui for pointing me to these! Now this project won't be nearly as daunting or frustrating as I thought it'd be.

7mimic works just fine for me so no need to worry. Haha, it's funny seeing the train platform image in the program and noticing that 50% or more of the image data there is never seen in-game.

120
Map Requests / Re: Ultima and Final Fantasy
« on: July 04, 2014, 03:32:06 pm »
I'll keep that option in mind if there is ever a circumstance where there's no way to proceed with the PSX version.

I have two versions of the PSX game: the North American version and the Japanese International version. I've found that the vast majority of cheat codes are for the NA one so using the Japanese version for mapping probably won't be all that fruitful, but it's still there just in case.

There's also the "Debug Room" which may prove useful.

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