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Post by lpdata on Dec 14, 2008 13:22:58 GMT -5
The key-fetching is one of the reasons I never gave this game a chance. When I would think about going back and trying it again, I'd remember all the unnecessary bollocks that I'd have to sit through before getting to anything remote rewarding (hitting things with a sword). Manipulating the save-state might be impractical, but assigning all doors as unlocked might not. (Who is locking these doors? I bet it's the guy who sells the keys.)
God, the worst example of this is in Phantasy Star, where every dungeon door (probably ~100) must be unlocked with the one fricking key you get for the first dungeon. This involved scrolling through your item list, selecting DUNGEON KEY, selecting USE, etc., every single time. There was never an exciting feeling of "really using a key".
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Post by Ascended Mermaid on Dec 14, 2008 13:45:53 GMT -5
It may be impractical for Mantras, but it can work for RAM. Think about it -- you turn the game off, and the doors lock again. If Fieg stays awake, the doors he'd opened will remain open. That sounds like a decent compromise! Who keeps building that ONE wall in Trunk?!
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Post by Ascended Mermaid on Dec 14, 2008 13:57:08 GMT -5
It wouldn't be impractical to add a villager standing next to the wall. XD That, however, is taking too many liberties with the game. XD There's a fine line here, and I won't cross it. I want it to feel like a Falcom game (instead of a Hudson game), to be more precise. ...and no, I'm not replacing the attack system with a bump system. XD // I need a monstah to clobbah that theah Kirbeh! XD That's what I'm thinking off, with that accent.
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Post by Ascended Mermaid on Dec 14, 2008 14:13:55 GMT -5
XD Except "killed" would be "crushed", heheh.
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Post by Ascended Mermaid on Dec 14, 2008 14:24:20 GMT -5
Come to think of it, Ys III removed the bump system completely. Thanks to some of the gameplay hacks, it even feels more like Ys III. XD Maybe I should just port the Ys III system and control scheme. Fieg would have to be able to attack (with a jackhammer arm) while walking, of course.
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Post by Ascended Mermaid on Dec 14, 2008 14:35:24 GMT -5
It would make some of the enemies alot easier to deal with. Still, that's a fine line too; I want to maintain the original feel of the game, while making it closer to Xanadu (as that's its namesake) and feeling more comfortable. If I wanted to make it REALLY close to Xanadu, I'd have to implement the Ys I/II bump system, and make the enemies appear in an overhead battle screen. I think I'll save that for another hack, however.
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Post by AllenSmithee on Dec 14, 2008 15:48:16 GMT -5
Say, what are more games like Xanadu? They can even have an action element type game and not an RPG element type game!
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Post by Ascended Mermaid on Dec 14, 2008 16:24:41 GMT -5
Xanadu and Ys are quite simialar, but they have fundamental differences. Legend of Xanadu, is also simialar but not the same.
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Post by Ascended Mermaid on Dec 14, 2008 17:10:38 GMT -5
Yes, I'd thought the same thing too! It feels more like Faxanadu than Xanadu. That's why I liked it so much.
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Post by Ascended Mermaid on Dec 23, 2008 14:21:57 GMT -5
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Post by Ascended Mermaid on Dec 23, 2008 23:11:10 GMT -5
None, it's just a nice Xanadu song to pass the time. // I really like "What Guardian is Legend" // I'd like to hear them do an encore version, but this time inspired by Final Fantasy IX's Protecting My Devotion. (or something)
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Post by Ascended Mermaid on Dec 28, 2008 12:03:54 GMT -5
Alright, enough dilly dallying. I've wasted enough free time on relaxing, and gaming. I need to do something. Preferably... the Fire Crystal, since that's the easiest. // Snag! LDY $03C1 = #$15 ;Loads the item hex AND #$11 ;Checks if the item hex is 11 BNE $FCF9 ;If it isn't 11, it branches to the next item check script BRK ;Giving myself free space. BRK ;Twice. JSR $FCED ;Jump to SubRoutine -- Brown Potion used text. JSR $C8DC ;Removes item picture. JSR $C4BF ;Removes item. JMP $C506 ;MP recovery. RTS ;ReTurn from Subroutine -- back to the original code. Does RTS go back to BNE sections? If so, does this explain why seemingly, the Brown Potion script continues when the item is found to otherwise be a hex value past 11? The next in the script checks if the hex value is 15, for the Fire Crystal -- but this code is more or less a copy of the Brown Potion script. Afterwards, it checks if the item is on the other list, hex values less than or equivalent to 10. Maybe I should add a BEQ following the BNE statement, and follow that up with another RTS?
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Post by Ascended Mermaid on Dec 28, 2008 13:04:48 GMT -5
I'm already getting a headache. I don't know what I'm doing anymore. I need to pick this back up when I'm feeling more ambitious.
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Post by AllenSmithee on Dec 30, 2008 12:42:34 GMT -5
YOU CAN DO IT
CUT HIS FUCKING HEAD OFF
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Post by Falcom Director of Fanservice on Dec 30, 2008 17:32:45 GMT -5
...Holy shit, dude. I thought I was the only one who ever said that.
*high five*
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Post by Ascended Mermaid on Dec 30, 2008 20:09:42 GMT -5
I'm pretty sure Rob Schneider, and yours truly, has you both beat.
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Post by AllenSmithee on Dec 30, 2008 22:04:52 GMT -5
*high fives back*
yeah, I will never forget that line, even through Alzheimer's and dementia.
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Post by AllenSmithee on Jan 1, 2009 7:43:56 GMT -5
So how the hell do I pronounce Xanadu? I say Zan Ah Doo but I know it is like some Chinese city or something.
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Post by Falcom Director of Fanservice on Jan 1, 2009 9:29:17 GMT -5
Well, it's an anglicanization of Shangdu, or Shang-Tu if you like the older style of spelling. So your pronunciation seems correct; it's the same one I use anyways.
Shangdu was awesome =]
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Post by Ascended Mermaid on Jan 3, 2009 22:29:00 GMT -5
I asked for ASM assistance at romhacking, so hopefully I'll be able to wedge this project out of the cracks.
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