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| Jul - Posts by Abaxa |
| Pages: 1 2 3 |
| Abaxa Member Level: 14 Posts: 41/45 EXP: 11818 For next: 1253 Since: 08-05-10 Since last post: 1287 days Last activity: 1271 days |
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I started work on the Air Castle since I'm guessing it was the most rushed of the dungeons.![]() The northern exterior map has extra detailing out of camera range. The starry background has some animation where individual pixels change color to make it look like there are blinking lights in the distance. ![]() The southern exterior is more interesting. I couldn't fully map this without the debug menu because going sufficiently far south (far enough to be a couple steps down the walkway) triggers the warp to the planet selection screen. Maybe the devs were planning to put in an actual dock for the Landale? That would make Wren's dialogue when the player first gets there more sensible. EDIT: I quickly mapped out room $176 in the Air Castle. I'll only be going for rooms that have something other then padding. ![]() The healing panel and surrounding red stuff have animated palettes and I captured them at their brightest for best contrast. The row of scrambled tiles in the south will also function as healing panels. |
| Abaxa Member Level: 14 Posts: 42/45 EXP: 11818 For next: 1253 Since: 08-05-10 Since last post: 1287 days Last activity: 1271 days |
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I'm going to do some nitpicky version difference comparisons for SF2 so I'd like to know what it says under the magic and item columns here.![]() |
| Abaxa Member Level: 14 Posts: 43/45 EXP: 11818 For next: 1253 Since: 08-05-10 Since last post: 1287 days Last activity: 1271 days |
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Originally posted by Rick It's likely a crash trying to fetch their walking animations after they've been allowed to idle. |
| Abaxa Member Level: 14 Posts: 44/45 EXP: 11818 For next: 1253 Since: 08-05-10 Since last post: 1287 days Last activity: 1271 days |
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Originally posted by GlitterBerri |
| Abaxa Member Level: 14 Posts: 45/45 EXP: 11818 For next: 1253 Since: 08-05-10 Since last post: 1287 days Last activity: 1271 days |
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| I've been doing a ton of Shining Force 2 version comparisons the last few days. I've already dumped tile/collision data for the Fairy Woods from The Caravan for the retail release and the April localization prototype (as a stand-in for the Japanese retail release since as far as I can tell the April prototype hasn't touched that data yet). Collision boundaries and some search points were altered for the US version*. Some other differences in the US version include: Status menu icons for the Attack, Boost, and Slow effects. These are not present at all in the Japanese version. Re-mapped land effect table. For example ground units have a land effect of 0% in desert in the Japanese version but it is 30% in the US version. The Japanese version requires the game completed flag be set before the player can choose a difficulty setting when starting a new game. Using the debug menu's Game Completed option permanently sets this flag. In the US version this is open by default. *I also briefly looked at a European version but other than some additional code (presumably the conversion to PAL but I don't know) that shifted some graphics it seems almost identical to the US version. |
| Pages: 1 2 3 |
| Jul - Posts by Abaxa |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
| Query execution time: | 0.290304 seconds |
| Script execution time: | 0.061388 seconds |
| Total render time: | 0.351692 seconds |