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Topic: Dragoon X Omega II - Final (Read 2 times)
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Sliver X
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« on: June 17, 2008, 04:31:06 am » |
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Despite thinking I was done with this hack when I released the last patch a month ago, a few bugs turned up that I felt compelled to fix. Changes: Level 5 - 8 PSIs Now Exceed 4 Charges Per After Nanite Upgrade. Level 1 PSI now capped at 9 charges with Nanite. Cancelling an Anti will no longer attempt to apply it anyway. Removed "Sargon" and "Items" from displaying above the Item/PSI/Arms/Armor screens. While an NTSC TV would normally not display this, it's been removed for the sake of HDTVs and people who don't cut the top 8 scanlines off in their emulators. Missing tile on the foreground tree in Intro placed. Handful of typos fixed. Better Animated Water Graphic Neverborn's DEF lowered. Enemy PSI "Dogma" now works properly. Enemy PSIs more descriptive in battle. Minor adjustment to Sargon's normal mapman sprite. Shadow PSI is now twice as potent. I've held off releasing this for almost a week as I've been testing everything I could think of myself. This is the FINAL release of the game: If any other bugs did manage to slip through, they're so minor that I'm not worried about fixing them. SRAM files from v1.30 should be fine unless you already got the Nanite upgrade, in which you won't attain 9 charges for all 8 PSI levels. PatchI've submitted the new patch to RH.net, and may do a news post about it. Maybe not, though. Anyway, I'm glad that the hack is finally in a state I'm happy with. If only this were August 2006.
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Googie
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« Reply #1 on: June 30, 2008, 06:48:05 pm » |
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Thanks for the fixes Sliv, I haven't played the hack in a bit. I'll play through it again to refresh my memory, I really appreciate that you took the time to fix the kinks. :beer:
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Sliver X
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« Reply #2 on: June 30, 2008, 08:20:23 pm » |
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I really appreciate that you took the time to fix the kinks. Anything engine/gameplay level I feel responsible to fix. Too bad it ended up turning out like your typical PC release with all the patches, but at least there's a much better game we can leave for people now.
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Gilgamesh
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« Reply #3 on: June 30, 2008, 10:16:06 pm » |
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Are you planning on doing any total work overs like this with any other FF engine?
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Sliver X
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« Reply #4 on: July 01, 2008, 01:20:13 am » |
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Thaddeus and I were going to do a hack as big as DXOII for Castlevania II, making it into a true SotN style game. We even had a programmer lined up to make a level editor, but there's a problem: I can't motivate myself to ROM hack anymore.
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Gilgamesh
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« Reply #5 on: July 01, 2008, 01:02:54 pm » |
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Understandable, I'm sure that was a huge project to undertake, especially with no monetary reward. lol
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Lindblum
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« Reply #7 on: August 09, 2008, 09:23:45 am » |
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http://dxo.panicus.org/dxo2Where did the page go? I was thinking of sending my world maps to put on the site. The bestiary was incomplete too if I remember. If you DO want to make the CV2 hack let me know, I'll help any way I can. It would be an honor to work on a SliverX/Thaddeus game. I hope you know where the jump physics and controls are stored, because that aspect of the game HAS to change. You'll also have to have double-jump. Still ambitious?
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Sliver X
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« Reply #8 on: August 09, 2008, 03:47:00 pm » |
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http://dxo.panicus.org/dxo2Where did the page go? I was thinking of sending my world maps to put on the site. The bestiary was incomplete too if I remember. Panicus.org has been down for almost a year, and the domain was snatched up before I could renew it. The closest it has to a home page now is my crappy little Googlepages site: http://panicus.googlepages.comThe bestiary is complete and updated: It's included with Final. If you DO want to make the CV2 hack let me know, I'll help any way I can. It would be an honor to work on a SliverX/Thaddeus game. I hope you know where the jump physics and controls are stored, because that aspect of the game HAS to change. You'll also have to have double-jump. Still ambitious? I've done a little bit of assembly hacking to CV2 so far, and yeah, some of it is jump related. I've made it to where I can bind a high jump effect to any item, as well as a few other things (Armor activated by Up+A: Changes Simon's palette and halves damage, and the Day/Night cycle switch can be bound to an item: This can lead to interesting things once I understand how the doors and sprites determine if they're active during Day or Night). I briefly attempted to make a double jump routine but I was too deep in the jump routine to do it properly: It needs traced back to its beginning. And thanks for the offer of help: I may take you up on it if this project actually goes anywhere.
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never-obsolete
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« Reply #9 on: August 09, 2008, 08:38:02 pm » |
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This can lead to interesting things once I understand how the doors and sprites determine if they're active during Day or Night.
For sprites, bit7 of their type determines if they are active during the day or night. If I remember correctly, townsfolk don't work right when they are used at night.
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DCEvoCE
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« Reply #10 on: August 13, 2008, 02:16:05 am » |
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Hey, I am huge fan of your work and I just wanted to say Thank You! :thumbsup:
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eleventhirtyfour
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« Reply #11 on: March 12, 2009, 01:24:24 pm » |
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I am ridiculously stuck in this. But, first off, let me say thanks to Sliver X for these two awesome games! Now then, I just got the railjet thing and I've explored all of the new areas as much as I possibly can. I even went back to all of the old areas and re-talked to everyone all the way to beginning of the game. The only item I have that I'm pretty sure I haven't used yet is the Zefroom (small, blue mushroom). What I don't understand is if I go all the way to the left on the railjet thing, it seems like there are towns that I cannot go in. I don't know if this was intentional (assuming it was, though). Anyways, any help would be great!
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Piotyr
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« Reply #12 on: March 12, 2009, 04:29:32 pm » |
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I have to say I'm impressed by these two games. If I didn't have so many other rpgs to play I would dive right in. Have you ever thought of developing your own game? I bet you could do amazing things with no limits.
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GenoBlast
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« Reply #13 on: March 12, 2009, 05:02:40 pm » |
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eleventhirtyfour: It's been a long time since I last played it, but I think I remember getting stuck at the very same part.
IIRC, you have to go right by the first dungeon, there's a new area you can get to.
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Sliver X
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« Reply #14 on: March 12, 2009, 05:26:42 pm » |
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The Zefroom is what allowed you to cure the people of Endengard from the Varion's poison, so you have no other use for it.
There are three areas post-Railjet that require certain things to enter:
The Ice Lab (The northernmost dungeon on the world map) requires the EMP to short the force field blocking the entrance: This is located in B1 of The Armory (A dungeon inset into the mountains from the rails, southeast from the Ice Lab).
However, the Teleporter in the bottom that leads to the Ark needs the Source to be powered on. This is located in The Deadpool, which is reached via a tunnel at the extreme east of the rail system. In this tunnel, the path branches in two: The left tunnel has a switch in the wall you need to activate to lower the bridge across the lake beyond it.
The last is the Nuclear Plant, which will not even allow entry from the world map (Because it's full of lethal amounts of radiation from an ancient meltdown). You need an item called the "AntiRad" to prevent radiation poisoning, which is gained by doing a series of item trades...
The Watch: This is located in the bottom floor of the Marsh Temple (Where you first fought Tyris). If you look at the floor, you'll see a section with off-color tiles in the shape of a north pointing arrow: Push against the "pit" where it points and you'll find yourself in a hidden corridor. The Watch is at the end.
Purify: Give the Watch to a man named Tao in Pergador, and he will give you this item.
Picks: Give the Purify to the elder of Sansia, and his father will give you a set of lock picks. These allow you to open doors in Hylis Keep, Endengard and Arternus Keep. In Arternus, you find the AntiBio.
AntiRad: Give the AntiBio to the nurse watching over the sick girl in Isenfort. She gives you the AntiRad in thanks.
There is a reason getting into the Nuclear Plant is so convoluted: It's a bonus dungeon, filled with soul crushingly hard enemies. The boss located here (Pyro) is more powerful than the game's final boss, but if you manage to kill him you gain the Omega Rifle and Gamma Armor, which make Sargon a walking god.
I'll give you some tips on this. Pyro is a cybernetic enemy, so if you kept the Pulse Rifle you can do quad-damage hits. Couple this with the level 7 PSI Blitz (Two hits per attack) and you can hurt him badly. Be forewarned that he has an instant death PSI called "Fall", which can be countered by using the Medula Implant.
You'll find the Medula Implant on the skeleton in Endengard's cemetary. Grab it, save, and attempt to fight the "woman" who's in there. The SheBitch is a litmus test for Pyro (She is the only other enemy in the game with the Fall PSI): If you can kill her, you have a fair chance of taking down Pyro.
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