Maybe a slightly buffed Xemna fight (the first one at the skyscraper)? Not as strong as the data replica but maybe a slight improvement? A lot of people, myself included, were really disappointed in the first fight. I had more trouble with Luxord honestly.
Honestly, if anything, I can actually see them removing the multiplayer part of BBS completely and toning down the overall difficulty of the Mirage Arena. My reasoning being that they axed multiplayer from Re:CoM when they remade CoM on the PS2. Since BBS' multiplayer is even more advanced (up to 6 player support, including Rumble racing and a board game), and the fact that it doesn't have Ad-Hoc, I'm not holding out too much hope to see the multiplayer return. If it does come back, and online, I'd be very pleased. It's possible and I hope to see it, but I have my doubts. I've already spoken at length about my opinion on readding capes to the models; I'll just say that while it's a somewhat simple thing they could add, I personally hope they don't. I hope they fix up some inconsistencies in Ansem's Reports, but I don't see much they are likely to do for Kh2. It's pretty much perfect the way it is; they COULD have Terra's VO come in to voice the Lingering Will, but since they didn't do that for Xemnas in KH1, I doubt this will happen. As for Re:Coded, if they wanted to make it a "video volume" like 358/2 Days, I wouldn't expect it to be very long; the rendered cutscenes take up around 30 to 40 minutes of time, so if you factor in the world specific cutscenes that aren't too specific to the overall story of the game (and could probably be ignored), I'd see, at most, a 1 hour, 30 minute "film." However, if they decide to actually make it into a playable game (due to the short amount of cutscenes and the fact that most people like the gameplay more than the story), then it will get some sort of HD treatment but won't add much in the way of new content (outside of textures/models/music they already have on standby that they can recycle from the other HD games).
I don't like how they didn't update Ansem's model in Re:CoM. It's kind of glaring to have a semi-HQ version of the original model alongside the HD-version that in DDD and KH1 now.
I'd like to say that it's "asap" or "when it's done," but so far we're still waiting on a way to edit the files. Regardless of whenever we do end up releasing, I can promise that after 1.5 ReMix is released there's probably going to be an "accuracy" patch to follow; that way it's as "official" as possible. I'm sounding like a broken record, aren't I?
Nice to see you're still breathing, crazycatz.
Last I heard, we still don't have a way to open the files for editing. I haven't heard much the last few days though...
No Dusk Nobody figure? Shame.
Should be. The files just gotta be renamed and packed, somehow, into a new .fm file. Problem being I have no information about that file format, and obviously, no tool to make it.
They may have the same format, but the audio files are named differently internally. None of the characters have a 1:1 amount of audio when comparing the Kh2 Japanese audio to the Re:CoM English audio. The files need to be renamed, while making sure the quotes that are replacing the Japanese audio make sense (so Vexen doesn't mention Iceblades, or Marluxia doesn't mention cards).
I'd have to be told what lines need to be corrected, but I could, sure. As for adding the voices... I'm not sure if adding the cutscene voices is possible; although it probably is possible to change the Absent Silhouette voices to have their English voice actors. And I can promise that change won't be appearing in 2.5 ReMix. Their audio is contained in various .fm files, which when extracted by PSound gives standard .wav files. If the process was reversed, then Xeenamyo's tool could be used to put it back in the game.
I still don't fully understand that, honestly. Maybe it's just my age that's beginning to ruin the KH experience for me; I was a kid when the first game came out and maybe the fact that I'm 10 years older just means that the games aren't targeted to me anymore; maybe a younger person wouldn't care as much... It doesn't excuse what I consider to be "poor writing and foresight" but maybe I'm making it a bigger issue that it should be.
I guess Nomura really just has fallen into the mindset of "What would be cool to see" instead of what makes sense. There's only so many times I'll buy "A wizard did it" as an answer before I realize that you're a poor storyteller, and honestly I think Nomura has reached that point. Maybe if he didn't divert his attention on that Final Fantasy game he's been trying to push out for 5+ years we'd have a story that makes sense. If KH"3" ever does get released, it will probably make the least sense of all.
But...? (Also, if KH2 is to be taken into account, I think I'll start trying with the digits nearest Aqua/Ven/Terra's ally codes. Should be SOMEWHERE nearby.
D03565C4 00000001 21F23394 00000000 I looked on the internet with the last part of the code and here's the first half. Together it might produce the correct result. Found here: http://www.freewebs.com/thethirteenthorder/GSkh2cheats.htm
Don't even get me started on 1.5 ReMix. I appreciate the work that those two programmers did but they REALLY dropped the ball if they wanted to make the game more consistent with the other games in the series (barring CoM, as that was already updated once before). They could've done so much more to make it better than ever, and now there's no way to justify making those changes.
There are just too many things. As it turns out, this is a bit too general of an answer. Therefore, I will expand on it, but be warned, a lot of it is nit-picky. Things I would/would've change/changed in the series if I somehow WAS Tetsuya Nomura (from the beginning of the series till now): Keep things simple (story and gameplay wise), and if you can't, explain them in the game Dream Drop Distance, especially for me, was one of the worst offenders of the "What the hell am I watching?" thing in the entire series. Sure, many other things in the series has confused me, but nothing drew me out of the experience and utterly confused me in reflection in the game than the closing parts of the game. I am a fan of Inception, yes, but when Ansem starts talking about "Dreams within dreams" I start giggling so much that whatever tension there was in the scene is ruined for me. The fact that Master Xehanort possesses HIMSELF prior to the battle with Riku, instead of just saying "As we already established, Young Xehanort can manipulate time, so he just un-froze himself", is just ridiculous (that, and, it's COMPLETELY UNEXPLAINED AS SUCH IN THE GAME.) Here's a source if you don't believe me: http://sqex.info/2012/05/kh3d-director-interview-in-famitsu-weekly/ Another thing that is never address in game, but is addressed in an interview, is the question posed here: http://kh-vids.net/threads/dream-eaters-post-ddd-spoilers-for-ddd-ending.138539/ in that thread we discuss what happens to Dream Eaters after worlds awaken (not explained at all by Nomura, even though the fates of Heartless/Unversed/Nobody's were in the past), and why Sora/Riku kept their new clothes (explained in an interview here: http://kh13.com/forum/topic/34430-s...ania-nomura-interviews-completely-translated/) Be consistent Level design: I understand that places change over course of time, but unless Agrabah decided to completely rearrange it's ENTIRE layout in under the course of a year, something isn't right. GUI/HUD: This is more in the case of the 1.5 ReMix. Every game in the series, barring KH1 and the original Chain of Memories, have had a consistent method of showing enemy HP; a large green bar with tabs indicating another layer of health. Even 358/2 Days and re:Coded managed it. Further, every game in the series, with the exception of the first (not including CoM/re:CoM/re:Coded?) have also been consistent with the placement of ally HP/MP/Link bars, and how they're shaped; usually a single hoop, broken in 2 pieces indicating HP and whatever else; it saves space on the screen while showing what you need to know about your allies. KH1 on the other hand, not so much. Also, when getting new keyblades, the preview effect (saying you got X while showing a picture and description of what it is [established in KH2, used in KH2/BBS/partly in re:CoM/DDD]) wasn't added. Effects/Magic (much lesser extent): Xemnas' warping effect in Kh1:Fm should've been made consistent with his Kh2 and DDD iterations. Be Balanced/Interesting Spells in some games were OP, others UP, and no amount of Final Mixes or re-releases fixed them. There are people called playtesters. Small nitpick: Xigbar in 358/2's multiplayer was pretty much useless. On the subject of Days, the missions were so repetitive, the combat so overly simplistic, and the countless reskins of Heartless, that if it is EVER going to be made into a HD game one day, it would need a serious facelift in many more respects than one. re:Coded might've been forgetful in the story department, but it's easier to write new cutscenes than it is to fix a broken combat system. Roxas "controls" Samurai Nobodies, but nothing ever shows that in-game. A decent, non-movie remake could illistrate this, but Days needs a lot of changes anyway. I love this series, I really do. But if things make even LESS sense in the future of the series (KH3 onward), then I might as well leave it now before this paragraph becomes a book. Nearly all of these things could've been done with some foresight and/or a decent playtesting team. libregkd, hopefully this is won't be "close to being considered spam." But here's my honest thoughts and yes, like I said, there is a LOT of stuff.
I'm just working on assumptions, but this is what *I* personally believe to be true. The remastered music may be able to work if it was formatted into the same file format as the originals; they'd just have to be reinserted into the game. They might suffer a bit and wouldn't sound exactly the same as their pure-Ps3-ness forms, but they SHOULD be a bit higher quality than the original. As for the camera being remapped, triangle being changed functionally and the summon command being shifted.... I'm afraid I'm not familiar enough with the game to answer that fairly. See, if this were, for example, a game like Team Fortress 2 on the PC, menus and actions could be rebound/mapped easily and would be a few minutes' job, no sweat. However, based on how complex this game is programmed, and the fact that not much work has been done with the game by modders in the last decade, it would be an INSANE job to do without the game's source code, if it were even possible to do in the first place. The most I could, with my limited knowledge, see being done is the summon option being moved to a theoretical 5th slot in the main command menu; as for HOW that could be done, without access to KH1:FM's source code (which is owned and held by the developers), I wouldn't know.
After an extended conversation with KeytoTruth, I've learned that it's currently impossible to add the Light Seeker's model back into the game. A new hack to a currently undeciphered file format would have to be made. So, sad times. On an unrelated note, is there an easier way to find the ally code for Mickey, Stitch, etc. without trying to brute-force it by testing codes until something works?
Well, let's break it down. Honestly it'd probably be easier to port the models themselves instead of the world textures. You'd have to dump the files (models, etc) from the 1.5 ReMix's disc somehow before you could even attempt it. But, assuming (let's use Sora's new model for an example) that it has all the same bones as the old model, is the same file type, and was exported using the same animations as the old model, then that much should be possible. I'm sure that there would be some issues with the HD textures being used on a regular PS2 (it just wasn't made for that), but as for an emulator on (what I assume is) a superior machine... I have no idea.
Well ****. Maybe it's time to open the cold case files.