øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=messages;u=321e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0365-3.htmllayedslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=321e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0365-3.html.zx¡“h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ00W²˜OKtext/htmlISO-8859-1gzip@øÕ²˜ÿÿÿÿÿÿÿÿÑHWed, 11 Mar 2020 07:47:06 GMT0ó°° ®0®P®€§²ð® “h^²˜ Show Posts - Xenovant

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Messages - Xenovant

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1
General Discussion / Re: State of the Sketcher
« on: March 18, 2018, 11:48:18 AM »
Sorry for the late reply, but I haven't noticed this thread until today, I always go directly to the FF6 subforum xD

I just wanted to say that I hate you. I wanted to forget about my hack and suddently you appeared from nowhere, bashing bugs like crazy, forcing me to update the hack countless times. :tongue:

Now seriously, I wish you luck in school and your life. Thanks for all these years of dedication, you have done A LOT for this community.

2
Game Modification Station / Re: New patch: Color Wheel tweak
« on: October 15, 2017, 07:39:30 PM »
Not quite. Now in the battles where you fight Kefka and the game shows his character sprite, he appears on your side instead of as an enemy. Once again I have traced it back to this patch, and now I have to find out what's causing that. :sad:




Judging by his clothes, I guess he likes the rainbow of colors the characters might have now, and wants to join them :P

3
Game Modification Station / Re: New patch: Color Wheel tweak
« on: October 15, 2017, 07:16:42 PM »
It's working now :P

 :cookie:

4
Game Modification Station / Re: New patch: Color Wheel tweak
« on: October 15, 2017, 02:57:26 PM »
Tested, now instead of crashing the game, restarts it :P

5
Game Modification Station / Re: New patch: Color Wheel tweak
« on: October 15, 2017, 08:50:45 AM »
I like this tweak, but I have found a serious bug with the invisible/clear effect. The game crashes when you cast Vanish while you are under "quick" effect, sometimes at the start of the battle (if you start with invisible status), sometimes when the game removes this effect, etc.

6
Round 2 of staring at the computer screen for hours and wanting to put my face through it.  but this time, not due to my own retardation.

so i code the discussed space optimizations in mid-February, not touching the file since 2/16.  then yesterday, i pick it up again, and add/tweak a few labels so it'll assemble.  but it runs like a mess.  when a torch extinguishes, it's still illustrated as burning, and random un-lit torches show up in the wall or elsewhere on screen.  occasionally, they'd disappear from their original places.

this is another case of "no way my changes are causing this".  i stared at it so long that it took me from alert to fatigued, with frustration and rage varying but persisting through many levels of consciousness.  a little after waking up today, i finally pin down the issue to MathOnNapkins' disassembly (from which i've copied much of my code on this iteration; why rebuild the wheel?):

Code: [Select]
        LDA $0540, Y : ASL #2 : STA $0540, Y : STA $7EFB40, X
that should be "ASL / LSR".  while the two ASLs did seem a little odd yesterday, it took scanning an original disassembly today to learn the problem.  dunno whether it was a manual typo, or if there's some wider malfunction in any program he's using to automate things.

drove me effing nuts!  i can't really judge, as i've had incorrectly disassembled or typed instructions in my own documentation sometimes.  but these pseudo-instructions (see also: "CLC / ADC $nn" becomes "ADD $nn") annoyed me even before this issue popped up.  this is assembly language; don't obscure stuff from the reader.

Yeah, yeah, blame a guy who doesn't post here... :trollface:  If the game doesn't crash, you could have posted it and say it's a cool new feature, like a lot of programmers say when someone finds a bug :P

It's really funny how just 1 byte can screw a game that much xD

Quote
it seems to run alright.  but if you're up for further testing, that'd be appreciated.  i hesitated to ask when i knew this is not a final product candidate (as it still needs $0414 and/or room-specific checks).  but clearly, this cursed project needs to be checked at every remotely major update..  because when it's not me forgetting how to count bytes, there's trouble like this.

Tested and everything seems fine.

Quote
i hesitated to ask

You shouldn't. If you need something, just ask for it.

This time, I have been a little slow replying, but it's because I didn't see it earlier.  I was checking this forum like... once a week? And the last time I tried to check it, the website was offline, but I try to answer as quickly as possible. Normally, if I see activity, I check it every day.

7
thanks!  that shows how insidious it it. :P  2 bytes to fix it:

FF3us:
C2/543C: 80 F6  BRA $5434
C2/5443: 80 EF  BRA $5434

FF6j / RPGOne:
C2/5424: 80 F6  BRA $541C
C2/542B: 80 EF  BRA $541C

untested, but pretty simple.

Tested, the ghost from the past has vanished :P

8
I can confirm the bug with Leap and Dance exists, but I have never noticed it until now :P

9
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 21, 2017, 07:12:15 PM »
Oops, I have forgotten to remove that :P

I was saying that I could get past the guard at south figaro, but that was because I was testing a different rom, not the one with the patch  :blush:.

When I have noticed what I was doing I have removed it, but not the first phrase  :happy:

10
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 21, 2017, 06:55:13 PM »
You are gonna hate me if you don't do it already :P

Tested, that bug seems to have disappeared.

11
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 16, 2017, 09:14:01 AM »
Quote
Huh... That's weird that it would only affect v1.1

Just in case we are not understanding each other: I mean "Menu Malarky 1.1", not the 1.1 version of the game.


Quote
I found a way to fix the problem for NPCs like that, but it removes the "phasing through them" fix for those NPCs

We are talking of allowing a harmless exploit for avoiding an annoying bug and even crashes, so... :P

12
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 15, 2017, 10:26:42 PM »
The patch, and just the new version (v1.1). I never encountered this bug when I was using the first one.

13
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 15, 2017, 06:04:05 PM »
I think we should call an exorcist :P.

With the 1.1 version sometimes the npcs seem to be doubled. You see the regular npc walking but there is an invisible copy of it, that can block and talk to you. If you talk to the "ghost" (that normally you find on the starting point of the npc) the visible one reacts.



I have seen this bug on other maps, too, but you can trigger it easily at the colosseum, fighting chupon (the fight ends quickly :P). It doesn't happen always, though, you might need 4-5 tries for seeing it. Sometimes the game even crashes after a few minutes.


14
that should read "53 original".  i was absent the day they taught subtraction in 2nd grade (or counting in kindergarten?).  so the new patch overwrote 4 innocent bytes.  i'm not sure how the Lamp didn't crash it as well; Fire Rod must get the function called more times, where one of them tries to branch to the end.

back to the drawing board on fitting this inline.  the code itself seems to be fine, when it's not trampling something else.

I don't know how many times I have had this kind of mistake. You spend a lot of time checking the code and when you discover it's something like this, it makes you to want to bash your head on the table xDD


Have a glass of tranya, Balok. It will bring the necessary inspiration.

I KNEW I had seen the kid somewhere, but I didn't remember where. I thought it could be from an old chinese movie.  :happy:

15
Tested. The patch works fine except for 1 thing: if you try to light a torch with the fire rod, the game crashes :P


what partially-lit rooms can you name off the top of your head?  i wanna visit as many as possible.

I have checked the ones I thought were darker, but I was wrong, all of them use the default/bright palette, so, I don't remember any, at least for now.


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