øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=106;area=showposts;start=135e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0523.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=106e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0523.html.zx|2h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>~¤OKtext/htmlISO-8859-1gzip0|Ö~¤ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 00:52:36 GMT0ó°° ®0®P®€§²ð®{2h^ÿÿÿÿÿÿÿÿ˜"~¤ Show Posts - C. V. Reynolds

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Messages - C. V. Reynolds

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136
Game Modification Station / Re: FF6 Patch ideas
« on: September 09, 2015, 02:49:07 PM »
I know the technique is intentional and not a bug. I just wanted a tweak patch that changed the behavior for my own tastes. :)

But I never thought of considering it a bug that the technique works on enemies immune to instant-death. Interesting... Changing it that way would protect Hidon, but leave GhostTrain and SrBehemoth vulnerable. I could always mark them as immune to Death, though. :)

137
Game Modification Station / FF6 Patch ideas
« on: September 08, 2015, 07:24:07 PM »
These are a couple of ideas I had for patches. It's for stuff I would love to incorporate into my "perfect" version of Final Fantasy VI. I don't know if either is possible, but I'm just throwing it out here in case someone would like to try.

1: Life spells, Fenix Downs, etcetera will one-hit kill any undead foe, including bosses. I never liked this, as it gives such an easy out to fights like the GhostTrain and Hidon. Is there any way to change the behavior so such spells and items would not one-hit kill undead enemies?

2: Currently, statuses can interfere with each other. An enemy immune to seizure cannot gain regen status (this affects the Umaro fight, for example). An enemy set immune to slow but starting with haste will not start with haste because of the slow immunity. Is there any way to make statuses work independently of each other, not interfering with each other, or would that be far too hard?

Thanks for reading.

138
Game Modification Station / Re: New patch: Dead Hare Glitch fix
« on: August 18, 2015, 03:30:57 AM »
Perhaps so. Flips had a problem with one other file I had used before. It was an experimental update to the incomplete translation patch for Fire Emblem - Seisen no Keifu. I had used flips to apply and make hundreds of patches and hadn't run into the problem before (or since, until now). I suspected at the time that there may be some obscure situation flips had trouble handling. It might not be as obscure a problem as I thought it to be (though two in several hundred is still not that common, I suppose).

Regardless, I had flips recreate a headerless patch using the headered patch as its base. This new patch flips created produces the correct results. Fair warning for anyone using flips.

139
Game Modification Station / Re: New patch: Dead Hare Glitch fix
« on: August 18, 2015, 02:10:56 AM »
Hello.

Sorry to say it, but it seems something is wrong with the Dead Hare patch for headerless ROMs. My patching program (flips) tells me it's scrambled or malformed. The headered one works fine, though. Its result doesn't match with the unheadered patch's result after patching.

140
Game Modification Station / Re: New patch: Backwards Jump Glitch fix
« on: August 17, 2015, 11:52:02 PM »
Thank you. I had no idea this bug existed, actually. This game seems like an endless well of bugs!

I think Imzogelmo already fixed the Magitek Armor bug, though. Unless I'm thinking of the wrong one/there's something wrong with his patch. "M-Tek Vehicle in Cyan's Soul event bugfix" on his site.

Somehow I never before noticed the characters sometimes face backward during certain moves!

141
Game Modification Station / Re: New patch: Ultimate Damage Fix
« on: July 20, 2015, 05:08:42 PM »
I don't know how you do it. But I do know I'm impressed. :childish: Thanks for fulfilling my request. I have a lot of respect for the work hackers put in to fix the bugs in these games. The only one I've ever been able to fix is the Blitz tutorial bug in the Vargas fight, and I had a great tool in FF3usME to help me with that.

How does one pronounce your name, if you don't mind? For if I want to talk about your work with a friend. :)

142
Game Modification Station / Re: New patch: Dead Hare Glitch fix
« on: July 18, 2015, 10:48:43 AM »
Okay, I couldn't find any information on the Genjioff patch, so I'll try to recall what it did from hazy memory.

Apparently, the Genji Glove reduces the damage done by non-fight commands while equipped. For example, Blitz damage is reduced while the user is equipped with a Genji Glove, though the relic isn't supposed to affect more than the fight command.

I hope that isn't wrong.

143
Game Modification Station / Re: New patch: Dead Hare Glitch fix
« on: July 17, 2015, 02:57:32 PM »
Oops. I didn't notice Genjioff isn't on the net anymore. Also, I don't seem to have it in my files, though I have at least one form of every other bug-fix made for FF6. Huh.

Thanks for the quick response. I detect no conflicts in the new patch.

144
Game Modification Station / Re: New patch: Dead Hare Glitch fix
« on: July 17, 2015, 02:10:23 PM »
Hello. I must thank you again for your continued contributions.

Unfortunately, this patch conflicts with Drakkhen's Physical Damage Overflow 24-bit patch. :( Possibly with the other versions of that fix as well, but I only have the 24-bit version on hand.

I have three questions, if you wouldn't mind answering:

1: Does this patch affect more than the Nohrabbit fights?

2: Does it take into account all moves that shred opponents, such as the Odin and Raiden summons?

3: Think you could find what is wrong with Lenophis's Genjioff patch? :) Or would it require a full patch re-write?

145
Hi.

I have two questions about Soul Saved fix 2:

1: When you say compatible with "Gogo and the Cursed Shield", do you mean the original or your fixed version?

2: What happens if you X-Zone the Soul Savers after applying this? Do they stay gone for the whole battle or do they eventually revive? I don't have a save at that spot to check this myself.

You're still doing great work.

146
Game Modification Station / Re: Patch update: Stone Zombie Bug fix
« on: June 12, 2015, 08:54:47 AM »
Hello.

So you (and others downloading this) know, the patch and reverse patch for ROMs without headers have their names swapped.

Regardless, thanks much for your bug-fixes! I'm a fiend for collecting these things.

147
Game Modification Station / Re: FF6 Improvement Project
« on: September 18, 2012, 10:03:50 PM »
That is awesome, C.V.! You did all this in the FF3usME battle script editor??

A little late, as I've been a bit busy, but... yes. Thank you for the praise. I LOVE praise. This is the first (and perhaps it'll be the last) bug I've fixed that didn't have an obvious solution to it, and I never even gave a story on the process.

It was actually my second idea that worked. You see, if you can believe it, I didn't go in blindly messing with things. I actually had two theories I wanted to try. The first one was to reverse the order in which the two counters appeared in the script. It didn't work and produced an odd result. From there, I enacted my second theory, which is the one that actually worked. Thus, it didn't take much time to fix it once I had a good look at the script and was able to craft some theories. Not a terribly exciting story, but I was excited at least, because it only took me two tries to get it right despite never having fixed a bug before.

I'll stop my posturing now, but give me a break; not too often I get to do it. :tongue:

Well... Do any other scripts have known bugs in them? I'll take a look at those, too.

EDIT: Oh, Lenophis, how is the fixing of the Genjioff patch going? I'm looking forward to re-adding that one to my hack. :happy:

148
Game Modification Station / Re: FF6 Improvement Project
« on: July 18, 2012, 12:05:24 PM »
Okay, fiddling around with the Vargas script... I fixed it! (I think) Have a look.

FC 14 00 00    ; If VAR000 has all the following bit set: 0
FC 15 00 04    ; If VAR000 has all the following bit cleared: 4
FC 09 05 08    ; If target Sabin (all allies if N/A) is not affected by status Condemned
EF             ; Special
F3 12 00       ; Text: " I tire of this!<D> "
F9 01 00 04    ; VAR000 set bit: 4
FE             ; End If and reset targeting
FC 14 00 04    ; If VAR000 has all the following bit set: 4
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
FC 08 05 08    ; If target Sabin (all allies if N/A) is affected by status Condemned
F9 01 00 02    ; VAR000 set bit: 2
F3 43 00       ; Text: " There's no going back!<D> "
FE             ; End If and reset targeting
FC 0B 32 00    ; If timer has reached/passed 50 (locks timer)
FB 00 00       ; has battle timer set to 0
F3 0A 00       ; Text: " Come on.<D> What's the matter?<D>"
EE             ; Battle
EE             ; Battle
FE             ; End If and reset targeting
EE             ; Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 E6 E6 E6    ; Rand. spell: Gale Cut or Gale Cut or Gale Cut
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
FF             ; End first wave of attack
FC 12 00 00    ; If following monster is/are dead:
F5 0C 01 FF    ; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE             ; End If and reset targeting
FC 02 5D 5D    ; If monster has been attacked by spell: Pummel or Pummel, will target attacker
F7 09          ; Trigger event: conclusion of Sabin & Vargas
F5 0B 01 FF    ; Monsters #1, #2, #3, #4, #5, #6 are killed, diagonal
FE             ; End If and reset targeting
FC 15 00 00    ; If VAR000 has all the following bit cleared: 0
FC 05 00 00    ; If monster has been attacked
FC 06 36 55    ; If target self has less or equal than 10880 HP

F9 01 00 00    ; VAR000 set bit: 0
F3 42 00       ; Text: " Off with ya now!<D> "
F7 07          ; Trigger event: Sabin intro defy Vargas
FE             ; End If and reset targeting
FC 14 00 00    ; If VAR000 has all the following bit set: 0
FC 05 00 00    ; If monster has been attacked
FC 15 00 01    ; If VAR000 has all the following bit cleared: 1
FC 06 36 51    ; If target self has less or equal than 10368 HP

F7 08          ; Trigger event: Sabin must use blitz (instructions follows)
F9 01 00 01    ; VAR000 set bit: 1
FE             ; End If and reset targeting
FF             ; End

Amazing! May be bugs involved. Have to continue to investigate.

EDIT: I bolded the relevant bits for you all. I tested a few times and I have not found any bugs in this code yet.

149
Game Modification Station / Re: FF6 Improvement Project
« on: July 18, 2012, 07:22:03 AM »
later in this post:

http://mnrogar.slickproductions.org/phpBB3/viewtopic.php?f=3&t=477&sid=1a03ab24886b1b4b6624f28c3d3e5b44&start=20#p6632

i get into what a proper fix would look like.  maybe i'll make a patch eventually.

btw, can you re-upload your patch allocation documents?  those were thorough.

Thank you. I'm going to tinker with the info from your post.

And yes, I could re-upload the patch allocation documents, but I must warn: Because they were my personal files for a while and I used them to tell me whether patches overlapped (before mblock129's excellent program that checks that for you), I have edited the files to remove some entries over time. However, because I no longer need them for my own assistance, I had been considering changing the files to be all-inclusive. Knowing that the documents are actually wanted certainly makes me more eager to do that.

Until I do, here's the last versions, only edited in recent times to update info on things like the "Control menu responds poorly" patch.

No, I never released the puny and simple patches I made.

EDIT: Haha. The stuff in the post ultimately went over my head. :blits: I'm only used to the language in FF3usME. So, because I suck: Which line should I (and everyone else attempting) move in Vargas's script and to where, etc, in FF3usME?

EDIT 2: Calling mblock129 by the wrong name? I could afford to pay more attention. Sorry about it.

EDIT 3: Patch allocation files last updated September 27 of 2012.

150
Game Modification Station / Re: FF6 Improvement Project
« on: July 16, 2012, 05:48:22 AM »
I apologize if this has already been answered. I ask this question because I notice the patch is still included in the FF6 Improvement Project hack.

Has anyone found a solution/workaround to the bug in Master ZED's FC05 counter patch (the one that prevents the Blitz tutorial from showing in the Vargas fight)? If a solution or workaround has not been found, then I ask: Is one even possible? I maintain my own hack of this game, although not anywhere near as extensive as the one this topic belongs to, and I would prefer to keep from introducing new bugs if possible.

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