øA slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=95 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0a58.html slickproductions.org /forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=95 e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0a58.html.z x ê‡h^ ÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ 00W ¤˜ OK text/html ISO-8859-1 gzip 8:Ö ¤˜ ÿÿÿÿÿÿÿÿ Wed, 11 Mar 2020 06:57:07 GMT 0ó° °® 0® P® €§² ð® ê‡h^ : ¤˜
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
That's the bad news. GP's patch does fix the issues in the base and complete versions (which was a mistake on my part), but not the issues in the translation version, and I think I've figured out why. I had to expand the ROM using FF3usME and move the dialogue to the newly provided space to fit the expanded dialogue, and this has apparently broken any patch that references a dialogue pointer. So the Shadow on the Veldt patch had to be removed and the dialogue for finding Shadow had been revised to a gender-neutral statement. Unfortunately, I have never researched pointers for FF6, and I have not had a chance to study them and build a reference table to change all the rest of the changed pointers to the new dialogue locations. This is why the King of Vanity scene hangs, right when it's about to start a new line of dialogue.
In the interests of getting this 99% done to 100% and out and released (barring dialogue issues), I'm asking for help. If anyone can get this figured out, we can get the Improvement project finished and done, and many new projects can use it as a jumping-off point for their own stories.
This probably is too obvious to work, but if the "base" and "complete" versions work fine (perhaps because they are not expanded?), then maybe you just need to rebase from one of those, make the new mods, and then (via FF3usME) expand and import the translation script (instead of just adding the new patches to the translation patch).
I wouldn't expect IPS mods affecting the script to work properly after the script has been modified by FF3usME, because the bytes will have moved around. An IPS patch must maintain the number of bytes it affects, so as long as two IPS patches don't change the same section of script, they should be compatible from that regard. However, FF3usME script importing doesn't have this restriction. You can change the number of characters in a particular caption, which will throw off the bytes for all the rest of the script data (not to mention the bytes allocated for the script expansion). Your translation patch surely replaces pretty much all the bytes in the script data region, so it would not be compatible with script changes from other IPS patches.
Of course, importing your translation script after applying other IPS patches would nullify any script changes by those patches, so you'd have to manually incorporate them (if desired) into your script before importing via FF3usME.
Maybe you can include the translation script in your zip file so that others can apply extra IPS patches after applying the base IPS (and manually make corresponding script changes), then expand the ROM and import the script via FF3usME. Or maybe you change the translation patch to only affect the bytes containing the script data. Then people can apply the base patch, then other patches, then the translation patch.
Just thinking out loud, could applying the translation patch to an unexpanded ROM cause errors?
I'm probably missing the point since you probably know all this, but hopefully it doesn't hurt to throw out the idea.
Anyway, thanks for your efforts! It's great to see people still developing for FFVI in the year 2014!