øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=95e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0a58.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=95e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index0a58.html.zxê‡h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ00W¤˜OKtext/htmlISO-8859-1gzip8:Ö¤˜ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 06:57:07 GMT0ó°° ®0®P®€§²ð®ê‡h^:¤˜ Show Posts - Poco Loco

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Messages - Poco Loco

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1
Game Modification Station / Re: FF6 Improvement Project
« on: March 08, 2015, 10:55:07 PM »
oh wow I just happened along here and I saw your pose good to see you DarkMage

2
Game Modification Station / Re: FF6 Improvement Project
« on: March 07, 2014, 05:02:59 PM »
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!

I was honestly thinking the exact same thing it would save an overall headache in the end so I say why not lol

3
Game Modification Station / Re: FF6 Selectable Blitz/SwdTech Patch
« on: January 26, 2014, 08:36:53 AM »
I see that alone helps out thank you

4
Game Modification Station / Re: FF6 Selectable Blitz/SwdTech Patch
« on: January 23, 2014, 11:28:35 AM »
I have a quick question, can this be applied to make a custom skill menu altogether?

in a sense to make use of a formerly unusable "skill" or "ability" into something new with a custom custom skill menu with a few select spells

if not to change an ability like possess (for example) to open up a new sub menu like you explained and have an array of other misc skills

5
Game Modification Station / Re: FF6 Improvement Project
« on: June 04, 2013, 01:30:38 PM »
these patches if put last shouldn't cause any freezes or bugs

but testing it wouldn't hurt at all

6
Game Modification Station / Re: FF6 Improvement Project
« on: May 30, 2013, 12:46:10 PM »
this issue was stated in the readme if I'm not mistaken as well

7
Game Modification Station / Re: FF6 Improvement Project
« on: April 03, 2013, 12:19:44 PM »
worst case scenario me and a few other people can check the actual offsets of that patch n maybe figure out what the issue is, it would be a lot easier if I could get a hold of the creator

8
Game Modification Station / Re: FF6 Improvement Project
« on: March 29, 2013, 01:04:12 PM »
out of curiosity do you think the menu blitz patch will conflict with this? I heard there was a problem with it, I'll test it out and give some feedback

9
Gaming Discussion / Re: Warriors Orochi 3 topic
« on: March 25, 2012, 03:03:16 PM »
I got it myself

its pretty fun

10
Game Modification Station / Re: Any news on the 24-bit HP patch?
« on: February 12, 2012, 11:01:03 AM »
you can gain exp and items if you use the HP loop you just have to implement the code in the correct order

ask lord envoy yourself

(not trying to get off topic or anything just saying)

11
Game Modification Station / Re: issue with palette 6
« on: July 07, 2011, 11:15:37 PM »
ok so I found this

Character model 1, without transparency (7E/A0CD)
EE/6315:   06F8E8F01000E8F110F8F0F21000F0F310F8F8F41000F8F510

Character model 2, without transparency (7E/A0E6)
EE/632C:   06F8E8F01000E8F110F8F0F21000F0F31000F8F450F8F8F550

Character model 3, without transparency (7E/A0FF)
EE/6345:   0600E8F050F8E8F15000F0F250F8F0F350F8F8F41000F8F510

Character model 4, without transparency (7E/A118)
EE/635E:   0600E8F050F8E8F15000F0F250F8F0F35000F8F450F8F8F550

Character model 1, with transparency (7E/A131)
EE/6377:   06F8E8F01000E8F110F8F0F21000F0F310F8F8F40800F8F508

Character model 2, with transparency (7E/A14A)
EE/6390:   06F8E8F01000E8F110F8F0F21000F0F31000F8F448F8F8F548

Character model 3, with transparency (7E/A163)
EE/63A9:   0600E8F050F8E8F15000F0F250F8F0F350F8F8F40800F8F508

Character model 4, with transparency (7E/A17C)
EE/63C2:   0600E8F050F8E8F15000F0F250F8F0F35000F8F448F8F8F548


I'm not sure if this is the right info, maybe someone can point me in the right direction

12
Game Modification Station / Re: FF6 Improvement Project
« on: July 07, 2011, 01:52:24 PM »
I would suggest (although it will be a pain in the ass) manually implementing the evil type changes yourself after applying the base patch to give you perfect results

13
Game Modification Station / Re: issue with palette 6
« on: July 05, 2011, 06:43:39 PM »
so how would I go about actually applying pal 6?

because even though I change the battle and over world pals the menu pals stay as the default

where is the offset?

14
Game Modification Station / issue with palette 6
« on: July 05, 2011, 04:43:15 PM »
hey guys I was wondering how to go about fixing palette 6 so it will appear correctly on the save/shop menus (char changing menu as well I believe)

I know how to change the battle and over world/town pal just fine, its just for some reason it resets after pal 5 (@ least thats what I think)

which palette is being used exactly? battle or town? (or is it a 3rd set which I highly doubt), I just want to find the offset area so I can assign the new palette to certain chars, unless I am missing something else altogether

please let me know if u guys know anything

thanks :)

15
Game Modification Station / Re: FF6 Improvement Project
« on: July 02, 2011, 01:32:26 AM »
well thats good news for me personally (since I wont use the brush-less sketch patch, I'm taking brushes out) :p

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