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616
Game Modification Station / Re: New patch: Ultimate Damage Fix
« on: July 22, 2015, 03:32:16 PM »
Actually, I just remembered that the first five bytes in the damage algorithm, located at C2/2B69 (or C2/2B64 if you're applying to a Japanese ROM), are also unchanged by the patch, so you'll need to make sure those are correct as well. I know Genjioff alters those bytes, but Genjioff is broken anyway, so hopefully you've either not applied it in the first place or you've fixed it. Neither Assassin's Magic Damage Overflow patch nor any version of Drakkhen's Physical Damage Overflow patch affect those bytes.

617
Game Modification Station / Re: New patch: Ultimate Damage Fix
« on: July 22, 2015, 02:58:00 PM »
In this case, the only thing that wouldn't be safe about it is that there's one byte in the "continuation" part of the algorithm that isn't changed because it's identical between the "Fixed" and "Original" code. However, I don't think that'll be a problem for you because, IIRC, none of those three patches affect that particular area of the code. I think you're safe.

618
Game Modification Station / Re: New patch: Ultimate Damage Fix
« on: July 20, 2015, 05:12:06 PM »
My name is written in leetspeak (to reflect my "hacker" status, although my name is actually misspelled). Call me "Leet Sketcher". The inspiration was the infamous Sketch Bug that is known to glitch the game out.

619
Game Modification Station / New patch: Ultimate Damage Fix
« on: July 20, 2015, 08:06:41 AM »
Hi! First, I'd like to announce that my Dead in the Air and Self Sneeze patches are now available for use with a Japanese ROM. If you prefer to play the Japanese version of the game and would like these two fixes, I recommend downloading them. I would make Japanese versions for the other fixes, except that they all either use free space on the Japanese ROM or involve editing monster or spell data. The only exception to this is the Save Point Glitch patch, which is already usable on either the US or Japanese ROMs.

Second, I was requested to try and fix Lenophis's broken Genjioff patch, and through the magic of the Internet Archive Wayback Machine, I found a copy of the patch and fixed the problems for the version that accommodates Assassin's Magic Damage Overflow fix. I was about to fix the regular version when I suddenly realized that the ROM I was using to fix the problems, which had tons of bug fixes already applied to it, did not have a fix for physical damage overflow, even though it did have a fix for magic damage overflow. I thought of applying Drakkhen's Physical Damage Overflow Fix patch, but quickly realized that not only was I unsure of which version to apply, but all three versions would conflict with both Genjioff and Assassin's Magic Damage Overflow fix patch which had already been applied.

So, taking all of this into consideration, I decided the best solution was to write a new patch that fixes every problem simultaneously, and thus was born the Ultimate Damage Fix. This fixes three problems all at once, with the first two being physical and magic damage overflow. The overflow would have resulted in a majorly OP character dealing a minute amount of damage because the damage requires 24 bits to calculate. The third problem is the one that would have been addressed by Lenophis's Genjioff patch, whereby the Genji Glove and Offering relics affect damage from all physical attacks regardless of whether or not the attack uses the attacker's weapon, e.g. Sabin's Pummel. All I did was take Drakkhen's patch that fixes both physical and magical damage by amalgamating the two functions and add some Genjioff tweaks.

:edit: July 21, 2015
This patch used to use up free space bytes C2/FBDB-C2/FBE1, but after some serious fussing about I managed to make this patch not use any free space at all. And because of that, I've also now included a version of this patch for a Japanese ROM. Anyone who's downloaded this patch already, you may download it again if you want, but you don't have to.

:edit: November 11, 2015
VERY minor update, I just removed two instructions after realizing they weren't needed, thus freeing up an extra three bytes, just for a slight optimization. There is absolutely NO need to re-download this patch, unless you want to save a few clock cycles in every damage calculation.

:edit: November 12, 2015
Noticed a minor calculation error which only affects damage from a character that has the Gauntlet equipped and causes a minute amount of damage to be lost because the multiplication by 7/4 is not quite the same. I have now fixed this. By the way, I had some difficulty rebuilding these archives this time around for some strange reason, so let me know if these patches don't work for you.

:edit: February 3, 2017
Never thought I'd update this patch again...there wasn't a problem to fix, really, I just decided to make some small adjustments with the rounding in the Relic adjustment calculations. The Offering cut-power-in-half function now rounds up and the Gauntlet's 7/4 multiplication rounds appropriately as well.

620
Game Modification Station / Re: New patch: Dead Hare Glitch fix
« on: July 18, 2015, 02:17:54 PM »
I looked through the Internet Archive Wayback Machine and found a copy of the Genjioff patch. Here's what the readme says:

Quote
Any physical attacker that wields either the Genji Glove or Offering will
inflict less damage even if the attacks don't use the weapons equipped.

So it looks like you were right. I'll take a look at this patch and (hopefully) release a fixed version.

621
Game Modification Station / Re: FF6 Improvement Project
« on: July 18, 2015, 02:05:53 PM »
iirc, it's Master ZED's FC 05 fix, and Hollywood Narrator aka C.V. Reynolds came up with a script remedy for it.

Ah, thanks. Now it's working. But I hope the patch didn't ruin any other scripts...

So I found the culprit causing the Row window issue, and it wasn't the patch I expected...the Esper Battle Menu fix is causing this issue on a clean FF3us 1.0 headered ROM.

It's these 3 bytes here that is causing it. 
C2/DE93: 02 04        COP $04
C2/DE95: 00

They are changed to: 8C 03 8F with the patch, for whatever the reason may be. (Leno?)
Changing them back seems to keep the Esper Battle Menu fix intact, and fixes the window, so that's good.

I found the reason. It only applies to the headered version of the patch because it fails to make the adjustment for the header, meaning either patch works correctly on a non-headered ROM (although the reverse patches don't have this problem). The non-headered patch changes 2E093-2E095 (C2/E093-C2/E095), and the headered patch is supposed to change 2E293-2E295 (C2/E093-C2/E095) accordingly, but instead it changes 2E093-2E095 (C2/DE93-C2/DE95).

622
Game Modification Station / FF5 World map patch request
« on: July 17, 2015, 02:46:14 PM »
There's a bug in Final Fantasy V where if you land the airship or the Hiryuu on the entrance to Guido's Cave, it will stay there and become inaccessible to the player. There's a similar bug whereby you can land the Black Chocobo in the Great Forest of Mua, west of the Ancient Library, and it will become inaccessible. I'm sure there's an easy way to fix this by editing the tiles on the World Map so you can't land there, which was done for the Advance version, but I don't know how to do that. Can anyone provide some help on this?

623
Game Modification Station / Re: New patch: Dead Hare Glitch fix
« on: July 17, 2015, 02:31:35 PM »
OK, I'll address the conflict as soon as possible. Also, you're welcome. :)

About your questions:

1. It might, I don't know, the main point is that enemies shouldn't be able to counterattack AFTER they die. There are several enemies that get a chance to counterattack when their HP is reduced to 0, just before it's made official that they're "dead", but that's something else.

2. I did consider those other attacks as well, and this patch probably will affect those cases. But again, it just doesn't make sense that a monster that's already dead should have the ability to counterattack. All in all, the only "inadvertent" changes to the game will likely just be other similar logic errors that are fixed. If you see something else, let me know. In the Nohrabbit's case, it only counterattacks if you Fight it, so the only logic issue there is with the Scimitar.

3. I would love to, but it probably would require a full patch rewrite. The main problem is that I can't find the Genjioff patch anymore. I did notice a long time ago that it was broken, and I guess Lenophis has subsequently taken it off the Internet. In fact, I can't even remember anymore what the problem was that it was supposed to fix. I think it had something to do with the Genji Glove and Offering relics, or some combination thereof, but I can't remember. If you can provide a link to the patch, or if you have it and can attach it to a reply, or if you can tell me what it was supposed to do, then I'll take a stab at it. But I can't guarantee that I'll be able to make it work.

624
Game Modification Station / New patch: Dead Hare Glitch fix
« on: July 15, 2015, 12:18:40 AM »
Hi! This patch fixes a logical issue in the game that is actually slightly beneficial, but still completely irrational. Basically, the Nohrabbit that inhabits the plains near South Figaro in the World of Ruin has a habit of countering Fight commands by your party with Cure and Remedy spells. That's not so bad, but here's the rub: if you Fight it with the Scimitar, and it's Slash-kill effect kicks in, the Nohrabbit will die and THEN heal you. This is due to the fact that the Nohrabbit's curing response is triggered by a battle script command that responds to Fight commands, but this doesn't account for being killed by Scimitar. This patch changes the script to work properly in this respect.

EDIT: After being informed that this patch conflicted with Drakkhen's Physical Damage Overflow patch, I've relocated the used free space. Anyone who's downloaded both this patch and Drakkhen's patch will need to reapply them.

EDIT 2: After discovering that this patch neglects any case where the Nohrabbit was killed by a player wielding Scimitar with the Offering or Genji Glove relics, I have reworked it slightly to correct this. Now the patch stops any enemy from counterattacking if it has been removed from the field (i.e. with Scimitar).

EDIT 3: I've now included a patch for a Japanese ROM.

EDIT 4: After C.V. Reynolds so helpfully pointed out that the no-header patch is indeed broken, I have now fixed that issue.

EDIT 5: This patch no longer uses free space.

EDIT 6: GBA port!

625
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: July 04, 2015, 10:05:10 AM »
Actually, after looking at the code, you're right. It was a problem with my patch.

626
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: July 03, 2015, 12:12:12 PM »
Come to think of it, I don't think my patch was the actual cause of this issue. I think it was just another bug that went unnoticed. So, as a side note, this patch now also fixes that.

627
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: June 29, 2015, 07:10:43 PM »
OK, now it should work. The only change I've made is to make the program disable the Countdown after casting Doom.

628
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: June 29, 2015, 06:53:41 PM »
That's...interesting. And no, it was not intended. OK, I'll take a look at it. Initially, I do have one idea of what the problem is, and I think I know how to fix it.

629
Game Modification Station / Re: New patch: Save Point Glitch fix
« on: June 18, 2015, 12:41:19 PM »
I noticed this problem again with another character: Strago. After re-recruiting him at the Fanatics' Tower, I went to Figaro Castle and took a nap...and he didn't walk. He glided over to the bed.

I wonder if there's a problem with the game telling my characters to do these things while treating them as NPCs.

630
It's not ENTIRELY harmless, it's just not likely to happen. If an Undead enemy is killed in this abnormal way, it will impact the outcome of the battle. But you're right, in the realm of bugs to fix, this one is relatively minor. But hey, a bug's a bug, y'know?

In fact, most of the bugs I've fixed so far are, in general, pretty darn minor, just because the big ones like the Sketch Bug and the Rippler Bug and the Evade Bug and the Psycho Cyan Bug have already been fixed, but that's not stopping anyone from correcting other rather trivial details. Final Fantasy VI, as awesome a game as it is, has TONS of bugs, big and small. Remove all those bugs, though, and you have a game that's truly spectacular. And I don't know if we'll really be able to fix EVERYTHING, but with everything we do fix we get that much closer. In short, every little bit counts.

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