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Author Topic: FF6 Patch Allocations?  (Read 13343 times)

darkmage

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Re: FF6 Patch Allocations?
« Reply #15 on: July 01, 2009, 04:40:02 PM »
I suggest removing the ignore defense patch for the time being. I need to rewrite it or optimize it or something (or find more free space in C2).

Done. Sorry to hear about it, though.  :banonsmash:

Also, I added Imzo's Color-Coded MP Digits tweak so I can test that as well. If I see any problems, I'll post it here.

Playthrough is currently in Terra's Scenario, but now I have to go to work.   :bah:

darkmage

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Re: FF6 Patch Allocations?
« Reply #16 on: July 02, 2009, 12:41:10 PM »
Done with Terra's Scenario, and I've finally gotten Cyan. I'm liking the speedup for the gauge, but it makes me miss a turn if it takes more than one cycle to choose a tech. Not sure if that's intentional or not...

Oh, and I tried the Rune Edge on Terra, but I didn't see any MP being deducted on the battle screen. Does the MP digits patch only work when spells are cast?  :hmm:

assassin

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Re: FF6 Patch Allocations?
« Reply #17 on: July 02, 2009, 01:40:46 PM »
huh?  i thought the MP digits patch would just change *existing* digit colors for entities who had damage or healing numbers appear in response to their MP being altered by a spell/attack.  for example, Rasp targets, and Osmose targets and casters.

darkmage

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Re: FF6 Patch Allocations?
« Reply #18 on: July 02, 2009, 03:00:51 PM »
So it does...for some reason I had thought it added MP digits whenever something besides casting a spell added or subtracted MP during battle.

<Learn2Read before I post.  :isuck:

assassin

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Re: FF6 Patch Allocations?
« Reply #19 on: July 02, 2009, 08:46:22 PM »
regarding Homesick Gau...  Djibriel gave me permission to host his patches (and modify them if need be), which i've done for 3 so far.  last September, i started work on Homesick Gau, which has two known issues:

1) Djibriel accidentally made this patch on a ROM that had another of his patches applied: an old, buggy version of Sticky Shadow, which crashes the game.
2) after moving enemies around within formations, it is also necessary to update any formation position -specific commands the monsters may have in their scripts.  it looks like Djibriel did this for a few monsters already, but he missed Vermin, Enemy #113.  and i'm not done checking monsters yet.

what i was doing in September '08 (and resumed yesterday) was tedious doublechecking of formations (would be far worse without FF3usME), making sure the edited ones had the correct monster quantities and coordinates, and the mould boxes were big enough.  so far so good, but i abandoned the task because it was boring as hell.

i can upload a patch with #1 fixed, but you'll have to edit Vermin, and whatever other monsters we may find.

darkmage

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Re: FF6 Patch Allocations?
« Reply #20 on: July 05, 2009, 04:15:07 PM »
Quote
regarding Homesick Gau...  Djibriel gave me permission to host his patches (and modify them if need be), which i've done for 3 so far.  last September, i started work on Homesick Gau, which has two known issues:

1) Djibriel accidentally made this patch on a ROM that had another of his patches applied: an old, buggy version of Sticky Shadow, which crashes the game.
2) after moving enemies around within formations, it is also necessary to update any formation position -specific commands the monsters may have in their scripts.  it looks like Djibriel did this for a few monsters already, but he missed Vermin, Enemy #113.  and i'm not done checking monsters yet.

what i was doing in September '08 (and resumed yesterday) was tedious doublechecking of formations (would be far worse without FF3usME), making sure the edited ones had the correct monster quantities and coordinates, and the mould boxes were big enough.  so far so good, but i abandoned the task because it was boring as hell.

i can upload a patch with #1 fixed, but you'll have to edit Vermin, and whatever other monsters we may find.

Well, it would give me an excuse to do more than look at the monster formations with FF3usME. I'll give it a try.

As for the walkthrough, just got done with Zozo part 1, about to head down to the Opera House. I thought there might have been a glitch where the Harvesters weren't animated in trying to steal back what I stole from them, but it turned out it was just the first 3 attempts that weren't animated...everything else played out.

Lenophis

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Re: FF6 Patch Allocations?
« Reply #21 on: July 05, 2009, 04:17:31 PM »
I believe they only try to steal if you are successful in stealing. I could be wrong though. :biggs:

119 bugs fixed and counting.

darkmage

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Re: FF6 Patch Allocations?
« Reply #22 on: July 09, 2009, 01:19:45 AM »
OK, Novalia Spirit's Vanishing Magicite Object patch breaks the game right after the end of Terra's flashback. The magicite stays where Locke was standing, and the game just freezes with the music still playing before Setzer can pimp his airship. Once that patch was removed, no more problem. :shadow:

I've changed the font to match the style in the GBA games, and I also changed the gauge to look somewhat like the one in the first demo for PB. This was done purely for my own gratification, but if everyone's OK with it, I might include it in the patch once I'm done with the playthrough and happy it will work.

vivify93

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Re: FF6 Patch Allocations?
« Reply #23 on: July 09, 2009, 07:28:54 AM »
I'll confess, I was rather hoping you'd incorperate my original font cleanup into this...patch? Horde of patches? Ass ton of patches? Patch allocations?

But I'm sure that the PB people *coughcough everyone else on this site coughcough* will be fine with it.

Meh, I'm one of the few that actually likes the GBA FF font, so I'll live :biggs:
Hacking is hard. :sad:

darkmage

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Re: FF6 Patch Allocations?
« Reply #24 on: July 09, 2009, 10:57:19 AM »
I'll confess, I was rather hoping you'd incorporate my original font cleanup into this...patch? Horde of patches? Ass ton of patches? Patch allocations?

I tried your patch and I really like the way it cleans up the dialogue. The menu font doesn't seem to match up, though...but from the way I had to change the font for both I'm guessing menu font is fixed width, and changing that is way beyond my skills!  :happy:

And yeah, it's a great many patches on this one so far. I have added a few things that weren't in the original, like dashing, alphabetical Rages and the blue MP battle digits, but mainly I've been trying to make the game into what Square intended to put out if it had more testing and was bug-free.

Disclaimer: So far none of this is my original work, and I have great respect for the people whose work has made this current project possible!  :omghax:

Although, the more I'm playing through, especially after playing the PB demo, the more I want to start messing with the script...  :banonsmash:
« Last Edit: July 09, 2009, 11:05:15 AM by darkmage »

vivify93

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Re: FF6 Patch Allocations?
« Reply #25 on: July 09, 2009, 06:30:51 PM »
I tried your patch and I really like the way it cleans up the dialogue. The menu font doesn't seem to match up, though...but from the way I had to change the font for both I'm guessing menu font is fixed width, and changing that is way beyond my skills!  :happy:
...?
What? It doesn't match up because the menu font is an entirely different font, if that's what you mean. The dialogue is a 12x12 variable width font while the menu is an 8x8 fixed width font.
Hacking is hard. :sad:

darkmage

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Re: FF6 Patch Allocations?
« Reply #26 on: July 10, 2009, 08:31:48 PM »
It always sounds clearer in my head...  :bah:

I'm not terribly fond of that font, and you've done a remarkable job of cleaning it up for the dialogue, but it still looks kinda off in the menu because of the fixed-width thing. The one that I went with looks more consistent (to me) in both the menu and the dialogue.

assassin

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Re: FF6 Patch Allocations?
« Reply #27 on: July 10, 2009, 09:19:13 PM »
the "1"s are too short!  they should be lengthened, or changed to "5/6"s.  otherwise, not bad.

darkmage

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Re: FF6 Patch Allocations?
« Reply #28 on: July 11, 2009, 01:53:51 AM »
OK, past the burning house in Thamasa, and no issues yet. Strago's a cool character, but it's Relm I need to focus on to make sure Sketch is working fairly well. I'll be able to test that soon.

As for the font, yes, it looks good. And I really appreciate the PB guys putting it in as one of the selectable fonts. As much as I like the way it looks, I will not put it out as part of the improvement without their blessing.

And what's wrong with the "1"?? It looks like it's out of an old Sherlock Holmes book!   :happy:

Imzogelmo

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Re: FF6 Patch Allocations?
« Reply #29 on: July 11, 2009, 09:04:35 AM »
I realize that I haven't updated the Free Space Allocated by Patches guide for FFVI in a long time, and it's been pointed out to me that it is now incomplete in a few areas. Well, I've got some free time coming up, so I'd like some feedback as to what needs to be added. Rather than derail this topic, anyone with additions to claim can PM me or send an email to me [spoiler]Imzogelmo@gmail.com[/spoiler]. I already have one such email from assassin going way back, at least I think I do. I'll let him know if that's somehow gone missing, but surely there are some other patches that have come out that take up space.

Also, it may be beneficial to the community if I were to create a guide of a broader scope, to include all affected bytes by all patches (as the rate of patch release has slowed up sufficiently now). If this has enough interest, I may sit down and write such a thing.

Yes, I know "enough interest" is a subjective measure, let's just say I'd need at least 10 different people to email me for me to consider it.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.