øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.msg22559e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index139e.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=348e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index139e.html.zxV¶h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.ôBOKtext/htmlISO-8859-1gzip@øÕôBÿÿÿÿÿÿÿÿWed, 11 Mar 2020 10:15:11 GMT0ó°° ®0®P®€§²ð®U¶h^ÿÿÿÿÿÿÿÿ/0ôB FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278348 times)

SedrynTyros

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Re: FF6 Improvement Project
« Reply #675 on: February 25, 2015, 06:24:23 PM »
Well it's not like it was never released or anything, there is still more than enough to enjoy with it. Seems the final last 1-2% of stuff he had planned is dialog based, the Opera singing I think? And possibly other semi-superficial things. The latest 1.07 seems to have a slew of bugs that need sorting out, so you should use the 1.06 for playing I'd imagine.

Actually, it looks like General Public's 1.07a patch works okay for Base or Complete just not for Translation.

darkmage

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Re: FF6 Improvement Project
« Reply #676 on: March 05, 2015, 01:53:25 PM »
Time to get this thing back to LIFE

Where ya at Dark Mage? I have a lot of people rediscovering FF6 lately and this is one of the few patches that maintains Vanilla setups

Oh And I have a copy of "General Publics" unofficial update from page 40. I am wondering if I should reupload since its the only version that allows a completeably game if I remember right

Here I am!

I'm so sorry for leaving this undone for all this time. Being unable to include several patches for the definitive version of the translation that I feel are necessary had frustrated me so much that I just stopped thinking about this project and tried to find other things that I could be more productive on - with varying degrees of success. I have learned quite a bit about reading hex, so hopefully it will help in figuring out what is going on.

I want this finished and out there for everyone to enjoy, so I'm back on the case and looking at everything with a fresh eye. First thing on the agenda is to get a fixed version of 1.07 uploaded to my site. Rob, if you could post a link to it I will get it bundled up all proper-like.

Hang on, everyone - we're not done yet!

Poco Loco

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Re: FF6 Improvement Project
« Reply #677 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
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

darkmage

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Re: FF6 Improvement Project
« Reply #678 on: March 09, 2015, 12:20:22 PM »
It's good to be back. Trust me, this is doubly frustrating to me because I want to be able to play through the translated version myself!

I've gone through the translation script since it's been a while, and made sure it's how I want it to be. For the people who mentioned Cyan's odd way of talking, I've taken words and sentence structure from older forms of English, so if you're not familiar with it some words will seem odd or not words at all. The "an" that someone brought up a while back - an is Shakespeare for if. The fan-translations I've read all point to Cyan having an old and ultra-formal style of speech associated with the samurai, and this is the only way I could think to somewhat represent that - having him be a knight from the Middle Ages, and talking as such.

The opera scene is done, all battle dialogue and status messages are done, so the only thing left is fixing the patches that point to the original dialogue pointer addresses, and it should be good.

I'm going through all the patches and identifying the ones that reference dialogue now, and for the ones that don't come with the actual hex changes (thanks all modders who have included that in the zips!), I'm doing diffs, or side-by-side compares, to figure out what the patches are doing.

I'm removing the Shadow on the Veldt patch from the list, since I fixed that with a line change that will work regardless of whether Relm or Shadow are found in the cave. This will be the case for all versions of the patch.

Once I've got a good idea of the patches that are causing problems, I'll hopefully also have a good idea of how to fix them.

darkmage

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Re: FF6 Improvement Project
« Reply #679 on: March 11, 2015, 06:33:17 PM »
Well, this isn't good.

To try and simplify the process of applying the patches, I had unzipped the .ips files and put them in a subfolder of the Improvement project. But...for reasons I don't remember at all, I didn't keep the zip files the patches came in...  :isuck:

Which is bad, because both Novalia Spirit's and mblock's pages are down, so I don't have access to any changes they documented. Does anyone have the most recent patches they had on their sites?

assassin

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darkmage

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Re: FF6 Improvement Project
« Reply #681 on: March 12, 2015, 11:23:38 AM »
I had checked the Wayback Machine for Fridgia Nova, but not all of the files were in the archives so I thought the same might be true of mblock's page as well. Guess I should have checked. Thanks, assassin!

EDIT: Also, someone on RHDN put some of Novalia Spirit's patches on Dropbox, so I was able to pull some of the ones I needed.
« Last Edit: March 12, 2015, 07:12:53 PM by darkmage »

darkmage

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Re: FF6 Improvement Project
« Reply #682 on: March 12, 2015, 05:59:41 PM »
Starting from scratch. :omg:

I had been so stuck on getting those bothersome patches to work properly, that I never went through and properly validated all the other patches that need validatin'. So now that I'm back on this, I'm gonna do it right.

I've taken one of my backup ROM copies and applied all of the patches I want in the improvement, except for the ones that seem to be causing the majority of the problems:

Quote
Duncan Stays Put
Edgar Revealed
King of Vanity / Blush Disease Fix
They Only Jump Left in Zozo!
Zoneseek? No Thanks/Free Space for Events

On top of this, I took vivify93's advice from waaaay back and just rewrote the line that necessitates a fix if you find Shadow on the Veldt. So the "Shadow is NOT a Girl!" patch is no longer necessary.

I also saw that a few patches had been released and/or updated - plus I hadn't mentioned the patches I was planning on adding since v1.07 - so I'm also trying the following:

Quote
Agoraphobic Leader 1.0 (Novalia Spirit; site is down, Wayback shows 1.01 was released...?)
Anchors Aweigh! 1.2 (Lenophis)
Border Crossing 1.0a (Lenophis)
Bottomless HP and MP Well fix 0.22 (assassin)
Equip Wrong Item to Slot via Event fix 0.20 (assassin)
Fanaticism 1.1 [unlimited; modified to work with Brushless Sketch] (Ronnen)
Fancy Walking 1.0 (Lenophis)
Flaky True Knight Protection fix 0.20 (assassin)
Ignore Defense No Longer Ignoring Safe or Shell 1.E (assassin)
Miscolored Command Names fix [white text] 0.20 (assassin)
Premature Continuation fix 0.20 (assassin)
Randomosity Monster Encounter fix 0.20 (assassin)
Reflect Barrier Shown on Bodyguards fix 0.20 (assassin)
Remote Control fix 1.0 (Novalia Spirit)
Running Popsicle/Lead-Footed Esper fix 0.30 (assassin)
Sleazy Lender fix 1.0 (Novalia Spirit)
Slightly Lagged Battle Event Timer Display fix 0.25 (assassin)
Some MP Changes Don't Update Menus fix 0.20 (assassin)a
SwdTech Ready Stance 1.1 [alternate; preserves Retort behavior] (HatZen08)
The Persistent Whistle fix 1.0 (Novalia Spirit)
The Phantom Diary fix 1.0 (Novalia Spirit)
Unaffected Rows fix 0.20 (assassin)
Unhardcoded Tintinabar [party] 1.0a (Lenophis)

With the inclusion of HatZen's patch, I have removed ArmorVil's SwdTech Speed-Up patch, since if it works out the Ready Stance patch will improve Cyan's usability quite a bit.

Finally, the following changes were manually implemented:

Quote
  • Changed actor names from all-caps (this one is old, but Imzogelmo's "Name Lowercasing" patch is still in the OP list so I'm adding it here)
  • Changed the enemy formation index for "The Peninsula of Death" (thanks, Novalia Spirit!)
  • Removed the Reflectable flag for the Magitek Fire Beam, Ice Beam and Bolt Beam (thanks, assassin!)
  • Corrected the attack script for Vargas after the FC05 enemy command fix is applied, so the Blitz tutorial works (thanks, CV Reynolds!)

I'm going to expand the ROM without the troublesome patches, so I can confirm that the translation works all the way through. Once that is done, I'm going to take a look at what each of those five patches does code-wise, one at a time, then try to implement the fixes from them in such a way that they won't cause issues in either version. If I can do this, then there won't be a need for the "complete" patch - since FF3usME 6.7 doesn't mess up unmodded ROMs by writing to their space, the "base" patch should be safe to use afterward!

Wish me luck!
« Last Edit: March 12, 2015, 06:09:19 PM by darkmage »

Odbarc

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Re: FF6 Improvement Project
« Reply #683 on: March 17, 2015, 04:29:34 PM »
Started this back in 2009.
Luck luck luck wish wish.
I kinda want this patch to use as a base for my own rom hack. I feel like I'll never get it started while I wait. :(

darkmage

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Re: FF6 Improvement Project
« Reply #684 on: March 18, 2015, 11:22:49 AM »
Yeah, I'm not too happy that this is not done six years later.  :isuck: But I'm determined to get it done so that people can get going on their own projects. And it isn't something I had thought of, but the translation patch expanding the ROM means that people can do more detailed storylines in their own projects, which is an awesome thought!

TheNattak

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Re: FF6 Improvement Project
« Reply #685 on: March 18, 2015, 02:48:11 PM »
Well if it makes you feel any better Darkmage I used the patch as a base for my hack like 3 or 4 years ago, whatever version it was back then, and it's been great! Seemed done to me enough anyways to use.

koala_knight

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Re: FF6 Improvement Project
« Reply #686 on: March 18, 2015, 04:41:52 PM »
I wish you all the luck in the world and more. I want to see this project complete probably almost as much as you, darkmage.

Odbarc

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Re: FF6 Improvement Project
« Reply #687 on: March 18, 2015, 08:16:16 PM »
Yeah! Do you have a 'good enough, nothing's broken beyond the original game' version of the patch?
Number wise, how many individual patches are being used?

darkmage

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Re: FF6 Improvement Project
« Reply #688 on: March 19, 2015, 07:37:49 PM »
Not counting the changes made manually (or the bothersome patches), there are currently 103 patches included in the test ROMs. Once I figure out where I can manually put the fixes for these other five, there will be 108. If I counted the patches that fix issues I've already taken care of manually, there would be ~115 patches in total.

Because I'm still testing the rest of the patches to make sure they're not causing any issues, there isn't currently a version that I'm happy to let out into the wild. Believe me, once that changes you will probably be able to hear the "FINALLY!" from wherever you are!  :happy:

darkmage

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Re: FF6 Improvement Project
« Reply #689 on: March 19, 2015, 08:16:29 PM »
Well if it makes you feel any better Darkmage I used the patch as a base for my hack like 3 or 4 years ago, whatever version it was back then, and it's been great! Seemed done to me enough anyways to use.

I'm glad you were able to use it, man...that makes it worthwhile right there.

One of the last things I really wanted to do was get the Opera timing fixed, and that is done for the translation - but I still want to fix it for the original, because it really is poor opcoding. Once I get that taken care of, and these last patches in place, my hope is that people will consider it to be the version that we should have gotten straight from S-E from the beginning.