øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=300e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index13f3-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index13f3-2.html.zxA–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>–³OKtext/htmlISO-8859-1gzip@øÕ–³ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:18 GMT0ó°° ®0®P®€§²ð®A–h^J–³ Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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301
Game Modification Station / Re: New patch: Throwback Glitch fix
« on: November 23, 2016, 11:10:41 PM »
You're welcome. :childish:

By the way, the "default animation" used if there are no targets is the same as the Fight animation, which is actually what it always looks like for Stars or Gambler weapons, so it might look weird for some weapons such as Spears and Rods. I don't think I'd be able to simply make Shadow walk forward and/or throw something out into space. Maybe I could've, but it probably would've taken a LOT more work.

I did find another alternative, wherein instead of moving his arms, Shadow simply stands and raises his arms for a brief moment before returning; this is what Edgar does when he tries to use his Tools in this situation. I turned that down in favour of the Fight animation because for stuff like knives and swords, it actually looks kind of natural; he's merely using an overhand throw instead of underhand.

302
Game Modification Station / New patch: Throwback Glitch fix
« on: November 23, 2016, 09:05:46 PM »
New patch, made by request. It fixes a glitch that causes Shadow to step back permanently if he doesn't have a Throw target. This is possible if the targeted enemy Jumps prior to the Throw, leaving no targets left. Do this multiple times, and Shadow will move off the right edge of the screen. This patch fixes this animation goof by giving him a reason to step forward.

:edit: February 25, 2018
Added the GBA port!

303
Game Modification Station / Re: Item ignores Clear?
« on: November 22, 2016, 06:20:17 PM »
Ah, yes, thanks. I did eventually find it on my own, but didn't have a chance to delete this post.

304
Game Modification Station / Item ignores Clear?
« on: November 22, 2016, 04:04:51 PM »
I'm working on a new patch right now, but I've discovered that some of the edited data overlaps with a patch that makes certain Items ignore Clear status. However, I cannot find that patch anywhere. Could someone help me find it? The patch in question affects C2/18F3-C2/18FC.

:edit: If I'm not mistaken, it specifically makes spellcasting Items ignore Clear status.

305
Game Modification Station / Re: New patch: Imp's Retort Bug fix
« on: November 22, 2016, 09:23:42 AM »
The Jump Megafix-compatible patches aren't standalone patches. All they do is adjust one JMP that needs adjusting because of the changes made by the main patch. They're meant to be applied alongside the main patch, after Jump Megafix has been applied.

306
Game Modification Station / Re: New patch: Imp's Retort Bug fix
« on: November 21, 2016, 06:11:26 PM »
:bump: New version. Urgent!

307
Game Modification Station / Re: New bank C3 disassembly, and related docs
« on: November 06, 2016, 12:31:38 PM »
Loving the patches throughout this thread. :happy:

Why are there three icons if you can't equip three Relics? Is the icon turquoise if the Relic is not equipped and white if it is?

308
Game Modification Station / Opera House entrance too loud
« on: October 31, 2016, 03:20:15 PM »
I've been mulling over how to fix the bug that causes the Opera House music to play too loudly when you enter from the World Map. I've managed to fix it by adding in an event field right at the entrance, but since I'm using Zone Doctor, that means stuff is getting edited all over the place and I don't trust all of it because it includes erasing some of my own modifications to the ROM. Is there a better way of doing it, e.g. modifying an entrance trigger?

309
Game Modification Station / Re: New patch: King's Robes tweak
« on: October 30, 2016, 10:50:53 AM »
Could be. Or maybe he had his king's outfit on underneath his Gerad outfit. It would explain how he even has both outfits on his person with one hidden in the first place, but then I couldn't fathom how he doesn't die of heat stroke. :laugh:

310
Game Modification Station / Re: New patch: King's Robes tweak
« on: October 29, 2016, 11:45:17 PM »
Nothing against mblock129, but I prefer my method over his because I find the whole idea that Edgar even has time to change while there are these tentacle thingies in the engine room threatening to kill him is nonsense. Not to mention my way is a little more faithful to what the game actually shows.

311
Game Modification Station / Re: Better bank C2 disassembly
« on: October 29, 2016, 07:24:33 PM »
:bump: Another minor update.

312
Game Modification Station / New patch: King's Robes tweak
« on: October 29, 2016, 07:21:02 PM »
Hey, everyone, here's another new patch! This one fixes what I don't really deem to be a "bug", so much as just a continuity mistake. This is the infamous case of Edgar switching back and forth between his normal outfit and his Gerad clothes when confronting the Tentacles in the Figaro Castle basement. Since Edgar doesn't permanently switch back into his royal threads until after the thieves leave him for dead, I figured the fairest way to eliminate this goof was to have Edgar keep his Gerad garments on during the fight against the Tentacles, but he'll still wear his normal duds in every other fight.

:edit: July 22, 2017
Added patches for GBA.

:edit: February 6, 2018
Previous version of the patch was unusable due to a length error; this is now fixed.

313
Game Modification Station / Re: Maps without names
« on: October 28, 2016, 06:51:06 PM »
OK, I'm good now. I managed to find the function in Zone Doctor that controls it (the "Show Message" function on exits).

By the way, is it a problem that Zone Doctor tends to change a bunch of data at CC/FF00? I know that there are patches that use up free space in that vicinity, and I'm worried that it might break the game unless us hackers knew that beforehand and planned accordingly.

314
Game Modification Station / Re: New patch: Precious Jewels Glitch fix
« on: October 28, 2016, 06:26:42 PM »
My solution was to add a new event code function, very similar to the "check event bits" function, except you can use it to check whether a treasure chest has been opened or closed because the game handles treasure chests in a similar fashion, setting a bit for every chest you open so it stays open for the rest of the game. So the offset in RAM where this new event function looks is just a bit different. There's a place in RAM for treasure chests, very close to the RAM for event bits, and, as I discovered, both are close to the RAM for doors that can or cannot be opened.

One thing the game already does with this particular event, for example. is make it impossible to reopen the door to the Gem Box room after acquiring the Gem Box, and making it possible again after you beat MagiMaster. It does this when you leave the Gem Box room:

Code: [Select]
CC5448: {DC-99}               Set event bit $1E80($699) [$1F53, bit 1]

It then clears that bit after the boss battle.

315
Game Modification Station / Re: Maps without names
« on: October 28, 2016, 06:16:07 PM »
OK, yes, I've managed to fix it with Kefka's Tower, but unless there's some additional event script for each of the other maps to load them the same way, those are the flags I can't find without help.

As for Mt. Crescent, I thought I was talking about the mountains near Thamasa, located on "Crescent Island", and I totally forgot that it's also a mountain on the Veldt where the entrance is to the Serpent Trench.

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