øAslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&topic=2230.105e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1bca.htmlslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&board=8.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index1bca.html.zx¾ôg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿȰUY7OKtext/htmlISO-8859-1gzip0|ÖY7ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:29:09 GMT0ó°° ®0®P®€§²ð®½ôg^ÿÿÿÿÿÿÿÿ/Y7 C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)

Author Topic: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)  (Read 15906 times)

Chronosplit

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #105 on: April 27, 2017, 07:21:04 AM »
Speaking of editing, would anyone happen to know what FF3USME was built with?  I'm having a bit of trouble pinpointing just what winetricks I require to make it go.

EDIT:
Just to solidify this, if you want to fix Fancy Walking, all you should have to do is replace the "JSR $46F4" at C0/4A30 with three NOPs.

Also, currently my "King's Robes" and "No X in Fight" patches are classified as improvement patches instead of bug fixes, but I've recently been mulling about whether or not I should change their classifications. Any thoughts? They're not part of this comp, and I get the feeling that they would be if not for my classifications, but is that correct?
No X in Fight I could see as a bug fix, looking at the description.  It makes it sound like the command originally was to be changed like Steal to Capture/Mug.  However I don't have the literally translated description in Japanese on hand or anything like that to crosscheck.  This would fall to C.V. for patching though IMO, because this can be scrutinized the same way as the script fix.

King's Robes is an improvement IMO.  This still wasn't fixed in the GBA or Mobile editions, leading me to believe without the patch was original intent.  In comparison to this, Gerad and Sabin uses already existing data to restore something that is missing perhaps due to a bug.  That I would call a bugfix.
« Last Edit: April 27, 2017, 01:28:11 PM by Chronosplit »

13375K31C43R

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #106 on: April 28, 2017, 09:53:20 AM »
No X in Fight I could see as a bug fix, looking at the description.  It makes it sound like the command originally was to be changed like Steal to Capture/Mug.

Code-wise, it's not really the command that changes, just the mechanics of it. In other words, the command is still treated as "Fight", you're just now making four attacks instead of one. But yeah, looking at the description, the name of the command should probably still have been changed; there just wasn't originally any code in place to do that.

However I don't have the literally translated description in Japanese on hand or anything like that to crosscheck.

I'm going to leave the Japanese version alone, because the description merely says that your number of attacks increases. I don't know about the RPGOne translation, though.

King's Robes is an improvement IMO.  This still wasn't fixed in the GBA or Mobile editions, leading me to believe without the patch was original intent.

There are plenty of bugs from the SNES version that hadn't been fixed in any of the other versions. I believe the Airship bug is one of them, and there are some that I know I've fixed for both the SNES and GBA versions.

Gerad and Sabin uses already existing data to restore something that is missing perhaps due to a bug.  That I would call a bugfix.

That's not a bug IMO, just a dummied line. There's a lot of unused content in the ROM, including other lines of dialogue.
« Last Edit: April 28, 2017, 11:21:29 AM by 13375K31C43R »
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13375K31C43R

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #107 on: April 28, 2017, 12:10:18 PM »
OK, I decided to reclassify No X in Fight as a bugfix patch. King's Robes is still up in the air.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

TheNattak

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #108 on: April 28, 2017, 09:37:10 PM »
By George, he's right^

Hmmm, I'm not sure off-hand, but I may take a look into it as I like finding bug culprits very much lol. But hopefully C.V. has backups and can figure out the cause without much trouble.

13375K31C43R

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #109 on: April 28, 2017, 11:44:08 PM »
It's gotta be my Banon Riding Patch. It can't be helped, unfortunately.

The thing is, what Banon Riding does is expand Banon's sprite set to add a chocobo-riding sprite, which is needed if the player goes to Figaro's Chocobo Stable during the "Banon et al." scenario. As a consequence of this, a bunch of pointers to the sprite bank in the ROM had to be updated. My hypothesis is that those pointers are hard-coded in FF3usME, hence the scrambled sprites.
« Last Edit: April 28, 2017, 11:50:37 PM by 13375K31C43R »
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magitek

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #110 on: April 29, 2017, 01:41:21 AM »
If I may propose an alternative solution to the Banon chocobo glitch to keep things compatible with other sprite edits, how about adding an alternative patch that simply loads Terra's sprite? It's how the GBA development team handled it. I like the Banon riding sprite and one can just apply it after making changes with FF3usME, but options for compatibility is good.
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TheNattak

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #111 on: April 29, 2017, 10:42:00 AM »
That is a good proposition indeed. Though, there is a way to get Banon his riding pose and not have all the sprites look jacked up in usme, as Madsiur wrote a code for me a long while back that seems to do just that. I thought Leet's code here was loosely based on it actually, but it seems it took a different direction. From what I can tell it (madsiur's version) counts on having Banon's riding sprite elsewhere in the ROM instead of expanding the whole sheet and then checks if it's Banon riding the bird, to grab the riding sprites.
I'm sure Madsiur won't mind me posting it: http://www.mediafire.com/file/cpg8dy7d6ayr0p5/banon_riding_sprite_by_madsiur.txt

You just need to have a banon riding sprite and place it into the ROM with something like yy-chr at the spot the file indicates. And I'm not sure what "funny at FF/3D20" means in the file lol, it's been too long... hopefully nothing important though. Just tossing this code out here as an alternative, not trying to step on anyone's toes!

EDIT: This code I remember actually is made for 2 characters, Banon and I think the Ghost... but hopefully it could still work out just fine, or could be edited easily to one's specific needs.
« Last Edit: April 29, 2017, 10:51:19 AM by TheNattak »

13375K31C43R

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #112 on: April 29, 2017, 11:20:58 AM »
I could've done that, but I thought it'd be easier to keep it organized within the sprite bank like all the rest of the sprites. I do have to consider what works well with the code that's there, in terms of both space and logic, and yes, maybe there was a way to wrangle it so Banon's sprite was called at the right time from another location. But the route I went, I found it easier to maintain compatibility with the game itself, which is more important than compatibility with FF3usME. Besides, if I was writing FF3usME, I wouldn't hardcode the pointers. I'd get them from the ROM itself. That would make it more compatible with hacks, and would conceivably even allow for editing of Banon's riding sprite within FF3usME.
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magitek

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #113 on: April 30, 2017, 08:17:11 AM »
That's a good point. Since Lord J has taken up development on usME again, that might actually get implemented at some point if suggested.
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Dev J

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #114 on: May 01, 2017, 11:07:10 AM »
CV's bug comp seems to work very well with Woolsey's Uncensored, but there's the huge problem of Novalia Spirit's The Sealed Door 1.0 breaking the interior maps of WOB Jidoor & Maranda. I notice Darkmage noted this when doing his Improvement Patch, so I guess it's a known, unresolved issue. There's no antipatch for Sealed Door. Does anyone know what the problem might be, or know how to make an antipatch for it? So far as I can tell in my playing, only that patch & Banon Riding are the ones causing trouble when adding other patches or using FF3USME. There is also an issue of not being able to jump between buildings in Zoso; I don't know causes that, so I just use another rom when I get to that part.

EDIT: I guess it's an easier fix than I figured. I just imported Jidoor & Miranda architecture from a clean rom into the glitched one & that seems to solve the Sealed Door patch glitch.
« Last Edit: May 01, 2017, 01:32:33 PM by Dev J »

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #115 on: May 01, 2017, 01:29:46 PM »
There is also an issue of not being able to jump between buildings in Zoso; I don't know causes that, so I just use another rom when I get to that part.

If you're using Zone Doctor to edit maps, that'll probably be your issue. There's a patch that makes characters face the right way while jumping; Zone Doctor overwrites the event code in the ROM, making the game freeze when it comes time to jump between buildings.
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Dev J

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #116 on: May 01, 2017, 01:37:43 PM »
Thx for the input. Actually I just used Zone for the 1st time a few seconds ago to attempt to fix the Jidoor maps. I didn't even know map editors existed, but I had the idea, hey, if I can just import these two clean towns into my rom, that might work, so I went searching & found ZoneCE. It seems to have fixed the problem. But from what you say that introduces the jumping issue in Zozo, but since that issue was already there w/o Zone, I guess it won't hurt much, lol.
« Last Edit: May 01, 2017, 01:49:12 PM by Dev J »

Chronosplit

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #117 on: May 01, 2017, 04:36:05 PM »
CV's bug comp seems to work very well with Woolsey's Uncensored, but there's the huge problem of Novalia Spirit's The Sealed Door 1.0 breaking the interior maps of WOB Jidoor & Maranda. I notice Darkmage noted this when doing his Improvement Patch, so I guess it's a known, unresolved issue. There's no antipatch for Sealed Door. Does anyone know what the problem might be, or know how to make an antipatch for it? So far as I can tell in my playing, only that patch & Banon Riding are the ones causing trouble when adding other patches or using FF3USME. There is also an issue of not being able to jump between buildings in Zoso; I don't know causes that, so I just use another rom when I get to that part.
That's... interesting.  Which patch are you using of TWUE?  What's the patching order?  Let me know how this goes.  Here's what I know in TWUE vanilla/with bugfixes only:

-Map Mishap causes South Figaro's save point jumbled to the point of not working.
-Petty Sign Fix needs it's anti-patch, due to TWUE using pub signs.  That's just how it works.
-Multi-Steal fix causes ability names to be cut off when in battle names appear.
-The text-related patches will override TWUE's listings, causing problems.
-Editing with FF3USME caused a couple of patches to get broken recently, and no one's sure what caused it.  These are Shadow's Status and Gerad and Sabin.  Apparently just re-applying them makes them work again (?), but on that note you may or may not have to re-alter the Gerad and Sabin line to be lowercased depending on how the anti patch works.

I got no clue about addons, since I'm having a spot of trouble getting my checking tools to work.
« Last Edit: May 01, 2017, 09:57:07 PM by Chronosplit »

Rodimus Primal

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #118 on: May 02, 2017, 09:47:48 AM »
CV's bug comp seems to work very well with Woolsey's Uncensored, but there's the huge problem of Novalia Spirit's The Sealed Door 1.0 breaking the interior maps of WOB Jidoor & Maranda. I notice Darkmage noted this when doing his Improvement Patch, so I guess it's a known, unresolved issue. There's no antipatch for Sealed Door. Does anyone know what the problem might be, or know how to make an antipatch for it? So far as I can tell in my playing, only that patch & Banon Riding are the ones causing trouble when adding other patches or using FF3USME. There is also an issue of not being able to jump between buildings in Zoso; I don't know causes that, so I just use another rom when I get to that part.
That's... interesting.  Which patch are you using of TWUE?  What's the patching order?  Let me know how this goes.  Here's what I know in TWUE vanilla/with bugfixes only:

-Map Mishap causes South Figaro's save point jumbled to the point of not working.
-Petty Sign Fix needs it's anti-patch, due to TWUE using pub signs.  That's just how it works.
-Multi-Steal fix causes ability names to be cut off when in battle names appear.
-The text-related patches will override TWUE's listings, causing problems.
-Editing with FF3USME caused a couple of patches to get broken recently, and no one's sure what caused it.  These are Shadow's Status and Gerad and Sabin.  Apparently just re-applying them makes them work again (?), but on that note you may or may not have to re-alter the Gerad and Sabin line to be lowercased depending on how the anti patch works.

I got no clue about addons, since I'm having a spot of trouble getting my checking tools to work.

I did remove Shadow's Status from Woolsey Uncensored on purpose because I was watching a streamer get stuck trying to leave the Floating Contintent. I did however figure out that Gerard and Sabin worked after using the anti-patch before editing in FF3USME and then repatching it. This is why you were so helpful in testing compatibility.

This CV mega patch looks promising for fixing every bug known to man. However the errors that some cause  is the main reason I cherry picked what went into my bugfix version of Woolsey Uncensored.

C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #119 on: May 21, 2017, 11:22:40 PM »
Hoi. :3

Added:

No X In Fight (Leet Sketcher)

Updated:

Dead in the Air (Leet Sketcher) (to version 2.2)


I added No X In Fight, as requested. I'd been meaning to update the patch with its addition since Leet categorized it as a bug-fix. I just took my time because it wasn't a matter or urgency, I suppose. :sleep:

I feel like I should make a few things clear that I didn't make clear before (when I really should have before any explosions occurred):

1: Any compatibility issues experienced from using the comp on anything other than the plain game... are not the comp's fault. The comp does not have compatibility problems with itself and does not have compatibility problems with the plain game. I intended the comp to be the base and any further desired edits would come after it was applied. Applying it to any hacks that change the same bytes (such as enemy AI or the script) is a bad idea. Unless one carefully changes things to ensure compatibility, of course. The hacks must be kept synchronized with the comp for it to work. Importing a fresh script file (from another hack) after patching with the comp could help too.

2: A new version of the comp probably should never be patched over the old one. The likelihood of introducing errors is too high. If you're CERTAIN there would be no incorrect bytes (because you tested!), then go ahead. Otherwise don't.

3: This is the third strongest of the list items.

I was considering making a "light" version of the comp. It would not include any patches that affect enemy AI, maps, the game's script, etcetera. This would allow bug-fixes to easily be patched into pre-hacked games. Would just need the time to check all the patches to see which ones would need to be excluded. :3
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