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Author Topic: New patch: Multiple Events fix  (Read 2249 times)

13375K31C43R

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New patch: Multiple Events fix
« on: April 28, 2016, 10:02:39 PM »
Let me preface this by saying I'm still on break. The only reason I'm making this patch is because it was requested. I did say I would continue to make new patches upon request. This patch fixes four events in the game, including the "that one rock" problem at the Sealed Gate. The rest you can read up on in the readme.

:edit: April 29, 2016
Added a fifth event fix.

:edit: May 1, 2016
In response to a recent complaint, I've modified the fix for the Sealed Gate scene to no longer exclude the "hide object" event.

:edit: September 9, 2016
Added a sixth event fix. This one is for the battle entry sound effect not playing when you begin to fight Chadarnook.

:edit: September 18, 2016
Fixed some bad subroutine calls in the Japanese patches. Also added GBA patches.

:edit: March 11, 2017
Added a seventh event fix. This one causes the camera to be off-center when Sabin eats the Phantom Train food if Cyan is the party leader.

:edit: March 11, 2017
Stop the presses! The seventh event fix was bugged! Cyan showed up in the wrong place if Sabin was the party leader! Possible softlock! This is now fixed.

:edit: June 24, 2017
We're up to eight event fixes now. :eek: If you change your party leader in the Main Menu, then use a Tent before closing the Main Menu, then your old party leader will pitch the tent, not the new one. Furthermore, your party leader will not be updated until the map refreshes in some way (e.g. the Main Menu). This only happens if you are in a dungeon or town; the World Map is fine.

:edit: July 13, 2017
Added PS1 patches.

:edit: July 31, 2017
Holy cow! There are now NINE events fixed by this patch! This time I've added a fix for the event of Terra still being Wounded when you meet Banon for the first time, so you wind up with a party containing only a Wounded Terra afterwards.

:edit: April 20, 2017
As if this patch wasn't big enough, I just added a tenth event fix. If Cyan is renamed to something long enough, it can affect the dialogue when he tries to catch up to his family on the Phantom Train. It makes two lines appear in the same window, one after the other, clearly a glitch.
« Last Edit: April 20, 2018, 02:42:02 AM by 13375K31C43R »
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C. V. Reynolds

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Re: New patch: Multiple Events fix
« Reply #1 on: April 28, 2016, 10:43:16 PM »
Thanks much and you're amazing. :childish:

I guess I should figure out what's wrong with my patch set before I apply this, though...
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Xenovant

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Re: New patch: Multiple Events fix
« Reply #2 on: April 28, 2016, 11:36:43 PM »
I see you are a perfectionist as well :P, I changed/fixed that Katarin thing some time ago, too.

Xenovant

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Re: New patch: Multiple Events fix
« Reply #3 on: April 29, 2016, 09:36:03 AM »
I have been checking your code, and there is something that could be a little "cleaner":

Your changes:
Code: [Select]
BEFORE:

CCD5E8: {3D-0A}               Create object $0A
CCD5EA: {37-0A-0A}            Assign graphics $0A to object $0A (MOG)
CCD5ED: {43-0A-05}            Assign palette $05 to character $0A (MOG)
CCD5F0: {D4-FA}               Set event bit $1E80($2FA) [$1E9F, bit 2]

CCD79D: {3D-0D}               Create object $0D
CCD79F: {37-0D-0D}            Assign graphics $0D to object $0D (UMARO)
CCD7A2: {43-0D-05}            Assign palette $05 to character $0D (UMARO)
CCD7A5: {D4-ED}               Set event bit $1E80($2ED) [$1E9D, bit 5]

AFTER:

CCD5E8: {37-0A-0A}            Assign graphics $0A to object $0A (MOG)
CCD5EB: {43-0A-05}            Assign palette $05 to character $0A (MOG)
CCD5EE: {D4-FA}               Set event bit $1E80($2FA) [$1E9F, bit 2]
CCD5F0: {D4-FA}               Set event bit $1E80($2FA) [$1E9F, bit 2]

CCD79D: {37-0D-0D}            Assign graphics $0D to object $0D (UMARO)
CCD7A0: {43-0D-05}            Assign palette $05 to character $0D (UMARO)
CCD7A3: {D4-ED}               Set event bit $1E80($2ED) [$1E9D, bit 5]
CCD7A5: {D4-ED}               Set event bit $1E80($2ED) [$1E9D, bit 5]

Using the "FD" command (FD=EA in assembly):

Code: [Select]
BEFORE:

CCD5E8: {3D-0A}               Create object $0A

CCD79D: {3D-0D}               Create object $0D

AFTER:

CCD5E8: {FD-FD}               NOP - NOP

CCD79D: {FD-FD}               NOP - NOP



Regarding the Kefka part, I don't feel comfortable with this change

Code: [Select]
Hide object $16  >>>  Delete object $16
I know it sounds retarded when they hide the $17 and $18 objects (the soldiers, IIRC), after deleting them, but if they do it, there may be a reason, and the same reason must by applied to kefka. I have learned to not trust this game  :happy:
« Last Edit: April 29, 2016, 10:00:38 AM by Xenovant »

assassin

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Re: New patch: Multiple Events fix
« Reply #4 on: April 29, 2016, 01:57:26 PM »
i've been informed that Command FD does more than NOP, and has a slight risk of messing things up when used as such.. enough where i'm reconsidering its use in my Incoherent Gungho dialogue fix.

Xenovant

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Re: New patch: Multiple Events fix
« Reply #5 on: April 29, 2016, 02:07:35 PM »
Really? O_o'

Then I have a lot of things to change... wonderful... *hears the "Neverending Story" theme in the background*

TheNattak

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Re: New patch: Multiple Events fix
« Reply #6 on: April 29, 2016, 03:04:00 PM »
At the risk of embarrassing myself, I use and abuse FD in event code, more so in the past when I wasn't as tidy, but I still have them all over. I've never noticed anything wrong by using them, whether it is 1 or 20 in a row. The only thing I have noticed, is that a bunch in a row will cause a slight pause, the more in a row the longer the slight pause, so I stay away from having them in an entrance event at least. But yeah, I've certainly never had an issue from using them or something bad happen as a result of it, and I've done a lot of event work.

What was said to you assassin about what more they might have in store? If there is something troubling, it doesn't seem to ever show it's face. If it worries though, using the refresh objects command (45) would be a great alternative. I know it has code behind it, but as far as I'm concerned 45 refresh objects does absolutely nothing ever, having experimented with removing them and having no bad result at all, so using them as a do nothing byte replacement seems like a good one.
« Last Edit: April 29, 2016, 03:09:52 PM by TheNattak »

13375K31C43R

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Re: New patch: Multiple Events fix
« Reply #7 on: April 29, 2016, 05:44:56 PM »
My feeling is that forgoing the "hide Kefka" for "delete Kefka" won't be an issue. I've already tested the scene itself, and by my memory Kefka is never visible when he shouldn't be, nor does he cause any other problems, and any problems that would arise should only be limited to the "Sealed Gate" map. The only problems I can think of that might happen are Kefka appearing at the Sealed Gate when the rocks get blown away, or two Kefkas appearing with Gestahl afterwards. But I doubt either of those will happen. If they do, let me know.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

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Re: New patch: Multiple Events fix
« Reply #8 on: April 29, 2016, 06:03:23 PM »
OK, I think now I've confirmed that it won't cause any problems, because the "delete objects" function does basically the same thing as the "hide objects" function and then some, and as a matter of fact, the delete function does so much that the subsequent hide function on the two soldiers simply won't do anything at all, as I understand it. So I don't think there's any loss in forgoing the hide for a deletion.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings


Xenovant

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Re: New patch: Multiple Events fix
« Reply #10 on: April 29, 2016, 06:33:34 PM »
Quote
novalia (3:46:26 PM): it ends the event function loop

novalia (3:46:46 PM): meaning the event code will stop until it's called again, presumably after a full loop of the map code

assassin (3:47:04 PM): uh oh.. why did they seem to run alright?

novalia (3:47:08 PM): many event commands do this so I'm not saying this is bad but there's no guarantee it can't have any adverse effect


I'm going to remove them from my hack right now   :sad:

OK, I think now I've confirmed that it won't cause any problems, because the "delete objects" function does basically the same thing as the "hide objects" function and then some, and as a matter of fact, the delete function does so much that the subsequent hide function on the two soldiers simply won't do anything at all, as I understand it. So I don't think there's any loss in forgoing the hide for a deletion.

I'll keep using the "B2" command that I wrote in my hack when I posted the fix, for adding the "delete object", instead of doing that. I have a lot of free space and after reading about the FD command I'm paranoid xD
« Last Edit: April 29, 2016, 07:15:48 PM by Xenovant »

Madsiur

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Re: New patch: Multiple Events fix
« Reply #11 on: May 01, 2016, 01:52:50 PM »
http://assassin17.brinkster.net/novalia-FD-inform.txt

I always thought command FD just advance the event queue of 1 byte. I wasn't aware it could potentially have an adverse effect. I don't know how you can come up with a NOP equivalent then. Best practice anyway is to condense (pack) your code when you want to erase undesired event commands. However this can have the effect of shuffling a lot of code of 1 byte for a single fix. Unused commands (FD and those who branch directly to a RTS) can always be use in hacks for custom purposes.

Edit: Btw command $45 does something. It's not because an event command has no visual effect or removing it does no visual change or weird behavior that it does nothing. It alters $0798 and there are other instance of command $45 coded directly in bank $C0. Unless you have tried to make 32 NPC appear on the map at the same time without it or remove all the bank $C0 instances, stating it does nothing relies on general observation of general cases, not cases at the limit of what the game can allow. Using it as a filler would have the desired effect though.
« Last Edit: May 01, 2016, 02:21:37 PM by Madsiur »

13375K31C43R

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Re: New patch: Multiple Events fix
« Reply #12 on: September 09, 2016, 02:44:55 AM »
:bump: New version.
« Last Edit: September 11, 2016, 01:37:50 AM by 13375K31C43R »
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Imzogelmo

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Re: New patch: Multiple Events fix
« Reply #13 on: September 10, 2016, 11:59:24 PM »
Kinda makes me wonder: has anyone made a fix for the tiny, barely noticeable error with the party facing the wrong way entering Thamasa? So many patches nowadays I'm just not sure. :)
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.

13375K31C43R

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Re: New patch: Multiple Events fix
« Reply #14 on: September 11, 2016, 01:29:48 AM »
:hmm: I can't think of one off the top of my head. I know that when I enter Thamasa in my ROM, they face the right way, but that could just be because I've fixed it in my ROM. It's probably doable with Zone Doctor.

Are you referring to a specific place in the game where you enter Thamasa? Because Thamasa has more than one map.

:edit: Then again, I think there was someone who fixed the same problem with Terra facing the wrong way exiting Arvis's house.

:edit: Gi Nattak wrote a patch called "Wrong Way, Idiot!" that fixes the problem in Thamasa.
« Last Edit: September 11, 2016, 03:01:33 AM by 13375K31C43R »
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings