øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.225e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index23af.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index23af.html.zx¹$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0PdS5OKtext/htmlISO-8859-1gzip@øÕS5ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:53 GMT0ó°° ®0®P®€§²ð®¹$h^ÿÿÿÿÿÿÿÿ'&S5 FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

Poco Loco

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Re: FF6 Improvement Project
« Reply #225 on: June 27, 2010, 10:29:45 PM »
ok I checked them

there are a handful of items which description exceeds 31 (made a list and emailed it to you)

there was also HUGE mistakes with nearly all (if not all) of the rare items
"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 #226 on: June 28, 2010, 01:56:41 AM »
That would be the issue I reported.   :wink:

I went through the list I made as well and I found a couple that I didn't measure correctly. I'm going through again and making all the necessary changes.

vivify93

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Re: FF6 Improvement Project
« Reply #227 on: June 28, 2010, 09:18:25 AM »
Glad to see this project's still alive! Good luck, guys.
Hacking is hard. :sad:

Tzepish

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Re: FF6 Improvement Project
« Reply #228 on: June 28, 2010, 10:41:15 AM »
Actually, it's a good thing that this issue was found before adding any patches - it helped to isolate where the problem may be.

Poco Loco

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Re: FF6 Improvement Project
« Reply #229 on: June 28, 2010, 01:20:48 PM »
great news guys

the snag has been resolved ;)

I continued a bit after the snag but I need to start again from scratch to make sure the game is ok ;)
"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 #230 on: June 28, 2010, 05:39:10 PM »
SWEET!  :childish:

This is why attention to detail works. I know Leno had mentioned an issue with the descriptions some time ago, too.  :sad:

Well, then. Time to add in the patches and see how this thing runs!

Poco Loco

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Re: FF6 Improvement Project
« Reply #231 on: June 28, 2010, 07:23:19 PM »
yea


I kept a separate savestate just in case ;)
"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 #232 on: June 30, 2010, 03:19:21 PM »
So far I'm in Sabin's scenario on the Phantom Train and everything's playing together nicely. I found a spot where I hadn't changed dialogue to match a change I made, so that was fixed. Off to work now, but we'll keep going once I'm off!

Poco Loco

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Re: FF6 Improvement Project
« Reply #233 on: June 30, 2010, 04:00:00 PM »
so far things are going smoothly on my end, I just got out of the magitek factory and got Mog, I am currently just hooking people up with magic (killing the intangir kix so much ass lolz)

but other then that things are going by smoothly

hopefully I'll hit the WOR soon
"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

Odbarc

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Re: FF6 Improvement Project
« Reply #234 on: June 30, 2010, 09:21:02 PM »
What if bugs exist in such a way that weird circumstances affect obscurely?
Such as when you get Mog. What if you wait until the WoR before you get him (and avoid the Gold Hairpin)?
Or events like returning Sabin to Duncan's wife? How extensively do you test? Or do you only test things that are sure to be effected?

Poco Loco

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Re: FF6 Improvement Project
« Reply #235 on: July 01, 2010, 11:44:33 AM »
well I am testing a couple of scenarios regardless

I will double check a few things, like Sabin and Duncan's wife, I completely 4got about that

thnx
"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 #236 on: July 01, 2010, 02:20:11 PM »
I'm following Djibriel's walkthrough, so things like taking Sabin back to South Figaro are covered. There's not too much that would be affected by doing something like that, since the writers anticipated that particular scenario.

I'm not really looking into the sequence-breaking type of stuff that CAN be done, but there are some patches I put in place to prevent the more likely ones, like Shadow Leaving a One-Man Party, or the Airship Game Over exploit. So far I have not seen a patch that corrects the tile in South Figaro that can lead to the break where Celes can be replaced by Kutan the moogle, but I would do that one as well.

Most of my personal changes have been in the menu side of things, like changing names and descriptions of spells, items, enemies and the like. We've already seen what was happening there when I wasn't vetting my changes properly.
« Last Edit: July 01, 2010, 03:28:40 PM by darkmage »

Poco Loco

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Re: FF6 Improvement Project
« Reply #237 on: July 01, 2010, 03:13:52 PM »
well things are going smoothly on my end too

I need to get Strago and Relm and take care of all of that, then comes the WOR, after that I need to do the task of getting everyone and kill the dragons and all that shyt :p
"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 #238 on: July 02, 2010, 03:27:50 PM »
Heh. I see that more patches are up on the Slick main site now that I don't have applied.

The three that I'm thinking of adding are the "There can be only one!" Runic fix, the Joker Doom tweak and the "Free C2!" tweak . I saw the Tintinabar and stat growth ones, but I have questions about those:

  • Does the Tintinabar's walking healing ability heal the party by default? The answer determines which version of the patch I would use, as I'd mainly be putting it in for anyone wanting to take this mod further for a hack.
  • Would the "Free C2" patch cause any conflicts, or does it just create free space? I read that it moves any JSL calls to the routine in C0, but I wouldn't know if any patches produce calls to the C2 routine.

Lenophis

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Re: FF6 Improvement Project
« Reply #239 on: July 02, 2010, 03:51:51 PM »
Does the Tintinabar's walking healing ability heal the party by default?
No, the data suggests that it does, but it was hardcoded to heal only the person wearing it. That's why I made the two patches, because I wasn't sure if I should limit it to the wearer or go with what the data suggests and heal the whole party. It's still pretty useless, but at least any item can use the effect now. :happy:

Quote
Would the "Free C2" patch cause any conflicts, or does it just create free space? I read that it moves any JSL calls to the routine in C0, but I wouldn't know if any patches produce calls to the C2 routine.
It's there just to free space in C2 for patch authors to snatch it up for more bug fixes (or other code). The patch repoints some JSLs to look at the C0 decompression routine instead, because the two are the exact same, but C0's lacks 2 instructions which I added. It should not cause any conflicts, because I'm not touching any existing free space. It will depend on if any patches move or alter any of those JSLs, and I believe none do.

119 bugs fixed and counting.