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13375K31C43R

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New patch: Status Unknown Bug fix
« on: October 15, 2016, 05:12:45 PM »
Hi everyone! New bugfix patch for y'all: this one fixes an issue with statuses not always being displayed correctly in battle. Suppose you have a Magitek-wearing party with a Poisoned member. That means the game will display "Poison" as that member's status, right? Wrong. The Magitek status is checked for before Poison, and the game only displays the name of the first status it finds. However, Magitek's "name" is actually just a blank line, so that's what will be displayed, but "Poison" will not. With this patch applied, "Poison" will be displayed.

By the way, maybe someone could help me with this: I'm considering making an alternative patch that displays the statuses as icons instead of text. That way multiple statuses could be shown at the same time during battle.

:edit: October 18, 2016
Added patch for SNES version v1.0; previous version only had v1.1 patch, erroneously described as being applicable to v1.0 also. In addition, I fixed the non-headered reverse patch, which formerly reversed the headered fix instead.
« Last Edit: October 18, 2016, 05:52:05 PM 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

assassin

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Re: New patch: Status Unknown Bug fix
« Reply #1 on: October 15, 2016, 06:51:34 PM »
^ a way i'd considered is to list possessed statuses with Scan.  it's not even a balance wrecker, but just a "tell me what you failed to convey to me with your utter absence of monster graphics (and some limitations on characters)".  and because Scan is its own command that just displays stuff sequentially, you shouldn't run into buffer size issues if/when expanding it.

the challenging part is it'd probably need a custom display command in C1, but could largely be done with a copy+paste of some other command's code.

Imzogelmo

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Re: New patch: Status Unknown Bug fix
« Reply #2 on: October 17, 2016, 10:49:32 PM »
I've been waiting for years on that "improved scan" patch, but I do remember the conversation (I think it was on Mnrogar's) a while back about tweaking the display for those "blank" statuses (which this patch is addressing). I know there were at least 2 proposals for fixing it, although I don't remember the implementation of both (and one was more elegant than the other, I remember that). Without looking at LeetSketcher's implementation, I won't know which method he used, but it reminds me of my on-again-off-again project with the code banks, optimization, and bug-toggles. This is one of the ones I was hoping to include, as the vanilla code is bloated enough to fit in the fix as well as toggle-specific code.

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.

assassin

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Re: New patch: Status Unknown Bug fix
« Reply #3 on: October 18, 2016, 01:31:10 PM »

TheNattak

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Re: New patch: Status Unknown Bug fix
« Reply #4 on: October 18, 2016, 02:53:51 PM »
This patch seems to freeze the game up whenever I try to use an item on a character in battle, such as a tonic or p.down etc. I'm using the non-headered ff3 version, tested on a clean ROM as well with the same result.

13375K31C43R

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Re: New patch: Status Unknown Bug fix
« Reply #5 on: October 18, 2016, 05:38:24 PM »
Oh shoot, I know why! It's because I forgot to make the patches different between v1.0 and v1.1! I'll get on that right away.

:edit:
OK, it's fixed!
« Last Edit: October 18, 2016, 05:53:26 PM 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

TheNattak

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Re: New patch: Status Unknown Bug fix
« Reply #6 on: October 18, 2016, 06:58:14 PM »
Thanks that certainly did fix things right up!