øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=240e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2a18-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2a18-3.html.zx@–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>ª¾OKtext/htmlISO-8859-1gzip0|Öª¾ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:17 GMT0ó°° ®0®P®€§²ð®@–h^Rª¾ Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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241
Game Modification Station / Re: Patch: Stuck in a Pose fix
« on: February 04, 2017, 01:21:33 PM »
A bug was found with this patch. Details here.

242
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« on: February 04, 2017, 01:20:35 PM »
Specifically, the battle that gets started is the final battle, confirmed by the fact that there are three invisible enemies and Dancing Mad is heard, plus their movesets (Shock Wave, R. Polarity etc) confirm this. However, your party is four Terras on an open plain.

Also, what triggers the battle isn't talking to him, it's pressing the D-pad in his direction when you're already next to him.

243
Game Modification Station / New patch: Blitz Screen tweak
« on: February 03, 2017, 10:58:43 PM »
Hi everyone! Here's a new patch, no obligation to apply, but all it does is affect the Blitz menu by printing the Blitz names above the input codes.

:edit: February 7, 2017
Fixed a bug whereby the names and codes can be written on the wrong rows. I also took this update as an excuse to rename the patch "Blitz Screen".

:edit: February 7, 2017
Fixed another bug whereby sometimes a name or code is not visible.

244
Game Modification Station / Re: New patch: Ultimate Damage Fix
« on: February 03, 2017, 10:50:48 PM »
:bump: New version with improved rounding.

245
Game Modification Station / Re: Possible FF6 event bug on game reloading
« on: January 29, 2017, 03:54:26 PM »
For which patch use which space, maybe we could start something like this: http://slickproductions.org/slickwiki/index.php/Patches_Allocation

Each patch creator could fill this, this way we would have a decent patches map, at least for those created by people who contribute to the list...

I like it. Is it just for free space or for every patch ever written? There should at least be some indication of what space is free space. It's also worth mentioning that there's a whole chunk of bank C2 that's free space in the US ROM, but not the Japanese.

246
Game Modification Station / Re: Possible FF6 event bug on game reloading
« on: January 24, 2017, 03:55:19 PM »
By the way, I reworked my "Chain of Command" patch to not use free space, so your function could have gone six bytes later.

Don't feel compelled to move your function now, or ever, this is just an FYI.

One thing we really need is an updatable list of all patches that use free space, because Imzogelmo's document is WAY out of date.

247
Game Modification Station / Re: Sprite Priority Bug?
« on: January 16, 2017, 03:28:45 AM »
I feel as though the reason why we don't see this on ZSNES might be related to the fact that ZSNES erroneously displays sprites over whatever windows are displayed at the bottom.

248
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: January 03, 2017, 12:15:05 PM »
Leet, have you noticed my post right before magitek's one, regarding a bug with imp skimp? I'm saying this because you didn't menction anything about it.

Uh, no, I'm sorry. I hadn't noticed your post, I apologize. :sad:

I also haven't had that problem occur to me, ever. But I will test it anyway, for the sake of due diligence.

:edit:
You're right, there was a problem, and now it's fixed!

249
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: January 02, 2017, 12:13:42 PM »
I do however have something more pressing to report regarding your site, and it is that at least one link is broken. I forget which one; I think it was a zip file. Sorry for the vagueness, it was some few weeks ago I noticed it.

Edit: I just remembered, it's the 7z/rar/zip links on this page: http://l33t5k37ch3r.altervista.org/y-equip-relics.html

Ah, thank you. I have now fixed those links. Do let me know if you find any other broken links.

Your new site looks quite nice, Leet Sketcher! I do miss the overview page though, the one with all the patches listed including brief descriptions. Makes it easier to Ctrl-F for something.

Thank you! :childish: :cookie:

Yeah, I agree that the old layout was a lot simpler, and it was a lot of fun writing those custom codes for sorting and filtering the table (even though they didn't always work). It's also a lot more work to add a new patch. At least this is more organized.

If you want a way to find stuff easier based on text, I did just add a search engine.

250
Game Modification Station / Re: New patch: Bland Entrance Bug fix
« on: January 02, 2017, 11:54:02 AM »
I always sidestep that forced battle too, it's the only way of gaining 0 Exp. in the intro sequence short of killing Terra and letting the goons absorb the Exp.

I think that's really the only way to gain 0 EXP in the intro because at least three of those battles aren't skippable anyway.

It probably makes sense that it shouldn't be skippable, though.

I think it does. I don't really know that it's a bug per se, but I see it as one of those things that the devs meant for the player to have to do in order to progress, but they overlooked a possible workaround/shortcut. It's in the same category as the "secret bridge" in South Figaro that lets you skip part of Locke's "escape the Empire" scenario.

251
Game Modification Station / New patch: Bland Entrance Bug fix
« on: January 01, 2017, 06:20:45 AM »
Hi everyone! Happy New Year! Didn't think you'd be waking up to my first patch of 2017, did you? This fixes the bug at the very beginning of the game that can be seen by changing the party leader to either Vicks or Wedge, then trying to leave Narshe. After Wedge orders you back into Narshe, Terra is shown to be the party leader again. This patch fixes that issue, and also fixes the same issue in two other places: the mine entrance, and the gate that Vicks destroys.

It also fixes a few other event bugs in this sequence. One is that Terra is facing the wrong way when you try to leave in the aforementioned way. Another is that the party can be facing the wrong way for the first battle, for instance if you enter the trigger tile from the side. Finally, it fixes another (possible) bug I noticed: the two-wave dog attack (the one right before the pincer attack) is skippable with some sneaky sidestepping around the tile that triggers it, when it's supposed to be compulsory.

:edit: July 13, 2017
Ported to PlayStation.

252
Game Modification Station / New patch: False Knight Bug fix
« on: December 28, 2016, 07:22:21 PM »
Well, I guess those posts I keep putting up asking about help fixing bugs are more like promos for my next patch...I wonder how long that'll last.

Anyway, I fixed the bug discussed here, which makes party members be shown incorrectly after rejoining the line-up following a True Knight block.

253
Game Modification Station / Re: True Knight clipping
« on: December 28, 2016, 05:25:35 PM »
Something I just discovered is that, if the party is set up as per the screenshot linked to above, and Edgar defends Celes, he'll appear underneath Sabin. What this tells me is that the order in which party member sprites is drawn is not just the order they appear in the line-up, but instead they are drawn right after the party member they are protecting, if any. Otherwise they are drawn in the normal order.

254
Game Modification Station / Re: New patch: Chain of Command Bug fix
« on: December 20, 2016, 01:16:33 AM »
:bump: New version.

255
Game Modification Station / Re: New patch: Y Equip Relics
« on: December 19, 2016, 12:16:14 PM »
:bump: New version.

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