øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2c2b-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2c2b-2.html.zx<–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>пOKtext/htmlISO-8859-1gzip8:ÖпÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:13 GMT0ó°° ®0®P®€§²ð®;–h^’п Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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31
Game Modification Station / Patch renamed: Stone Cold Bug fix
« on: February 20, 2018, 11:17:17 PM »
Hi! In case you weren't aware, I renamed my "Stone Zombie" patch to "Stone Cold". I've also added a few other changes, such as rewriting the patch to no longer use free space; however, this also required "addendum patches" to address conflicts with Imzogelmo's "Carve Stone" patch and Master ZED's "Invert Damage if Undead" patch. Best of all, this patch also has a GBA port now!

User jonasan-san pointed out that this "new and improved" patch caused a crash; however, I have now fixed that error.

32
Game Modification Station / Re: New patch: Imp's Rage Bug fix
« on: February 20, 2018, 11:12:26 PM »
:bump: Added GBA port!

33
Game Modification Station / Re: Two new patches: Rock Bottom, Imp's Call
« on: February 20, 2018, 11:09:37 PM »
:bump: GBA ports for both patches!

34
Game Modification Station / Re: New patch: Stone Faced Bug fix
« on: February 20, 2018, 11:07:15 PM »
:bump: Added GBA port!

35
Game Modification Station / Re: New patch: Imp's Retort Bug fix
« on: February 20, 2018, 11:03:33 PM »
:bump: GBA port!

36
Game Modification Station / Re: New patch: Off Death Row Bug fix
« on: February 20, 2018, 11:00:36 PM »
:bump: GBA port!

37
Game Modification Station / Re: New patch: Item/Magic Counter fix
« on: February 20, 2018, 10:59:30 PM »
:bump: GBA port.

38
Game Modification Station / Re: New patch: King's Robes tweak
« on: February 20, 2018, 10:58:12 PM »
:bump: Fixed a crucial error!

39
Game Modification Station / Re: New patch: Caravaggio Bug fix
« on: February 20, 2018, 10:55:14 PM »
:bump: GBA port.

40
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« on: February 05, 2018, 10:51:23 AM »
Quick story behind the name Vicks: In Japanese the name is actually written as Bicks or Bikks (literally Bikkusu in romaji) or... Vicks. Not Biggs, contrary to popular belief. Vicks is a completely acceptable translation, leaving aside intent. Was it intended to be Biggs? Yeah. It goes with Wedge, also a Star Wars reference. Then Biggs is used again in Chrono Trigger. Nevertheless, can't blame Woolsey for going with Vicks when it's actually (basically) what is written. They weren't worried about getting in trouble, though. Biggs, Wedge, and Piett (a THIRD Star Wars reference) appear together in Chrono Trigger even in the western localization.

The names "Biggs" (sic) and "Wedge" were used again in Final Fantasy VII and VIII also.

41
Game Modification Station / Re: New patch: Dead Hare Glitch fix
« on: February 02, 2018, 09:47:51 AM »
:bump: Ported to GBA!

42
General Discussion / Re: State of the Sketcher
« on: February 02, 2018, 09:33:34 AM »
May I ask you what tools you used to do all this work? I'm mainly interesting in what compiler& editor you use for SNES, but whatever make the life easier will be very welcome too. Also doing whatever patch would require a good source of info for SNES hardware and FF6 internals (structures, addresses,...) could you share that too? (lets say the primary sources of info)

For editing, I've found nothing to be more effective then simply using a hex editor to hack the snot out of the ROM. I use the disassembly docs hosted on Slick as a reference for the code that is there that needs fixing. For addresses and such, there are ROM maps and RAM maps posted in various places that you can find easily with a quick Google search. The most useful ROM map for me is Terii Senshi's; it's available to view on his website, which I am linking here.

The only patch I think I've made that required more in-depth knowledge of the hardware is Map Mishap because that includes editing values used by the graphics processor. I use this site as reference for all my knowledge about how the graphics registers work. The Super Famicom dev wiki also has a lot of useful information.

GBA hacking is much more of a pain. There aren't disassembly docs I can find like there are for SNES, so instead I use NO$GBA, which is an emulator/debugger/disassembler. The code is disassembled in 16-bit ARM Thumb, so I have an instruction reference handy that I found online via Google.

P.S.
Quote
If anyone feels like helping me out with these ports, I will be so thankful to you and I will continue to appreciate every bit of support and assistance that comes my way!
Maybe asking for specific needs will help :D

Ah, yes. Sorry about that. :isuck:

One thing that would really help is if someone could confirm if Game Over actually needs a GBA port, i.e. if the bug that it fixes is also in the GBA version. When I debugged and died on the overworld map, it looked like the event pointer stack was indeed filling up, but even after 52 deaths there didn't seem to be any adverse effects on the game, unlike when I was testing on the SNES version and it froze.

:edit: Same thing goes for the other patches on the above list.

43
Game Modification Station / Re: Two new patches: Killer Life 3, Soul Saved
« on: February 02, 2018, 08:54:24 AM »
And now a GBA port for Killer Life 3 as well!

44
General Discussion / State of the Sketcher
« on: January 16, 2018, 01:59:04 AM »
Hi everyone! Time for a bit of a serious discussion.

It's now 2018, which means this year will see my third anniversary of FF6 hacking! I don't know yet whether I will release a new Anniversary Pack as I have done the past two anniversaries, mainly because I've only released four new patches since my most recent anniversary (five if you include Count Monsters for FF5). But I'm not here to anticipate or look ahead; this is instead a time for reflection. My FF6 hacking portfolio shows that I have made a total of 70 patches, and out of those all 70 are applicable to the SNES version, 68 are applicable to the SFC version, 26 to the GBA version and 14 to the PS1 version! I have to say I'm very proud of myself for all the work I've done so far and I am so grateful to my supporters and contributors for all the help you've given me! Thank you all very much! :childish:

On a more serious note, however, I anticipate that I will be much less active this year because I have to focus hard on school and work, and I will have little to no time available for hacking. To give some context, I just finished making a small but important update to Dead in the Air, which in turn affected Soul Saved, and I decided that it would be a convenient opportunity to port those two patches to GBA as well. It ended up being a successful and positive accomplishment, but far from convenient. I wanted to have the ports finished before New Year's, but it took me two weeks longer than I expected.

GBA hacking is much different than SNES hacking when it comes to this game. While the GBA version does its best to align its RAM in the same manner as the SNES version to maintain some semblance of recognition and similarity, the ARM Thumb assembly language that makes up the code of the GBA version is entirely different than the SNES assembly language. It requires multiple ARM instructions to simulate one SNES instruction, making GBA hacking much more arduous and time-consuming. To give some perspective, the non-headered SNES fix patch for Dead in the Air is 504 bytes; its US GBA equivalent is a staggering 2.43 kilobytes!

I would love to port as many of my patches to GBA as possible this year, but unfortunately I can only do as much as my busy schedule will allow. Don't be surprised this year to experience gaps between updates that are several months long. If a flaw exists in one of my already-existing patches, you may still feel free to send me a message and I will fix it ASAP, but as far as my own agenda goes, it's going to be a long and slow climb to that higher peak. Here are some of my patches that I would most love to port as soon as I get the opportunity:

  • Caravaggio
  • Game Over
  • Half Knife
  • Imp's Call
  • Imp's Retort
  • Item/Magic Counter
  • Stone Zombie
  • Throwback
  • Ultimate Damage Fix

If anyone feels like helping me out with these ports, I will be so thankful to you and I will continue to appreciate every bit of support and assistance that comes my way! Here's to a successful and enjoyable 2018!

45
:bump: Another update, and a GBA port!

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