øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2279.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2d54.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.20e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index2d54.html.zx4$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/SOKtext/htmlISO-8859-1gzip@øÕSÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:51:41 GMT0ó°° ®0®P®€§²ð®4$h^ÿÿÿÿÿÿÿÿ%S New patch: Menu Malarky Bug fix

Author Topic: New patch: Menu Malarky Bug fix  (Read 2292 times)

13375K31C43R

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New patch: Menu Malarky Bug fix
« on: September 10, 2016, 12:52:11 PM »
Hi everyone! This is my first NEW patch since May 17! This patch addresses the "Locke can bypass the guard in South Figaro" bug by making it impossible for the player to move while the game is still in the process of fading in from exiting the Main Menu. It also eliminates the two bypass exploits detailed in this video by removing another "feature" which is as follows. If you press X to open the Main Menu, then press Y before the menu actually opens, you will switch parties and then the Main Menu will immediately open. This, in my opinion, is ridiculous. With this patch applied, pressing X will simply open the Main Menu and nullify any attempts to sneak in a party switch beforehand.

This patch is applicable to either a US or Japanese ROM. It conflicts with my "Save Point Switch" patch, but that's OK as long as you apply this patch second.

:edit: February 10, 2017
Previous fix for Locke's scenario actually didn't work, as it turns out, so thankfully I have now found a way to fix it that does work. Also, the aforementioned halting of player movement is now gone.

:edit: February 21, 2017
Fixed the bug that allowed NPC interactions at a tile other than where the NPC is. Thanks to Xenovant for pointing this out.

:edit: November 17, 2017
Fixed a bug that caused NPC pointers to be placed in random spots. This is caused by NPCs moving diagonally, and its most noticeable effect is on the Floating Continent because it can make the Hardened weapon unreachable unless you reload the map (which can be done using the Main Menu).
« Last Edit: November 17, 2017, 09:30:21 AM by 13375K31C43R »
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C. V. Reynolds

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Re: New patch: Menu Malarky Bug fix
« Reply #1 on: September 10, 2016, 02:24:49 PM »
Thank you. :childish:

Notes: The filenames are correct, but the readme thinks they're "Multiple Events". I also think the readme should mention the potential conflict with your other patch and how to avoid the conflict.
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Xenovant

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Re: New patch: Menu Malarky Bug fix
« Reply #2 on: September 10, 2016, 03:13:25 PM »
This one always bugged me :P

If someday, you port your patches to GBA, this one would fix another exploit, with Kaiser Dragon/Omega Weapon. A new fix with zero effort...  :happy:

13375K31C43R

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Re: New patch: Menu Malarky Bug fix
« Reply #3 on: September 10, 2016, 07:13:05 PM »
Notes: The filenames are correct, but the readme thinks they're "Multiple Events".

Oh, whoops. I thought I'd changed that.

I also think the readme should mention the potential conflict with your other patch and how to avoid the conflict.

Maybe. My website mentions it, but I also post my patches to Romhacking.net. I think I'll do that just because I have to correct the readme anyway.

If someday, you port your patches to GBA, this one would fix another exploit, with Kaiser Dragon/Omega Weapon. A new fix with zero effort...  :happy:

I've been wanting to do that to all my patches for a while now. Unfortunately, I'm not as adept at GBA programming as I am at SNES programming, and also I can't find GBA documentation that's as good as what we have for SNES.
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Imzogelmo

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Re: New patch: Menu Malarky Bug fix
« Reply #4 on: September 10, 2016, 11:45:54 PM »
*Bravo* :setzecante:  :omg:

This being one of the nastier remaining bugs, I'm glad to see this tackled.
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13375K31C43R

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Re: New patch: Menu Malarky Bug fix
« Reply #5 on: February 10, 2017, 02:37:49 PM »
:bump: Updated!
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Imzogelmo

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Re: New patch: Menu Malarky Bug fix
« Reply #6 on: February 10, 2017, 06:23:21 PM »
Other than opening the menu, are there any other ways to avoid event triggers?
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: Menu Malarky Bug fix
« Reply #7 on: February 10, 2017, 06:30:58 PM »
I know there are at least a couple that you can just sidestep. I think there was also one time I bypassed the guard in South Figaro just by pure timing, no menu opening, but I've been trying to do that again to be sure and I haven't been able to pull it off.
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Imzogelmo

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Re: New patch: Menu Malarky Bug fix
« Reply #8 on: February 10, 2017, 06:34:29 PM »
What about with party switching? Is it possible to step-switch-hold direction-switch and evade a trigger?
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: Menu Malarky Bug fix
« Reply #9 on: February 10, 2017, 06:41:34 PM »
Obviously the method that involves quick switching and opening the Main Menu is removed by this patch, and I think that's the only way to do it. I just tried stepping on the third platform in Kefka's Tower (I'm talking about the three platforms you have to stand on with your parties in order for Kefka to beam you up), and quick-switching to another party. All three parties were on the platforms at that point, but I wasn't beamed up. However, as soon as I switched back to the original party, the event triggers and everyone was sent up. So I don't think there's any way to skip an event trigger purely by quick-switching. I know you can skip exits by doing this, though.
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Imzogelmo

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Re: New patch: Menu Malarky Bug fix
« Reply #10 on: February 10, 2017, 07:16:30 PM »
I was thinking more along the lines of Phoenix Cave, where there's only 2 parties. For instance, you can walk toward a switch and change parties before the step is complete. This results in the switch NOT being registered as pressed yet. I was wondering if that could lead to any (yet-unfixed) bugs and if there could be any further complications that arise from it.

I used to know, but it's been a while since I played that part of the game. I do seem to recall some oddities there, though.
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: Menu Malarky Bug fix
« Reply #11 on: February 10, 2017, 10:22:38 PM »
I know there's stuff like stepping on a switch and then quick-switching, which means the spikes don't get lowered or something that's supposed to happen doesn't. Of course, the easy solution is to just switch back.
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assassin

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Re: New patch: Menu Malarky Bug fix
« Reply #12 on: February 11, 2017, 12:32:44 PM »
yeah.. unless there are cases where reaching Point A should trigger a restrictive event (e.g. one that prevents backtracking), then the omitted trigger can be resolved by "the easy solution is to just switch back".  i'm trying to think of how being on (X, Y) with trigger not activated is any better/worse for the player than being on (X +/- 1), (Y +/- 1) with trigger not activated, and nothing comes to mind, though i am quite far removed from my last playthrough.

Imzogelmo

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Re: New patch: Menu Malarky Bug fix
« Reply #13 on: February 11, 2017, 08:26:41 PM »
The most pertinent thing I can think of is near the end of the Phoenix Cave. This should fix a couple of possible bugs/exploits.
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: Menu Malarky Bug fix
« Reply #14 on: February 11, 2017, 09:04:20 PM »
like stepping off a switch and quick-switching?