øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;sa=topics;start=75e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3227-4.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=topics;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3227-4.html.zxM–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>ÄOKtext/htmlISO-8859-1gzip@øÕÄÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:29 GMT0ó°° ®0®P®€§²ð®L–h^ÿÿÿÿÿÿÿÿk/Ä Show Posts - 13375K31C43R

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76
Game Modification Station / New patch: Returner's Day Off Glitch fix
« on: September 11, 2015, 01:39:25 AM »
Hi! I just recently learned of a couple of event bugs in the game that only occur if Gau is on the Veldt early in the game. And to make it clear, no, this does NOT include the "Shadow Leaves One-Man Party" event because that has been fixed, although I do also want to try an alternative where, if your party is empty, you receive the "select party members" screen and your party starts off at Arvis's house (as if you'd talked to one of the spare members there). The first one means that, after you've picked up your first set of Magicite in Zozo and set up a party to go to the Magitek Research Facility, your fellow Returners do NOT leave for Narshe and consequently cannot be found there if you return. This patch fixes this bug; the second one will be fixed later by another patch.

:edit: September 12, 2015
I have now modified this patch to fix both event bugs. The second bug occurs after the Magitek Research Facility and has two effects. One is that your Returners left behind in Narshe will not show up in Zozo to hear Terra's backstory and the other is that Terra cannot leave the bed because one of your party members will be positioned in the way, meaning the game stops at that point.

:edit: March 3, 2016
C.V. Reynolds pointed out to me a conflict between this patch and Imzogelmo's "Vector's Cure-Castin' kid" patch. This issue has now been addressed.

:edit: September 18, 2016
Fixed the branches in the Japanese ROM, as well as one in the US ROMs that, somehow, by some miracle, no one else had had a problem with. I mean, HOLY COW, I have NO idea how that branch got in there and no one had noticed it until now. :eek: Also, ported to GBA.

:edit: July 13, 2017
Ported to PlayStation.

77
Game Modification Station / New patch: Reflections Glitch fix
« on: September 05, 2015, 03:43:40 AM »
Hi! Lately I've been obsessing about two graphical glitches in the game which make your party members face the wrong way; I recently made a post explaining the situation. But now I've managed to fix one of the two problems, namely the one that involves casting spells like Haste, Slow or Doom on Reflective enemies. With this patch, your party members will always be facing the right way. There is, however, a known issue with this patch that causes parts of the animation, including sound effects, to go out of sync. If you're really annoyed by this glitch, this patch should hold you over until I find a way to fix the sync issue; in the meantime, if anyone wants to test my patch for any other potential problems and/or recommend your own solutions, don't hesitate.

EDIT: Bingo! Timing problem solved.

EDIT 2: Fixed a problem where spells reflected off multiple targets made things go screwy.

78
Game Modification Station / Graphics bug fixes - help!
« on: September 03, 2015, 11:40:13 PM »
There are two bugs in the game that I've been trying to fix for a while now, but I just can't dissect the code. I'm hoping someone will help me; I do feel as though anyone else who could have figured out what I'm trying to find would have posted a patch a long time ago, but here goes.

The first bug I'm trying to fix involves casting spells onto an enemy with Reflect status. If certain spells are bounced onto your character in this manner, they will sometimes get turned around before it happens. Using Mnrogar's document on spell animation data, I've managed to narrow this down to the spells with graphic 2 index #$003B or #$003C: the ones that apply are Haste, Regen, Antdot, Slow, Doom and Bserk. What's special about these spells is that their animations tamper with the sprites they are hitting. After testing, I found out that the specific direction your party member will face is the same direction as the enemy off whom the spell bounced. The problem seems to be that even though the sprite to be affected is updated as a result of Reflect, the direction the sprite faces somehow isn't. I've located the code that deals with spell graphics at C1/9CB3, but I've spent days trying to figure out what needs to be changed to fix this problem and have found nothing. I know this was fixed in the GBA release, so maybe someone who understands the GBA code can help.

The second bug is the infamous "look the other way" glitch that happens when you're hit by spells like Blow Fish, Tek Laser and Fire Ball. Those spells are special because they use your party members' "ouch" sprites during the animation; however, the sprite used is always the left-facing one, even if they should be facing right. The fix probably isn't quite as straightforward as the fix for the other bug, but I believe the faulty code is either located in the same area or called from the same place.

I feel a bit lame for not being able to fix these myself, considering what I've done recently, but honestly the C1 bank really isn't laid out very well; I just can't understand what's going on there. :isuck: In fact, I wouldn't have even been able to solve the Backwards Jump Glitch if it wasn't for Assassin's "Lead-Footed Esper" patch. So if anyone knows anything and can suggest something, please help! I've got a lot of other stuff on my plate and can't afford to waste too much time trying to reverse hack in order to figure out what everything does.

79
Game Modification Station / Allergic Dog patch
« on: August 30, 2015, 04:37:34 PM »
A couple years ago, Novalia Spirit found a bug that occurs when the Cherub Down Relic is removed from Shadow's equipment and causes him to lose Dog Block status. He uploaded a patch to his site, but unfortunately his site is now down and his patch is no longer accessible. Unfortunately, I think I missed to opportunity to download his patch and I don't think I can recreate it. Does anyone have an available fix for this bug?

80
Game Modification Station / New patch: Off Death Row Bug fix
« on: August 27, 2015, 03:11:56 AM »
Hi! Here's a new patch that fixes a bug I've only just noticed in the game. If your party member is Condemned, and the timer runs out, they should die from a Doom spell that is automatically cast onto them. However, this Doom spell can be sidestepped using the Memento Ring or the Safety Bit, meaning the character will survive because those relics prevent Instant Death. If this happens, however, the game neglects to clear Condemned status because the expectation was that it would be cleared automatically upon the entity's death, which didn't happen. This patch fixes that by clearing Condemned status as soon as Doom is cast.

Also, by the way, this patch, along with all of the others I've released except "Invisible Zombie", are now available to download on my new website. Click here to check it out!

:edit:
After finally learning how free space works in the Japanese ROM, I've created a patch for it too. The US version of the patch is unchanged.

:edit:
No longer uses free space.

:edit:
Added GBA port!

81
Game Modification Station / Hidon heals itself?
« on: August 24, 2015, 03:46:25 PM »
I've been playing Final Fantasy III recently, I've gotten to fighting Hidon, and for some reason every once in a while he regenerates back to full health. I'm guessing this isn't normal, I have a feeling that one of my patches is responsible, but so far I've ruled out Dead in the Air Fix B and Phoenix Chest. Has anyone else encountered this problem?

82
Game Modification Station / New patch: Phoenix Chest Bug fix
« on: August 22, 2015, 12:45:25 AM »
Hi! Does anyone remember finding Locke in the Phoenix Cave just as he'd found the Phoenix Magicite in a chest? Well, it turns out that after we all left to revive Rachel, someone snuck in, reclosed the chest, and nailed it shut so it couldn't be opened anymore. Don't ask me why. Well, with my latest patch I'm able to alter the timeline by writing this sniveling so-and-so completely out of existence so the chest stays open.  :omghax:

:edit: October 13, 2016
Added patches for the Japanese ROM and shrunk the patches for the US ROM. No functional changes.

:edit: June 24, 2017
After being informed that this patch conflicted with Map Mishap, I discovered that the area where the two patches conflict actually doesn't need to be altered in any way by either patch. Hence, I have done away with that particular change. If you want to revert it just to be safe, all you have to do is apply the old-reverse patch. In fact, if you've used a previous version of this patch, then the old-reverse patch is all you need; you don't need to re-apply the fix patch.

:edit: July 28, 2017
Rewritten to use no free space. Also ported to GBA and PlayStation.

83
Game Modification Station / New patch: Game Over Glitch fix
« on: August 18, 2015, 06:56:22 PM »
Hi! This patch fixes an issue that was discovered just recently, whereby getting defeated 52 times in a row on the world map causes the game to go all screwy. The people who discovered the issue managed to leverage it for some interesting results, but if you're not as crazy as they are, odds are your game will just freeze. The cause, as they describe, is the fact that the game pushes a value to the event pointer stack when calling the Game Over script, but does not pull that value afterward. The result is that after enough Game Over events on the world map, a conflict occurs in the RAM. This patch fixes the behaviour to reduce the stack after a Game Over, thus preventing an overflow.

84
Game Modification Station / New patch: Backwards Jump Glitch fix
« on: August 15, 2015, 10:28:45 AM »
Hi! It's been a while since my last patch...this is the first one to involve graphics. If you try to run away from a battle and one of your characters Jumps, they will Jump and run away at the same time. This patch allows your character to Jump without having to think about running. As a bonus, it also fixes the graphics glitch where Morphed Terra will not appear to run.

There are a few other graphical glitches I'd like to fix if I knew how. Unfortunately, the documentation I can find for the C1 bank, which handles graphics, isn't as clear as that for the C2 bank. These glitches include:
  • Party members face the wrong way when hit by certain spells
  • Party members face the wrong way when hit by Haste after being Reflected
  • Party members are wearing Magitek Armor after defeating Wrexsoul
  • Chest at the end of Phoenix Cave has somehow reclosed itself

Any help with fixing these bugs would be greatly appreciated. For more details, see http://finalfantasy.wikia.com/wiki/Graphical_Bug#Final_Fantasy_VI.

:edit: August 16, 2015
A problem was discovered with this patch that has since been fixed. If you downloaded this patch on August 15, 2015, I suggest you download the new version ASAP.

:edit: November 12, 2015
I found out that the patch only works correctly if the first party member Jumped; on others, it doesn't seem to work and sometimes the wrong party member stops running. I have fixed this problem, and now the patch affects a MUCH smaller amount of memory and is therefore smaller in size. The reverse patches for the previous version are still included, and have been marked as "old". I suggest you download this patch ASAP, but apply the old reverse patch before applying the new version of the fix.

:edit: July 20, 2017
Added a GBA port. Woot!

85
Game Modification Station / New patch: Ultimate Damage Fix
« on: July 20, 2015, 08:06:41 AM »
Hi! First, I'd like to announce that my Dead in the Air and Self Sneeze patches are now available for use with a Japanese ROM. If you prefer to play the Japanese version of the game and would like these two fixes, I recommend downloading them. I would make Japanese versions for the other fixes, except that they all either use free space on the Japanese ROM or involve editing monster or spell data. The only exception to this is the Save Point Glitch patch, which is already usable on either the US or Japanese ROMs.

Second, I was requested to try and fix Lenophis's broken Genjioff patch, and through the magic of the Internet Archive Wayback Machine, I found a copy of the patch and fixed the problems for the version that accommodates Assassin's Magic Damage Overflow fix. I was about to fix the regular version when I suddenly realized that the ROM I was using to fix the problems, which had tons of bug fixes already applied to it, did not have a fix for physical damage overflow, even though it did have a fix for magic damage overflow. I thought of applying Drakkhen's Physical Damage Overflow Fix patch, but quickly realized that not only was I unsure of which version to apply, but all three versions would conflict with both Genjioff and Assassin's Magic Damage Overflow fix patch which had already been applied.

So, taking all of this into consideration, I decided the best solution was to write a new patch that fixes every problem simultaneously, and thus was born the Ultimate Damage Fix. This fixes three problems all at once, with the first two being physical and magic damage overflow. The overflow would have resulted in a majorly OP character dealing a minute amount of damage because the damage requires 24 bits to calculate. The third problem is the one that would have been addressed by Lenophis's Genjioff patch, whereby the Genji Glove and Offering relics affect damage from all physical attacks regardless of whether or not the attack uses the attacker's weapon, e.g. Sabin's Pummel. All I did was take Drakkhen's patch that fixes both physical and magical damage by amalgamating the two functions and add some Genjioff tweaks.

:edit: July 21, 2015
This patch used to use up free space bytes C2/FBDB-C2/FBE1, but after some serious fussing about I managed to make this patch not use any free space at all. And because of that, I've also now included a version of this patch for a Japanese ROM. Anyone who's downloaded this patch already, you may download it again if you want, but you don't have to.

:edit: November 11, 2015
VERY minor update, I just removed two instructions after realizing they weren't needed, thus freeing up an extra three bytes, just for a slight optimization. There is absolutely NO need to re-download this patch, unless you want to save a few clock cycles in every damage calculation.

:edit: November 12, 2015
Noticed a minor calculation error which only affects damage from a character that has the Gauntlet equipped and causes a minute amount of damage to be lost because the multiplication by 7/4 is not quite the same. I have now fixed this. By the way, I had some difficulty rebuilding these archives this time around for some strange reason, so let me know if these patches don't work for you.

:edit: February 3, 2017
Never thought I'd update this patch again...there wasn't a problem to fix, really, I just decided to make some small adjustments with the rounding in the Relic adjustment calculations. The Offering cut-power-in-half function now rounds up and the Gauntlet's 7/4 multiplication rounds appropriately as well.

86
Game Modification Station / FF5 World map patch request
« on: July 17, 2015, 02:46:14 PM »
There's a bug in Final Fantasy V where if you land the airship or the Hiryuu on the entrance to Guido's Cave, it will stay there and become inaccessible to the player. There's a similar bug whereby you can land the Black Chocobo in the Great Forest of Mua, west of the Ancient Library, and it will become inaccessible. I'm sure there's an easy way to fix this by editing the tiles on the World Map so you can't land there, which was done for the Advance version, but I don't know how to do that. Can anyone provide some help on this?

87
Game Modification Station / New patch: Dead Hare Glitch fix
« on: July 15, 2015, 12:18:40 AM »
Hi! This patch fixes a logical issue in the game that is actually slightly beneficial, but still completely irrational. Basically, the Nohrabbit that inhabits the plains near South Figaro in the World of Ruin has a habit of countering Fight commands by your party with Cure and Remedy spells. That's not so bad, but here's the rub: if you Fight it with the Scimitar, and it's Slash-kill effect kicks in, the Nohrabbit will die and THEN heal you. This is due to the fact that the Nohrabbit's curing response is triggered by a battle script command that responds to Fight commands, but this doesn't account for being killed by Scimitar. This patch changes the script to work properly in this respect.

EDIT: After being informed that this patch conflicted with Drakkhen's Physical Damage Overflow patch, I've relocated the used free space. Anyone who's downloaded both this patch and Drakkhen's patch will need to reapply them.

EDIT 2: After discovering that this patch neglects any case where the Nohrabbit was killed by a player wielding Scimitar with the Offering or Genji Glove relics, I have reworked it slightly to correct this. Now the patch stops any enemy from counterattacking if it has been removed from the field (i.e. with Scimitar).

EDIT 3: I've now included a patch for a Japanese ROM.

EDIT 4: After C.V. Reynolds so helpfully pointed out that the no-header patch is indeed broken, I have now fixed that issue.

EDIT 5: This patch no longer uses free space.

EDIT 6: GBA port!

88
Hi! Another doubleheader, this time with two bug fixes.

The first requires an undead enemy, a weapon that kills enemies with an X animation, and the Life 3 spell. If an undead enemy is attacked by such a weapon, it automatically revives itself with full HP. If said undead enemy had Life 3 cast on it beforehand, it will die, revive...and then Life 3 will kill it again. You read that right: Life 3, which is supposed to prevent death, can actually make death happen. Needless to say, that won't be the case if this patch is applied.

The second applies to the battle against Wrexsoul. Wrexsoul has an ability called Zinger which targets a party member, then removes Wrexsoul from battle until that party member dies. Meanwhile, you have Wrexsoul's Soul Saver friends to keep you company...and they automatically revive when killed. However, a cheap way to win the battle is to banish the Soul Savers using X-Zone, which will prevent them from reviving for one turn. If Wrexsoul happens to be using Zinger while you do this, there'll be no enemies left and you'll win. This patch makes this cheat impossible.

By the way, I couldn't find a way to make the Killer Life 3 patch work without using up free space. So it uses free space bytes C2/6772-C2/677D.

EDIT: Finally got the Killer Life 3 patch working correctly. All it does now is prevent Life 3 from reviving an Undead entity.

EDIT 2: I've recently made updates to the Dead in the Air fix, including a different algorithm. Since Killer Life 3 conflicts with Dead in the Air, I've now had to update Killer Life 3 accordingly. If you haven't downloaded and applied Dead in the Air, you're good to go. Otherwise, you'll need to download the new version of both patches. Remember to apply Dead in the Air first.

EDIT 3: I've now included a Killer Life 3 patch for the Japanese version of the ROM. I want to make a Japanese patch for Soul Saved as well, but I can't find the monster attribute data in the Japanese ROM in order to make the Soul Savers immune to Instant Death.

EDIT 4: I've now made the Japanese patches for Soul Saved. I've also reduced the size of the Fix B patches by a considerable amount.

EDIT 5: I've now included Fix B patches designed for use with the latest version of "Dead in the Air". "Dead in the Air" should be applied first.

EDIT 6: Due to an update to "Dead in the Air", the compatibility patches needed to be updated; namely, a function using free space needed to be shifted.

EDIT 7: "Dead in the Air" was updated again and that required that function to be shifted again. I'm a bit disgusted with myself for not moving the function all the way over in case this happened, but as a bonus, I've also ported the patches to GBA!

EDIT 8: Killer Life 3 now has GBA patches!

89
Game Modification Station / New patch: Invisible Zombie tweak
« on: June 13, 2015, 10:58:09 PM »
Hi! It's been a while since I uploaded a new patch, mainly because I've already uploaded all the patches I thought I was going to, but this patch now addresses a logical issue noticed by Xenovant, which I've dubbed the "Invisible Zombie". In a nutshell, it is possible for enemies to become Zombified, and they disappear when they do, as if they had actually died. However, they will still be able to attack entities on the battlefield. Even though it matches the behaviour of Zombified party members, the fact that an invisible Zombified enemy can attack is rather illogical, so this patch fixes that behaviour by preventing the Zombified enemy from attacking.

90
Final Fantasy V Research & Development / Monsters die slowly...
« on: June 11, 2015, 12:24:38 PM »
In my opinion, the death animation for most monsters in battle in the SNES version is much too slow. It's a lot faster in the GBA version... I'd love to know how to speed it up in the SNES version, if someone could figure it out...

Also, as a side note, the Final Fantasy Wiki notes that the Dimen spell Mute is bugged to only target the player's party, never the enemies. It also says that it's exclusive to the RPGe version. Details here: http://finalfantasy.wikia.com/wiki/Magic_Bugs#Final_Fantasy_V

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