øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=435e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3588-5.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index3588-5.html.zxD–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>«¾OKtext/htmlISO-8859-1gzip@øÕ«¾ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:21 GMT0ó°° ®0®P®€§²ð®D–h^«¾ Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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436
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 01:24:12 PM »
OK, I see the problem with Narshe's Door. I'll get right on it.

437
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 12:44:38 PM »
OK, Bye Bye Breath has now been updated.

438
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 12:13:54 PM »
OK, it actually looks as though Bye Bye Breath requires the Wild Cat fix. The Wild Cat fix moves a whole bunch of enemy scripts in order to make room for the fix. I'll make a version that doesn't require the Wild Cat fix.

439
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 12:02:04 PM »
I'll look at Bye Bye Breath and how to make it compatible with the Wild Cat fix.

And about Narshe's Door, what exactly is it doing that's broken?

440
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 01:07:03 AM »
congrats on an eventful year!

Thanks! :childish:

minor website corrections:
- 'Uploaded "Bye Bye Breath" patch v1.0.' is listed twice.  change the second.
- there is no "stone_faced" anchor tag, so clicking that rename update does nothing.
- clicking "Leet Sketcher's Anniversary Pack"! scrolls you down slightly too far.  consider moving the anchor tag into the top of the "In honor of..." table cell instead.  Novalia Spirit made the same mistake on his website. :P
- change my website link to: http://assassin17.brinkster.net/

Ah, thanks for pointing that stuff out. I also noticed that I hadn't properly renamed Stone Faced on the website. All of that has now been fixed.

as for Phunbaba, i think having a very strong X-Fighter attack him at 15361+ HP (of 26000 total) can also accomplish the first bug.  i was aware of it as a Blow Fish -learning loophole, but didn't think about it being another path to a full party.

Are you talking about really quickly getting Phunbaba down from 15,361+ HP to 0? Because Square actually had the foresight to add a conditional BabaBreath on just one party member if the player actually manages to kill Phunbaba, and for some reason they also added a "boss death" animation in that scenario. I did think about what would happen if it was accomplished using a strong attacker wearing a Dragon Horn, and I came to the conclusion that because BabaBreath is also triggered on Phunbaba's death (even though you have to fight him again shortly after), it wouldn't be a problem, and by that same logic your X-Fight scenario shouldn't either.

441
Game Modification Station / Re: WIP Patch: Permanent Morph bugfix
« on: May 06, 2016, 12:07:13 AM »
Well, currently five of those pointers jump to RTS, meaning they don't actually do anything. My idea is, instead of relying on the Morph timer depletion function to queue Revert, write a new function that checks to see if various conditions hold, i.e. is the Morph gauge empty, is Terra still Morphed, is she not asleep or Frozen etc. before queueing Revert. Then add a pointer to replace one of those five RTS pointers. In other words, this new function serves as the middle man, and the depletion function queues it instead of Revert.

The mindset is, seeing as how Enemy Roulette always kicks in immediately after someone's turn finishes (assuming the target was determined while something else was going on), treating Revert the same way seems logical.

442
Game Modification Station / Leet Sketcher's Anniversary Pack
« on: May 05, 2016, 11:53:30 PM »
Hi everyone! Happy anniversary to me! I have decided to celebrate by releasing my newest creation: Leet Sketcher's Anniversary Pack! It is basically a collection of all of my previous patches, plus my Headerizer program, plus five brand new patches! I can't post the collection here due to the space limit, but it is available on my website. I also will not post the new patches on the forum, but you can download them either with the collection or individually from my website. These are the new patches:

  • Bye Bye Breath: Fixes two bugs related to Phunbaba's use of BabaBreath
  • Imp Skimp: Improves the game's displaying of Imp status on monsters
  • Morph Mayhem: Fixes some bugs related to Terra's Morph ability
  • Narshe's Door: Fixes the bug that causes the secret cave door in Narshe in the World of Ruin to reclose itself
  • Unequipium: Forces equipment removal event scripts to reload character stats

I am hoping to improve Morph Mayhem in the near future, and I may update some other previously released patches as well. If/when I do, the Anniversary Pack will be updated with the new versions of those patches. However, any new patches I release will not be added.

I want to thank everyone for their tremendous help over the past year, because I seriously wouldn't have made it a whole year without everyone's advice, consultations and requests. Here's to another glorious year of writing patches! :childish:

443
Game Modification Station / Re: WIP Patch: Permanent Morph bugfix
« on: May 05, 2016, 11:43:16 PM »
Yes. Is that a problem?

444
Game Modification Station / Re: WIP Patch: Permanent Morph bugfix
« on: May 05, 2016, 10:40:32 PM »
I notice a bunch of command pointers at C2/1A03 that seem to get called automatically (Enemy Roulette, periodic damage/healing, timed status removal etc.). There are also some pointers in there that just jump to RTS. Maybe you could find a way to leverage one of those RTS pointers.

445
Game Modification Station / Re: Sprite and text box shenanigans
« on: May 04, 2016, 04:35:48 PM »
In Snes9x, and I think higan as well, some enemy sprites go slightly glitchy. If you try it out, you might notice something a bit weird going on with the lower-right Vomammoth in the fourth (or fifth) Magitek battle in Narshe. I don't notice this problem with ZSNES, I think maybe it tries to redraw all the sprites just to avoid glitching, but it also causes sprites to appear over the text box.

:edit:
To be fair, I haven't tried any test builds of Snes9x. I will do that next.

446
Game Modification Station / Re: WIP Patch: Permanent Morph bugfix
« on: May 04, 2016, 09:34:43 AM »
is Bit 3 of that byte indeed unused, or am i overlooking something?

I don't think you are. I've looked through your entire disassembly and bit 3 doesn't seem to be used or altered anywhere.

447
Game Modification Station / Re: New patch: Imp's Retort Bug fix
« on: May 03, 2016, 11:07:40 PM »
:bump: New version.

448
Game Modification Station / Re: WIP Patch: Permanent Morph bugfix
« on: May 03, 2016, 11:01:45 AM »
I'm not sure if Hide status cover all the cases (Escape, BabaBreath, Sneeze, Engulf, Spiraler, Pep Up...any others?) but it does offer a convenient opportunity to check for the Freeze status at the same time, which I think makes sense.

I think it will cover all of those cases, but I also think it will include Jump, which we don't want.

Speaking of the Morph gauge being affected by other things than Stop and Quick - if we're arguing that time stoppage should pause the Morph gauge, then I think a case could be made that it should be similarly affected by Haste and Slow, being time magics and all. Thoughts?

I had the same thought. I don't know if that's strictly necessary, but I do agree with that sentiment for the sake of consistency.

449
Game Modification Station / Re: New patch: Chance Offering Bug fix
« on: May 02, 2016, 11:31:38 PM »
This is what tells me it's a bug, although the bugginess of the Dice weapons in this regard is also mentioned elsewhere on the wiki, so in fact I wasn't even aware that Atma Weapon and Valiant Knife had the same problems. I'll try and fix them within the next few days.

450
Game Modification Station / Re: WIP Patch: Permanent Morph bugfix
« on: May 02, 2016, 05:08:38 PM »
Something like that, yeah.

:edit:
The only problem with that solution, now that I think about it, is that the value in the accumulator isn't preserved by Function 1211, which means you might end up screwing up some of the checks that come after.

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