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Imzogelmo

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Remaining bugs in FF3us
« on: February 11, 2017, 09:23:32 PM »
There are a great many bugs in FF3us, and certainly there are a lot of them with fixes available. For this thread, I'd like to discuss those bugs which do not yet have a fix. Some will have obvious solutions, and others may have debatable ones, and there may even be some that we still don't know enough about.

So, I'll get the ball rolling. Novalia Spirit's bug #5, Shadow's shadow, seems to need an additional event bit check on the map load event. While the cafe has a check for the fight of Vargas, the outside map does not have that check. I believe that adding that bit into the map load event should resolve the issue.

EDIT (Rolling List):

  • Shadow's shadow - Needs to check event bit
  • Returners' White Cape chest - possibly a map tile edit
  • Zone Eater's Belly doorways - possibly convert event triggers to exit triggers
  • Dead Terra at Returners' Hideout - Need event edit to restore Terra
  • Event-based Doors - (could possibly generalize this to all event-based map edits) - Need to make map load events match the regular events once triggered
  • Solitary Island Beach - Game may be using palette to determine priority over water; need to fix for characters and not mess up fish
  • Non-standard Battle Endings - Needs to call some routines to clean up pending items and morph timers, possibly other things
  • Setzer Hates Birds - possibly edit spell animation scripts (or the commands themselves) to make them aware of Slot-casted Esper attacks and adjust formation accordingly
« Last Edit: February 12, 2017, 11:39:26 AM by Imzogelmo »
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: Remaining bugs in FF3us
« Reply #1 on: February 11, 2017, 11:29:43 PM »
I've found a way to fix the graphical error that allows the player to see clouds through the doors in the Fanatics' Tower. It involves some tileset editing, which can be done in Zone Doctor or FF6LE.

I've also found a way to fix the door-opening errors in the South Figaro clock basement and the first floor of the Tower. Basically, the way it's done in the game is, if a certain event bit is set (e.g. the "You wound the clock" bit), a section of the map is changed upon loading of the map. The way to fix it is, instead of doing that, change the normal version of the map to what it would be after the event bit is set, and change it back if the event bit is clear instead of set. This is also doable in Zone Doctor or FF6LE, and I want to make a patch to fix both of these, but I want to do it in a way that doesn't involve rewriting the whole section of map data, which Zone Doctor has a tendency to do. I think all that's really required is to just change a few bytes where the changed tiles are supposed to be, but I don't know which bytes those are.
« Last Edit: February 11, 2017, 11:37:38 PM by 13375K31C43R »
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Imzogelmo

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Re: Remaining bugs in FF3us
« Reply #2 on: February 11, 2017, 11:55:38 PM »
Basically, the way it's done in the game is, if a certain event bit is set (e.g. the "You wound the clock" bit), a section of the map is changed upon loading of the map. The way to fix it is, instead of doing that, change the normal version of the map to what it would be after the event bit is set, and change it back if the event bit is clear instead of set. This is also doable in Zone Doctor or FF6LE, and I want to make a patch to fix both of these, but I want to do it in a way that doesn't involve rewriting the whole section of map data, which Zone Doctor has a tendency to do. I think all that's really required is to just change a few bytes where the changed tiles are supposed to be, but I don't know which bytes those are.

I'm wondering what difference it makes which map is default (or does it?). Events can easily check for set or clear event bits, and map reloads are necessary to reflect any changes. But I haven't really studied those in detail. There is a similar situation in the Serpent Trench cave, where a tile of water remains if you drain the pool and then access the menu; i.e., the map load event does not completely rewrite the affected pool area in the same way the live event does. In PB, we changed the map reload event's tile replacement, which fixed that issue. It does need a standalone patch, though. I'm just wondering if the same kind of fix can be done with the South Figaro basement.
« Last Edit: February 12, 2017, 12:21:02 AM by Imzogelmo »
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: Remaining bugs in FF3us
« Reply #3 on: February 12, 2017, 12:37:26 AM »
I'm wondering what difference it makes which map is default (or does it?).

I don't know how it really works, either, but somehow it seems to have something to do with the fact that the map change creates a door. My fix means a door is sometimes removed as opposed to sometimes created. My experience is, without the fix, not only does the map get messed up when you return from the Main Menu after opening the door, but the door also gets closed. With the fix, the map doesn't get messed up and the door stays open.

By the way, I know there's still a bug in Zone Eater's belly, which you can see in this video; I currently don't know how to fix it.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

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Re: Remaining bugs in FF3us
« Reply #4 on: February 12, 2017, 01:21:26 AM »
Here's another one I just found... sigh... :sad:
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Imzogelmo

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Re: Remaining bugs in FF3us
« Reply #5 on: February 12, 2017, 01:37:16 AM »
I was aware of the Zone Eater one, although I've never done it myself. I also have no idea how to fix it.

There are a pair of bugs, specifically the ones triggered by using Slot -> Magicite -> Palidor/Phoenix (which will cause an extra step forward/backward), that I think could be fixed by re-doing some of the animation commands. I don't know enough about that area of code to tell for sure, but it's worth investigating.

EDIT: There's one where the beach on the Solitary Island covers Cyan and Umaro, but not others... I have no idea about fixing that one either.

EDIT 2: And that White Cape chest in the Returners' Hideout-- I'm not sure how to control the openable-directions of that.
« Last Edit: February 12, 2017, 02:08:32 AM by Imzogelmo »
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: Remaining bugs in FF3us
« Reply #6 on: February 12, 2017, 01:59:03 AM »
Actually, looking at the map data in Zone Doctor for Zone Eater's belly, it turns out the "exits" at either end of the falling ceiling bridge aren't actually exit fields, they're event triggers. Which means we could probably fix this by replacing them with exit fields and putting event triggers at the entrances to the rooms where they come out.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

magitek

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Re: Remaining bugs in FF3us
« Reply #7 on: February 12, 2017, 04:11:32 AM »
Here's one that's more of an event oversight.
If Terra is dead before entering the Returner hideout and meeting Banon for the first time, she stays dead even after resting before she's supposed to go around and talk to everyone. Before you tell Banon you want to be the Last hope for the Returners, you can venture back out to the field with only Terra and she still has zero HP, so if you enter battle it is game over.


And another bug with non-standard battle endings:
If Terra is Morphed when Gau returns from battle, her sprite will change back to normal (without ending Morph). In this case, the supply will not be updated, unless her Morph timer runs out before Gau starts talking; she will then perform Revert and the Morph supply will be updated correctly.

Non-standard battle endings are their own can of worms because they seem to skip over several routines which are supposed to run when a battle ends. With Banon dying, it's not much of an issue since it triggers a game over anyway, but Gau Leaping or returning can cause item loss. When an item is selected for use, it is removed from inventory immediately. If that turn is canceled because the battle ends, the item is supposed to be returned to inventory. In the case of Leaping/returning Gau, that doesn't happen. I assume it's the same if Banon dies, and possibly with other battles ending via event, such as Kefka in the imperial camp or on the bridge, or sketching Ultros 3.
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Xenovant

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Re: Remaining bugs in FF3us
« Reply #8 on: February 12, 2017, 09:58:36 AM »
Quote
So, I'll get the ball rolling. Novalia Spirit's bug #5, Shadow's shadow, seems to need an additional event bit check on the map load event. While the cafe has a check for the fight of Vargas, the outside map does not have that check. I believe that adding that bit into the map load event should resolve the issue.

Or you could set the scene as "seen" after you fight Vargas (the event bit 00A/81:2). I fixed it this way.

Quote
EDIT 2: And that White Cape chest in the Returners' Hideout-- I'm not sure how to control the openable-directions of that.

DarkMage fixed it by moving the chest to a different tile, with ff6le.

Quote
EDIT: There's one where the beach on the Solitary Island covers Cyan and Umaro, but not others... I have no idea about fixing that one either.

Quote
If Terra is dead before entering the Returner hideout and meeting Banon for the first time, she stays dead even after resting

I didn't know about these ones.


Quote
I've also found a way to fix the door-opening errors in the South Figaro clock basement and the first floor of the Tower.

I fixed this one with just event editing, by replacing the messed up portion on area load (not just the door part), the bad part is the door is closed again if you enter/exit the menu.

Quote
f Terra is Morphed when Gau returns from battle
It also happens with imped characters, and it always buggered me. As you say, non-standard battle endings are a can of worms, and we should be very careful if we add those battle-end routines, we could break something.



EDIT: It seems the one at the beach also happens with shadow, mog and setzer.
« Last Edit: February 12, 2017, 11:00:06 AM by Xenovant »

Imzogelmo

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Re: Remaining bugs in FF3us
« Reply #9 on: February 12, 2017, 11:05:58 AM »
Shadow, Mog, Setzer, Cyan, and Umaro.. what's the commonality there..?
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.

Xenovant

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Re: Remaining bugs in FF3us
« Reply #10 on: February 12, 2017, 11:20:22 AM »
The palettes? They  use the palettes 4 or 5. The fishes use the palette #4. Could it be that the game puts underwater the characters with palettes 4 or greater?

Lenophis

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Re: Remaining bugs in FF3us
« Reply #11 on: February 12, 2017, 11:21:51 AM »
That is exactly what the game is doing, or at least, that is what Novalia and I suspect what is going on. We were talking about that bug some years ago, though a fix was never realized.

119 bugs fixed and counting.

Imzogelmo

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Re: Remaining bugs in FF3us
« Reply #12 on: February 12, 2017, 11:25:39 AM »
So the game is using palette as a surrogate priority-check? That almost seems like it would have to be hard-coded somewhere.
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.

Xenovant

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Re: Remaining bugs in FF3us
« Reply #13 on: February 12, 2017, 11:36:54 AM »
Thanks, Lenophis,  for confirming it, at least we have now identified the problem.

TheNattak

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Re: Remaining bugs in FF3us
« Reply #14 on: February 13, 2017, 01:07:27 PM »
I've also found a way to fix the door-opening errors in the South Figaro clock basement and the first floor of the Tower.

Thank you so much! I've spent hours before trying to get this one fixed.
So now I'm wondering which tile is the one to stop the clouds from being shown in the door?
« Last Edit: February 13, 2017, 02:39:45 PM by TheNattak »