øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.690e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index41c7-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index41c7-2.html.zxÇ$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0PdBOKtext/htmlISO-8859-1gzip8:ÖBÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:54:07 GMT0ó°° ®0®P®€§²ð®Æ$h^ÿÿÿÿÿÿÿÿ}+B FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #690 on: March 19, 2015, 10:11:47 PM »
Hmm...

EDIT: At first I thought there was an issue with assassin's "Some MP changes don't update menus fix" version 0.20 patch, since randomly I'm seeing a "Need MP" message when I try to cast a spell. I applied the anti-patch and for a while in my subsequent playthrough I didn't see an issue, so I figured that was the problem.

But now I'm seeing an issue in the Locke scenario where I hit the spring in the cave to fill up Celes's MP, cast a MT Ice spell (5 MP cost), and her MP drops from 116 to 11. If I cast Imp (10 MP), it drops from 116 to 14. But it only seems to happen after I use the spring...if I sleep in Sabin's cabin, I still occasionally get the "Need MP" message, but the MP total doesn't go crazy when a spell is cast.
« Last Edit: March 19, 2015, 10:47:48 PM by darkmage »

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #691 on: March 20, 2015, 06:27:07 AM »
does she have Rune Edge on?  did you use Elixir in the screwy battles?

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #692 on: March 21, 2015, 12:44:57 PM »
No to both. I've taken off all the new patches I put on, and am applying them one at a time to see which one is the problem.

TheNattak

  • Garula
  • *
  • Posts: 203
  • Gender: Male
  • Mike
    • View Profile
    • Return of the Dark Sorcerer
Re: FF6 Improvement Project
« Reply #693 on: May 02, 2015, 05:31:19 AM »
Multi-Steal fix 1.01 (Imzogelmo) -- I noticed today this patch breaks the Steal for monsters function. The monster, when stealing from a character will always receive the "Couldn't steal" message no matter what. It will never successfully steal GP from the characters/party. Posting this here since it's included in this patch. Tested on a clean ROM as well to make sure. Looking at the code, there may be some branches that are off.

As far as I can tell,
C2/39B2 should be F0 50 BEQ $3A03
C2/39C1 should be 90 41 BCC $3A03
C2/39D6 should be B0 2C BCS $3A03
C2/39E7 should be F0 1B BEQ $3A03

I think those branches might be off by 3 bytes each. Seems to have fixed it up anyways...
« Last Edit: May 13, 2015, 06:47:12 PM by TheNattak »

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #694 on: May 03, 2015, 01:31:44 AM »
^ those edits seem to involve the character steal function, not monster steal.

TheNattak

  • Garula
  • *
  • Posts: 203
  • Gender: Male
  • Mike
    • View Profile
    • Return of the Dark Sorcerer
Re: FF6 Improvement Project
« Reply #695 on: May 03, 2015, 01:40:37 PM »
Yeah true, but it seems to solve the issue with the monster not being able to steal lol. Maybe it branches to that code in there? Or uses some of the function, I'm not sure.
« Last Edit: May 13, 2015, 07:05:36 PM by TheNattak »

TheNattak

  • Garula
  • *
  • Posts: 203
  • Gender: Male
  • Mike
    • View Profile
    • Return of the Dark Sorcerer
Re: FF6 Improvement Project
« Reply #696 on: May 13, 2015, 07:11:23 PM »
Sorry, I was wrong about those branch edits I listed, the only branch that is incorrect I'm pretty sure now is this one (from the patch documentation):
C2/39A8: B0 62       BCS $3A0F   (Branch if monster)

In the actual code however, it is set to 5A, and that would branch to the' if no items to steal' instead of 'steal for monsters'. So that may be a mistake.

But 62 is wrong also, that would make it freeze. 65 has it branch to the steal for monsters, fixing up the monster GP steal issue.

So B0 65 at C2/39A8

13375K31C43R

  • Ultros
  • *
  • Posts: 675
  • Gender: Male
    • View Profile
    • Leet Sketcher's Final Fantasy III Patches
Re: FF6 Improvement Project
« Reply #697 on: May 26, 2015, 01:24:13 AM »
I've discovered that one of these patches - I'm not yet sure which one it is at this point - disables the "Sabin remembers how to Blitz" event when fighting Vargas. It's not a problem with Vargas's battle script - just, for some reason, the event never gets triggered. Sabin is supposed to remember how to Blitz when Vargas's HP is 10,368 or less, but...it never happens.

So far, I've found this problem isn't caused by Manuloewe's bugfix patch or Assassin's "Control attacks ignore MP cost fix" patch, and I'm pretty confident it's not caused by any of the patches I've made. I'll keep trying patches to find the problem, but if anyone else knows anything about this, let me know.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #698 on: May 26, 2015, 01:47:58 AM »
iirc, it's Master ZED's FC 05 fix, and Hollywood Narrator aka C.V. Reynolds came up with a script remedy for it.

13375K31C43R

  • Ultros
  • *
  • Posts: 675
  • Gender: Male
    • View Profile
    • Leet Sketcher's Final Fantasy III Patches
Re: FF6 Improvement Project
« Reply #699 on: July 18, 2015, 02:05:53 PM »
iirc, it's Master ZED's FC 05 fix, and Hollywood Narrator aka C.V. Reynolds came up with a script remedy for it.

Ah, thanks. Now it's working. But I hope the patch didn't ruin any other scripts...

So I found the culprit causing the Row window issue, and it wasn't the patch I expected...the Esper Battle Menu fix is causing this issue on a clean FF3us 1.0 headered ROM.

It's these 3 bytes here that is causing it. 
C2/DE93: 02 04        COP $04
C2/DE95: 00

They are changed to: 8C 03 8F with the patch, for whatever the reason may be. (Leno?)
Changing them back seems to keep the Esper Battle Menu fix intact, and fixes the window, so that's good.

I found the reason. It only applies to the headered version of the patch because it fails to make the adjustment for the header, meaning either patch works correctly on a non-headered ROM (although the reverse patches don't have this problem). The non-headered patch changes 2E093-2E095 (C2/E093-C2/E095), and the headered patch is supposed to change 2E293-2E295 (C2/E093-C2/E095) accordingly, but instead it changes 2E093-2E095 (C2/DE93-C2/DE95).
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #700 on: October 31, 2015, 08:57:53 AM »
Soooooo

Where are we at on this

I still get lots of requests for a definitive version of the original FF6 on SNES

we still have yet to have something like that (even among rereleases from SE themselves)

This project came the closest. Anyone have a working build?

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #701 on: January 29, 2016, 10:08:35 AM »
Soooooo

Where are we at on this

I still get lots of requests for a definitive version of the original FF6 on SNES

we still have yet to have something like that (even among rereleases from SE themselves)

This project came the closest. Anyone have a working build?
Not yet. I got so frustrated looking into the new bugs introduced by patches that I pushed this project away. Now I want to get this done and out there for you guys to play with. The new Opera scene runs so smoothly, with or without the translation, that it's a crime not to have people seeing it.

But I'm going to need help sorting out where the issues are, still. And it looks like we may have new challengers in the arena!

iirc, it's Master ZED's FC 05 fix, and Hollywood Narrator aka C.V. Reynolds came up with a script remedy for it.

Ah, thanks. Now it's working. But I hope the patch didn't ruin any other scripts...

So I found the culprit causing the Row window issue, and it wasn't the patch I expected...the Esper Battle Menu fix is causing this issue on a clean FF3us 1.0 headered ROM.

It's these 3 bytes here that is causing it. 
C2/DE93: 02 04        COP $04
C2/DE95: 00

They are changed to: 8C 03 8F with the patch, for whatever the reason may be. (Leno?)
Changing them back seems to keep the Esper Battle Menu fix intact, and fixes the window, so that's good.
Awesome work, Leet Sketcher! (Hope you don't mind if I don't recreate the 1337 version :) )

I visited your page, and you've made more work for me now - so I hope I can call on you for help.

I know a bit of assembly, but I don't have a "proper" hacking pedigree. The most I've done on my own is graphics and text hacking - I haven't delved into palettes or routines, or come up with engine changes completely on my own. So while I have enough expertise to bring different mod patches together and (mostly) make them work, I couldn't do what Lenophis and Co have done to make Pandora's Box.

In my first post, I have a list of the changes I have made, as well as the list of patches I'm trying to implement. Some of the patches are causing issues that wouldn't happen on their own - but I'm putting so many together, and some are either using the same space as other patches, or are trying to modify routines that have already been modified. I'm not as familiar with the routines as some - so I'm not sure exactly where the conflicts I'm running into are occurring, or why.

To make matters more complicated, my translation takes so much more space than the original script that I have to expand the ROM using FF3usME, which is almost certainly breaking some dialogue-related patches since all the pointers change.

I plan to make a diff list based on the current one floating out there that will also have the exact changes being made by each patch. That way there's a clearer view of what's being done, where. Once I have that done, I would need someone to vet the changes and see what should be happening as opposed to what is happening. If I can get that, and make the appropriate changes to resolve conflicts, then I can release this project and hopefully it will be stable enough for people to use as a base for their projects.

tl;dr - It isn't dead, but it's been on life support. Hopefully with some professional help, we can get it back on its feet!

Charriu

  • Mist Dragon
  • *
  • Posts: 4
    • View Profile
Re: FF6 Improvement Project
« Reply #702 on: April 29, 2016, 03:17:11 PM »
Really appreciate the time and work you put into this.

Unfortunatly I have to ask what the status of this project is.?
Also were would I get the current version? So far I've found 1.07.

Really would love to see this opera.

Piotyr

  • Mist Dragon
  • *
  • Posts: 1
  • Gender: Male
    • View Profile
Re: FF6 Improvement Project
« Reply #703 on: May 09, 2016, 02:10:53 AM »
This seems like such a great project! I've been researching 2 days straight about what the best final fantasy 6 translation is and this seems great! I want you to know you have another guy watching this and hoping :). I would love to talk to you about your work on the translation side sometime!

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #704 on: May 24, 2016, 01:23:54 PM »
Really appreciate the time and work you put into this.

Unfortunatly I have to ask what the status of this project is.?
Also were would I get the current version? So far I've found 1.07.

Really would love to see this opera.

I have a version that was edited by another user but I dont know if its any more stable that 1.07

I can post in anyways if you guys would like

https://drive.google.com/file/d/0BwIwaqrIOEBeNDhHQnlEcjIxN2M/view?usp=sharing