øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=420e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index43e8-5.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index43e8-5.html.zxD–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>Õ®OKtext/htmlISO-8859-1gzip8:ÖÕ®ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:21 GMT0ó°° ®0®P®€§²ð®C–h^ÇÕ® Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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421
Game Modification Station / Re: Quick Megafix topic
« on: May 12, 2016, 07:51:26 PM »
I've just tested, no hang. :)

422
Game Modification Station / Re: Quick Megafix topic
« on: May 12, 2016, 06:51:01 PM »
- can BabaBreath happen during Quick with your patch applied, now that it's in a FC 1C block (iirc)?

It probably can. I know that violates the nature of Quick, but I think it's acceptable for two reasons. One, the battle is supposed to end immediately after BabaBreath is used. Two, Phunbaba is supposed to use BabaBreath twice after being hit below 15,360 HP, but he only does it once if the player manages to kill him from above that threshold. The combination of those things means that, if my patch is applied, players can't use Quick plus a hefty attacker or Ultima in order to easily perform a swift kill on Phunbaba to avoid losing a second party member.

The only possible drawback I see is that the Quick variables may not necessarily be cleared, which would lead to a game hang after Terra joins in. I hope that's not the case because Square probably accounted for the possibility of winning during the first Quick turn, so the Quick variables would have been cleared in that case, but I could be wrong.

423
Game Modification Station / Re: Quick Megafix topic
« on: May 12, 2016, 06:37:10 PM »
so maybe there's some step(s) taken in Function C2/20DE to allow Quick compatibility that Smoke Bomb lacks?

I think you're right on the nose. That's the fleeing function, and it actually explicitly calls the "remove entities" function. Smoke Bomb marks entities to be removed from the same place in code as BabaBreath, which does not have an explicit call. I believe Engulf, Escape and Sneeze do the same thing, but none of those are affected because none of them can happen during Quick.

424
Game Modification Station / Re: Quick Megafix topic
« on: May 12, 2016, 04:55:05 PM »
Quote from: Assassin
Quote
#133

Summon Palidor, and have someone cast Quick before everyone could drop down; have that person use a Smoke Bomb on his first of two turns. Those in mid-air won't escape, and Quick won't be broken, which situation results in a game hang.
a test shows this bug isn't dependent on using Palidor; it also happens if I simply have one character use Jump. figured it's worth noting, given that Palidor has its own cans of worms (dicking with the action queue, toggling all sorts of flags) that normal Jump doesn't.

I'm curious as to why this is the case, because as I recall Smoke Bomb marks all affected entities to be removed from battle. The function that does the removing also clears Quick if that entity was removed. Is the "remove marked entities" function somehow not being called?

425
I'm sorry, what does any of this have to do with rods and spells? :offtopic:

426
Game Modification Station / Re: Patch Idea: Gau's Catharsis
« on: May 11, 2016, 10:00:50 PM »
How about, instead of the game randomly choosing a command, the player gets to choose?

427
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: May 11, 2016, 02:50:14 PM »
I don't agree with all of the "Gau" changes. To me, they seem more like simple exclamations than anything to do with him or his name.

How about this change instead?

2944: Kue to Kweh (the sound a Chocobo makes)

428
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 07, 2016, 01:16:19 PM »
Another problem along the same lines, my "Banon Riding" patch messes up everyone's sprites up to and including Banon in the sprite editor, and probably most other sprite editors. That does indeed tell me that the pointers are all hardcoded in FF3usME.

429
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 07:15:43 PM »
Oh, that's perfectly fine. At least you're not being a troll. Your criticism is constructive, it's been very helpful, and I thank you for it.

430
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 06:40:26 PM »
OK. I'll put a warning on my website then.

431
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 06:26:24 PM »
I don't mean to blame-shift here, obviously the problem is that my patch adds a bunch of FFs in the middle of the battle scripts bank. But I have to say I'm not completely satisfied with FF3usME, although it's a great editing tool, it has multiple flaws including the one you just mentioned. My ROM has a lot of manually-edited dialogue and dialogue pointers, so I already can't use FF3usME to edit dialogue anymore because of that. I feel like Lord J should update FF3usME to allow for manual changes like these at some point. Either that, or I'll write my own editing program at some point. I know FF3usME hasn't been updated in over four years, so maybe Lord J's retired by now.

The point is, I'm not inclined to over-inflate my patch just to add compatibility. There is an included code index, so alternatively you can make the script changes manually in FF3usME, and then there's just one assembly code byte to fix using a hex editor.

432
Game Modification Station / Re: New patch: Imp's Retort Bug fix
« on: May 06, 2016, 05:49:20 PM »
Not that I know of, but I needed to clear up the free space to make room for Morph Mayhem, which now uses most of that same free space.

433
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 05:48:25 PM »
I'm not seeing that problem with the missing byte. You were probably seeing it before because you were applying the version that was writing the battle scripts one byte later, to a ROM that didn't have the "Wild Cat" bugfix, so the F1 byte got overwritten.

434
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 01:45:14 PM »
It was actually inapplicable. I used RLE encoding to apply a bunch of FEs in a row, but I used one too many zeroes in the RLE.

435
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: May 06, 2016, 01:31:09 PM »
OK, Narshe's Door is now fixed.

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