øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=525e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index46f7.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index46f7.html.zxF–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>мOKtext/htmlISO-8859-1gzip@øÕмÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:23 GMT0ó°° ®0®P®€§²ð®E–h^ÿÿÿÿÿÿÿÿ­м Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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526
So, I found out what those other changes were for, and indeed they have nothing to do with the bug the patch fixes. In addition to fixing the bug, the patch will modify a couple of the properties of the spells Sun Bath and El Nino, and add Sun Bath to the Control commands list for the enemy HadesGigas. Why that was included in his patch is beyond me, but...you've been warned.

527
Game Modification Station / New patch: Y Equip Relics
« on: April 17, 2016, 11:50:24 PM »
Hi everyone! I requested this patch yesterday from whoever felt like writing it. Turns out I felt like writing it and I was able to come up with a solution for it, so...here it is. This patch lets you switch between the Equip and Relic menus for a character by pressing the Y button.

:edit: April 24, 2016
Fixed a bug that caused the "new" stat values to go all screwy after using the Y button to switch between menus.

:edit: December 19, 2016
This new version of the patch does not use any free space. There are plenty of widespread edits to pointers and jumps due to relocated functions, though, so hopefully there are no conflicts. Also, now that this doesn't use any free space, I was able to construct patches for the SFC version as well. IMPORTANT NOTE: All of my patches that are compatible with the SFC version are also compatible with RPGOne's translation v1.2b, except this one. I've added a separate set of patches for RPGOne.

528
Hi everyone! I remember saying a while back that I wanted to make an alternate fix for the event bug that allows Shadow to leave the party in Narshe even if he's the only member, thereby freezing the game. Imzogelmo's patch is great, but I think my fix would be a bit more puristic. I plan to make my fix by modifying Imzogelmo's patch to make my solution work, but after taking a close-up look, I've noticed a few changes made by the patch that aren't mentioned in the documentation. Here's what I see:

  • C4/0434, C4/0439, C4/043E: These appear to be somehow related to event triggers/pointers, which I guess needed to be updated to accommodate movement of one or more functions.
  • C4/7054, C4/705D, C4/70D2: Magic data...? Um, what? What does that have to do with this?
  • CF/3E4F: According to Lord J's offset list, this apparently has to do with some enemy's "Control" commands list. Again, what? Why would you have to change that in order to fix this event?

I don't know if Imzogelmo used a program that made the patch based solely on the differences between ROMs with and without the fix, and accidentally included too much, but whatever it is, I can only see some of this stuff as being out of place. I need clarification.

529
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 13, 2016, 04:54:00 PM »
To be clear, did you apply Novalia Spirit's "Shadow Chupon" patch or mine? Because mine was determined to have problems and even if I fixed them, it's only useful if you hack Chupon's name to be longer. My guess is you applied Novalia Spirit's.

Also, great work!

530
Yes, I've now tested this and I'm getting the same thing. In my mind it's not as bad as the rest of Chupon's name appearing after Shadow's name, but I thought this would fix it. Maybe what I should do instead is print Shadow's name followed by four spaces.

531
Game Modification Station / New patch: Shadow of Chupon Bug fix BETA
« on: April 13, 2016, 12:37:39 AM »
Hi everyone! Here's a patch that was requested of me by Gi Nattak. Novalia Spirit did an OK job fixing the bug whereby Shadow's name is displayed above Chupon's when you confront him in the Colosseum, except there's one thing he didn't account for: differences in name length. If you give Shadow a name that is shorter than six characters, the rest of Chupon's name will appear next to it. For example, "Bob" becomes "Bobpon". This patch supposedly fixes both problems, but I'm giving it a beta designation because I'm not currently in a position to test it, or ensure that it doesn't break something else. It shouldn't, but if there's anything at all wrong with it, let me know immediately.

532
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 12, 2016, 02:27:51 PM »
My idea would be to write a program that takes a ROM and lets you choose what to change with a wizard. As in, the first page might be, "Choose which of the following bugs you want to fix" and there would be checkboxes for stuff like the Sketch Bug, Vanish/Doom, Evade etc. The second page might ask if you want to fix the Multi Runic bug (see Lenophis's "There can be only one!" patch) with algorithm A or B or C or whatever, then another page for Zombie/Rippler and another one for Zombie/Tapir, then one for dialogue fixes (e.g. Banon's line in the Returners' meeting, my "Gerad and Sabin" patch), etc. Something along those lines.

533
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 09, 2016, 06:59:04 PM »
I would. It's a worthwhile project in my opinion, if a bit ambitious. The biggest problem with it, though, is that there are some bugs for which multiple different bugfixes exist. For example, my Zombie/Rippler fix has three different algorithms to choose from for healing the entity that loses Zombie status. Also, I know that there are some patches that aren't available anymore, specifically Novalia Spirit's.

534
If you need permission, I can give it to you.

535
Game Modification Station / New patch: Magitek Madness
« on: April 08, 2016, 04:55:11 AM »
Hi everyone! After months of trial and error, I've finally found a solution to one of the graphical bugs that's been so prevalent on my mind. This patch occurs when Doom is cast on a character wearing Magitek Armor. Their soul will be dragged off to the great beyond by the Grim Reaper...but its legs will be missing. The reason for this is that the soul is taken from the same location in VRAM as the sprite you normally see on the screen. Therefore, I fixed this by making the Doom animation copy the character sprite to another location with its legs. To ensure the usual synchronicity between the two sprites, I had to repurpose the RAM address 7E:64BA. Normally it kept track of whether the characters were in Magitek Armor in battle, and it still does, but now it also has another bit that is only set during the Doom animation.

NOTE: This patch also fixes the Vanish/Magitek bug which has already been fixed by my Side Saddle patch; however, if both are applied, this patch will be rendered useless. Thus, to apply this patch, you'll have to either remove Side Saddle or apply the included compatibility patch. If you have not already applied Side Saddle, ignore this.

:edit: April 29, 2016
Fixed a wrong instruction.

:edit: March 18, 2017
Previous version didn't account for the possibility of Doom being blocked by a shield; during my playtesting, Fight VRAM was messed up. This version sets it straight. It also adds a JSR that I didn't know I needed before.

536
Submissions / Re: FF3us - 255 hours on timer
« on: March 30, 2016, 09:20:06 PM »
I see that for purposes of spell menus, there are four bytes in RAM containing data for each spell at 7E:208E-7E:2091. $208E contains the spell ID, $2090 contains the aiming data and $2091 contains the MP cost...any idea what $208F is used for? I see it being used in a couple of places in bank C1, specifically bit 7, but I can't seem to debug it, nor can I find any place in the code where it's populated with any value.

537
Game Modification Station / Re: Scrambled Soldier
« on: March 29, 2016, 03:03:38 AM »
There's more that I've discovered. First, yes, going to the Main Menu does fix the soldier's sprite. Second, I've discovered that if you move Terra around while the soldier is all glitchy like that, the "Terra" portion that you see actually changes to match what her sprite looks like. The rest of the glitchiness looks like Sabin, so presumably you'll see similar results if he's one of the frontmen and you move him around.

538
Game Modification Station / Scrambled Soldier
« on: March 29, 2016, 12:19:31 AM »
I don't... I can't... J-Just look at this guy! Look at him! Does that look normal to you?! That, my friends, is supposed to be an Imperial stormtrooper.

Here's how you recreate this: just move your parties into the corner like I have. And apparently you have to do it within a certain amount of time, because when I fiddle around for long enough the soldier appears normal. No restriction on who goes in what party or who you leave out entirely (yes, you actually CAN do that).

By the way, switching parties will change that soldier's onscreen graphics to make him look normal, as will the eventual fade out when he reaches Banon. I think going to the Main Menu will also work, but I haven't tested that.

539
Final Fantasy V Research & Development / Two Galufs
« on: March 26, 2016, 12:05:07 AM »
I haven't seen much discussion about the "two Galufs" bug during Galuf's period of mourning Zeza's death after the Barrier Tower's destruction. It's already been fixed in the GBA version, so it seems like it should be fixable in the SFC version also. Is there already a patch out for it?

540
Final Fantasy V Research & Development / Re: Monsters die slowly...
« on: March 26, 2016, 12:02:31 AM »
To me, the slowness doesn't look to be related to the code. I think the problem is that the frame delay within the dissolve animation is too high. I've discovered that there are eight overall transitions in the "dissolve" part of the animation, and each one takes eight frames, so it takes 64 frames in total; at 60 frames per second, that's 1 1/15 seconds. That's what I think we need to speed up. In theory, we can get this down to 2/15 of a second.

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