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Author Topic: FF6 Selectable Blitz/SwdTech Patch  (Read 4565 times)

LightPhoenix

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FF6 Selectable Blitz/SwdTech Patch
« on: December 14, 2013, 04:26:15 PM »
There's not overly much to say here - the patch does exactly what it says in the title.  Ronnen's original MenuBlitz patch contained a fatal error - it overwrote pointers (3B/3C) used in the in-battle text display code.  This patch avoids that.  Additionally, it allows for SwdTech to be selected as well.

I think the more interesting thing I've done here is made the code more generic.  A lot of the menu code is duplicated between skills, using different pointers.  I made an effort here not just to copy functions, but make them generic.  With a little work, this could be extended to free up more ROM in C1 and C3 by converting similar skills (Dance, Tools, Magitek) to use this system.  It is for all intents and purposes completely inline, so it shouldn't conflict with most other patches.

There is one minor bug: if you have Gogo equipped with Blitz and Tools, the might be some minor recall issues with the cursor.  This shouldn't affect the actual usability of Gogo or either skill.  I have not tested this extensively.

I've included the assembly, and an IPS patch for versions with and without a header.  IPS patches were created with Final Fantasy III (U) (V1.0), CRC32: A27F1C7A.  I'll be keeping an eye on the thread, so let me know if there are any issues.

[UPDATE] Fixed a bug in which I foolishly forgot to uncomment something.  As a result, Dance probably would crash the game.  Oops.  Please redownload and make sure you have version 1.1.  Also, please leave any bugs here, I do check this thread.
« Last Edit: January 25, 2014, 01:59:24 PM by LightPhoenix »

DrROBschiz

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Re: FF6 Selectable Blitz/SwdTech Patch
« Reply #1 on: December 26, 2013, 06:49:20 AM »
Wow NICE

Definitely gonna log this one!

koala_knight

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Re: FF6 Selectable Blitz/SwdTech Patch
« Reply #2 on: December 26, 2013, 07:16:28 PM »
Sweet. Totally gonna use this.

Question. You mentioned that the other 8 skill commands can be adapted for use with this. If this were done is the targeting of those skills be affected? If not then it might be a great idea to go ahead and adapt those commands and document all the space that is freed up in the readme file.

LightPhoenix

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Re: FF6 Selectable Blitz/SwdTech Patch
« Reply #3 on: December 27, 2013, 01:18:24 PM »
Thanks for the kind words!  I'm more familiar with FF5 hacking, but I was playing FF6 and remembered how much I disliked using Sabin and Cyan (Setzer too) for their skills.  I wanted to get a little bit of familiarity with FF6 hacking, and decided this was a decent way to start out.

To answer your targeting question koala_knight, I decided early on I wanted to emulate the non-targeting of the original SwdTech and Blitz.  So there's no special provisions to handle targeting in the code right now.  So it would require a bit of handling to determine the cursor targeting.  That said, I'm sure there is code in some of the other abilities (Lore and Magic especially) to handle it.  I don't think it would be difficult to add.

koala_knight

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Re: FF6 Selectable Blitz/SwdTech Patch
« Reply #4 on: December 27, 2013, 09:38:31 PM »
Makes sense. Looking at FF3ME in the tab where you edit spells and other abilities there is targeting info which I would presume is part of each effect's defining data. There are many that only have default values instead of doing what they do in game which I again presume is due to the command overriding this data.

Poco Loco

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Re: FF6 Selectable Blitz/SwdTech Patch
« Reply #5 on: January 23, 2014, 11:28:35 AM »
I have a quick question, can this be applied to make a custom skill menu altogether?

in a sense to make use of a formerly unusable "skill" or "ability" into something new with a custom custom skill menu with a few select spells

if not to change an ability like possess (for example) to open up a new sub menu like you explained and have an array of other misc skills
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

koala_knight

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Re: FF6 Selectable Blitz/SwdTech Patch
« Reply #6 on: January 23, 2014, 04:56:44 PM »
That is a good question. And if the code is set up to be generic, it would make sense if it would just be a matter of pointing to the right data.

LightPhoenix

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Re: FF6 Selectable Blitz/SwdTech Patch
« Reply #7 on: January 25, 2014, 02:06:42 PM »
The original purpose for this patch was simply because I don't like the Blitz and SwdTech input.  Making a new ability is definitely my goal, and this patch certainly helps slightly with that.  However, adding in a new ability is a fair bit more complex.  This patch would help with clearing up some space at a minimum (especially if other abilities were folded in).  If the new ability were set up like these (eight subskills), then you could certainly utilize it to display a combat menu.  That's about the end of it's usefulness though.

Poco Loco

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Re: FF6 Selectable Blitz/SwdTech Patch
« Reply #8 on: January 26, 2014, 08:36:53 AM »
I see that alone helps out thank you
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

koala_knight

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Re: FF6 Selectable Blitz/SwdTech Patch
« Reply #9 on: January 26, 2014, 07:39:19 PM »
Indeed, there are plenty of possible new skillsets that would work fine with 8 skills and breath new life into the game.

LightPhoenix

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Re: FF6 Selectable Blitz/SwdTech Patch
« Reply #10 on: April 04, 2015, 06:34:39 PM »
Looks like the attachment got lost when there were problems with the board.  Thanks to PirateKingGilder for letting me know.  I've attached it to this reply and I'll work on getting it up on the site.