øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;sa=topics;start=90e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4c37.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=topics;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4c37.html.zxM–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤£OKtext/htmlISO-8859-1gzip0|Ö£ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:30 GMT0ó°° ®0®P®€§²ð®L–h^ÿÿÿÿÿÿÿÿ+*£ Show Posts - 13375K31C43R

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - 13375K31C43R

Pages: « 1 2 3 4 5 6 7
91
Game Modification Station / New patch: Self Sneeze Bug fix
« on: June 01, 2015, 12:21:10 AM »
Hi! I found another unfixed bug and realized I could fix it. This one is called the Self Sneeze bug, so called because it occurs when an enemy that is Controlled using the Fake Mustache Relic casts Sneeze on itself. This applies, for example, to the Oscar enemies in Kefka's Tower. When it happens, that enemy will be ejected as usual...but the entity Controlling that enemy will not stop as expected. Needless to say, this patch fixes that.

EDIT: As of June 2, 2015, this patch no longer conflicts with either my Dead in the Air patch or Novalia Spirit's Petrified Rebel patch. Those can be found here: http://slickproductions.org/forum/index.php?topic=2048.0. This patch also fixes other cases where Control wouldn't be terminated when expected to. This patch now essentially does the same thing as Novalia Spirit's Remote Control patch, except that it is actually available now.

EDIT 2: As of June 20, 2015, the attached archives now contain versions of this patch applicable to the Japanese version of the ROM.

EDIT 3: Well, I lied. Apparently my patch still had a bunch of holes in it. Here's the new version, which basically copies Novalia Spirit's "Remote Control" patch (credit goes to him for it), and adds a fix for an oversight concerning Palidor.

92
Game Modification Station / New patch: Zombie/Tapir Bug fix
« on: May 11, 2015, 11:24:55 PM »
Hi again! Here's another 0 HP Character Bug fix, this one for the case of Tapir used on a Zombified character. Like Zombie/Rippler, this one has two healing algorithms: one heals 1/8 HP, the other 1 HP.

There is only one other case of characters being "alive", and that's if all of your party members are killed in the Colosseum. They won't really be alive because they will be Wounded, but even with a party full of dead characters you won't get a Game Over until you enter battle. If you want to avoid getting a Game Over this way, there's a nice, convenient Inn within the Colosseum at which your characters can get a good night's sleep. I'm not really sure how to fix this, nor am I really sure it needs fixing because of the Inn.

The first algorithm uses free space bytes C2/675D-C2/6771, the second uses C2/675D-C2/676C.

UPDATE: Because of a change to the Imp's Retort Bug fix patch, the free space used by this patch had to be shifted forward two bytes. Therefore, anyone who has downloaded this patch will need to download it again. You don't need a reverse patch; just apply the new patch over the old one.

UPDATE 2: I've now included a patch for a Japanese ROM.

UPDATE 3: Added GBA patches! Also, the B patch has been shrunk, with the added side effect that if you want to use Fix B, you'll have to apply the A patch before the B patch.

93
Game Modification Station / New patch: Imp's Retort Bug fix
« on: May 11, 2015, 09:55:07 PM »
Hi! Wow, this is my fourth patch today! I've been keeping busy!

So, anyway, this patch fixes the second half of the Psycho Cyan Bug, the first half having already been addressed by Terii Senshi's patch. That patch, although sufficient to limit Cyan's caffeine intake, only fixes one, but not both, of the two bugs that combine to create the Psycho Cyan Bug. The bug Terii Senshi's patch overlooks prevents Cyan's Retort from being cleared if he tries to Retort while he is an Imp, thus allowing him to counterattack every attack against him until his next command input. This patch corrects that.

EDIT: Anyone who has applied Assassin's "Jump Megafix" patch will need to re-download this patch; as the replies explain, the old version causes a problem with the Jump Megafix. If you've previously applied my Zombie/Tapir patch, you'll need to re-download that, too.

EDIT 2: I've now included a patch for the Japanese version of the ROM.

EDIT 3: As of May 3, 2016, this patch no longer uses any free space.

EDIT 4: The new version causes a logical conflict with "Jump Megafix" which causes Jump to never deal any damage. I've now included compatibility patches to circumvent this problem.

EDIT 5: Found a pointer that needed updating and...updated it. It's the pointer to Umaro's "normal attack" procedure. Better download the new version or else your game will reset whenever Umaro attacks.

EDIT 6: GBA port added!

94
Hi! This time I have a doubleheader: the first patch is a bug fix patch, the second is more of a tweak.

First: if Shadow had any status effects on him after the Floating Continent, when you eventually find him at the Colosseum, those status effects will still be there. I remember casting Float on Shadow to avoid damage from Atma Weapon's Quake, and when I fought him at the Colosseum, he was still floating. This patch fixes this behaviour by removing all statuses from Shadow (except Dog Block) after he says his line "I'll be blown to bits...".

Second: if you recruited Sabin in Tzen, he'll be present when Celes confronts Edgar, aka "Gerad", in Nikeah. Even though his own big brother is pretending to be someone else and claims not to know him, Sabin says nothing. There is even a line of dialogue that would be acceptable here, but it is unused...unless this patch is applied.

:edit: October 13, 2016
Both archives now include patches for the SFC version! The already-existing SNES patches have also been made smaller. No functional changes anywhere, just a reduction in size. For the record, I actually updated these patches yesterday, but Slick Productions was down at the time. :angry:

:edit: July 24, 2017
Shadow's Status patch has been reconfigured to use no free space, and has also been ported to GBA and PlayStation! If you update for SNES or SFC, apply the old reverse patch first.

:edit: July 28, 2017
Ditto with Gerad and Sabin.

95
Game Modification Station / New patch: Dead in the Air Bug fix
« on: May 11, 2015, 01:18:24 PM »
Hi! So, this is another bug fix patch for the 0 HP Character Bug, this one addressing the case where a character succumbs to Condemned status while Jumping, but the resulting Wound status is replaced with Air Anchor status. This leads to that character potentially still being alive at the end of the battle, but they will still have 0 HP. This fixes the problem by delaying Doom until the character has landed. There are also some patches included to allow this fix to mingle with Novalia Spirit's "Petrified Rebel" fix.

I chose this solution under the principle that a character in mid-Jump is, for all intents and purposes, untouchable. Thus, it seemed logical to delay Doom itself, as opposed to just the Wound status, while the character is in the air. But now that I think about it, the intent may have been to have Doom work on a Jumping character, but the oversight lay in the possibility of the battle ending while the character was in midair. For this reason, perhaps it would have been preferred to modify the battle ending function to check if a character has "died" in this specific way. Either that, or somehow modify the Jump function to ignore Wound status until landing. I'll investigate this at some point, but for now, this is the fix I've settled on.

EDIT: A bug was recently reported that was traced back to this patch, whereby a character with Life 3 that is killed by a Countdown dies again after being revived. This has now been fixed, so anyone who has already downloaded this patch will have to download it again.

EDIT 2: I wasn't entirely satisfied with the previous version of the patch, which fixed the bug described by the above edit. I was a little put off by the fact that, with that version of the patch, the Countdown timer would always disappear immediately as soon as it ran out (though Doom would still be cast). I felt that this might confuse some people, so I decided to make some more changes to make sure the timer does not disappear until Doom is cast (though it does disappear immediately beforehand, which is fine by me). Re-downloading this version of the patch is optional if you downloaded the previous version, although the previous version is now unavailable.

EDIT 3: As of July 20, 2015, for each version of this patch for the US version of the ROM, the attached archives now also include a corresponding patch for the Japanese version.

EDIT 4: As of August 20, 2015, there is now a second fix available. Instead of delaying Doom, it allows Doom to be cast, but doesn't set the entity's HP to 0 until they land. I have also fixed a problem with the original fix, whereby if a Condemned entity was killed by other means, the Countdown timer would disappear while being attacked, which, depending on the attack, might give players enough time to realize that the entity was about to die and plan accordingly. This is an unintentional consequence that has now been remedied. The two fixes can be interchanged without using the reverse patch. The only gameplay-related difference I can see is that if the Condemned entity deals the final blow by landing, they'll die right before the battle ends.

EDIT 5: *sigh* Found and fixed ANOTHER problem. Fortunately, this time it was just a bad branch exclusive to Fix B that caused Zombie status to not set HP to 0.

EDIT 6: Fixed a possible logic error in Fix B. I don't know what the significance of it is, maybe nil, but it is now fixed for the sake of correctness. The game automatically clears Wound status on Zombie characters, but in Fix B the Wound check is potentially skewed for characters that actually were Wounded before being Zombified. I think there's an enemy skill called ChokeSmoke that turns Wounded characters into Zombie characters. The Wound check after the Zombie check was supposed to affect Life 3, which should have been cast by now in that situation, so I don't think it's likely to really screw up anything, unless there's a skill that Wounds and Zombifies a character at the same time...like perhaps Overcast.

EDIT 7: Fixed the "remove Control links" function in Fix B and the reverse patches. The function wasn't being reversed properly.

EDIT 8: Version 2.0 now removes both of the previous fixes and replaces them with a new fix, which reinstates Wound states in Wounded mid-air Jumpers at end of battle. It also makes a minor adjustment to the "+30% HP/MP" Esper bonuses, which add a little bit too much. The actual adjustment is 78/256, which is roughly 30.5%; this adjustment changes it to 77/256, which is roughly 30.08%.

EDIT 9: *sigh* Fixed a bad byte that causes the game to put you inside the Zone Eater Cave instead of giving you a Game Over.

EDIT 10: Fixed a bug that caused Esper Level Up bonuses on Vigor, Stamina, MagPwr and Speed to not work on certain characters.

EDIT 11: Adding yet another log entry to my most revised patch. This patch now fixes the update issue with nonstandard battle endings that allows things to happen like losing unused items.

EDIT 12: Fixed a couple of indexing bugs that affect the HP and MP Esper bonuses. This one is weird because it was correct in a previous version. I think I got a bit sloppy with optimization, not realizing that the X register was 16-bit and that the accumulator needed to be fully cleared to correctly set up the index. Anyway, now it's fixed, and I've also ported the patches to GBA!

96
Game Modification Station / New patch: Zombie/Rippler Bug fix
« on: May 10, 2015, 11:02:44 PM »
Hi! So, even though I downloaded Terii Senshi's Rippler fix patch, assassin pointed out a bug concerning the Zombie status that wasn't fixed by the patch like I thought. Terii Senshi's patch prevents Rippler from exchanging statuses such as Morph and Dog Block, but I assumed it also prevented the Zombie status from being exchanged. It turns out that Zombie being exchanged is intended; the problem is that Rippler does nothing to handle the former Zombie, now alive, but still having 0 HP.

The included patches remedy this by adding a call to a new healing function that only heals an entity if the entity is either the caster or the target of Rippler AND the entity has 0 HP AND the other entity involved in Rippler does not have 0 HP. There are two different healing algorithms used, with a separate patch for each; the first algorithm transfers all HP from the former non-Zombie to the former Zombie, and the second restores 1/8 of the former Zombie's HP. The included reverse patch is applicable to either fix patch.

Personally, I'm not sure if either algorithm is the "correct" algorithm to apply for correcting the 0 HP problem in this case. On the one hand, algorithm A seems more realistic because, viewing the Zombie status as a state of "lifelessness", it makes sense that the same exchange of "lifelessness" would also exchange "life" by extension. On the other hand, algorithm B is more rational because it's the same algorithm as the Revivify item, the only other method of curing Zombie status.

Both patches also apply the same improved Rippler algorithm seen in Terii Senshi's patch (with appropriate modifications to accommodate the healing algorithm). In other words, I only recommend downloading Terii Senshi's patch if you're one of the rare few who care about Rippler mishandling Morph and Dog Block but not Zombie. All patches use free space bytes C2/65BE-C2/65CE, but patch B also uses bytes C2/65CF-C2/65D5.

UPDATE: I've now attached a third fix algorithm, which sets the former Zombie's HP to 1. It can be reversed using the same reverse patch.

UPDATE 2 (August 2, 2015): I've just found and fixed a potential logical issue with fix B, whereby if someone with the wrong number of max HP gets healed, it might possibly screw up the Rippler function. I don't know if it's really a problem, but this fixed version now ensures that it isn't. It also cuts down on the free space used.

UPDATE 3: I've now included a patch for a Japanese ROM.

UPDATE 4: Found a bug! The status exchange algorithm only worked halfway in the previous versions! This is now fixed. Also, I've done some shrinking of the B and C patches. Now in order to apply your desired fix algorithm, you'll have to apply the A patch and then the appropriate patch. Finally, added patches for GBA!

97
Game Modification Station / Patch update: Stone Zombie Bug fix
« on: May 09, 2015, 03:51:12 AM »
So, as assassin ever so helpfully pointed out, the former version of this patch conflicts with one of their own creation, so after scrutinizing the free space used by the patches that I am positive I never downloaded, I believe the new chunk of allocated free space to be unused by any other patch. It's also a bit smaller, thanks to some optimization suggestions from assassin.

For anyone who wants to upgrade, I suggest you use the reverse patch on the old version before applying this patch. Then, if you had previously used assassin's "If the Force Overrunneth" patch, reapply it.

FYI, assassin, I also fixed the non-headered version of the patch.

Free space used: C2/64CE-C2/64DE.

EDIT: Just as a precaution, if you want to apply this to a non-headered ROM, the fix patch and the reverse patch have their names swapped. Therefore, you'll need to use the "NR" patch to fix and "N" to reverse the fix, contrary to what the readme says.

EDIT 2: I've now included a patch for the Japanese version of the ROM. I've also fixed the non-headered patches for the US version.

98
Game Modification Station / New patch: Stone Zombie Bug fix
« on: May 06, 2015, 08:31:28 PM »
Hi again! This is the second of my recent patches, which fixes a bug that occurs when a Revivify is used in battle on a Zombified character that is also Petrified. The character in question will no longer be Zombified, but will still have 0 HP. This patch allows the character to gain HP when Zombie status is removed, even if they are still Petrified. This method was chosen because the resulting behaviour matches what would happen if the Revivify was used in these circumstances in the Main Menu.

EDIT: As of May 13, 2015, the attached archives no longer contain the actual fix patches, only the reverse patches. As the replies explain, the fix patches conflicted with Assassin's "If the Force Overrunneth" patch. An updated version of these patches has since been posted that has no reported conflicts with any other patch. Anyone who downloaded this version of the patch should download and apply the reverse patch, then apply the new version. If you had applied "If the Force Overrunneth", reapply it after reversing this patch.

99
Game Modification Station / New patch: Save Point Glitch fix
« on: May 05, 2015, 11:16:34 PM »
Hi! I'm new to this site, so I don't know if there's any easier way to get attention for new patches...

Anyway, ever since I first discovered that there were bugfix patches for my FF3 SNES ROM, I've been applying patch after patch to iron out as many as possible. I know darkmage has a project dedicated to it, but I don't think there's a single patch on his list I haven't applied, so I won't bother with it (sorry, darkmage). But in light of that, if he's interested in applying Imzogelmo's broken "Gogo cannot uncurse Cursed Shield" patch, I've discovered the reason it's broken: a byte at C2/5FE5 was accidentally left out. Adding that byte back in as per the included documentation will fix the patch. (Imzogelmo, I hope you see this too.)

But I digress. I added all those patches to my ROM a LONG time ago...and also made some other changes on top (mostly dialogue improvements). I won't make my super-patched ROM available to you, unfortunately, nor will I upload a patch for it, the reason being that I'd feel compelled to list all of the changes, but it's been so long that I don't remember all of them, and some of the patches are now unavailable to access, making it impossible to re-find all of the information. There are probably even some changes that people might find...questionable. But they made sense in my mind, and I'm still proud of them.

However, lately I've discovered documentation on other parts of the code, and subsequently realized that there were some other bugs that I was able to fix, but not to find a pre-existing patch for them. I think it's time to remedy that atrocity, so I've included a patch for the first of those bugs, the Save Point Glitch. This happens when you switch from a party on the Save Point to a party not on a Save Point, but still remain able to save and use Tents/Sleeping Bags. There are some people who think it's not necessarily a bug, partly because it was never fixed in any other version of the game, but I see it as one. So... if you're a purist, this patch is for you! If you'd rather not remove this unspecified, likely unintended "feature" that lets you save and heal using an item you rarely use, feel free to ignore it.


:edit:
Up until this point, the patches I've released to this forum have only been intended to be used on the US version of the ROM. However, I can now confirm that this patch is usable on the Japanese version as well.

:edit:
Minor update, slightly reduces the size of the patch. No functional changes whatsoever.

:edit:
Took me long enough...I FINALLY managed to port this patch to GBA!

Pages: « 1 2 3 4 5 6 7