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Author Topic: FF6 Improvement Project  (Read 278338 times)

Poco Loco

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Re: FF6 Improvement Project
« Reply #195 on: February 04, 2010, 01:12:24 AM »
hey DarkMage

I hit the same snag u did @ zozo

when it came to the 2nd building to jump towards the left the game froze on me =/

I think Leno said there was a patch to fix that idk tho
"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

Poco Loco

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Re: FF6 Improvement Project
« Reply #196 on: February 04, 2010, 01:29:06 AM »
I found another snag

I added the magitek enhancement patch on a seperate rom n that works fine, I also added the not scary enough patch as well (idk why u didnt add it DarkMage I think its a cool tweak) and that is fine 2

but the summon this patch freezes the game when I get into a battle (so goes the painful chainsaw one but that I can live with out), the minute I get in a battle either when I select a command it freezes and resets the game or just freezes and glitches up completely

Leno do u think there might be an issue when it comes to the fix the contradicts any of the other patches?

I tried it with the header and no header versions just so you know
"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

Lenophis

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Re: FF6 Improvement Project
« Reply #197 on: February 04, 2010, 01:42:40 AM »
I'm pretty sure it doesn't conflict with anything. But if it does, it wouldn't be the first time I've been wrong. :tongue:

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Poco Loco

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Re: FF6 Improvement Project
« Reply #198 on: February 04, 2010, 02:22:42 AM »
hmm well I was looking into the changes you put in but I don't see how its relevant to the other patches (then again I didn't look into every single asm info for the patches :isuck:)
"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

darkmage

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Re: FF6 Improvement Project
« Reply #199 on: February 04, 2010, 12:37:08 PM »
I found another snag

I added the magitek enhancement patch on a seperate rom n that works fine, I also added the not scary enough patch as well (idk why u didnt add it DarkMage I think its a cool tweak) and that is fine 2

For the ROM, I used a 1.0 ROM with a header, so for future reference.

I'm looking at making an enhancement of the original game, not a separate hack. So any tweaks that enhance the game (like fixing Economizer or adding separate colors for MP damage and healing) or fixes (like the majority of the patches out there  :happy:) was what I was looking at. The "Flawless Victory" patch is very cool, and I liked it in the PB demo, but none of the other FF games up to VIII have that kind of thing in it.

Quote
but the summon this patch freezes the game when I get into a battle (so goes the painful chainsaw one but that I can live with out), the minute I get in a battle either when I select a command it freezes and resets the game or just freezes and glitches up completely

Ouch. The only patch I can think of that affects summoning that I included is the patch that adds MP cost to the Esper summon through the Magic menu.

Quote
I hit the same snag u did @ zozo

when it came to the 2nd building to jump towards the left the game froze on me =/

I think Leno said there was a patch to fix that idk tho

Crap. I may have to look at removing that patch then. I'll do some tests without it and see if it still happens.

Poco Loco

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Re: FF6 Improvement Project
« Reply #200 on: February 04, 2010, 03:13:37 PM »
I see

so which one do you think messes up zozo?
"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

Poco Loco

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Re: FF6 Improvement Project
« Reply #201 on: February 08, 2010, 09:53:36 PM »
ok so the Zozo problem was fixed, however there is another snag =/

right after the opera when you get on the airship, right when you talk to Setzer (before the coin flip) they exchange a bit of dialog and then the game freezes with Locke turning around and freezing the game

anyone have an idea what might cause this?
"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

darkmage

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Re: FF6 Improvement Project
« Reply #202 on: February 09, 2010, 02:05:01 AM »
That's where I threw my hands up and took 2 months off from working on this project. I didn't really think it was the "Only Jump Left in Zozo" patch causing this, either.

I have my suspicions, but basically what I'm going to have to do is go through and work each of the event patches in until I find the one that's causing these random stops. And I'm not looking forward to doing that.  :sad:

darkmage

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Re: FF6 Improvement Project
« Reply #203 on: February 18, 2010, 09:38:17 PM »
Well, my suspicion as to what's causing the freeze on the airship was wrong...

So I'm going back through and checking all the patches. SOMETHING has to be causing this freeze.

Poco Loco

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Re: FF6 Improvement Project
« Reply #204 on: February 18, 2010, 11:15:33 PM »
ugh geez

I hope this gets resolved soon =/
"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

darkmage

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Re: FF6 Improvement Project
« Reply #205 on: February 21, 2010, 01:58:07 PM »
So I've gone back through the changes that I've made, and as far as I can tell my changes aren't causing any inconsistencies. They're all done using FF3usME except where I have to directly manipulate hex (attack names, rare items), and unless I counted wrong, all the fields that are being changed are within space requirements (enemies, item names and descriptions, spells, etc).

I'm going to put together a test build using only battle fixes and the ABC Rage mods and see if the freeze continues to happen. It really, really shouldn't, as this appears to be event-related. Once I get home from work I'll try this out and see how it goes.

Poco Loco

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Re: FF6 Improvement Project
« Reply #206 on: February 22, 2010, 12:23:32 AM »
hopefully that would fix things
"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

Lenophis

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Re: FF6 Improvement Project
« Reply #207 on: February 22, 2010, 12:29:02 AM »
So I've gone back through the changes that I've made, and as far as I can tell my changes aren't causing any inconsistencies. They're all done using FF3usME except where I have to directly manipulate hex (attack names, rare items), and unless I counted wrong, all the fields that are being changed are within space requirements (enemies, item names and descriptions, spells, etc).
Anything that is fixed-width (monster names, spells, item names) won't break no matter what you do to them. Each item name could 56 letters in length and the game won't care. It'll just grab 10, 7, or 13 letters (respectively) based on the math the game does.

If you keep backups, it would be a good idea to check those to see when it started freezing up on you.

119 bugs fixed and counting.

darkmage

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Re: FF6 Improvement Project
« Reply #208 on: February 22, 2010, 04:56:33 PM »
Does that mean that the descriptions for items or spells could possibly be causing issues, then? I wouldn't have thought they would, since I was under the assumption the free space for each block (spell, item, weapon, etc) was calculated correctly.

I should know better about assuming in any case, though.  :tongue:

Odbarc

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Re: FF6 Improvement Project
« Reply #209 on: February 22, 2010, 09:03:41 PM »
Does that mean that the descriptions for items or spells could possibly be causing issues, then? I wouldn't have thought they would, since I was under the assumption the free space for each block (spell, item, weapon, etc) was calculated correctly.

I should know better about assuming in any case, though.  :tongue:

Wait, if that's the cause then a lot of peoples hacks could get messed up by changing names.
I hope that isn't the case! I don't want to do calculations and name-cuts/abridging just because it doesn't like mixing it up a bit.