øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.285e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index53a1.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index53a1.html.zx»$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0PdÎKOKtext/htmlISO-8859-1gzip8:ÖÎKÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:55 GMT0ó°° ®0®P®€§²ð®º$h^ÿÿÿÿÿÿÿÿÀ+ÎK FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

TheNattak

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Re: FF6 Improvement Project
« Reply #285 on: October 14, 2010, 10:40:04 PM »
Hi there. I've been using this patch as a base for the latest version of my hack, and while looking past the freezing issue in Zozo, by quick use of the zozojump patch, I was rather upset to find it freezing for good, right after the opera scene, aboard the airship.
Right @

CB/205A: 21        Do vehicle/entity graphical action $21
CB/205B: E0        Pause for 4 * 2 (8) frames
CB/205D: CC        Turn vehicle/entity up
CB/205E: FF        End queue

Freezing right after the hex offset: B225E

This is right after Setzer says, "the Empire ...evil?" and then Celes nods her head.
Right before she says:
CB/205F: 4B    Display dialogue message $0507, wait for button press
               CELES: We all hate the Empire for the same reasons. That's why?
               SETZER: You know?you're even more stunning than Maria.

Riiiiight here...


:wtf:
                       
I'm not sure if I got/used an older version of this patch, and this has since been resolved, or if not why this patch would be released like such. My buddy PocoLoco, and I, were testing out why this could be happening, and he mentioned that it could have something to do with the item descriptions line length's being over 31 characters, which there are quite a few of. And while that does lead to pricing corruption, whatever the hell that is, it did not freeze when tested on another ROM with no patches. So I can only assume it's a bad or conflicting patch, in this megapatch, as I remember I used a patch once that conflicted and caused that same freezing at the exact same spot.

If anyone happens to know how I can either fix the problem, or make it go to the next event, via hex editing or whatever, PLEASE let me know how I can do it. Or... if my ROM is now destroyed beyond any hope =( I tried re-writing a bunch of hex, to make it "jump" to the flying to Vector part, but to no avail. I would rather try and fix this ROM than transfer my whole project that I've been pouring countless hours on, to another ROM, double banonsmash! :banonsmash: :banonsmash:
« Last Edit: October 14, 2010, 11:06:31 PM by TheNattak »

Lenophis

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Re: FF6 Improvement Project
« Reply #286 on: October 14, 2010, 11:23:50 PM »
I'm gonna guess that MBlock's "King of Vanity" patch broke, but because of something you guys did. His patch overwrites the last few dialogue pointers, and if the dialogue editors are worth a damn, chances are that fix was overwritten when the dialogue was saved. This is similar to Disch's water flowing thing with FF1, you'll have to re-apply the patch every time you update the dialogue.

119 bugs fixed and counting.

TheNattak

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Re: FF6 Improvement Project
« Reply #287 on: October 15, 2010, 02:09:16 AM »
I'm gonna guess that MBlock's "King of Vanity" patch broke, but because of something you guys did. His patch overwrites the last few dialogue pointers, and if the dialogue editors are worth a damn, chances are that fix was overwritten when the dialogue was saved. This is similar to Disch's water flowing thing with FF1, you'll have to re-apply the patch every time you update the dialogue.

This, is why I love you Lenophis... Seriously. Re-patching the King of Vanity patch worked like a charm, and so did the anti-patch. You don't know how happy I am now, my friend. Thank you, thank you, thank you!

darkmage

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Re: FF6 Improvement Project
« Reply #288 on: October 15, 2010, 03:25:51 AM »
Now THAT is damn good to know, Leno, thanks for sharing that! I'll remember to re-apply that patch if I make any more dialogue changes. I'm updating the readme as we speak, so I'll include that when I get to that patch's description.

The item/weapon/relic/spell descriptions have all been fixed, as each line in each description is 31 characters or less. The descriptions themselves don't have to be 31 characters total, from what I've seen. I can go over it again, but from what I'm seeing there are no conflicts.

TheNattak: were you seeing the jump freeze issue BEFORE you used the Zozo Jump patch? And am I reading this right, that you resolved the issue by applying the patch?

Lenophis

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Re: FF6 Improvement Project
« Reply #289 on: October 15, 2010, 04:18:28 AM »
The descriptions themselves don't have to be 31 characters total, from what I've seen. I can go over it again, but from what I'm seeing there are no conflicts.
When descriptions are 31 letters or longer, the prices are divisible by 256, greatly breaking the cost.

119 bugs fixed and counting.

darkmage

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Re: FF6 Improvement Project
« Reply #290 on: October 15, 2010, 05:01:06 AM »
When descriptions are 31 letters or longer, the prices are divisible by 256, greatly breaking the cost.

That doesn't make much sense, though - some of the original descriptions were longer than 31 characters, notably the rods and Ogre Nix, as Poco Loco pointed out some time ago.

assassin

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Re: FF6 Improvement Project
« Reply #291 on: October 15, 2010, 05:30:23 AM »
wait, "Is a metallic turd" doesn't fit in 31 characters?

Poco Loco

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Re: FF6 Improvement Project
« Reply #292 on: October 15, 2010, 08:57:17 AM »
I'm glad we got some of these issues out of the way so now we can hopefully focus on completing this patch
"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

Tzepish

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Re: FF6 Improvement Project
« Reply #293 on: October 15, 2010, 11:23:39 AM »
BTW TheNattak, even if you do get stuck, you should be able to load your save into a regular FF6 ROM (by renaming the SRAM) get past that point, then switch back... so you should never end up getting hosed for good :-)

Lenophis

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Re: FF6 Improvement Project
« Reply #294 on: October 15, 2010, 12:51:14 PM »
That doesn't make much sense, though - some of the original descriptions were longer than 31 characters
Ack, forgot to clarify. Each description line cannot be more than 31 letters. :isuck:

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TheNattak

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Re: FF6 Improvement Project
« Reply #295 on: October 15, 2010, 01:17:51 PM »
TheNattak: were you seeing the jump freeze issue BEFORE you used the Zozo Jump patch? And am I reading this right, that you resolved the issue by applying the patch?

Yes, that is correct. Without applying the Zozo Jump leaft patch, it does in fact freeze for sure, at that notorious spot. The patch fixed that right up. For some reason though once I applied it, I couldn't use FF3usME's Dialog editor anymore, and it gives me this error "Dialog routine pointers were hand hex. edited. FF3usMe cannot work with the reformated data" The same error you get if you used FF3Edit! So I don't know if it's just me, or what, but keep that in mind before or if you plan on editing the text with usME. ;) So be sure and test that out really good, because I'm sure people wouldn't want to have no text editing option if they use the patch. By the way, I am loving the patch as a whole, and keep up the good work etc. etc.

wait, "Is a metallic turd" doesn't fit in 31 characters?

LOL!


« Last Edit: October 15, 2010, 01:50:34 PM by TheNattak »

darkmage

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Re: FF6 Improvement Project
« Reply #296 on: October 15, 2010, 04:16:36 PM »
Yes, that is correct. Without applying the Zozo Jump leaft patch, it does in fact freeze for sure, at that notorious spot. The patch fixed that right up. For some reason though once I applied it, I couldn't use FF3usME's Dialog editor anymore, and it gives me this error "Dialog routine pointers were hand hex. edited. FF3usMe cannot work with the reformated data" The same error you get if you used FF3Edit! So I don't know if it's just me, or what, but keep that in mind before or if you plan on editing the text with usME. ;) So be sure and test that out really good, because I'm sure people wouldn't want to have no text editing option if they use the patch. By the way, I am loving the patch as a whole, and keep up the good work etc. etc.

It appears that at least some of mblock129's fixes involve jinking with the dialogue pointers in some way. I think I'll take a shot at fixing the freeze manually by using information Tzepish posted previously and ignore the Jump Left patch entirely. That way the dialogue may still be available to edit (in editors, anyway  :omghax:).

 :edit:
Hmm, I see what you're saying in the 6.7 version of FF3usME, but I'm not getting that in the 6.6 version, which is what I'm using. Maybe that's why I didn't know about that to begin with.

I'm going to reapply the patches (minus Jump Left) to a clean ROM and get there again. I want to know why that's happening when Jump Left should be the only patch touching that section of code.
:isuck:
« Last Edit: October 15, 2010, 10:56:02 PM by darkmage »

darkmage

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Re: FF6 Improvement Project
« Reply #297 on: October 15, 2010, 10:39:35 PM »
Version 0.91 is out, with the following changes:

  • Removed They Only Jump Left in Zozo! (mblock129) - this fix will be made manually
  • Added Missing Light Object fix (Novalia Spirit)
  • Added Shadow/Chupon Colosseum fix (Novalia Spirit)
  • Added Peninsula of Death fix (Novalia Spirit)
  • Changed the 2 single-enemy formations which can mistakenly cause a Pincer attack
  • Changed the Umaro enemy listings names to "Yeti", as he could be named something else
  • Updated the direct changes list to reflect that the Celes Rushing It bug was fixed manually
  • Fixed Dagger items that still had 2-Hand and Runic properties (NOTE: The Gladius has 2-hand as a gladius is a short sword)
  • Changed the Prism Cape price to 3000 GP, and removed the listing in the Returners' Hideout item shop
  • Updated the readme with descriptions of what each patch does

The link to the patch can be found in the Submissions thread.

The first post of this thread has been updated with the new changes and any patches that are known/reported to conflict with this patch.

Poco Loco

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Re: FF6 Improvement Project
« Reply #298 on: October 15, 2010, 11:09:10 PM »
nice man

what about the item descriptions did u fix those?
"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 #299 on: October 15, 2010, 11:31:32 PM »
They don't need to be fixed. I just went over each one, spells included, and each line in all descriptions has 31 characters or less.

 The reason you're seeing them on the same line in FF3usME is due to how the descriptions are handled. Those " ' " symbols in the middle of some of the descriptions are actually Line Breaks, which starts the rest of the description on a new line in the game.