øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=585e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5477.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5477.html.zxG–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤kÎOKtext/htmlISO-8859-1gzip0|ÖkÎÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:24 GMT0ó°° ®0®P®€§²ð®G–h^ÿÿÿÿÿÿÿÿ%kÎ 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.


Messages - 13375K31C43R

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 »
586
Game Modification Station / Re: Graphics bug fixes - help!
« on: November 09, 2015, 03:13:48 PM »
Well, sure, I suppose they could duck out of the way of an attack or something...but still, it seems a little negligent on the Empire's part to not make their Magitek armor disappear along with the pilot. And, don't forget that some monsters are human, so they would be that smart.

587
Game Modification Station / Re: Graphics bug fixes - help!
« on: November 09, 2015, 10:33:16 AM »
One thing I recently discovered is that when a party member Vanishes while wearing Magitek armor, the armor remains visible. I believe this to be a problem because the whole point of Vanish is to make you invisible, thus making it impossible for the enemy to hit you with physical attacks because they don't know where you are, but if Magitek armor doesn't disappear with its wearer, then the enemy would realistically be able to find you in the Magitek armor with no apparent pilot.

588
Game Modification Station / Re: Graphics bug fixes - help!
« on: October 10, 2015, 02:54:02 PM »
Unfortunately, I don't currently understand how the animations work in terms of the actual data. I'm thinking there has to be a code-side way to fix the problem. I remember when I was working on "Reflections", there was a specific place in the code I kept coming back to because it has a specific check for certain types of animations, namely the ones that ended up turning your character around. So there's probably something in the code that says "don't draw the legs" that I can leverage to fix these issues.

589
Game Modification Station / Re: New patch: Item/Magic Counter fix
« on: October 09, 2015, 02:53:57 PM »
Command | "Who" variable | "What" variable
--------------------------------------------------
FC 01       | $3290              | $3D48
FC 02       | $3291              | $3D49
FC 03       | $32A4              | $3D5C

590
Game Modification Station / Re: New patch: Item/Magic Counter fix
« on: October 09, 2015, 09:31:58 AM »
It's not too much, I just used the same strategy that was used for the "FC 05" patch. FC 05 manages its own variable that keeps track of who was the last party member to damage an enemy, but that variable is not cleared upon success, which is what that patch fixes. FC 01, 02 and 03 respond to commands (e.g. Fight), spells (e.g. Flare) or items (e.g. Dried Meat), respectively. They each keep track of two battle variables; one contains the ID of the caster and the other contains the ID of what the caster did. I thought of clearing the "caster" variable, but then I figured that clearing the "what they did" variable would be more reliable. I know that FC 04 does something similar, but it responds to elements being used, so I figure it doesn't have a problem because I believe most physical attacks are branded as non-elemental.

Other than that, I'm not sure. You should check out Assassin's bank C2 disassembly if you want to see for yourself.

591
Game Modification Station / New patch: Item/Magic Counter fix
« on: October 08, 2015, 11:11:52 PM »
Hi! I know I just said I wouldn't make any more patches, but I got a request for one that addresses a rare issue with the enemy scripts FC 02 (counter a spell) and FC 03 (counter an item). There's already a patch that fixes a problem with FC 05 whereby an enemy will counter anything. However, under certain circumstances, FC 02 and FC 03 have the same problem. Two notable examples are Flame Eater countering Demi and Quartr with Quartr or Flare and the living SrBehemoth countering Flare and Pearl with Meteo. This patch makes these two scripts work correctly by clearing the "last spell used" variable upon success.

:edit: February 6, 2017
"Dead Hare" was updated and thus this patch had to be updated accordingly.

:edit: January 29, 2018
Added GBA port!

592
Game Modification Station / Re: Graphics bug fixes - help!
« on: October 08, 2015, 01:18:18 PM »
And now I've fixed both bugs. However, now I'd like some help trying to fix some other graphical bugs that concern the Magitek status. The first is that when Doom is cast on a Magitek-riding party member, only their top half is shown being carried away. The second is that if an invisible party member is riding Magitek armor, their legs will be visible outside the armor. I won't be able to work on these for a while and would really appreciate some assistance.

593
Game Modification Station / New patch: Backstabu Glitch fix
« on: October 08, 2015, 01:32:29 AM »
Hi! It's been almost a month since my last patch, and I don't think I'll make any more unless someone requests one from me because, well...I got a life too, y'know? So anyway, this is the second of two graphical glitches that I was interested in because nobody else had made a patch for them yet and it kind of annoyed me, so...yeah.

This is the infamous "Look the other way" glitch that occurs with spells like Blow Fish and Fire Ball but, contrary to popular belief, NOT with Tek Laser. Basically, certain spells that use your party's member's flinching sprite also make them turn around so they get hit from behind (hence the name Backstabu, named after the Dark Souls meme). This patch makes sure your characters always face the music.

:edit: March 25, 2016
While looking into the "extra rock" glitch that's recently been posted on this forum, I discovered this patch modifies several sprite-flipping events besides this one. For instance, if party members on the left side of the screen successfully run away, they will turn around and run backwards. This also changes some sprite behaviour in the encounters with Kefka at the Sealed Gate. Fortunately, I now have access to the spell animation event code documentation and I've made a new version that modifies the event code instead. I highly recommend re-downloading this patch, and be sure to apply the old reverse patch as well; it doesn't matter whether you apply it before or after the actual fix because there's no conflict between them.

:edit: September 16, 2016
Finally, this is now the first patch to be ported to GBA! Those of you who want to see this fixed for Final Fantasy VI Advance, you finally can. If you're thinking this is a sign of good things to come...you're absolutely right. :happy:

:edit: July 13, 2017
Now ported to PlayStation as well.

594
Game Modification Station / New patch: Returner's Day Off Glitch fix
« on: September 11, 2015, 01:39:25 AM »
Hi! I just recently learned of a couple of event bugs in the game that only occur if Gau is on the Veldt early in the game. And to make it clear, no, this does NOT include the "Shadow Leaves One-Man Party" event because that has been fixed, although I do also want to try an alternative where, if your party is empty, you receive the "select party members" screen and your party starts off at Arvis's house (as if you'd talked to one of the spare members there). The first one means that, after you've picked up your first set of Magicite in Zozo and set up a party to go to the Magitek Research Facility, your fellow Returners do NOT leave for Narshe and consequently cannot be found there if you return. This patch fixes this bug; the second one will be fixed later by another patch.

:edit: September 12, 2015
I have now modified this patch to fix both event bugs. The second bug occurs after the Magitek Research Facility and has two effects. One is that your Returners left behind in Narshe will not show up in Zozo to hear Terra's backstory and the other is that Terra cannot leave the bed because one of your party members will be positioned in the way, meaning the game stops at that point.

:edit: March 3, 2016
C.V. Reynolds pointed out to me a conflict between this patch and Imzogelmo's "Vector's Cure-Castin' kid" patch. This issue has now been addressed.

:edit: September 18, 2016
Fixed the branches in the Japanese ROM, as well as one in the US ROMs that, somehow, by some miracle, no one else had had a problem with. I mean, HOLY COW, I have NO idea how that branch got in there and no one had noticed it until now. :eek: Also, ported to GBA.

:edit: July 13, 2017
Ported to PlayStation.

595
Game Modification Station / Re: FF6 Patch ideas
« on: September 09, 2015, 10:04:04 AM »
Using Life on Undead enemies in order to insta-kill them may be cheap, but it's intentional. Maybe the thing to do is to prevent it from killing Undead enemies that are immune to Instant Death.

596
Game Modification Station / Re: Graphics bug fixes - help!
« on: September 06, 2015, 01:52:03 PM »
I've solved the first problem, now I need to solve the second problem. It turns out I was mistaken when I said Tek Laser is subject to this problem, but Blow Fish and Fire Ball definitely are. But also, looking closer at the party member's sprite when it is hit by Blow Fish, I've noticed times when the character is facing left even when they're not getting hit by needles and times when the character is facing right while getting hit. So for some reason it seems like the game is trying to make the character face left at certain times but the timing is somehow off. I contend that the game shouldn't be making the character face left unless they're supposed to be facing left.

597
Game Modification Station / New patch: Reflections Glitch fix
« on: September 05, 2015, 03:43:40 AM »
Hi! Lately I've been obsessing about two graphical glitches in the game which make your party members face the wrong way; I recently made a post explaining the situation. But now I've managed to fix one of the two problems, namely the one that involves casting spells like Haste, Slow or Doom on Reflective enemies. With this patch, your party members will always be facing the right way. There is, however, a known issue with this patch that causes parts of the animation, including sound effects, to go out of sync. If you're really annoyed by this glitch, this patch should hold you over until I find a way to fix the sync issue; in the meantime, if anyone wants to test my patch for any other potential problems and/or recommend your own solutions, don't hesitate.

EDIT: Bingo! Timing problem solved.

EDIT 2: Fixed a problem where spells reflected off multiple targets made things go screwy.

598
Game Modification Station / Graphics bug fixes - help!
« on: September 03, 2015, 11:40:13 PM »
There are two bugs in the game that I've been trying to fix for a while now, but I just can't dissect the code. I'm hoping someone will help me; I do feel as though anyone else who could have figured out what I'm trying to find would have posted a patch a long time ago, but here goes.

The first bug I'm trying to fix involves casting spells onto an enemy with Reflect status. If certain spells are bounced onto your character in this manner, they will sometimes get turned around before it happens. Using Mnrogar's document on spell animation data, I've managed to narrow this down to the spells with graphic 2 index #$003B or #$003C: the ones that apply are Haste, Regen, Antdot, Slow, Doom and Bserk. What's special about these spells is that their animations tamper with the sprites they are hitting. After testing, I found out that the specific direction your party member will face is the same direction as the enemy off whom the spell bounced. The problem seems to be that even though the sprite to be affected is updated as a result of Reflect, the direction the sprite faces somehow isn't. I've located the code that deals with spell graphics at C1/9CB3, but I've spent days trying to figure out what needs to be changed to fix this problem and have found nothing. I know this was fixed in the GBA release, so maybe someone who understands the GBA code can help.

The second bug is the infamous "look the other way" glitch that happens when you're hit by spells like Blow Fish, Tek Laser and Fire Ball. Those spells are special because they use your party members' "ouch" sprites during the animation; however, the sprite used is always the left-facing one, even if they should be facing right. The fix probably isn't quite as straightforward as the fix for the other bug, but I believe the faulty code is either located in the same area or called from the same place.

I feel a bit lame for not being able to fix these myself, considering what I've done recently, but honestly the C1 bank really isn't laid out very well; I just can't understand what's going on there. :isuck: In fact, I wouldn't have even been able to solve the Backwards Jump Glitch if it wasn't for Assassin's "Lead-Footed Esper" patch. So if anyone knows anything and can suggest something, please help! I've got a lot of other stuff on my plate and can't afford to waste too much time trying to reverse hack in order to figure out what everything does.

599
Game Modification Station / Re: Allergic Dog patch
« on: August 30, 2015, 11:07:20 PM »
OK, thanks. I'm pretty sure I have the grass one and Remote Control, the others I'm not so sure about.

600
Game Modification Station / Allergic Dog patch
« on: August 30, 2015, 04:37:34 PM »
A couple years ago, Novalia Spirit found a bug that occurs when the Cherub Down Relic is removed from Shadow's equipment and causes him to lose Dog Block status. He uploaded a patch to his site, but unfortunately his site is now down and his patch is no longer accessible. Unfortunately, I think I missed to opportunity to download his patch and I don't think I can recreate it. Does anyone have an available fix for this bug?

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 »