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Author Topic: FF6 Improvement Project  (Read 278338 times)

assassin

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Re: FF6 Improvement Project
« Reply #495 on: October 29, 2011, 11:19:18 AM »
straight from the patch Readme:

"FF6 Improvement is based on a FF3us 1.0 ROM with header, and will only work on that version."

assassin

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Re: FF6 Improvement Project
« Reply #496 on: October 31, 2011, 06:19:05 AM »
Quote from: General Public
1) In my mega-patch version, the ThiefKnife does not steal, it just does damage like a regular weapon. I know for sure that this doesn't occur in the original game.

weird.  sounds like it might be related to my "Recapture the Glory" patch.  of my other patches, the only one i could imagine conflicting with this is the Jump Megafix.  a check of the Readme header and the disassemblies indicate they'll coexist, but i tried testing Version A of the Jump Megafix along with the Capture fix anyway..  they work fine.  i still need to test Version B.

ok, it's fine with Version B too.

Quote from: me
Quote from: mega-patch Readme
1) Final Fantasy III (SNES) -- Final Fantasy VI title screen mod
ff6 intro.ips

i'll have to look into what free space areas, if any, this patch uses in Bank C2.

ok, it changes C2 data/code a little after the Jump Megafix, and well before Recapture the Glory, so it shouldn't interfere with either, particularly not the latter.

are you sure that ThiefKnife never steals?  how many times did you test it?  you might just be having a string of bad luck.  what enemy(ies) did you test it against?

darkmage

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Re: FF6 Improvement Project
« Reply #497 on: November 02, 2011, 09:12:49 PM »
Thanks for your very kind words, Rich! A lot of your suggestions are things that I've already done or intend on doing, such as the baseline and complete hack. When it's finally said and done, there will be 3 patches in the collection - a baseline patch for hackers to base further works on; a complete "vanilla storyline" patch, and a complete translation patch, based on the Lina Darkstar translation and the FF6A script.

So far I have had no issues with the ThiefKnife in my test playthroughs, and haven't heard of any. I am not currently using the Gogo/Paladin Shield patch, as it not completely optimized yet. I have not come across any graphical glitches, and so far I have not seen any issues beyond the one where the current version of FF3usME overwrites certain parts of code changed by patches, and a workaround is currently in place.

As far as an update is concerned: I have not yet finished integrating the translation into the Improvement patch, as there is one thing not yet complete - the Opera. The timing for getting the text to print with the singing is a little tricky, and I'm not yet satisfied with it. But I want to put this out soon, as over the next year I will have little time to work on any personal projects. Stay tuned!

CurlyLover

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FF6 Improvement Project
« Reply #498 on: November 15, 2011, 12:57:46 PM »
I'm sure this is a known issue, but I don't know where to look for these, but with the 1.03 complete patch, all my right-hand, armor and relic 2 slots are being filled with Paladin Shld at random, even if I don't have anything in them... The "Dispelled curse" message appears in combat as well each time that happens.


DrROBschiz

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Re: FF6 Improvement Project
« Reply #499 on: November 17, 2011, 11:35:23 AM »
Here you go. This is simply an IPS patch that reverses the "Gogo and the Cursed Shield Fix" patch. Remember to make sure your ROM has a header (It should already). Let me know if you have any issues with it.

You need this patch to fix that issue for now

TheNattak

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Re: FF6 Improvement Project
« Reply #500 on: November 22, 2011, 02:13:55 AM »
I just noticed today that blank spell slots cost 1 MP, as opposed to the normal 0 MP...
I'm fairly confident that this hasn't been brought to anyone's attention yet...? I really can't believe I just noticed it myself, as I've been rollin' with this patch now going on a year - one of the earlier builds, mind you. But I did test to see that it's indeed still present in the newer build.



It is for sure something in this improvement patch that's causing it, I made real sure to test that it wasn't just something that I did in my hack.

I'm very sorry if this is already a known bug, I'm afraid I just don't have the patience to scroll through all the pages of this thread.  :bored:

So...any ideas??
« Last Edit: November 22, 2011, 03:38:23 AM by TheNattak »

Lenophis

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Re: FF6 Improvement Project
« Reply #501 on: November 22, 2011, 10:58:44 AM »
So...any ideas??
Quote from: The Damn Readme
Version history:

v1.0b - April 25, 2010. Fixed problem with null entries in the menu. Every null
        entry would have a 1 MP cost. To do this, the code determining the MP
        cost and the following code for availability had to be optimized.
So yeah, update your patch.

119 bugs fixed and counting.

TheNattak

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Re: FF6 Improvement Project
« Reply #502 on: November 22, 2011, 12:16:37 PM »
That's strange, I tested it out on what I presume to be the latest one - FF6i_v1.03.7z - on Jul 1, 2011
and the 1 MP issue is there. So the earlier version 1. 0b from 2010 has it fixed, eh? Heh, so it was fixed, but now it's back I suppose, unless I am still somehow brutally mistaking, but I can't see how. I'm testing the latest version of the patch on a clean 1.0 ROM, and sure enough it's there. So I guess I'll try and locate that earlier one then, thanks. I just need to compare the code and fix the issue manually, not re-patch the latest patch and write over all my changes.

update: Sorry to bother, but where exactly did you find that version Lenophis? I don't see it here or even on Dark Mage's site. I swear, things are always so hard and just never seem to work out right for me most of the time.  :yabin:
« Last Edit: November 22, 2011, 12:50:53 PM by TheNattak »

assassin

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Re: FF6 Improvement Project
« Reply #503 on: November 22, 2011, 06:07:36 PM »
the mega-patch IS made out of component patches:

http://slickproductions.org/ff6patch.php?id=Tweak%20-%20Economizer

TheNattak

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Re: FF6 Improvement Project
« Reply #504 on: November 22, 2011, 06:48:31 PM »
Thank you! And yes, I feel like an idiot >_< Aah well.
« Last Edit: November 22, 2011, 06:58:55 PM by TheNattak »

assassin

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Re: FF6 Improvement Project
« Reply #505 on: November 22, 2011, 07:19:18 PM »
you're welcome.

so darkmage needs to update his giant patch.

and frankly, the Slick website not telling you the version # or date of a patch unless you download the patch is a bad idea. :/  who the hell downloads patches over and over to see whether they've been updated?

take a page from Imzogelmo's and my books and put some data on the webpages!

Lenophis

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Re: FF6 Improvement Project
« Reply #506 on: November 22, 2011, 11:36:40 PM »
I should start putting the version numbers in with the filenames. Unfortunately, the way the page system was designed, it won't be easy short of renaming everything to suit this new method. It should start clearing some stuff up, though. :isuck:

update: Sorry to bother, but where exactly did you find that version Lenophis?
This is why I hate all-in-one patches, because people never know who made what!

119 bugs fixed and counting.

assassin

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Re: FF6 Improvement Project
« Reply #507 on: November 23, 2011, 02:06:44 AM »
that could work.  and/or you could add it to the pages with the individual patch descriptions.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #508 on: November 23, 2011, 08:28:03 AM »
For the record

Darkmage does link to his personal site in the original post which hosts each version of his patches including the latest.

Lenophis

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Re: FF6 Improvement Project
« Reply #509 on: December 30, 2011, 09:25:21 PM »
and frankly, the Slick website not telling you the version # or date of a patch unless you download the patch is a bad idea. :/
Voila! Took some doing, but I finally got it to work far too long after the fact. FF1, FF2, and FF5 will come soon, now that I got it working period. :tongue:

119 bugs fixed and counting.