øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=630e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index574b.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index574b.html.zxH–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>«ÏOKtext/htmlISO-8859-1gzip0|Ö«ÏÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:25 GMT0ó°° ®0®P®€§²ð®H–h^ÿÿÿÿÿÿÿÿ…$«Ï Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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631
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About the "Killer Life 3" fix, I think the same as Koala_knight. Yeah, I know it's a bug, but I think it's better to leave it unfixed. It doesn't make you think that something is wrong, it's a funny way of killing them and it isn't an exploit (it's much easier to simply cast "Life" on them, it's a waste of time and MPs).

I still think it's worth fixing. Sure, it's not worth it to follow this tedious process just to cast Life 3 on an Undead enemy in a normal game, but in a hacked game an Undead enemy may appear alongside an enemy that knows Life 3. And, as a matter of fact, given that Life is meant to kill Undead enemies, it doesn't make any sense that Life should also be able to revive them, and in fact it can't. The Relic Ring has the power to make one of your characters undead (not Zombified, there's a difference), and while that character is wearing it, if they get KO'd, they CANNOT be revived. Repeat: they CANNOT be revived, no matter how many times you try to use Life on them. It seems logical that the same should apply to undead enemies.

632
OK, I've fixed the problem with the Killer Life 3 patch, and now the game does in fact neglect to cast Life 3 after an X-kill. However, now whenever Life 3 triggers on an Undead enemy, the sound effect plays but the animation is not seen and the enemy is, in fact, not revived. This does not apply to player characters or non-Undead enemies. I think it has something to do with the fact that Undead enemies get killed by Life.

633
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1: When you say compatible with "Gogo and the Cursed Shield", do you mean the original or your fixed version?

Both, because the flawed part of the patch that I found a fix for doesn't collide with this patch. The only conflict here involves a JSR that is modified by "Gogo and the Cursed Shield", which is merely shifted by my patch.

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2: What happens if you X-Zone the Soul Savers after applying this? Do they stay gone for the whole battle or do they eventually revive? I don't have a save at that spot to check this myself.

They'll stay gone until one of your characters takes another turn. I tried this myself to see what would happen if Wrexsoul was in mid-Zinger when this occurred; your characters won't be able to do anything meaningful in terms of attacking or killing each other to make Wrexsoul evacuate the possessee, but you can just heal and that'll cause the Soul Savers to respawn.

What happens is, they normally revive as a "final attack", which is what they do when they die, but X-Zone stalls all final attacks for one turn.

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Technically, yes in the game's internal terms. However, I think that the logic here is that what is being represented here is that this undead creature is hit with an instant kill attack as opposed to a spell effect. Think of it like the red skeletons in Castlevania. They are not immune to being destroyed by your weapon, they simply reconstitute themselves in the event that they are "killed". So in effect they are dead for a moment, they simply come back like the PCs in Dead Souls.

Now the Life 3 spell can be thought of in the fiction of the game as a program much the same as the actual code that makes it up. The spell has one function: if the entity I'm attached to is killed, then I will cast Life on it. It doesn't know the nature of the being it is used on any more than the regular Life spells do.

If you want to look at it that way, go ahead, but I really do think it's a bug. Think of it this way: there's a way to make one of your characters gain the Undead status, by equipping it with the Relic Ring found in Owzer's House. If that character is attacked by a killing weapon, they won't die at all, but will instead regain all of their HP. An undead enemy's reaction is basically the same, and it also regains full HP, but the process looks different and the healing is invisible to the player. So I think the mentality here is that the undead enemy shouldn't have died at all, it just looks like they did. But, in the interest of money idioms, a penny for your thoughts.

634
Game Modification Station / Re: New patch: Invisible Zombie tweak
« on: June 17, 2015, 01:41:03 AM »
Yeah, I did get around to thinking that, even though it's not entirely logical for a Zombified enemy to be invisible, at least the player can probably deduce that an enemy is unseen because they've been Zombified (through Rippler, Sketch etc). And you're right, it probably was intended for the enemy to still be around to attack everyone (including other enemies), even if you don't see them.

So, description revised. This patch isn't a bugfix patch, but rather a logic tweak. It's essentially a workaround, because I don't know how to make the enemy stay on the screen.

635
The problem is that Life 3's revival sequence isn't even supposed to trigger at all because the enemy is still alive.

636
Hi! Another doubleheader, this time with two bug fixes.

The first requires an undead enemy, a weapon that kills enemies with an X animation, and the Life 3 spell. If an undead enemy is attacked by such a weapon, it automatically revives itself with full HP. If said undead enemy had Life 3 cast on it beforehand, it will die, revive...and then Life 3 will kill it again. You read that right: Life 3, which is supposed to prevent death, can actually make death happen. Needless to say, that won't be the case if this patch is applied.

The second applies to the battle against Wrexsoul. Wrexsoul has an ability called Zinger which targets a party member, then removes Wrexsoul from battle until that party member dies. Meanwhile, you have Wrexsoul's Soul Saver friends to keep you company...and they automatically revive when killed. However, a cheap way to win the battle is to banish the Soul Savers using X-Zone, which will prevent them from reviving for one turn. If Wrexsoul happens to be using Zinger while you do this, there'll be no enemies left and you'll win. This patch makes this cheat impossible.

By the way, I couldn't find a way to make the Killer Life 3 patch work without using up free space. So it uses free space bytes C2/6772-C2/677D.

EDIT: Finally got the Killer Life 3 patch working correctly. All it does now is prevent Life 3 from reviving an Undead entity.

EDIT 2: I've recently made updates to the Dead in the Air fix, including a different algorithm. Since Killer Life 3 conflicts with Dead in the Air, I've now had to update Killer Life 3 accordingly. If you haven't downloaded and applied Dead in the Air, you're good to go. Otherwise, you'll need to download the new version of both patches. Remember to apply Dead in the Air first.

EDIT 3: I've now included a Killer Life 3 patch for the Japanese version of the ROM. I want to make a Japanese patch for Soul Saved as well, but I can't find the monster attribute data in the Japanese ROM in order to make the Soul Savers immune to Instant Death.

EDIT 4: I've now made the Japanese patches for Soul Saved. I've also reduced the size of the Fix B patches by a considerable amount.

EDIT 5: I've now included Fix B patches designed for use with the latest version of "Dead in the Air". "Dead in the Air" should be applied first.

EDIT 6: Due to an update to "Dead in the Air", the compatibility patches needed to be updated; namely, a function using free space needed to be shifted.

EDIT 7: "Dead in the Air" was updated again and that required that function to be shifted again. I'm a bit disgusted with myself for not moving the function all the way over in case this happened, but as a bonus, I've also ported the patches to GBA!

EDIT 8: Killer Life 3 now has GBA patches!

637
That's not what this patch does. Assassin also had that idea, but he's told me that modifying the graphics display to produce a palette change instead of destroying the enemy's sprite is pretty difficult, and in fact I haven't a clue about how to do it. I actually had an alternative idea in mind for my "Dead in the Air" patch, whereby a character simply falls back to the ground without landing on any targets if the Countdown hits 0 while they are in the air, but then again, I'd have to figure out how to make the graphics display reflect this.

638
One bug I want to fix is that it's possible to defeat Wrexsoul without actually killing him, by X-Zoning his Soul Saver friends. Another is that an Undead character with Life 3 status will die after being revived after being killed by an insta-kill weapon, such as Striker or Assassin.

639
That's offset 20B39 for a headered ROM, or 20939 for a non-headered ROM.

And, you're welcome. :) There are a few more issues I hope to address soon.

640
Game Modification Station / New patch: Invisible Zombie tweak
« on: June 13, 2015, 10:58:09 PM »
Hi! It's been a while since I uploaded a new patch, mainly because I've already uploaded all the patches I thought I was going to, but this patch now addresses a logical issue noticed by Xenovant, which I've dubbed the "Invisible Zombie". In a nutshell, it is possible for enemies to become Zombified, and they disappear when they do, as if they had actually died. However, they will still be able to attack entities on the battlefield. Even though it matches the behaviour of Zombified party members, the fact that an invisible Zombified enemy can attack is rather illogical, so this patch fixes that behaviour by preventing the Zombified enemy from attacking.

641
Game Modification Station / Re: New patch: Zombie/Rippler Bug fix
« on: June 13, 2015, 10:53:49 PM »
Oh, OK. Thanks for the info. That said, I'm still seeing too many problems with the current approach, so I'm abandoning it in favour of a simpler one.

642
Game Modification Station / Re: New patch: Zombie/Rippler Bug fix
« on: June 13, 2015, 11:25:47 AM »
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Put a LSR before "ROR $3204,X".

LSR on what? On the accumulator? On $3204,X? See, the idea with ROR $3204,X is that bit 0 will be evaluated first instead of bit 7. I'm not sure what purpose adding an LSR will have.

643
Game Modification Station / Re: New patch: Zombie/Rippler Bug fix
« on: June 13, 2015, 02:54:28 AM »
After hours of thinking, I came up with this code (attached) to try and solve this issue. However, after applying the changes to my ROM (don't worry, I have a backup), I've found that only one of my characters' ATB gauges is filling.

Basically, what I've done is optimized the code to grab all of the called functions from a list and call them in a loop.

644
Game Modification Station / Re: New patch: Zombie/Rippler Bug fix
« on: June 12, 2015, 06:02:15 PM »
I think the idea is that, since Wound, Petrify and Zombie statuses all count as being "dead" for the purpose of the battle ending, they make the enemy disappear when it attains one of those statuses because then, intuitively, you win the battle when all enemies are gone. I mean, by the same logic, why should enemies disappear when they're KO'd or Petrified? Shouldn't we just apply a palette change in those situations as well? Shouldn't you, or another enemy, be able to target them with Life or Soft? The theory is, no you shouldn't, because you wouldn't want to. By the same token, you shouldn't want to target a Zombified enemy with Revivify, or any attack, so they remove it from the screen. But the oddity there is that, even though you can't see the enemy, it can still attack you.

The idea here, in my opinion, is that all forms of death are treated the same with enemies, in contrast to your party members, where they all mean different things. Petrified and Zombified both mean your party members can still be targeted for attacks, but won't take any damage, while Wound means your party member can't be targeted for attacks at all. For an enemy, all three mean the enemy can't be targeted for attacks, but the ridiculousness, as Xenovant puts it, is that the enemy can still target you.

Right now I'm looking for the code that prevents monsters from taking any action while dead. Assassin, you wrote the documentation on bank C2...maybe you could help me out here.

645
Game Modification Station / Re: New patch: Zombie/Rippler Bug fix
« on: June 12, 2015, 11:12:42 AM »
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-Terii Senshi's algorithm ignores petrify (I have tested his patch, and yours, in a clean rom).

According to both Terii Senshi and the Final Fantasy Wikia, Rippler is supposed to ignore Petrify anyway, so I won't concern myself with that.

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-When you exchange the zombie status with the enemy, the enemy dies (you'll see him disappear), but it will be still here, and will attack... but it's even worse: it may reappear again when another enemy dies. I think the best "fix" would be ignore the zombie status and leave it in the player, because this status, in the enemies, is a mess xD  EDIT: Or directly kill the enemy...

That, on the other hand, is interesting. Zombie status is supposed to be swapped, so I won't make the algorithm ignore it, but I'll look into making sure the enemy stays dead. :)

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