øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;sa=topics;start=60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5762-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=topics;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index5762-3.html.zxL–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>‚¸OKtext/htmlISO-8859-1gzip8:Ö‚¸ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:29 GMT0ó°° ®0®P®€§²ð®K–h^ÿÿÿÿÿÿÿÿ}+‚¸ Show Posts - 13375K31C43R

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Topics - 13375K31C43R

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61
Game Modification Station / New patch: Magitek Madness
« on: April 08, 2016, 04:55:11 AM »
Hi everyone! After months of trial and error, I've finally found a solution to one of the graphical bugs that's been so prevalent on my mind. This patch occurs when Doom is cast on a character wearing Magitek Armor. Their soul will be dragged off to the great beyond by the Grim Reaper...but its legs will be missing. The reason for this is that the soul is taken from the same location in VRAM as the sprite you normally see on the screen. Therefore, I fixed this by making the Doom animation copy the character sprite to another location with its legs. To ensure the usual synchronicity between the two sprites, I had to repurpose the RAM address 7E:64BA. Normally it kept track of whether the characters were in Magitek Armor in battle, and it still does, but now it also has another bit that is only set during the Doom animation.

NOTE: This patch also fixes the Vanish/Magitek bug which has already been fixed by my Side Saddle patch; however, if both are applied, this patch will be rendered useless. Thus, to apply this patch, you'll have to either remove Side Saddle or apply the included compatibility patch. If you have not already applied Side Saddle, ignore this.

:edit: April 29, 2016
Fixed a wrong instruction.

:edit: March 18, 2017
Previous version didn't account for the possibility of Doom being blocked by a shield; during my playtesting, Fight VRAM was messed up. This version sets it straight. It also adds a JSR that I didn't know I needed before.

62
Game Modification Station / Scrambled Soldier
« on: March 29, 2016, 12:19:31 AM »
I don't... I can't... J-Just look at this guy! Look at him! Does that look normal to you?! That, my friends, is supposed to be an Imperial stormtrooper.

Here's how you recreate this: just move your parties into the corner like I have. And apparently you have to do it within a certain amount of time, because when I fiddle around for long enough the soldier appears normal. No restriction on who goes in what party or who you leave out entirely (yes, you actually CAN do that).

By the way, switching parties will change that soldier's onscreen graphics to make him look normal, as will the eventual fade out when he reaches Banon. I think going to the Main Menu will also work, but I haven't tested that.

63
Final Fantasy V Research & Development / Two Galufs
« on: March 26, 2016, 12:05:07 AM »
I haven't seen much discussion about the "two Galufs" bug during Galuf's period of mourning Zeza's death after the Barrier Tower's destruction. It's already been fixed in the GBA version, so it seems like it should be fixable in the SFC version also. Is there already a patch out for it?

64
Game Modification Station / Chadarnook's silent entry
« on: March 24, 2016, 11:16:52 AM »
Has anyone else noticed that when the Chadarnook boss fight starts, the screen goes all mosaic-y as normal, but the sound that's supposed to accompany it doesn't? I think this is a bug.

65
Game Modification Station / Rod spells do not remove Vanish status
« on: March 22, 2016, 12:33:27 PM »
I received a message from TheNattak who informed me of a possible bug. Vanish status is supposed to be cleared whenever an entity is targeted by a spell, but for some reason this does not include spells that result from rod usage (at least in some cases). For example, the Fire Rod's in-game description specifically states that its effect is to cast Fire 2 when used as an item. At first I found it a bit odd that this doesn't cause Vanish status to be removed, but it does occur to me that maybe the spell is deliberately treated as an item effect to avoid removing Vanish. But I want to get the public's opinion before I take any further action on this.

66
Game Modification Station / Vanish/Doom bug on characters
« on: March 22, 2016, 11:06:17 AM »
Terii Senshi released a patch a while back to fix the infamous "Vanish/Doom" bug that allows bosses to be killed easily despite the fact that most bosses are immune to Instant Death; if Vanish is cast on them, they lose that immunity. He did a good job with it, except that there's another oversight his patch doesn't fix: the "Vanish/Doom" bug also works on party members. I have a character equipped with the Safety Bit, which is supposed to block Instant Death attacks such as Doom, and it does, until that character Vanishes.

67
Here's a document I've been working on for a while. I've been trying to figure out all of the event code for spell animations and I've done a lot of work for this. However, at the moment there are still plenty of event descriptions that are incomplete or missing, and I don't have a lot of energy left to invest in this. Therefore, I'm making it available for the public to edit here. When this is done, hopefully I'll get around to starting a list of all the animation event scripts as they appear in the code (i.e. what Fire does, what Cure does etc.)

68
Game Modification Station / Better bank C2 disassembly
« on: March 05, 2016, 06:46:19 PM »
Hi everyone! With all due respect to Assassin and Terii Senshi, a huge portion of their bank C2 disassembly document leaves a lot to be desired. It's all jumbled and doesn't make sense. I was able to see relatively quickly that the instructions were just flat-out wrong, especially when I found out that some of it contains functions called from bank C1. Therefore, I took it upon myself to re-interpret the hex data as best I could. This isn't a complete disassembly, but it should shed some better light on those specific parts of the code.

:edit:
Managed to decipher some more data, particularly the in-battle menu drawing scripts.

:edit:
Added the characters' battle palette pointers at C2/CE2B, and found a pattern in the data at C2/C945-C2/CD44. I'm not really sure what it is, but I'm guessing it's something else having to do with character's battle sprites.

:edit:
Identified the attack block palette data.

:edit:
Found a block of compressed data at C2/CD45, though I couldn't figure out its purpose.

:edit:
Identified a few more animation script commands.

69
Hi! I've got a doubleheader for you today! These two new patches aren't necessarily bug fixes, depending on your point of view, but odds are you'll find them useful.

The first patch, Better Dice, makes two tweaks to the damage algorithm used by Setzer's Dice weapons. These tweaks are best explained in an organized format.

  • Before: if all three dice rolled with Fixed Dice match, the damage is multiplied by that number. After: this bonus now applies to the regular Dice as well.
  • Before: Setzer will always roll two dice with a 3-in-16 probability for each number between 1 and 4 and a 1-in-8 probability for numbers 5 and 6. After: Setzer will always roll one die with perfect 1-in-6 probability distribution; all other dice will have a 43-in-256 probability for each number between 1 and 4 and a 21-in-128 probability for numbers 5 and 6.

The second patch ensures that the X Fight command is displayed correctly in the command menu. This patch uses free space bytes C1/FFFC-C1/FFFF, C3/FF93-FFA8 and C3/FFC1-C3/FFFF.

:edit: March 4, 2016
I knew that this patch conflicted with Assassin's "Recapture the Glory" patch, but I didn't think it would conflict in any way that breaks the functionality of that patch or the game. Now that I know better, I've uploaded a new set that adds compatibility.

:edit: March 6, 2016
Add new patches that make the first tweak above optional. The reverse patch can be applied to remove either version.

:edit: April 23, 2016
Added a bug fix: the Offering relic is supposed to cut damage in half, but it doesn't do so with the Dice weapons. It will if the new version is applied. I will also write a new separate patch soon that includes only that bug fix.

:edit: December 26, 2017
By request, I added a secondary set of patches that, in addition to changing "Fight" to "X Fight", also change "Jump" to "X Jump" if the Dragon Horn is equipped.

70
Game Modification Station / Imp's Rage
« on: February 07, 2016, 02:38:52 AM »
According to Master ZED's Bug FAQ, there's a bug that occurs when Gau tries to enter Rage but is turned into an Imp beforehand. Rage is a command that is not compatible with Imp, so Gau will Fight instead, and will not gain any of the statuses or immunities attached to the Rage; however, he will still become autonomous.

Quote
Normally, during Rage, on every attack the character makes, the properties of the monster in question are reloaded for the character. However, if that character has become an Imp, the property reload routine will ignore the fact that the character is still in a Rage and not even call Rage's reload routine. They will still attack anyway though, making this a dangerous bug. It's also the reason why Critical Hits if Imp doesn't work for characters. Once Imp status is healed, the Rager must still take a turn before the Raged monster's properties are restored to them because the Rage command isn't used during Imp (it's swapped for Fight).

I tried a fix that makes Rage compatible with Imp, thus giving Gau the elemental properties of the Rage as usual, while still ensuring he only attacks and doesn't try to cast any spells (they will fail because of the Imp status). However, there's now an issue if Gau Rages as a monster with immunity to the Imp status because the immunity will prevent the status from being added or removed, meaning Gau will remain an Imp until the battle ends or he is KO'd.

With this in mind, there are three possible ways to fix this. One is to make Rage ignore immunity to the Imp status, but this is probably not a good idea as it veers away from the developers' intentions. Another is to make Rage remove Imp status if immunity is included, but again, probably not a good idea as there may be situations where being an Imp is beneficial (e.g. Imp equipment). The third way, and the best IMO, is to make sure Gau does not become autonomous if he is an Imp.

71
Game Modification Station / New patch: Vanish/Runic Glitch fix
« on: February 06, 2016, 03:46:31 AM »
I recently read that if Celes or Gogo uses Runic and absorbs the Vanish spell, they will disappear for about two seconds using the same Vanish "wipe" effect which happens twice, but it shouldn't happen at all because they don't gain the Vanish status. The reason for this is because Vanish's animation script sets the Vanish bit for the absorbing character's sprite and then refreshes the sprite, thus triggering the wipe effect, but the game also repeatedly updates sprites based on their current status, so the sprite reappears immediately. This patch simply removes the wipe effect from the animation script, thus leaving all Vanish-related updates to the status check.

:edit: September 17, 2016
After tons of scrutiny, I found a way to port this patch to GBA. This is exhausting work, so I think I'll take that well-deserved break, because I have other stuff I need to do. I'll try and port as many of the others as I can eventually, but not for a while.

72
Game Modification Station / New patch: Side Saddle Glitch fix
« on: December 11, 2015, 06:02:13 PM »
Hi everyone! Well, I did it. I slaved over this issue for weeks and finally figured out how to solve it. This glitch occurs when a member of your party vanishes during battle while riding Magitek Armor. The game accidentally draws both the disappearing and reappearing animations over the armor, so the legs become visible outside the armor. This patch ensures that the characters' legs never become visible while they are riding Magitek Armor.

And while I'm at it, there's another issue that's been stressing me out just as much: Doom only taking away a character's upper body when they are riding Magitek Armor. There's documentation on Slick Productions that includes the C1 bank, so you can see the code at C1/3D43 surrounding the JSR I added to replace a CMP. Basically, the Vanish animation manipulates the sprite data stored in RAM at 7F:0000-7F:A000, so to fix this glitch I made sure the legs wouldn't be stored there for characters riding Magitek Armor. When a character reappears, the sprite data there is repopulated with the sprite data in the ROM at D5/0000 onwards. I'm thinking I need to do something similar with the Doom animation. I need to find the area of the code where it grabs data for the sprite that gets hauled off by the reaper and force it to include the legs.

:edit: December 13, 2015
Fixed a problem with the patch whereby it sometimes wasn't including the legs at all, because the code that checks if a character has Magitek status was grabbing data from the wrong place in RAM. This problem is now fixed. I recommend re-downloading this patch.

:edit: February 11, 2016
Fixed a patch-breaking problem; the patch was adding the free space in the wrong place. The free space overlapped with the last three bytes of the Magitek-check function, breaking it. As I said, this problem has now been fixed.

:edit: February 11, 2016
Fixed another patch-breaking problem with the 1.0 patch; I'd failed to make the necessary adjustments to some of the JSRs. Also made a correction to the Magitek Armor check function; it was still loading from the wrong place in RAM and I'd somehow failed to notice.

:edit: March 21, 2016
Discovered a RAM byte that allows for some added efficiency. Re-downloading is optional, but recommended.

73
Game Modification Station / New patch: Banon Riding Glitch fix
« on: December 10, 2015, 02:05:18 AM »
Hi everyone! I finally got around to fixing a bug that's been...bugging me ever since I found out about it. It's the infamous oversight of Square not including a chocobo-riding sprite for Banon, making the game pull data from Terra's Esper form sprites instead. To fix this, I drew up my own riding sprite for Banon, which came out pretty well if I do say so myself. The best part is, there's a lot of free space right before the sprite data, so I just shifted all the other sprites into that section to make room and adjusted all the pointers accordingly. This patch also fixes a related issue that causes Banon to look all scrambled when riding a chocobo on the world map.

Unfortunately, due to the size limit, I cannot post all of the patches at the same time, only one. So be sure to make a backup of your ROM before applying this patch! ;) Or, follow this link to find the full set.

:edit: December 12, 2015
I decided to edit Banon's hair just a little bit.

:edit: February 4, 2016
As a response to some constructive feedback, I've made a few more changes to the sprite, including his cape, leg position and hair.

:edit: April 23, 2016
I've made some optimizations, and now this patch no longer uses any free space in bank EE.

:edit: July 25, 2017
Added "lite" patches; see below for details.

:edit: December 26, 2017
Fixed a neglected pointer.

74
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!

75
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.

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