øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=465e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index68db.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index68db.html.zxD–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>ö·OKtext/htmlISO-8859-1gzip@øÕö·ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:21 GMT0ó°° ®0®P®€§²ð®D–h^˜ö· Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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466
Game Modification Station / Re: Sprite and text box shenanigans
« on: April 28, 2016, 03:42:01 PM »
The only thing I don't like about higan/bsnes, and all its siblings, is that when you start playing a new game, you can actually faintly see what it's loading while the screen is supposed to be all black. For instance, you can see the camera panning up the hill at Narshe where the bridge is, and you can even see the start of the first opening text, before the screen fades in.

467
Remind me what the bugs are with MagiMaster and Zozo, and why altering stuff with Mog, Umaro and Gogo is supposed to fix them?

468
Game Modification Station / Re: Sprite and text box shenanigans
« on: April 27, 2016, 04:47:26 PM »
OK. I will investigate for myself. Thank you very much.

:edit:
Just for the record, I've been using ZSNES 1.51 for all of my testing and debugging, and I already know it has that problem. I do love ZSNES a lot, I know it isn't perfect, but it gets the job done and I love its interface. I wish there were PSX emulators that were as user-friendly as ZSNES, but that's outside of this conversation.

469
Game Modification Station / Sprite and text box shenanigans
« on: April 27, 2016, 03:14:29 PM »
I'm sure I'm not the only one bothered by the fact that, if you play Final Fantasy 3 on a SNES emulator, character sprites that are supposed to be behind the text box at the bottom are instead shown in front of it. Apparently it's not a problem with a cartridge in a console, but I'm wondering if there isn't a way to fix this on emulators. Or if there isn't, is there an emulator that doesn't have this problem?

Don't get me wrong, I am officially on hiatus, so I'm not interested in looking for a fix right now. I'm just curious as to whether or not this issue can be solved.

470
Game Modification Station / Re: New patch: Stony Silence Bug fix
« on: April 27, 2016, 12:32:07 PM »
All right, this time I'm committed. This is officially my last patch for the time being.

See ya in a few hours when you post another bugfix :P  :happy:

Man, I sure hope not. I will if someone requests it, but I myself am done looking for new bugs to fix for now.

471
Game Modification Station / New patch: Stone Faced Bug fix
« on: April 27, 2016, 12:15:01 PM »
All right, this time I'm committed. This is officially my last patch for the time being. Assassin recently referred me to the "Petrify omni-counter" bug, whereby Petrified enemies gain the ability to perform final attacks over and over again. And I found a fix for it. This patch overlaps Assassin's "1-way status immunity fix" patch, so be wary.

:edit:
Fixed a bad JSR update in the "1-way status immunity fix" version.

:edit:
Renamed to "Stone Faced". No function changes, just a name change.

:edit:
Added patches for GBA version!

472
I can't think of a single thing to disagree with on the front of what you just said. I will say that, personally, my stance is that the Esper is aware that their master is trying to Summon them, but the deficiency of MP essentially "spoils" the Magicite for the rest of the battle, so the Esper is now off limits.

P.S. I read a little bit into the Petrify omni-counter bug you linked to, and I've found a fix for it that doesn't use any free space. I will make a patch for it, but first I notice in my ROM that some patches have altered the beginning of the function at C2/450D, and I'm thinking they're yours. I'm thinking they have something to do with your status immunity-related patches.

:edit:
I found it. It's your "1-way status immunity fix" patch. I'll have to bear it in mind.

473
Quote
spiffy.. you found some nice commonalities in the index and bit ascension.  it's not often somebody thinks to do a loop of just 2 iterations.

Anything to save on space, am I right? :happy:

Quote
regarding Imp's call: what happens in vanilla if you get sapped of MP between choosing and performing the Summon?

That's an interesting question. I considered the possibility that someone might ask about Summoning an Esper while Muddled, because that happened during my testing, nothing ended up happening and, indeed, the Muddled character also lost their Esper privileges. That, in my opinion, is a different case to Imp because Imp actually replaces the Summon command with Fight, so the fact that you're not even trying to Summon anymore means you shouldn't lose that ability, whereas the Muddled character actually tried to Summon and nothing ended up happening.

So I have to say I'm not inclined to modify the case you just mentioned, where the party member loses enough MP to stop the Summon, because your party member still actually tried to Summon. It's in the same category as the Muddle case I just mentioned. I say that Imp is different because Fighting is not Summoning.

474
OK. See what you think.

475
No problem. I have another solution in mind. See how you like it.

476
Bumping this for the new SFC patches.

477
Fair enough. I'll fix it.

478
Game Modification Station / Re: New patch: Double Block Bug fix
« on: April 26, 2016, 08:47:00 PM »
"Reflections" sounds like the name of a magazine of poems and short, moving stories written under pseudonyms.  in the final three pages of each edition, supportive letters are exchanged between the readership.

At least one person here thought this funny. :happy:

Oh, no, so did I. I just didn't say that. :happy:

479
The other thing is, there's already a section of code that checks whether Near Fatal status should be applied or not, and it doesn't consider immunity at all. So why should my code be different?

480
I've already tested the side effects associated with Relics such as MithrilGlove, and there's no problem there.

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