øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.645e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6d01.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6d01.html.zxÅ$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0Pd'[OKtext/htmlISO-8859-1gzip8:Ö'[ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:54:05 GMT0ó°° ®0®P®€§²ð®Ä$h^ÿÿÿÿÿÿÿÿ¨.'[ FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

skyepie

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Re: FF6 Improvement Project
« Reply #645 on: October 30, 2013, 11:33:11 AM »
Well, crap um... okay separate issue now.

The game kept freezing at the airship scene where you try to recruit Setzer. I thought it was due to the King of Vanity patch not being applied. So I applied it and it seemed to work fine except that Celes remained a peculiar pink throughout the scene. So I applied the accompanying 'Antipatch' thinking that'd work but now Celes is stuck with Terra's colours >_>. How do I fix this?


DrROBschiz

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Re: FF6 Improvement Project
« Reply #646 on: November 05, 2013, 07:03:54 AM »
http://www.romhacking.net/hacks/1628/

Really really interesting Patch

I feel like I should completely rebuild the game with all of his ideas.

There are so many compelling ways to freshen this game up.

Grimoire LD

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Re: FF6 Improvement Project
« Reply #647 on: November 05, 2013, 07:32:51 AM »
That is incredibly cool! It's very much in the vein of the original .hack// series where your available spells and skill were completely based on your equipment, I might have to fool around with that down the line.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #648 on: November 12, 2013, 06:47:35 AM »
That is incredibly cool! It's very much in the vein of the original .hack// series where your available spells and skill were completely based on your equipment, I might have to fool around with that down the line.

Yeah would love to see a hack built around this. Unfortunately very few equipment pieces in the game teach magic.

Still could be useful  with espers alone for a challenge.

Hey Dark Mage! Any news on progress!

Does 1.07 have any crazy bugs right now? Really want to use the base patch as a springboard for a hack

Grimoire LD

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Re: FF6 Improvement Project
« Reply #649 on: November 13, 2013, 12:29:02 PM »
Well as the hack itself mentions its meant to be used as a base, an FFVI editor can easily add magic to learn to equipment (as far as memory serves) and since there are six equipment slots in all (and Espers) you can have one spell for each type of equipment and several Esper spells.  That would likely be the ideal way to handle it for FFVI.

asdf7890

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Re: FF6 Improvement Project
« Reply #650 on: December 13, 2013, 06:51:49 PM »
You can get around the stuck parts by switching  a save state from ZSNES between a patched and non-patched rom.  I have no clue what casues these crashes, it'd be nice if someone can fix it though.

General Public

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Re: FF6 Improvement Project
« Reply #651 on: December 30, 2013, 04:24:33 PM »
Well, crap um... okay separate issue now.

The game kept freezing at the airship scene where you try to recruit Setzer. I thought it was due to the King of Vanity patch not being applied. So I applied it and it seemed to work fine except that Celes remained a peculiar pink throughout the scene. So I applied the accompanying 'Antipatch' thinking that'd work but now Celes is stuck with Terra's colours >_>. How do I fix this?

You can get around the stuck parts by switching  a save state from ZSNES between a patched and non-patched rom.  I have no clue what casues these crashes, it'd be nice if someone can fix it though.

I know exactly what causes those crashes, and I already did fix them, it was discussed on page 42 of this thread. The official 1.07 patch is buggy and I fixed it. Here is a patch that doesn't have those problems, which I posted back on page 42 in a post, and am posting again here, it is something I call FF6 Improvement Project FIX v1.07a: http://www.sendspace.com/file/trxm7v Just use that patch until version 1.08 comes out. Oh, and that link is only going to work for 30 days, which is annoying. So it will stop working 30 days from now, on January 29, 2014. Download it before then! And umm, find some better place to upload it. I can't upload it as an attachment here, the file size is too big. And use the Base or Complete patch, not the Translation patch (it comes in all 3 editions). The Translation patch is known to crash in various parts of the game, which doesn't happen in the Base or Complete patch. The Base patch is what to use if you will apply other patches afterwards. The Complete patch is what to use if you aren't going to apply any other crashes and just want to play the game as bug-free and improved as possible. This is basically the same as FF6 Improvement Project v1.07 except with 6 bugs fixed. If someone knows of a place to upload files where they stay longer than 30 days please upload it there and post a link in this thread. Thanks.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #652 on: January 16, 2014, 08:31:41 AM »
A MEGA account would work

Just make a free dummy account

Is Darkmage still working on this?

With the Android/IOS release coming out I have a feeling people are going to want to play an actual quality edition of the game again...

Man SE really stopped making an effort in the mobile arena...

koala_knight

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Re: FF6 Improvement Project
« Reply #653 on: January 17, 2014, 09:28:40 PM »
Were they ever really making any effort? honestly most of what they're released are either garbage social games or remakes/ports. I was much happier with their releases on the portable platforms.

Anyway, last Darkmage said he was wrasslin' with the opera scene timing.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #654 on: February 03, 2014, 06:13:03 PM »
Well, crap um... okay separate issue now.

The game kept freezing at the airship scene where you try to recruit Setzer. I thought it was due to the King of Vanity patch not being applied. So I applied it and it seemed to work fine except that Celes remained a peculiar pink throughout the scene. So I applied the accompanying 'Antipatch' thinking that'd work but now Celes is stuck with Terra's colours >_>. How do I fix this?

You can get around the stuck parts by switching  a save state from ZSNES between a patched and non-patched rom.  I have no clue what casues these crashes, it'd be nice if someone can fix it though.

I know exactly what causes those crashes, and I already did fix them, it was discussed on page 42 of this thread. The official 1.07 patch is buggy and I fixed it. Here is a patch that doesn't have those problems, which I posted back on page 42 in a post, and am posting again here, it is something I call FF6 Improvement Project FIX v1.07a: http://www.sendspace.com/file/trxm7v Just use that patch until version 1.08 comes out. Oh, and that link is only going to work for 30 days, which is annoying. So it will stop working 30 days from now, on January 29, 2014. Download it before then! And umm, find some better place to upload it. I can't upload it as an attachment here, the file size is too big. And use the Base or Complete patch, not the Translation patch (it comes in all 3 editions). The Translation patch is known to crash in various parts of the game, which doesn't happen in the Base or Complete patch. The Base patch is what to use if you will apply other patches afterwards. The Complete patch is what to use if you aren't going to apply any other crashes and just want to play the game as bug-free and improved as possible. This is basically the same as FF6 Improvement Project v1.07 except with 6 bugs fixed. If someone knows of a place to upload files where they stay longer than 30 days please upload it there and post a link in this thread. Thanks.

Wanted to extend a hearty thank you for the Fixed files!

With the release of the Android version I have had a lot of friends looking into playing the original but with all the important fixes to the gameplay!

So far none have had any issues!

darkmage

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Re: FF6 Improvement Project
« Reply #655 on: March 05, 2014, 07:04:27 PM »
Apologies all, for the long silence. Work sucks, and all that.

First of all, good news: for the translation, the timing for the Opera has been completed, and it looks a LOT better. I'm vetting all the issues in the translation. Cyan's dialogue in particular was based on an older version of the translation that I put together, and thus what's in the 1.07 patch is a regression and will be fixed in the new version. If I can put out a new version.

That's the bad news. GP's patch does fix the issues in the base and complete versions (which was a mistake on my part), but not the issues in the translation version, and I think I've figured out why. I had to expand the ROM using FF3usME and move the dialogue to the newly provided space to fit the expanded dialogue, and this has apparently broken any patch that references a dialogue pointer. So the Shadow on the Veldt patch had to be removed and the dialogue for finding Shadow had been revised to a gender-neutral statement. Unfortunately, I have never researched pointers for FF6, and I have not had a chance to study them and build a reference table to change all the rest of the changed pointers to the new dialogue locations. This is why the King of Vanity scene hangs, right when it's about to start a new line of dialogue.

In the interests of getting this 99% done to 100% and out and released (barring dialogue issues), I'm asking for help. If anyone can get this figured out, we can get the Improvement project finished and done, and many new projects can use it as a jumping-off point for their own stories.

Lenophis

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Re: FF6 Improvement Project
« Reply #656 on: March 07, 2014, 09:22:44 AM »
Having had to deal with dialogue issues, I took a rather drastic approach and converted the dialogue to 24-bit pointers for Pandora's Box. That had the very unfortunate side-effect of breaking FF3usME. We had to put a lot of work in so we could use Atlas. Was well worth it, since it gave us unlimited space and dialogue entries to use.

Unfortunately, I have never researched pointers for FF6, and I have not had a chance to study them and build a reference table to change all the rest of the changed pointers to the new dialogue locations. This is why the King of Vanity scene hangs, right when it's about to start a new line of dialogue.
I don't recall the workings of this patch, does it add a new line of dialogue?

119 bugs fixed and counting.

yeoldeusrename

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Re: FF6 Improvement Project
« Reply #657 on: March 07, 2014, 11:20:57 AM »
That's the bad news. GP's patch does fix the issues in the base and complete versions (which was a mistake on my part), but not the issues in the translation version, and I think I've figured out why. I had to expand the ROM using FF3usME and move the dialogue to the newly provided space to fit the expanded dialogue, and this has apparently broken any patch that references a dialogue pointer. So the Shadow on the Veldt patch had to be removed and the dialogue for finding Shadow had been revised to a gender-neutral statement. Unfortunately, I have never researched pointers for FF6, and I have not had a chance to study them and build a reference table to change all the rest of the changed pointers to the new dialogue locations. This is why the King of Vanity scene hangs, right when it's about to start a new line of dialogue.

In the interests of getting this 99% done to 100% and out and released (barring dialogue issues), I'm asking for help. If anyone can get this figured out, we can get the Improvement project finished and done, and many new projects can use it as a jumping-off point for their own stories.

This probably is too obvious to work, but if the "base" and "complete" versions work fine (perhaps because they are not expanded?), then maybe you just need to rebase from one of those, make the new mods, and then (via FF3usME) expand and import the translation script (instead of just adding the new patches to the translation patch).

I wouldn't expect IPS mods affecting the script to work properly after the script has been modified by FF3usME, because the bytes will have moved around. An IPS patch must maintain the number of bytes it affects, so as long as two IPS patches don't change the same section of script, they should be compatible from that regard. However, FF3usME script importing doesn't have this restriction. You can change the number of characters in a particular caption, which will throw off the bytes for all the rest of the script data (not to mention the bytes allocated for the script expansion). Your translation patch surely replaces pretty much all the bytes in the script data region, so it would not be compatible with script changes from other IPS patches.

Of course, importing your translation script after applying other IPS patches would nullify any script changes by those patches, so you'd have to manually incorporate them (if desired) into your script before importing via FF3usME.

Maybe you can include the translation script in your zip file so that others can apply extra IPS patches after applying the base IPS (and manually make corresponding script changes), then expand the ROM and import the script via FF3usME. Or maybe you change the translation patch to only affect the bytes containing the script data. Then people can apply the base patch, then other patches, then the translation patch.

Just thinking out loud, could applying the translation patch to an unexpanded ROM cause errors?

I'm probably missing the point since you probably know all this, but hopefully it doesn't hurt to throw out the idea.

Anyway, thanks for your efforts! It's great to see people still developing for FFVI in the year 2014!

Poco Loco

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Re: FF6 Improvement Project
« Reply #658 on: March 07, 2014, 05:02:59 PM »
That's the bad news. GP's patch does fix the issues in the base and complete versions (which was a mistake on my part), but not the issues in the translation version, and I think I've figured out why. I had to expand the ROM using FF3usME and move the dialogue to the newly provided space to fit the expanded dialogue, and this has apparently broken any patch that references a dialogue pointer. So the Shadow on the Veldt patch had to be removed and the dialogue for finding Shadow had been revised to a gender-neutral statement. Unfortunately, I have never researched pointers for FF6, and I have not had a chance to study them and build a reference table to change all the rest of the changed pointers to the new dialogue locations. This is why the King of Vanity scene hangs, right when it's about to start a new line of dialogue.

In the interests of getting this 99% done to 100% and out and released (barring dialogue issues), I'm asking for help. If anyone can get this figured out, we can get the Improvement project finished and done, and many new projects can use it as a jumping-off point for their own stories.

This probably is too obvious to work, but if the "base" and "complete" versions work fine (perhaps because they are not expanded?), then maybe you just need to rebase from one of those, make the new mods, and then (via FF3usME) expand and import the translation script (instead of just adding the new patches to the translation patch).

I wouldn't expect IPS mods affecting the script to work properly after the script has been modified by FF3usME, because the bytes will have moved around. An IPS patch must maintain the number of bytes it affects, so as long as two IPS patches don't change the same section of script, they should be compatible from that regard. However, FF3usME script importing doesn't have this restriction. You can change the number of characters in a particular caption, which will throw off the bytes for all the rest of the script data (not to mention the bytes allocated for the script expansion). Your translation patch surely replaces pretty much all the bytes in the script data region, so it would not be compatible with script changes from other IPS patches.

Of course, importing your translation script after applying other IPS patches would nullify any script changes by those patches, so you'd have to manually incorporate them (if desired) into your script before importing via FF3usME.

Maybe you can include the translation script in your zip file so that others can apply extra IPS patches after applying the base IPS (and manually make corresponding script changes), then expand the ROM and import the script via FF3usME. Or maybe you change the translation patch to only affect the bytes containing the script data. Then people can apply the base patch, then other patches, then the translation patch.

Just thinking out loud, could applying the translation patch to an unexpanded ROM cause errors?

I'm probably missing the point since you probably know all this, but hopefully it doesn't hurt to throw out the idea.

Anyway, thanks for your efforts! It's great to see people still developing for FFVI in the year 2014!

I was honestly thinking the exact same thing it would save an overall headache in the end so I say why not lol
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

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darkmage

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Re: FF6 Improvement Project
« Reply #659 on: March 13, 2014, 09:29:49 AM »
Having had to deal with dialogue issues, I took a rather drastic approach and converted the dialogue to 24-bit pointers for Pandora's Box. That had the very unfortunate side-effect of breaking FF3usME. We had to put a lot of work in so we could use Atlas. Was well worth it, since it gave us unlimited space and dialogue entries to use.

Unfortunately, I have never researched pointers for FF6, and I have not had a chance to study them and build a reference table to change all the rest of the changed pointers to the new dialogue locations. This is why the King of Vanity scene hangs, right when it's about to start a new line of dialogue.
I don't recall the workings of this patch, does it add a new line of dialogue?

No - it's been a while since I looked at the source, but if I remember correctly it jumps the code that causes Celes and Sabin to blush at the same time and includes a direct line to a dialogue pointer address.

To answer the question by yeoldeusername, patching to the base and complete versions and then expanding the ROM to accommodate the translation - that's what I've been doing. I cannot fit the translated script in the original space provided, and FF3usME points the original dialogue pointers to the new space, but any patches that include direct links to dialogue pointers break as a result. The King of Vanity patch is the earliest point in the game where this occurs - I can go through the source code provided with patches to see if there are any others (the Shadow in the Veldt patch comes to mind), but some of the patches don't have source code provided in the readme or documentation with the patch.

The hex editor I use, Windhex, can do a diff between a clean ROM and an edited one (I think, anyway), so if it's possible I can do a diff for all the patches that might affect dialogue and see what's happening - but without new memory addresses to point to, I'm not sure how I could fix this.

« Last Edit: March 13, 2014, 09:41:47 AM by darkmage »