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Author Topic: Not Scary Enough...NEXT! patch  (Read 779 times)

TheNattak

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Not Scary Enough...NEXT! patch
« on: October 19, 2015, 02:45:37 PM »
I have a question/concern about Imzogelmo's Not Scary Enough patch. I was able to get it working with my hack by relocating various parts of it, and I thought I was good to go, but I noticed that there's a bug with the patch where you cannot select or use items 1-4 in battle, from the item menu, and you cannot exit the item menu either, until you scroll past or select an item after the 4th. I thought this had to be something I did when relocating the patch, but testing it out on a clean ROM it is doing the same thing... I noticed you guys have it fixed up in PB, so I'm wondering what the fix entails and if anybody involved could please help me get it working right.

Thanks
« Last Edit: October 19, 2015, 03:54:35 PM by TheNattak »

Lenophis

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Re: Not Scary Enough...NEXT! patch
« Reply #1 on: October 19, 2015, 11:45:05 PM »
That seems extremely selective. You're sure it's the patch? If so, are you 100% sure that the code you had to move is moved correctly?

I don't recall this problem existing at all. Try pasting your changes, could be something simple that was missed.

119 bugs fixed and counting.

TheNattak

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Re: Not Scary Enough...NEXT! patch
« Reply #2 on: October 20, 2015, 05:22:35 PM »
Thank you. I was able to get it working correctly (it seems) today referencing the PB demo ROM. The issue was with the data at D09800, the patch adds on two bytes of something before this at D097FE and also changes/restructures a bunch of following bytes as well, while in PB you guys kept the data starting at D09800 as is, but changed just a few bytes in that data at D09803, and doing that fixed up the strange item issue which does indeed seem to be present with the patch on a clean ROM, unless somehow I'm mistaking horribly.

So for now everything seems good and working with it.

I do have a concern though that came before this issue, with something I changed in order to get it working at all for me.
Working with the debugger:

Non Flawless victory branch:
$C1/012D 22 74 D6 C0 JSL $C0D674[$C0:D674]
$C0/D674 AD 09 2D    LDA $2D09  [$7E:2D09]
$C0/D677 29 0F       AND #$0F
$C0/D679 F0 05       BEQ $05    [$D680]
$C0/D67B BF 6B 01 C1 LDA $C1016B,x[$C1:016B]
$C0/D67F 6B          RTL   

Flawless victory branch:
$C1/012D 22 74 D6 C0 JSL $C0D674[$C0:D674]
$C0/D674 AD 09 2D    LDA $2D09  [$7E:2D09]
$C0/D677 29 0F       AND #$0F
$C0/D679 F0 05       BEQ $05    [$D680]
$C0/D680 BF 85 D6 C0 LDA $C0D685,x[$C0:D685]
$C0/D684 6B          RTL

This is how the code reads at the victory dance part for both flawless and non-flawless branch, BUT, for me in battle the characters would not do any victory dance at all and stand still if it was a flawless victory... So in a random attempt to fix it, I tried using the LDA in the non-flawless branch to match the one in the Flawless victory one, and then everything was working. So the LDA in both branches is now reading LDA $C1016B,x

I haven't noticed any problems so far by doing this and all possible victory branches are working correctly (flawless, 1-2-3 characters get hit, all character's get hit, and if Mog is in the party for the not scary enough...) but really I have no idea how that fixed it up and if it's safe...?
« Last Edit: October 20, 2015, 05:34:03 PM by TheNattak »