øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.330e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6e9a.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index6e9a.html.zx¼$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0PdýZOKtext/htmlISO-8859-1gzip8:ÖýZÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:57 GMT0ó°° ®0®P®€§²ð®¼$h^ÿÿÿÿÿÿÿÿã1ýZ FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

darkmage

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Re: FF6 Improvement Project
« Reply #330 on: October 28, 2010, 09:54:43 PM »
Just a heads-up. Mblock129's "Duncan Stays Put" patch has the same problem as all his other ones. After learning Bum-Rush, trying to go into Duncan's house will result in the game freezing forever. I'm not sure if it's dialog editing related, or if it's conflicting elsewhere.

I checked all of his patches to see if he had put them in that particular range, and the Duncan patch was one of them. I've made the changes, but haven't implemented them into the mod yet. I've also contacted him to let him know about this, and I'll let him know how it turns out.

mblock129

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Re: FF6 Improvement Project
« Reply #331 on: November 15, 2010, 10:43:17 PM »
I just whipped up a quick and dirty program that looks through a set of patches and finds any conflicts. If anyone has a zip file of all the individual patches that make up the Megapatch, I could run them all through and find every single conflict.

My email is cape_zephyr@yahoo.com

Poco Loco

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Re: FF6 Improvement Project
« Reply #332 on: November 15, 2010, 10:48:40 PM »
nice, I wanna know which patch would conflict with the not scary enough patch and the summon patch
"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?"

-HNIC

darkmage

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Re: FF6 Improvement Project
« Reply #333 on: November 17, 2010, 08:56:47 PM »
I just whipped up a quick and dirty program that looks through a set of patches and finds any conflicts. If anyone has a zip file of all the individual patches that make up the Megapatch, I could run them all through and find every single conflict.

My email is cape_zephyr@yahoo.com

Sweet!

I'm on my work computer right now, but as soon as I get home I'll zip 'em all up and send them over to you!

mblock129

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Re: FF6 Improvement Project
« Reply #334 on: November 23, 2010, 08:13:37 PM »
Thanks for sending me the patches darkmage.
I ran the test and the output was a bit anticlimactic:
Code: [Select]
Patches:
ff6_snes_AutoSwordlessRunic.IPS
ff6_snes_BrushlessSketch.IPS
Address: 0x20688 - 0x20688
--
Patches:
ff6_snes_AutoSwordlessRunic.IPS
ff6_snes_BrushlessSketch.IPS
Address: 0x206D7 - 0x206D7
--
Patches:
ff6_snes_AutoSwordlessRunic.IPS
ff6_snes_BrushlessSketch.IPS
Address: 0x206F0 - 0x206F1
--
Patches:
ff6_snes10_ForWhatAilsYa_multi-steal_header.ips
ff6_snes10_MultiSteal_header.ips
Address: 0x23BE9 - 0x23BEB
--
Patches:
ff6_all_MagRoaderScriptFix.IPS
ff6_all_SrBehemothFix_header.ips
Address: 0xFA106 - 0xFA106
--

I manually verified that in each of these cases the conflicting patches are each writing a different value to the same address. (It wouldn't really be a conflict if they were writing the same value to the same address.) Whether or not these are actual bugs I don't know.


I was expecting to see more of my patches on that list. Is it possible that there are some changes made to the ROM that aren't on this list of patches? Here is the list:
Code: [Select]
ff6_all_AdditionalRages.ips
ff6_all_BanquetGuards.IPS
ff6_all_ColorCodedMPDigits.ips
ff6_all_Control_MenuUpdate.IPS
ff6_all_Control_MPCost.IPS
ff6_all_CureCastinKid_CanPlusMinus.ips
ff6_all_DuncanStaysPut.ips
ff6_all_DuplicateEnemyNames_func2C30.ips
ff6_all_EdgarRevealed.ips
ff6_all_Evade.IPS
ff6_all_GenjiGlove.ips
ff6_all_GoldWrexsoul.IPS
ff6_all_GrandStairwayFixes.ips
ff6_all_InvertDmgIfUndead.ips
ff6_all_KingOfVanity.ips
ff6_all_MagRoaderScriptFix.IPS
ff6_all_MuteStealsRageStatus.IPS
ff6_all_NameLowercased.ips
ff6_all_NoStatusTimerReset.IPS
ff6_all_PinkGogo.ips
ff6_all_PsychoCyan.ips
ff6_all_Rippler.ips
ff6_all_ShadowIsNotAGirl.IPS
ff6_all_ShadowLeavesOneManParty.ips
ff6_all_SrBehemothFix_header.ips
ff6_all_ThatDamnYellowStreak.IPS
ff6_all_TheyOnlyJumpLeftInZozo.ips
ff6_all_UncensoredGfx.IPS
ff6_all_Vanish-Doom.IPS
ff6_all_ZoneSeek&FreeSpace.ips 
ff6_snes10_AirAnchor.ips
ff6_snes10_BorderCrossing_header.ips
ff6_snes10_CantLoseForWinning_header.ips
ff6_snes10_Crusader&Reflect_header.ips
ff6_snes10_EconomizerTweak.ips
ff6_snes10_ElementalDisplay_header.ips
ff6_snes10_EsperMPCost_header.ips
ff6_snes10_ForWhatAilsYa_multi-steal_header.ips
ff6_snes10_ICondemnTheeToHell!_header.ips
ff6_snes10_Jump_Megafix-A.IPS
ff6_snes10_MultiSteal_header.ips 
ff6_snes10_OfferingCanMiss.ips
ff6_snes10_Sketch.IPS
ff6_snes10_SlotDerigging.IPS
ff6_snes10_SwdTechSpeedup.ips
ff6_snes10_ThereCanBeOnlyOne!_multi-target2_header.ips
ff6_snes10_ToJokerDoomOrNot.ips
ff6_snes_1WayImmunity.IPS
ff6_snes_AirshipGameOver.ips
ff6_snes_AlphabeticalRages.IPS
ff6_snes_AutoSwordlessRunic.IPS
ff6_snes_BrushlessSketch.IPS
ff6_snes_CaptureWpns.ips
ff6_snes_CarveStone.ips
ff6_snes_ChocoboStable.ips
ff6_snes_CowardlyDog.ips
ff6_snes_Dash-A.ips
ff6_snes_DeceptiveTapir.IPS
ff6_snes_device.ips
ff6_snes_DisrespectulZombie.IPS
ff6_snes_EnemyFC05.IPS
ff6_snes_FF6Intro.ips
ff6_snes_FlightOfStormDrgn.ips
ff6_snes_Gogo&CursedShield.ips
ff6_snes_GrassEncounter.ips
ff6_snes_IgDefIfSafeOrShell_header.ips
ff6_snes_Jump_Launcher-SBall.IPS
ff6_snes_LeteRiverTunnelVolume.ips
ff6_snes_MagicMenuSorting.ips
ff6_snes_MgDmgOverflow.IPS
ff6_snes_MissingDialogue.ips
ff6_snes_MTekInCyansSoul.ips
ff6_snes_MuddledMantra.IPS
ff6_snes_MuddledPalidor.IPS
ff6_snes_NamingShadow.ips
ff6_snes_Pincer&Row.IPS
ff6_snes_RegulationDice.ips
ff6_snes_SFigaroShortcut.ips
ff6_snes_ShadowChupon.ips
ff6_snes_SketchingMime.ips
ff6_snes_StackableImmunity.IPS
ff6_snes_StepMineDigit.IPS
ff6_snes_Tile_NarsheGate.ips
ff6_snes_Tile_NarsheSecretEntrance.ips
ff6_snes_VanishingLightObject.ips
ff6_snes_VanishingMagicite.ips

I also have an output that lists every address that is written to by any patch. It weighs in at 34K but I can provide it if requested.


assassin

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Re: FF6 Improvement Project
« Reply #335 on: November 23, 2010, 10:53:18 PM »
Quote from: mblock129
I manually verified that in each of these cases the conflicting patches are each writing a different value to the same address. (It wouldn't really be a conflict if they were writing the same value to the same address.) Whether or not these are actual bugs I don't know.

i can state that in the case of Auto Swordless Runic and Brushless Sketch, the latter patch has the former as a requirement, and this overwriting is intentional.  the Runic patch expands the list of commands that have special checks when a character is acting automatically (e.g. Berserked or Muddled).  it adds one new entry to two tables for Runic, and three new null entries to them for future use by hackers (the first such use being the Brushless Sketch patch i knew was coming :P).

EDIT: fixed typo

darkmage

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Re: FF6 Improvement Project
« Reply #336 on: November 24, 2010, 01:48:45 PM »
I'm not entirely sure what is going on with the patches you've made, mblock. I don't think any of them are conflicting with any other patches; it seems more probable that the range in which you place them has something to do with dialogue and/or events. It appears that the problems I've seen, and the problems TheNattak has reported, occur after the patches are applied and then any changes to dialogue are made.

I don't recall which block you placed most of your changes in, but when I get home I can post it. Then we can ask if anyone knows if there's any compressed information in that range, or something of that nature.

Tzepish

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Re: FF6 Improvement Project
« Reply #337 on: November 24, 2010, 03:21:15 PM »
There are other ways to conflict besides writing to the same space - one patch may depend on data/code that another patch overwrites or relocates.

assassin

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Re: FF6 Improvement Project
« Reply #338 on: December 18, 2010, 08:42:55 PM »
ok, Homesick Gau has finally been uploaded to my website!  see the Hosted Patches / Usurped Patches page.  sorry for the long delay.

Odbarc

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Re: FF6 Improvement Project
« Reply #339 on: December 19, 2010, 02:21:59 PM »
Is the patch done?!

darkmage

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Re: FF6 Improvement Project
« Reply #340 on: December 19, 2010, 06:43:56 PM »
Not yet, unfortunately, and I never expected this to take so long to get done. My apologies to all. :isuck:

As time permits, I'm working on the patch and trying to make it good, but I'm starting to wonder if it can realistically be used as a jumping-off point for other people's projects. I didn't have any problems the last time I played it through, but as TheNattak has pointed out, further changes to dialogue after applying this patch presents problems.

I'll keep hacking away at it (pun intended) and see if everything can coexist peacefully.

Odbarc

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Re: FF6 Improvement Project
« Reply #341 on: December 23, 2010, 07:43:32 PM »
Take as long as it needs. If it wasn't worth doing, you'd have all given up by now.

An Uber-patch is the best idea I've seen next to the combined collection of hacks available to allow anyone make their own hacks.

assassin

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Re: FF6 Improvement Project
« Reply #342 on: December 29, 2010, 09:59:22 AM »
in case fistukman of GameFAQs is reading this page of the topic:

MBlock129's patches can be found here:

http://zephyr129.brinkster.net/

(background: this morning, fistukman posted on GameFAQs about seeing this thread, and wanting to download mblock's patches separately.  i replied with the URL, but the topic was modded within a few hours, so i dunno whether he saw the answer.  no, i am not crazy, nor do i plan to turn this thread into a random personal correspondences bulletin board, though Burt should know i have no further use for the dog leash, as i'm fully housebroken.)

Lenophis

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Re: FF6 Improvement Project
« Reply #343 on: December 29, 2010, 10:58:19 AM »
Why is GameFAQs so inconsistent with modding anything involving patches? :zemogus:

It makes me want to :banonsmash:

Or more accurately, who are the trolls that want to cling to that board with a deathgrip?

119 bugs fixed and counting.

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #344 on: January 31, 2011, 08:33:33 AM »
So it figures as soon as I complete my ultimate bugfix/patching project of this game, I find this thread. What a waste. XD

Ah well, I might as well share some info: Here are the patches I used in my game which you don't have listed.

Quote
*Ignore Charm patch (Drakkhen) (This patch allows enemies that block muddle to also block Charm.)

*Ignore Kamog patch (Drakkhen) (This patch prevents the game from removing Kamog's equipment at the end of the WoB and placing it into your inventory.)

*South Figaro's Secret Shortcut Fix (Novalia Spirit) (In South Figaro, it is possible to cross the river via a secret passage behind the cafe and thereby go through Locke's scenario without stealing clothes, which produces a few oddities. The existence of the shortcut is a direct result of having a black, passable tile on the first background layer at the specified location.)

*Shop Menu Fix (Novalia Spirit) (This patch fixes the bug that causes the shop menu to display improperly when the player closes the buy menu on the first possible frame; under certain circumstances, reentering the buy menu would freeze the game.)

*Misplaced Cursor Fix (Novalia Spirit) (Returning from a subscreen in the Espers menu causes the scrolling cursor to be shifted upward by eight pixels from its intended position; the patch corrects this minor defect.)

*Frozen Mosaic Fix (Novalia Spirit) (This bug requires the activation of the mosaic effect from a subscreen in which you can switch between characters. For instance, try to access SwdTech from Terra's skills menu, then quickly press L or R. After the screen fades back in, the mosaic pattern will remain, and will only dissolve once the main menu is closed, or if the mosaic effect is triggered again. The SNES versions correct this behavior to a degree, as the requirements are more restrictive, thereby requiring more precise timing.)

*Homesick Gau fix (Djibriel) (Gau, when returning from a Leap, needs a monster slot to occupy.  This slot is always designed as the sixth slot (i.e. the last one).  Obviously, monster formations of six monsters will not allow Gau to return.  However, there is also a great amount of monster formations which have plenty room for Gau, yet have a monster in the sixth slot anyway, preventing Gau from returning while he normally could.  This patch optimizes the monster formations which appear on the Veldt, and Gau can now return from any monster formations, passing the usual criteria, as long as it isn't a team of six.)

I'm not sure how many of these you have fixed yourself without documenting, or whether you knew about them but chose not to use them. This is what I got though - I used all the patches you listed as well in mine. Yours has better graphics though. ( :isuck: at graphics editing)