øAslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&topic=2230.75e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7663-2.htmlslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&board=8.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7663-2.html.zx½ôg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ­MOKtext/htmlISO-8859-1gzip@øÕMÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:29:09 GMT0ó°° ®0®P®€§²ð®½ôg^ÿÿÿÿÿÿÿÿ›'M C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)

Author Topic: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)  (Read 15906 times)

squiffy

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #75 on: February 19, 2017, 06:27:33 AM »
Hey C.V. I'm afraid I've got another soft-lock. It occurs after Terra's flashback: https://youtu.be/1WBHYAB-HOM?list=PLa38YJsyG7Og0-EjkTaq4cWwmZr8oJJFS&t=843. So directly after the "curtains" close in this cutscene it just stays black. I've got my save attached again (head down from the save point and escape). Unfortunately it's about 5-10 mins before the actual crash and I don't think it's possible to get any closer.
Absolutely everything up until this point has been great though! I'm really enjoying it.
Just seeing if the crash occurs on an unpatched version. EDIT -- The crash does not occur on an unpatched version.
« Last Edit: February 19, 2017, 06:37:06 AM by squiffy »

silentenigma

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #76 on: February 19, 2017, 08:39:50 PM »
It occurs after Terra's flashback: https://youtu.be/1WBHYAB-HOM?list=PLa38YJsyG7Og0-EjkTaq4cWwmZr8oJJFS&t=843.

I can say it isn't me this time. But while we're at it,  stuck-in-a-pose v1.0 and v2.0 result in a minor, brief eyesore a few minutes later, just after Setzer gives the airship tutorial. Unpatched, when the characters merge, the M.C. gets placed in the "I'm ready!" pose, and control is immediately given back to the player. Patched, that pose becomes a just a quick blip. So I made a v2.1, to make that moment appear more natural.

(Since we're not exactly hurting for free space in the C0 block, I'll be happy to make adjustments for any other edge cases that pop up.)
« Last Edit: February 20, 2017, 09:21:24 AM by silentenigma »

C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #77 on: February 19, 2017, 11:06:57 PM »
Big thanks, squiffy!

While I'm sad to see a bug in the patch, I'm glad to know the culprit immediately. It's Madsiur's Opened Eyes Terra alt version. I'll produce a new comp patch shortly.

EDIT: I confirmed that BOTH Opened Eyes Terra patches will cause the freeze. :(
« Last Edit: February 19, 2017, 11:12:30 PM by C. V. Reynolds »
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C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #78 on: February 19, 2017, 11:26:40 PM »
Hoi. :3

Added:

Stepping Out (Leet Sketcher)


Updated: Stuck in a Pose (SilentEnigma) (to version 2.1)


Removed:

Opened Eyes Terra (Alt) (Madsiur) (because the game currently softlocks when using it. :sad:)
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Madsiur

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #79 on: February 21, 2017, 07:04:12 AM »
EDIT: I confirmed that BOTH Opened Eyes Terra patches will cause the freeze. :(

I obviously missed something and did not went through the whole flashback sequence when testing. I'll go do my homeworks again and come up with a stable patch. :/

squiffy

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #80 on: February 21, 2017, 02:24:31 PM »
Just tested the latest patch, got past the softlock! Thanks C.V!

C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #81 on: February 21, 2017, 09:06:06 PM »
Hoi. :3

Updated:

Menu Malarky (Leet Sketcher) (to version 1.2)
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C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #82 on: March 06, 2017, 09:31:02 AM »
Hoi. :3

Added:

Lens Cap (Leet Sketcher)
Map Mishap (Leet Sketcher)

Updated:

Imp Skimp (Leet Sketcher) (version 1.4)

Run into the Enjoy the friendliness patches everyone. ;P
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Wheelbarrow

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #83 on: March 10, 2017, 07:14:46 PM »
Yo C. V., this is awesome! The "perfect" edition of FFVI is so close now!

Have you had a chance to see what it would take to use darkmage's translation from his old mega-patch? That one is awesome.

From my research, it looks like your megapatch + the translation from darkmage's megapatch would be ideal.


I also saw a possible runner-up translation is drmeat's FFVI relocalization project: https://sites.google.com/site/ff6relocalized/ 



The quest continues. Thank you for your great work!

TheNattak

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #84 on: March 11, 2017, 10:55:18 AM »
I think keeping the original script, but fixing all the grammar etc. issues (which he's done) would be best for this patch. Or keeping a translation as an alternate patch if anything. This way it's more of a bug fix only base patch to use, and while the translation from DM's project is quite nice, I feel it would take this bug fix base patch to an entirely new place which a lot of people might not want.

C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #85 on: March 12, 2017, 04:32:48 AM »
Hoi. :3

I do want to keep this compilation patch to strictly bug-fixes. It's a fixed-up Woolsey script and I'm good with that. I don't know which other translation patches this would be compatible with. I think it's great people would be interested in trying to use it with other translations, though. :3

Updated:

Castle Party (Leet Sketcher) (version 1.2)
Map Mishap (Leet Sketcher) (version 1.1)
Multiple Events Fix (Leet Sketcher) (version 1.6)

Added:

Opened Eyes Terra Alt (Madsiur) (version 1.3)

In this world it's patch or be patched. ;P
I'm the former Hollywood Narrator from GameFAQs.

I'm a published novelist. My novels "Universe Eleven Series - Blue Ruin" Part 1, Part 2, and Part 3 are for sale on Amazon (check my website) in print and ebook formats.

Chronosplit

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #86 on: March 12, 2017, 03:45:10 PM »
Since there's talk about translation patches I can confirm that Ted Woolsey Uncensored won't mix, mostly because of the Multi-Steal Fix, Map Mishap, and text related bug fixes clashing.  No big deal there though (I did however, use the list of patches here for cross-checking patch compatibility).  I'm not sure about Relocalizaton Project, but I don't think it would jive completely because Sign Fix is on.

Speaking of text: the most I'd probably do text-wise as an optional add-on if I were able to use the tools at the present moment (maybe one day in Wine I might, haven't tested yet) would be to change Ability/Magic/item/Esper/Enemy names to something like the GBA terms for familiarity's sake.  Plus maybe the lowercase patch, and maaaaaybe uncensoring the parts that stick out the most?  IDK I'm just spitballing, not suggesting anything at all.
« Last Edit: March 15, 2017, 02:05:10 PM by Chronosplit »

13375K31C43R

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #87 on: March 17, 2017, 10:33:54 PM »
I warn that this patch only uses a portion of darkmage's Phantom Train chest fix. Specifically, it doesn't include any of the map changes, for reasons of potential compatibility. I can alter it or remove it if that's a problem.

Here, if you want to add the map changes, use this patch.
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Madsiur

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #88 on: March 17, 2017, 10:45:54 PM »
Speaking of text: the most I'd probably do text-wise as an optional add-on if I were able to use the tools at the present moment (maybe one day in Wine I might, haven't tested yet) would be to change Ability/Magic/item/Esper/Enemy names to something like the GBA terms for familiarity's sake.  Plus maybe the lowercase patch, and maaaaaybe uncensoring the parts that stick out the most?

SlientEnigma made a cleaner version of the RestoreAbilityNames patch, originally by Angelo which basically made most of the changes Pandora's Box had concerning name lengths: http://www.ff6hacking.com/forums/showthread.php?tid=3141

Now I had a quick look and it clash with TWU music player, but there'S always a way to relocate stuff on the patch. Anyway such a patch is rarely fully compatible with a full hack and there are always names or parts of it we prefer in a different style but it can serve as a base for a custom implementation.

C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #89 on: March 18, 2017, 08:15:34 AM »
I warn that this patch only uses a portion of darkmage's Phantom Train chest fix. Specifically, it doesn't include any of the map changes, for reasons of potential compatibility. I can alter it or remove it if that's a problem.

Here, if you want to add the map changes, use this patch.

Hm. So this edits only the bytes necessary to fix the issue, yes?

Header or no header? :3
I'm the former Hollywood Narrator from GameFAQs.

I'm a published novelist. My novels "Universe Eleven Series - Blue Ruin" Part 1, Part 2, and Part 3 are for sale on Amazon (check my website) in print and ebook formats.