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Banon's Donkey Farm => Game Modification Station => Topic started by: C. V. Reynolds on May 20, 2016, 06:12:16 PM

Title: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)
Post by: C. V. Reynolds on May 20, 2016, 06:12:16 PM
C. V. Bug-Fix Comp NON HEADERED VERSION. (see further posts for headered version)

Cobbled together by C. V. Reynolds.

Patch updated April 22 of 2018.

For North American 1.0 version only! My apologies to anyone using the Japanese version of the game. There is no point to using the 1.1 version with this compilation, as this compilation includes the Sketch Bug fix as well.

Don't apply this over an old version of this compilation. It might not work right or at all if you do.

You can always find this patch and its sister patches at their original home here:
http://slickproductions.org/forum/index.php?topic=2230.0

Here's the list of patches included in this compilation:

183 patches used

1-Way Status Immunity (Assassin)
Agoraphobic Leader (Novalia Spirit)
Allergic Dog (Novalia Spirit)
Amnesic Cursor (Novalia Spirit)
Anchors Aweigh! (Imzogelmo/Lenophis)
Anonymous Attack (Leet Sketcher)
Auction Chocobo Fix (Madsiur)
Auto Swordless Runic  (Assassin)
Auto-expiring statuses don't reset their timers with manual removal (Assassin)
Backstabu (Leet Sketcher)
Backwards Jump (Leet Sketcher)
Bad Decoration (Lenophis)
Banon Riding (Leet Sketcher)
Banquet Guards Go Back to Their Places (mblock129)
Bird Bars (Leet Sketcher)
Bland Entrance (Leet Sketcher)
Blitz Tutorial Fix (C. V. Reynolds)
Blush Disease (Novalia Spirit)
Border Crossing (Imzogelmo, Lenophis, Novalia Spirit)
Bottomless HP and MP Well (Assassin)
Bridge Correction (Gi Nattak)
Broken Gate (Novalia Spirit)
Bye Bye Breath (Leet Sketcher) (modified for FF3usME compatibility, and maybe compatibility with Blitz Tutorial)
Can't lose for winning (Lenophis)
Caravaggio (Leet Sketcher)
Carve Stone (Leet Sketcher ver) (Imzogelmo)
Castle Party (Leet Sketcher)
Cave to the Sealed Gate Basement 3 Event Megafix (Assassin)
Celes' Rushing (Djibriel)
Chain of Command (Leet Sketcher)
Chance Offering (Leet Sketcher)
Control Attacks Ignore MP Cost (Assassin)
Control Menu Responds Poorly to MP Change (Assassin)
Dead Hare (Leet Sketcher)
Dead in the Air (Leet Sketcher)
Deceptive Tapir (Assassin)
Disrespectful Zombie (Assassin)
Doom Darts and Trump name fix (Assassin)
Double Block (Leet Sketcher)
Duncan Stays Put (mblock129)
Duplicate Enemy Names (Assassin)
Dusk Requium (SP) (C. V. Reynolds)
Equip Anything fix (Kejardon/Lenophis/Imzogelmo)
Equip wrong item to slot via event (Assassin)
Esper Battle Menu (Lenophis)
Evade (Terii senshi)
False Knight (Leet Sketcher)
FC 05 enemy command (Master ZED)
Flaky True Knight protection (Assassin)
Flight of Storm Drgn (Novalia Spirit)
For What Ails Ya (Lenophis/Imzogelmo/Kejardon)
Frozen Mosaic (Novalia Spirit)
Frozen Terra Fix (Madsiur)
Game Over (Leet Sketcher)
Genji Glove damage reduction (Assassin)
Gogo and the Cursed Shield (Imzogelmo {with additional fixing by Leet Sketcher})
Gold Wrexsoul (mblock129)
Grand Stairway (Imzogelmo)
Half Knife (Leet Sketcher)
Hasty T-Rex (Leet Sketcher)
Homesick Gau (Djibriel)
I condemn thee to hell! (Lenophis)
Ignore Kamog (Drakkhen)
Imp Skimp (Leet Sketcher)
Imp's Call (Leet Sketcher)
Imp's Rage (Leet Sketcher)
Imp's Retort (Leet Sketcher)
Imp's Retort Compatibility (Leet Sketcher)
Incoherent Gungho dialogue (Assassin)
Instant Airship (Novalia Spirit)
Invert Damage if Undead (Leet Sketcher ver) (Master ZED)
Ironic Metamorph Pack (Assassin)
Item Magic Counter (Leet Sketcher)
Jewel Ring Description (Assassin)
Jump Megafix (Version A) (Assassin)
Jump-Launcher and Jump-Super Ball (Assassin)
Killer Life 3 (Leet Sketcher)
Life 2 Description (Imzogelmo)
Lens Cap (Leet Sketcher)
Loud Music (Leet Sketcher)
M-Tek Vehicle in Cyan's Soul event (Imzogelmo)
Magic Sorting (Novalia Spirit)
Magicite - Strength to Vigor (C. V. Reynolds)
Magitek Madness (Leet Sketcher)
Map Mishap (Leet Sketcher)
Menu Malarky (Leet Sketcher)
Mine Cart (Imzogelmo)
Miraculous, Death-Defying Always-Left-Facing Jumps in Zozo (mblock129)
Miscolored command names (grayed version) (Assassin)
Misplaced Cursor (Novalia Spirit)
Missing Dialogue (Novalia Spirit)
Missing Light (Novalia Spirit)
Morph Mayhem (Leet Sketcher)
Muddle-Mantra (Assassin)
Muddle-Palidor (Assassin)
Multi-Steal (Imzogelmo {with additional fixing by Leet Sketcher})
Multiple Events Fix (Leet Sketcher)
Mute Steals Rage Statuses (Assassin)
Naming Shadow (Novalia Spirit)
Narshe's Door (Leet Sketcher)
Narshe's Secret Entrance Tile (Novalia Spirit)
No X In Fight (Leet Sketcher)
Off Death Row (Leet Sketcher)
Off the Hook (Leet Sketcher)
Opened Eyes Terra Alt (Madsiur)
Overhead (Leet Sketcher)
Persistent Whistle (Novalia Spirit)
Petrified Rebel (Novalia Spirit)
Phantom Train Chests (darkmage) {modified by Leet Sketcher}
Phoenix Chest (Leet Sketcher)
Pincer + Row (Assassin)
Pink Gogo (Imzogelmo)
Precious Jewels (Leet Sketcher)
Premature Continuation (Assassin)
Psycho Cyan (Terii senshi)
Rage (Terii senshi)
Rage addendum (C. V. Reynolds)
Randomosity monster encounter (Assassin)
Recapture the Glory (Assassin)
Reflect barrier shown on bodyguards (Assassin)
Reflectable Magitek Beams (Assassin)
Reflections (Leet Sketcher)
Regulation Dice (mblock129)
Returner's Day Off (Leet Sketcher)
Rock Bottom (Leet Sketcher)
Save Point Switch (Leet Sketcher)
Self Sneeze (Leet Sketcher)
Setzer Bandana (C. V. Reynolds)
Shadow Chupon (Novalia Spirit)
Shadow Copy (Leet Sketcher)
Shadow Gone (Leet Sketcher)
Shadow is Not a Girl (mblock129)
Shadow's Shadow (Madsiur)
Shadow's Status (Leet Sketcher)
Shop Menu (Novalia Spirit)
Sketch Bug (Assassin)
Slightly lagged battle event timer display (Assassin)
Solar Wind (Leet Sketcher)
Some MP changes don't update menus (Assassin)
Soul Saved B (Leet Sketcher)
SrBehemoth (Dragonsbrethren)
Stackable Immunities and Permanent Statuses (Assassin)
Status Unknown (Leet Sketcher)
Step Mine MP cost (Assassin)
Step Mine's Missing Digit (Assassin)
Stepping Out (Leet Sketcher)
Stone Cold (Leet Sketcher)
Stone Faced (Leet Sketcher)
Stuck in a Pose (SilentEnigma)
Suplex wrongfully splits damage (Assassin)
That Damn Yellow Streak (Assassin)
The Cowardly Dog (Novalia Spirit)
The Echoing Waters (Novalia Spirit)
The Magic Bridge (Novalia Spirit)
The Peninsula of Death (Novalia Spirit)
The Phantom Diary (Novalia Spirit)
The Sealed Door (Novalia Spirit)
The Sleazy Lender (Novalia Spirit)
The Unilateral Blockade (Assassin)
The Wild Cat (Djibriel/Lord J)
There can be only one! Single-target (Lenophis/Imzogelmo)
Throw down (part of) the Gauntlet (Assassin)
Throwback (Leet Sketcher)
Transportation Device (Novalia Spirit)
Trigger Happy (Leet Sketcher)
Tritoch Animation Fix (bydoless)
Turn Around (Leet Sketcher)
Ultimate Damage (Leet Sketcher)
Unaffected Rows (Assassin)
Unequipium (Leet Sketcher)
Upside Down (Leet Sketcher)
Vanish Doom (Terii senshi)
Vanish Runic (Leet Sketcher)
Vanishing Magicite (Novalia Spirit)
Various Texts' (Imzogelmo)
Vector's Cure-Castin' Kid no longer heals the dead (Imzogelmo)
Verdant Respite (Novalia Spirit)
Walk This Way (Leet Sketcher)
Wrong Way, Idiot! (Gi Nattak)
Zombie Rippler A (Leet Sketcher)
Zombie Tapir A (Leet Sketcher)
Zoneseek No Thanks (mblock129)
Zozo Sign Petty Fix (Madsiur)

Patch sources:
http://slickproductions.org/ff6patches.php
http://assassin17.brinkster.net/
http://l33t5k37ch3r.altervista.org/
http://drakkhen.jalchavware.com/
http://www.rpglegion.com/ff6/hack/patches.htm
http://www.angelfire.com/al2/imzogelmo/patches.html
http://masterzed.cavesofnarshe.com/
NovaliaSpirit's site
http://www.ff6hacking.com/forums/portal.php
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on May 20, 2016, 06:14:03 PM
C. V. Script Fix NON HEADERED VERSION.

Cobbled together by C. V. Reynolds.

Patch updated November 13th, 2016.

For North American 1.0 version only! It might work with 1.1 as well, but I've not tested this. Beware if you try it on 1.1.

If you plan to use the C. V. Bug-Fix Comp with this, you must apply the Bug-Fix Comp first. You can use either patch on its own as well, though.

Don't apply this over an old version of this patch. It might not work right or at all if you do.

You can always find this patch and its sister patches at their original home here:
http://slickproductions.org/forum/index.php?topic=2230.0

This is my script fix. It fixes misspellings and inconsistencies I found in the game. I tried to keep it brief. I've included the list of changes below so you can make the changes yourself if you'd like. Yes, that (extra space) can potentially cause script problems in a hack if it isn't removed. Was line 99 an ode to Dan Quayle? The world may never know.


List of changes:

82: knights to warriors

86: 'til to till

99: potatos to potatoes

122: (added missing page break)

139: (added missing question mark)

217: Hurumph to Harumph

346: (added missing page break)

346: Magi Wars to War of the Magi

425: somethihg to something

427: check point to checkpoint

440: mischievious to mischievous

443: Bolderdash to Balderdash

460: BARAM to CLYDE

515: (Extra space)

535: musn't to mustn't

540: general's to leader's

698: Ziegfried to Siegfried

698: Ox to ox

699: ZIEGFRIED to SIEGFRIED

701: SIGFRIED to SIEGFRIED

702: SIGFRIED to SIEGFRIED

746: Katrin to Katarin

807: rock slide to rockslide

839: magitek to Magitek

932: chocobo to Chocobo

1013: assasin to assassin

1015: assasin to assassin

1016: 'Till to Till

1016: assasin to assassin

1593: an to a

1663: "in to" to "into" (quotations to clarify this document only)

1699: Water Skean to Water Edge

1812: (added missing period)

1829: returners to Returners

2026: Ziegfried to Siegfried

2066: his excellency to His Excellency

2118: inbalance to imbalance

2126: Imperial Airforce to Imperial Air Force

2257: come one to come on

2311: 'till to till

2355: (added missing apostrophe)

2362: 'till to till

2378: SIGFRIED to SIEGFRIED

2430: SIGFRIED to SIEGFRIED

2619: MOG to <A10>

2620: MOG to <A10>

2745: lot's to lots

2804: make-over to makeover

2945: chocobo to Chocobo

===

Location Names:

58: DARRILL'S TOMB/B1 to DARYL'S TOMB/B1

===

Battle commands:

MagiTek to Magitek

===

Magicite text:

bouns to bonus

Strength to Vigor
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on May 20, 2016, 06:15:46 PM
C. V. Bug-Fix Comp HEADERED VERSION.

Updated April 22 of 2018.

For North American 1.0 version only!

My thanks to Leet Sketcher's Headerizer.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on May 20, 2016, 06:17:50 PM
C. V. Script Fix HEADERED VERSION.

Updated November 13th, 2016.

For North American 1.0 version only!

If you plan to use the C. V. Bug-Fix Comp with this, you must apply the Bug-Fix Comp first. You can use either patch on its own as well, though.

My thanks to Leet Sketcher's Headerizer.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on May 27, 2016, 06:45:06 AM
Good news, everyone! I tested the Script Fix without applying the Bug-Fix patch. It works! I'm unsure why I never tried it before. However, be sure to not apply the Bug-Fix Comp AFTER the Script Fix. That would mess up the game. Bug-Fix Comp must be applied first if you want to use both. However, if you accidentally apply them in the wrong order, you should be able to apply the Script Fix again to repair the problem.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on June 02, 2016, 02:41:20 PM
Hoi. :3

Updated:
Hasty T-Rex (Leet Sketcher) (to 1.1)

Please be aware that the patch contains two fixes (Morph Mayhem and Dead in the Air) that are currently buggy. The bugs probably won't burn down the shack or release the Gremloblin, but I still offer a warning. I could switch to Dead in the Air fix B to counter some bugs, but I suspect Leet Sketcher's got something up his painter's sleeve. :childish: So, I'll not get hasty like a T-Rex might.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on September 05, 2016, 06:50:19 AM
Hoi. :3

Updated the following:

Imp's Retort (Leet Sketcher) (to 1.3)
Morph Mayhem (Leet Sketcher) (to 1.1)

For those keeping it up to date on their own servers, this means I updated both unheadered and headered bug-fix patches and the readme.

Dead in the Air A is still slightly bugged at the time of my writing this. I'll not switch to version B just yet though.

Happy patching.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on September 06, 2016, 06:04:31 PM
Hoi! Update again! :3

I put in the new repaired Dead in the Air version 2 (Leet Sketcher).
I put in Petrified Rebel (Novalia Spirit) to replace the loss of that fix in the updated Dead in the Air.
I made sure to use the correct Killer Life 3 and Off Death Row to go with the new version of Dead in the Air.

Patche files and readme are updated as usual.

Happy patching.

EDIT: Soul Saved B doesn't work at the moment, so I removed it from the listing. No harm done anyway. Our own Leet Sketcher should have it fixed soon. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on September 07, 2016, 10:51:13 PM
Hoi! Another update!

Leet Sketcher made quick work of that Soul Saved B bug, so the patch is back in the comp. :3

Updated: Soul Saved B (Leet Sketcher) updated to 1.2.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on September 08, 2016, 06:09:49 AM
Another update. :eek:

Updated Imp Skimp (Leet Sketcher) to 1.1.

:3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on September 09, 2016, 03:47:19 AM
Hoi! Update again!

Imp Skimp (Leet Sketcher) to 1.2.
Multiple Events (Leet Sketcher) to 1.3.

It's my pleasure and service to keep this updated. I just love the patches and thank their makers for the opportunity. No problem at all needing to update this, Leet Sketcher. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on September 11, 2016, 10:20:04 AM
Hoi. :3

Menu Malarky (Leet Sketcher) added.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on September 12, 2016, 03:28:42 AM
I know of a script fix you could add. There's a villager in Zozo who says the second hand is pointing at four, when he should be saying it points at two. Otherwise, there's no one else who tells you (and is lying) that the second hand points at two, and in the meantime there's already another guy who says the seconds are divisible by 20, which would also rule out the second hand pointing at four.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on September 12, 2016, 09:04:58 AM
Hoi. :3

I virtual tripped a few times (I just woke up) doing this, but here is the update:

Dead in the Air (Leet Sketcher) updated to 2.1.

Leet Sketcher, I'll add your suggestion later (it'll be soon). It does seem like an error and a good thing to fix. Thank you. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on September 18, 2016, 07:31:24 PM
Hoi! :3

Added:

Castle Party (Leet Sketcher)
Shadow Copy (Leet Sketcher)

Updated:

Stone Zombie (Leet Sketcher) updated to 1.1. (I forgot to update this one before... The update concerns compatibility with Assassin's The Force Overrunneth, though that patch isn't included in this compilation)
Returner's Day Off (Leet Sketcher) updated to 1.3.

Thank you!
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on October 04, 2016, 10:07:00 PM
Hoi. :3

Added: Chain of Command (Leet Sketcher)

Haven't gotten around to the Zozo thing yet. Been busy with a lot of writing lately.

(And it takes motivation to dig through my script in the buggy old FF3usME. Not that I'm not grateful for it, though)
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on October 14, 2016, 12:11:39 AM
Hoi. :3

Update is just to fix a single-byte error related to Save Point Switch. Otherwise is the same. You'll almost definitely need this update, though.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on October 19, 2016, 02:38:52 AM
Haven't gotten around to the Zozo thing yet. Been busy with a lot of writing lately.

(And it takes motivation to dig through my script in the buggy old FF3usME. Not that I'm not grateful for it, though)

I wish I could write a super-quick patch for you, but if you're using FF3usME then I have no idea where the patch would have to point to. I can tell you that the index of that line is somewhere between 1000 and 1100. I can't remember more precisely than that where it is, though.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on October 19, 2016, 02:04:04 PM
who's to say that the game didn't want to narrow it down to two choices, and leave the final coin flip up to the player?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on October 19, 2016, 02:16:21 PM
who's to say that the game didn't want to narrow it down to two choices, and leave the final coin flip up to the player?

Well, what's the point of that? Having a puzzle's final solution come down to simply guesswork is bad design. And what's the point of one guy telling you something another guy also tells you?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on October 19, 2016, 04:11:53 PM
having a majority or all of the puzzle be guesswork would be bad design, but making you try a whopping TWO options is hardly unfair or tedious.  as for the redundancy, it's not like the Zozoians have some Central Committee to coordinate lies; they seem a rather disorganized bunch, what with the pacing around in the rain, and passing out on the ground.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on October 20, 2016, 02:31:19 AM
That's not really my point. My point is it's a waste of resources. If the only clue one of the liars gives you is something you could infer from a clue someone else gave you, then why insert the former clue at all? Also, yes, two options IS still a problem because it's a puzzle. Puzzles are always supposed to be solvable without having to guess AT ALL.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on October 20, 2016, 03:14:57 AM
Quote
If the only clue one of the liars gives you is something you could infer from a clue someone else gave you, then why insert the former clue at all?

it makes the liars slightly more authentic.  they behave as individuals, rather than as some coordinated organism that "knows" not to repeat itself.

Quote
Also, yes, two options IS still a problem because it's a puzzle. Puzzles are always supposed to be solvable without having to guess AT ALL.

what stone tablet was this so-called rule etched onto? :P

if guessing were forbidden, the game should just destroy the path (or permanently lock you out of it) after one wrong answer, since there's no reason whatsoever to get it incorrect on the first try.

now, i think it's possible the dialogue was flubbed, but just haven't seen near ironclad proof here.  the townspeople can aid in the process of elimination, without wrapping up everything neatly in a bow.

out of curiosity, what does FF6j say?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on October 20, 2016, 12:29:48 PM
it makes the liars slightly more authentic.  they behave as individuals, rather than as some coordinated organism that "knows" not to repeat itself.

What are you talking about? If one guy says it, you already know it's a lie. So there's nothing to add by having another guy say the same thing. And who cares about them not seeming like an organized system when they clearly already are? Those guys walking through that one hallway in a conga line each say a different hour for a reason. They have to be an organized system in order for the puzzle to be even remotely solvable.

what stone tablet was this so-called rule etched onto? :P

If you were solving a Sudoku, and the final solution came down to just one 2x2 square of numbers that could be 5 7 / 7 5 or 7 5 / 5 7, both equally valid solutions, so you choose one and then later you see the printed solution and it turns out you chose wrong, wouldn't you be pretty miffed? I've been solving puzzle magazines for years, and I have never, never, NEVER seen even one puzzle with an ambiguous solution. Why? Because they are meant to be solved purely by logic. There is NO GUESSWORK involved. The clock puzzle is no different.

if guessing were forbidden, the game should just destroy the path (or permanently lock you out of it) after one wrong answer, since there's no reason whatsoever to get it incorrect on the first try.

That seems really unfair to me, because someone might rush to enter the answer and might make a mistake, and thus they can never get the Chain Saw even though they did have the correct answer. Then again, I've played FFIX before and I did have to learn the hard way that you can't run across the plank in Burmecia or else the one chest becomes inaccessible, so what do I know?

now, i think it's possible the dialogue was flubbed, but just haven't seen near ironclad proof here.  the townspeople can aid in the process of elimination, without wrapping up everything neatly in a bow.

out of curiosity, what does FF6j say?

Maybe I should check the Japanese dialogue to be sure, maybe even the Advance dialogue, but the only way I know to do that is to actually play through the game up to that point, which I have neither the time nor the patience for just to check one line of dialogue. But even if those versions say the same thing, that doesn't make it right or fair. It could just have been one guy's mistake that no one ever realized was a mistake.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on October 20, 2016, 01:38:54 PM
What are you talking about? If one guy says it, you already know it's a lie. So there's nothing to add by having another guy say the same thing.

i never said it added anything to the puzzle solving.  nor does it need to.  the redundancy makes them seem a bit more like authentically bullshitting individual townspeople, as opposed to mere cogs in one bullshitting machine.

Quote
And who cares about them not seeming like an organized system when they clearly already are? Those guys walking through that one hallway in a conga line each say a different hour for a reason. They have to be an organized system in order for the puzzle to be even remotely solvable.

unlike the rest of the Zozoians, the conga line members are quite close to one another (a little bit too close for mere colleagues, but that's another topic), so dialogue within the line is bound to be more coordinated.  in contrast, why should people in separate buildings have the same tight level of coordination?  it's unrealistic.

having one omission/redundancy adds in a whiff of realism.

Quote
what stone tablet was this so-called rule etched onto? :P

If you were solving a Sudoku, and the final solution came down to just one 2x2 square of numbers that could be 5 7 / 7 5 or 7 5 / 5 7, both equally valid solutions, so you choose one and then later you see the printed solution and it turns out you chose wrong, wouldn't you be pretty miffed? I've been solving puzzle magazines for years, and I have never, never, NEVER seen even one puzzle with an ambiguous solution. Why? Because they are meant to be solved purely by logic. There is NO GUESSWORK involved. The clock puzzle is no different.

it's PLENTY different, and this analogy is weak.  the Chainsaw puzzle does NOT have any ambiguous solutions, because you CAN SEE and HEAR whether surroundings change or not.  the puzzle itself gives you feedback in response to your choice, thus enabling you to adjust said choice.  in your Sudoku example, there is no real-time feedback, and thus no way to know the right answer until that week's edition of the puzzle is "over".

Quote
Maybe I should check the Japanese dialogue to be sure, maybe even the Advance dialogue, but the only way I know to do that is to actually play through the game up to that point, which I have neither the time nor the patience for just to check one line of dialogue. But even if those versions say the same thing, that doesn't make it right or fair. It could just have been one guy's mistake that no one ever realized was a mistake.

looking at Djibriel's FF6 Adv guide, the English dialogue is comparable to FF3us.  so the redundancy was likely in the original Japanese.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on October 20, 2016, 02:52:27 PM
i never said it added anything to the puzzle solving.  nor does it need to.  the redundancy makes them seem a bit more like authentically bullshitting individual townspeople, as opposed to mere cogs in one bullshitting machine.

So what? You don't need two people telling the same lie to know it's a lie. Just look at...I dunno...EVERY OTHER CLUE to this puzzle besides this one. Everything else that's incorrect about the answer, you only need to be told once. You already know these people are lying to you no matter what building they're in. Why should this clue be any different?

unlike the rest of the Zozoians, the conga line members are quite close to one another (a little bit too close for mere colleagues, but that's another topic), so dialogue within the line is bound to be more coordinated.  in contrast, why should people in separate buildings have the same tight level of coordination?  it's unrealistic.

having one omission/redundancy adds in a whiff of realism.

It's not unrealistic! Need I remind you that these two liars, even though they're not in the same building, are in two buildings that are RIGHT NEXT to each other? Contrast that with the guy in the Inn lobby, who does in fact give you a NEW clue. Or the guy in the weapon shop who gives you the minute hand clue. Clearly, everyone's in the loop no matter where they are. So your argument is invalid.

it's PLENTY different, and this analogy is weak.  the Chainsaw puzzle does NOT have any ambiguous solutions, because you CAN SEE and HEAR whether surroundings change or not.  the puzzle itself gives you feedback in response to your choice, thus enabling you to adjust said choice.  in your Sudoku example, there is no real-time feedback, and thus no way to know the right answer until that week's edition of the puzzle is "over".

Who cares?! First of all, I haven't seen OR heard anything about the environment changing when the right answer is chosen. Second, even if that does happen, the ambiguity is on the second hand, which is the LAST thing you have to choose. Of course you can already figure out the hour and minute hands, so maybe those will click, but without knowing the second hand, this "real-time feedback" makes no difference because the only real feedback you need is the game telling you whether you got the answer right or not.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on October 20, 2016, 03:26:25 PM
Quote
So what? You don't need two people telling the same lie to know it's a lie.  Just look at...I dunno...EVERY OTHER CLUE to this puzzle besides this one. Everything else that's incorrect about the answer, you only need to be told once. You already know these people are lying to you no matter what building they're in. Why should this clue be any different?

for quite literally the FOURTH time: i said the omission/redundancy makes the NPC dialogue seem a little more human and realistic, NOT that it's a needed step in the puzzle solving.

yet with THREE replies now, you've quoted me while harping that it's not necessary to solve the puzzle.  just whose words exactly are you responding to here?

Quote
It's not unrealistic! Need I remind you that these two liars, even though they're not in the same building, are in two buildings that are RIGHT NEXT to each other?

so?  i live in a building right next door to either of my neighbors, and we don't coordinate squat together.  hell, i don't even know half of their first names.  being in adjacent buildings is hardly the breathing-on-coworkers-neck level of closeness exhibited in the conga line.

Quote
Who cares?! First of all, I haven't seen OR heard anything about the environment changing when the right answer is chosen.

uh, a big wall moves right in front of your face, making noises in the process.  now i'm beginning to understand how you could make three consecutive non sequitur replies to my original point. :/

Quote
Of course you can already figure out the hour and minute hands, so maybe those will click, but without knowing the second hand, this "real-time feedback" makes no difference because the only real feedback you need is the game telling you whether you got the answer right or not.

my points are that:
- when the puzzle *itself* gives you feedback, having to go through TWO tries is hardly the onerous, gut-wrenching assault on logic and time that you make it out to be.
- your Sudoku example is invalid here, because the puzzle does not tell you when you guess wrong.  you're reliant on the newspaper editor providing you the answer at a later date.

------------

as i've said before, there's a good chance you're right about the line being botched.  i just think it's a mistake to try and extend game mechanics-level logic to dialogue, since the game is doing two things in the Zozoians' speech: 1) presenting a puzzle, and 2) giving you separate, semi-believable humanoid characters to talk to.  i also think it's a baffling mistake to repeatedly quote me and respond with lectures about certain dialogue being extraneous to puzzle solving, as i've never ONCE claimed otherwise.  truly bizarre, but if you're from a plane where walls moving doesn't register visually or auditorily, i can understand the cognitive lapses. :P
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on October 20, 2016, 04:08:32 PM
so?  i live in a building right next door to either of my neighbors, and we don't coordinate squat together.  hell, i don't even know half of their first names.  being in adjacent buildings is hardly the breathing-on-coworkers-neck level of closeness exhibited in the conga line.

OK, so you don't know who your neighbour is. What does that have to do with this? Remember, everyone in Zozo, except allegedly the "this place is dangerous" guy, is a liar, and all of these people (again, with a few exceptions) mention the clock. That fact ALONE should tell you that they know about the puzzle, and that they have all conspired to tell you lies about it. OBVIOUSLY, this is an organized, coordinated system. How about you read the WHOLE paragraph before jumping to conclusions? My point is, if you can't expect two people in neighbouring buildings to know to give different clues, how can you expect the same from all the other thieves in separate buildings?

uh, a big wall moves right in front of your face, making noises in the process.

THAT'S the "real-time feedback" you were referring to?! OK, yes, obviously I was aware of THAT. You made it sound like choosing a single hand correctly gave you feedback. But instead you're trying to say this is enough? In which case you just negated your own argument about the difference between this puzzle and a Sudoku! :stfu:

my points are that:
- when the puzzle *itself* gives you feedback, having to go through TWO tries is hardly the onerous, gut-wrenching assault on logic and time that you make it out to be.
- your Sudoku example is invalid here, because the puzzle does not tell you when you guess wrong.  you're reliant on the newspaper editor providing you the answer at a later date.

First of all, I don't actually solve newspaper puzzles, I buy puzzle magazines. You can probably find one at your local supermarket. These DO have the solutions printed in the back, so I can check the answer for myself. Second, even if I did have to wait a day to see the answer, I'd still be able to see it eventually, so who cares?

as i've said before, there's a good chance you're right about the line being botched.  i just think it's a mistake to try and extend game mechanics-level logic to dialogue, since the game is doing two things in the Zozoians' speech: 1) presenting a puzzle, and 2) giving you separate, semi-believable humanoid characters to talk to.  i also think it's a baffling mistake to repeatedly quote me and respond with lectures about certain dialogue being extraneous to puzzle solving, as i've never ONCE claimed otherwise.  truly bizarre, but if you're from a plane where walls moving doesn't register visually or auditorily, i can understand the cognitive lapses. :P

You know what, you're thinking way too much about the "realism" aspect of this. I do still contend that having someone repeating someone else's line is LESS realistic because everyone's in the know, but even if that's not the case, there are times when realism is obsolesced by fairness. If you want a shining example of this, watch this video (https://www.youtube.com/watch?v=7YfVIJMvM1Y). Obviously it's about a completely different game, and admittedly the examples given are more extreme, but it still perfectly illustrates my point.

Being an avid puzzle-solver, playing through this puzzle, gathering all the clues, narrowing down the choices as effectively as logic will allow, doing EVERYTHING RIGHT, and still being left with a guess between two choices, is unfair. I don't care that it's only two choices, it's still unfair.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on October 20, 2016, 04:45:05 PM
OK, so you don't know who your neighbour is. What does that have to do with this? Remember, everyone in Zozo, except allegedly the "this place is dangerous" guy, is a liar, and all of these people (again, with a few exceptions) mention the clock. That fact ALONE should tell you that they know about the puzzle, and that they have all conspired to tell you lies about it. OBVIOUSLY, this is an organized, coordinated system.

conga line members aside, i see it as less of a coordinated conspiracy than as individual liars.  liars whose duplicate clues are kept to a minimum due to space constraints -- the same sort of constraints that make 3 houses and 5 townspeople constitute an average "town" in this game.  no town is actually meant to be that small; the kid with the blonde hair, the lady in the red dress, the old man in the hat, the brown-haired guy in the shirt, and the old woman with the ponytail are a sampling of what's understood to be a more populated area.  sometimes, there are repeats in the sampling, and you'll get the mind-blowing occurrence of two old guys in hats in a single town.  likewise, Zozo had a repeat slip through.

i don't see redundant Zozo clues as any more of an assault on logic, no closer to a rip in the time-space continuum, than two old men in hats living in the same municipality.


Quote
How about you read the WHOLE paragraph before jumping to conclusions? My point is, if you can't expect two people in neighbouring buildings to know to give different clues, how can you expect the same from all the other thieves in separate buildings?

i don't.  which is why having some repetition seems more realistic to me.  more repetition yet would be even more realistic, but there's no rule that having one duplicate means you need to have at least two for the first to be intentional.

keep in mind that recognizing the duplicate requires a little reasoning, which i'll discuss in my next post.


Quote
uh, a big wall moves right in front of your face, making noises in the process.

THAT'S the "real-time feedback" you were referring to?! OK, yes, obviously I was aware of THAT. You made it sound like choosing a single hand correctly gave you feedback. But instead you're trying to say this is enough? In which case you just negated your own argument about the difference between this puzzle and a Sudoku! :stfu:

nope.  you're equating the Chainsaw puzzle giving you feedback with having to flip to the back of a puzzle book for Sudoku answers.  this is a flawed comparison, because the latter divulges the whole answer, while the former only tells the solver whether they plugged in the correct answer.  vastly different.

why does it matter whether the feedback occurs after a single hand?  bottom line: you have to input a whopping three numbers twice.  how hard is that to do?  how time-consuming?  if someone is that short on time, maybe they should be checking off items on a bucket list and saying heartfelt farewells to family members, rather than playing some old video game.


Quote
First of all, I don't actually solve newspaper puzzles, I buy puzzle magazines. You can probably find one at your local supermarket. These DO have the solutions printed in the back, so I can check the answer for myself. Second, even if I did have to wait a day to see the answer, I'd still be able to see it eventually, so who cares?

whatever the print medium may be, you're still at the mercy of editors supplying the correct answer -- or else you'd be perpetually wondering whether that "5 7" or "7 5" was right.  NOT the case in Zozo, where the puzzle itself will promptly tell you if you're right.


Quote
You know what, you're thinking way too much about the "realism" aspect of this. I do still contend that having someone repeating someone else's line is LESS realistic because everyone's in the know, but even if that's not the case, there are times when realism is obsolesced by fairness. If you want a shining example of this, watch this video (https://www.youtube.com/watch?v=7YfVIJMvM1Y). Obviously it's about a completely different game, and admittedly the examples given are more extreme, but it still perfectly illustrates my point.

Being an avid puzzle-solver, playing through this puzzle, gathering all the clues, narrowing down the choices as effectively as logic will allow, doing EVERYTHING RIGHT, and still being left with a guess between two choices, is unfair. I don't care that it's only two choices, it's still unfair.

we must define "fair" differently.  bringing 150 combinations down to 2 seems _extremely_ accommodating to me.  geometrically, that's a factor of 75; arithmetically, that's a reduction of 148.  you apparently consider anything short of the answer wrapped up in a big, tidy bow to be "unfair".
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on October 20, 2016, 04:59:23 PM
recognizing the duplicate clue itself requires some reasoning that i think you're glossing over here, which is easy for someone of an advanced age and corresponding faculties to do.  8-14 year-olds were likely a good chunk of this game's target demographic.  many people in that group will not immediately discern that a hand "pointing at 4" is a subset of "divisible by 20".  so identifying the former clue as redundant is in and of itself a form of puzzle solving to some children.

thus, there can be a case of something that augments a puzzle or adds a minor twist to it, without being a necessity to complete it.

filtering out such noise wouldn't be unprecedented in puzzle solving.

if you do indeed frequent puzzle books, you'll know that in the "Person 1 doesn't live in House 2", "Person 2 is older than Person 3", "and Person 3's car is not red" -style puzzles, there will sometimes be more than the bare minimum of clues.  are you suggesting all of those cases have typos as well?  obviously, those puzzles don't have omissions, but they ALSO don't have a giant wall that moves in front of your face to tell you when you're right. :P
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Tenkarider on October 20, 2016, 05:55:19 PM
 :offtopic:
Before a battle starts among you two... what about stopping? this poor guy just wants to update his patched rom as new patches
are released.

who cares about a redundant dialogue? if you like it just let it be; if you don't like it make an optional patch to remove the redundant clue or something or make an hack with no redundant clues puzzles, i don't know.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on October 21, 2016, 07:00:53 PM
Hm... I came back to this? :sad: I know the presidential debates were just raging, but... come on. ;P I hope you two weren't really that angry with each other. Be happy like Relm here: :childish:

Not to take sides on anything, but I was thinking I shouldn't make this change to the script patch. I think it's an error, but I'm also thinking it isn't my place to fix it. While I don't really want to argue about this, I'll state my position quickly through three things. This is because the script fix is my patch, and I feel I have to give reasoning for additions/omissions. Sorry if any of it disappoints anyone. This was my thought process while reading here:

I agree that it's a puzzle and don't like that it's inconsistent. It's a video game. The fact that people give you clues in the first place means they wanted you to figure it out. I think the arbitrary guessing IS sign of bad design in a puzzle of deduction. And the game is FULL TO THE BRIM with errors. It's not unreasonable to think there would be an error here, too. This made me think I SHOULD fix it.

I don't want to hear about what's "realistic" in THIS game regardless of which side is using it as an argument. Take Zozo. You fight giants in the streets of a town full of liars while on your way to find your half-human half-esper friend who flew through the sky previously. And in this game you can suplex a train. Whether the people in town should be synchronized on a puzzle or not should be the least of one's concerns on the subject of realism. These arguments had no bearing on my decision at all.

I came to this conclusion: What the Japanese version says should probably Doom Darts everything else. I think it's possibly an error regardless, but there's no real way to tell unless the Japanese version is different. My goal with the script-fix patch was to fix WOOLSEY'S errors foremost. I've actually been thinking about this while I was away, and I realized I probably shouldn't make a judgment call on something like this. It's Schrodinger's error. So though I WANT to change this, I'm thinking it doesn't fit with the patch's purpose unless the Japanese version begs to differ. That is something I'd like to find out (And no, I don't think the GBA localization counts here). If the Japanese text is different, I'm going to change it in my patch. If not, then... c'est la vie.

I was thinking I'd do a second script patch that fixes some extra things such as this, though. I'd also change that darned "slit his mama's throat for a nickel" thing I've always hated. This patch will be much more open to changes, so if anyone has suggestions... I'm taking them. I was even considering a patch that changes the names of enemies/items to match the GBA version as closely as possible. People need to understand that it might take me a while to get around to it, of course. :3

New bug-fixes coming. Just have been working on other things like writing, research, going to the hospital, and goofing around.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on October 21, 2016, 07:21:23 PM
http://sky_render.tripod.com/ff6script.txt OR
http://skyrender.net/ff6script.txt

i no speak Japanese, so i'm reliant on this, and Djibriel's guide for FF6adv.

EDIT: an oddity: "My watch is pointing to 30 minutes past the hour."

if correct translation, that'd mean FF6j had a redundancy on minute clues, and another omission for the seconds.  or maybe he just botched that line.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on October 21, 2016, 08:12:52 PM
Did I seem angry? I'm sorry... I feel like I just got yelled at by my kid who can't stand that his parents are fighting.

I wasn't really angry, I was just...impatient. That kind of thing happens when debates go longer than I think they should.

I think I can be on board with having this script change in a different patch. :happy:
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Drakkhen on October 22, 2016, 07:47:28 PM
The original Japanese line "俺の時計のびょうしんは4の数字の所をさしているぜ" or "My watch's second hand is pointing to the place of the number 4" says pretty much the same thing as the English line

Quote
EDIT: an oddity: "My watch is pointing to 30 minutes past the hour."

Original line: "俺の時計は30びょうをさしているぜ" or "My watch is pointing to 30 seconds"

So people from Zozo all have watches that are set to the time needed to open the secret passage to a Chainsaw? Makes perfect sense, right?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on October 22, 2016, 08:48:20 PM
thanks!  that saved me some trouble putzing with the Google Translate app.

so Sky Render did bungle the line..  but the superior Woolsey line "Clock's second hand's pointin' at 30." is a little weird imho, since the hand is actually pointing at 6.

Quote
So people from Zozo all have watches that are set to the time needed to open the secret passage to a Chainsaw? Makes perfect sense, right?

one interpretation i've read online says that they're lying about the *current* time, and this underscores how dishonest the citizens of Zozo are, where you can't even get the time of day from them.  this does make some sense; in the absence of the clue-givers referencing any building or Chain Saw clock, they probably are talking about current time.

so that presents a bit of an oddity where their clues being frozen means they'll sporadically be telling the truth about present time.  likewise, the minutes of the "accurate" northwest clock are frozen -- so a stalled clock is somehow the best timepiece in town?

my proposed hack in the other topic would do away with this oddity by shifting times for clues and clocks based on advancement of the game time.  however, it in turn introduces another oddity in making the Chain Saw clock take a variable time as the answer.  instead of being a straightforward mechanical object whose gears form a lock and key, it'd become a bit omniscient and supernatural (or perhaps receptive to the scant rays of sun that reach the building?).
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Imzogelmo on October 22, 2016, 10:23:17 PM
Surely time stands still while you are in the city of Zozo (or any other video game city, for that matter)? I mean, you never see it get dark (or light, since it seems to always be dark and rainy in Zozo). Everyone's lies agree that it's NOT 6:10:50, and whether that be am or pm is anybody's guess.

I knew a girl once who was such a liar, you could accurately predict things by doing the opposite of whatever she said. She would have made a good Zozoan. And I totally agree, the great scheme is not to think there's some great conspiracy, or even that the citizens know about the chainsaw, the great scheme is that they are underlining the fact that even the time of day is unreliable from a habitual liar of Zozo, so much so that you can rule out anything they say as being true.


Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on November 13, 2016, 04:54:37 AM
Hoi. :3 Been frustrated, depressed, and hard at work on my annual New Years story. But I'm back. This might not have every patch out now. Been trying to keep up.

Added:

Auction Chocobo Fix (Madsiur)
Frozen Terra Fix (Madsiur)
Precious Jewels (Leet Sketcher)
Status Unknown (Leet Sketcher)
Tritoch Animation Fix (bydoless)
Turn Around (Leet Sketcher)
Zozo Sign Petty Fix (Madsiur)

The script patch was also updated, but I can't keep up with the changes made. Mostly little things. Going to work more script fixes from other patches into my script fix patch later.

My old C. V. Reynolds Patch Pack (if you can find it on the board) has been updated to make the readme less mean and make the zip file smaller. Whataver.

Happy patching.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: DrROBschiz on November 21, 2016, 09:02:52 AM
How is the compatibility of this mega patch holding up so far?

Solid vanilla playthrough from start to finish?

Also what script translation is this patch leaning on?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on November 22, 2016, 07:20:04 AM
Hoi. :3

The compatibility is great because I keep it very up-to-date. Sometimes problems with the patches that are included are found, but I'm quick to add the fixes to those patches as they're released. There are no known conflicts at the moment. I haven't tested to see if it's fully playable from beginning to end, but we should assume it is until shown otherwise.

The script fix patch is based on Ted Woolsey's original English translation. I just cleaned it up, fixing the obvious errors.

I'll be adding Gi Nattak's Bridge Correction patch shortly. Maybe today. I'm a little tired after wrestling with Windows 10. Stupid anniversary update wiping most of my settings and glitching everything out. Leaving me to fix the mess...
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on November 22, 2016, 07:34:43 AM
Hoi again there. :3

I decided to go ahead with it, just get it done.

Added: Bridge Correction (Gi Nattak)

Note that the bug-fix patches are now zipped up. Didn't have a choice, as they would otherwise exceed the file-size limit at last. GASP. :childish:
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on November 22, 2016, 05:46:03 PM
Updated again today. Turns out the patch did have an error after all. :sad:

Added/Updated: Imp's Retort (Leet Sketcher)

That should fix the confusion-related error in the patch. Should all be good now. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: DrROBschiz on December 14, 2016, 09:39:39 AM
Currently recommending your patch

It seems to be the best one out there and you are pretty on top of keepin it up to date

Well done! Doing great work on my favorite game of all time
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: DrROBschiz on December 15, 2016, 09:19:34 AM
Just had a quick question


Is there any reason why your patches are incompatible with the Titlescreen mod that converts FF3 to the Proper FF6 title?
http://www.romhacking.net/hacks/600/

I cannot get your compilation to run in conjunction with this patch

Also what ROM should I be patching? I have 1.0 headered and Unheadered.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on December 20, 2016, 11:16:35 PM
Thanks. :3 I know I've been away for a bit. I must update the patches to add the new fixes soon.

I'm not experiencing the same problem you cite, though. I actually use that very same title screen mod in my personal hack which includes the bug-fix comp as well. It works fine for me. :/

EDIT: Oh, and that title screen patch is for headered ROM images. You should use the headered version of the comp patch (or do what I did: convert the title screen patch to non-headered). :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on December 24, 2016, 03:12:43 PM
Hoi. :3 Santa Temmie here!


Added:

Anonymous Attack (Leet Sketcher)
Loud Music (Leet Sketcher)
Overhead (Leet Sketcher)
Throwback (Leet Sketcher)

Updated:

Chain of Command (Leet Sketcher) (this version doesn't use free space)


I think that's all.

Should I add Madsiur's "Opened Eyes"? I for one like it and lean toward it being a bug-fix.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: magitek on December 25, 2016, 04:19:51 PM
I like it too, and my vote goes towards the "eyes closed until she meets Maduin" version.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Imzogelmo on December 25, 2016, 04:43:31 PM
I like it too, and I think you should add it. I'm almost ready to play this again, and this compilation seems like the best way to go with that. :)
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on January 04, 2017, 09:45:56 AM
Hoi. :3

Note: The script-fix patches haven't been updated, but I did repack them so the readme is inside the zip with the patch.

Added:

Bland Entrance (Leet Sketcher)
False Knight (Leet Sketcher)
Opened Eyes Terra (Alt) (Madsiur)

Updated:

Imp Skimp (Leet Sketcher) ("Previous version was also broken; battles still wouldn't start. This has now been fixed for real.")

M-hm! =>
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: darkmage on January 13, 2017, 12:32:39 PM
So, CV Reynolds - I see your Schwartz is better than mine.  :sad:

I was never able to get the whole project working right. And it looks like you have. So, I tip my hat to you sir. I'm fine with you using whatever you need from my Phantom Train fix, so no worries.

Here are the files for my translation, including the Opera timing fixes that I had hashed out. If you, or anyone else, can use them - great! I did have to expand the ROM using FF6usME, for what that's worth.

I'm just glad to see a mega-fix out there in the wild for people to use. Thanks for picking up where I left off and running with it!

Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on January 27, 2017, 02:27:13 PM
Hoi. :3 Building a website isn't easy.

Updated:

Frozen Terra Fix (Madsiur) (latest version with bug-fixes)

Darkmage, your kind words make me feel good and I thank you. But definitely don't belittle your efforts. I really do appreciate the work of others in my communities and those who came before me. I'm actually still not used to me or my work getting respect. It always bewilders me, but in a good way. I always remind, regardless, that very few of the patches included in the compilation were made by me! I'll keep doing what I do as long as people find what I do to be useful.

And eh... I found the ring in a Cracker Jack box. It's bupkis. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 03, 2017, 11:55:24 PM
Hoi. :3 I'm back from the hospital and the Aleve has dulled the pain. One day I'll write about all my experiences in my novels.

Updated: Ultimate Damage (Leet Sketcher) (new version with better rounding)

Stay DETERMINED, friends.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: squiffy on February 04, 2017, 07:38:44 AM
Hi C. V., thanks for putting this together. It's really awesome and I'm playing through it now. I'm playing on real hardware via sd2snes and was wondering if you've tested against it?
I'm getting a very odd bug with Cyan when Doma's water is poisoned. As you're looking for survivors, speaking to this guy: https://youtu.be/cbO1RZZf-Lo?list=PLa38YJsyG7Og0-EjkTaq4cWwmZr8oJJFS&t=277 (https://youtu.be/cbO1RZZf-Lo?list=PLa38YJsyG7Og0-EjkTaq4cWwmZr8oJJFS&t=277) will glitch out and put you in a battle with 4 Terras and an invisible enemy :D After getting annihilated the game softlocks.
I haven't confirmed if this happens on emulator, but can provide a save around this point.

EDIT -- With an unpatched version, talking to the guy works as normal.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 04, 2017, 08:05:59 AM
Hoi, squiffy.

Sad to say I've not tested the patch. I'm definitely sad to see this happen because it's going to be really hard to find out which individual bugfix patch is causing this problem. Darn.

But you can help! Could if, if you'd please, provide your save file for me to test with? It should be the save point closest to the point where the problem occurs. If you can, it would help a lot. I'd test every fix in the compilation till I found the answer.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: squiffy on February 04, 2017, 08:20:38 AM
Hoi, squiffy.

Sad to say I've not tested the patch. I'm definitely sad to see this happen because it's going to be really hard to find out which individual bugfix patch is causing this problem. Darn.

But you can help! Could if, if you'd please, provide your save file for me to test with? It should be the save point closest to the point where the problem occurs. If you can, it would help a lot. I'd test every fix in the compilation till I found the answer.

I'd be happy to help! The save is attached. Hopefully I'm not breaking any rules by attaching it.
Unfortunately there are a few cutscenes to wade through before reaching Cyan. But I guess with an emulator you could make a save state right before the dialog.
I think since this bug doesn't occur with an unpatched version, an option is to just switch to vanilla and progress past this point (saves seem to be compatible).
Let me know if you need any more details and thanks for your help!
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 04, 2017, 12:26:49 PM
Squiffy, thank you very much! Very helpful.

It didn't take all that long to find using deduction and squiffy's save file. I've confirmed the problem patch is "Stuck in a Pose (SilentEnigma)". Guess I need to remove it. Someone should tell SilentEnigma, too.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 04, 2017, 12:48:39 PM
Hoi. :3

REMOVED:

Stuck in a Pose (SilentEnigma)

Unfortunately the above patch was badly bugged. :(

Thanks to squiffy for helping big time with this.

Please let me know if you find any problems in the compilation in the future. Happy patching.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on February 04, 2017, 01:20:35 PM
Specifically, the battle that gets started is the final battle, confirmed by the fact that there are three invisible enemies and Dancing Mad is heard, plus their movesets (Shock Wave, R. Polarity etc) confirm this. However, your party is four Terras on an open plain.

Also, what triggers the battle isn't talking to him, it's pressing the D-pad in his direction when you're already next to him.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Tenkarider on February 04, 2017, 02:07:57 PM
wow, walking toward him? even this one is due to "stuck in a pose" patch?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: squiffy on February 04, 2017, 02:39:51 PM
Squiffy, thank you very much! Very helpful.

It didn't take all that long to find using deduction and squiffy's save file. I've confirmed the problem patch is "Stuck in a Pose (SilentEnigma)". Guess I need to remove it. Someone should tell SilentEnigma, too.

That's great, thanks very much for looking into this! I'll continue playing and let you know if there are any other glitches.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on February 04, 2017, 03:21:29 PM
I found the problem. Here's the subroutine added by Stuck in a Pose:

Code: [Select]
PHA  ; preserve A
LDA $087F,Y  ; direction we're facing
CMP #$01  ; right?
BNE check_left  ; branch if not
LDA #$47
BRA sprite_offset

check_left:
CMP #$03  ; left?
BNE check_forward  ; branch if not
LDA #$07
BRA sprite_offset

check_forward:
CMP #$00  ; forward?
BNE backward_sprite  ; branch if not
LDA #$04
BRA sprite_offset

backward_sprite:
LDA #$01

sprite_offset:
STA $0877,Y  ; save neutral standing sprite
PLA  ; restore A
LDY $0803  ; LDY replaced by subroutine call
RTS

This subroutine is supposed to keep the player sprite in a standing pose when the player has control, but it requires a certain value in Y, which might have changed by now. The way I found to fix this was to simply move the LDY $0803 from the end of the subroutine to the beginning.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Imzogelmo on February 04, 2017, 04:30:31 PM
Ah, it would seem that all those LDA index-Y commands need the new Y, not whatever garbage was in there before.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on February 04, 2017, 05:38:59 PM
nice.  i'm clueless about Bank C0, but that still should have dawned on me from staring right at the code.  "how could a write to a single, documented variable hose the game?"  :wtf:

also, i think the new function could benefit from a data table.  it'd save 20 bytes if we use the starts of the tables in the patch Readme, or 18 if we make our own 4-byte table.  the feasibility of the former depends on what "facing forward" and "facing backward" mean compared to facing "up" and "down".
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 07, 2017, 11:48:38 PM
Hoi. :3

Updated:

Dead Hare (Leet Sketcher) (now uses no free space)
Off Death Row (Leet Sketcher) (now uses no free space)
Item/Magic Counter (Leet Sketcher) (for compatibility with new Dead Hare)

I know I didn't immediately need to update the patch for these, but this will allow for better debugging. Also, I won't have to remember to do it later this way. ;P
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on February 08, 2017, 02:13:32 AM
You're not re-adding Stuck in a Pose, even after my glorious fix?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 08, 2017, 07:15:24 AM
Sorry. I didn't see a new patch for Stuck in a Pose. Where can I get it? :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on February 08, 2017, 08:17:07 AM
I've already posted the fix in this thread. If you really want me to make a fix patch for it, I can do that.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 08, 2017, 09:37:30 AM
I saw the fix you posted before, and I don't doubt that it is GLORIOUS, but... I can't read or write assembly. :sad: I'd have probably included some of Assassin's more recent fixes if I could.

So a patch file would be wonderful, yes. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on February 08, 2017, 10:01:02 AM
Here you go. This is the only patch you need to apply.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 08, 2017, 02:31:01 PM
Thank you. :childish:

Is it for headered or non-headered though? Don't want to blow everything up again. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on February 09, 2017, 01:53:27 AM
Headered.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 11, 2017, 12:02:32 PM
Hoi. :3

Re-added:

Stuck in a Pose (SilentEnigma) (newly edited by Leet Sketcher to remove the bug)

Updated:

Menu Malarky (Leet Sketcher) (new version that properly fixes the skipping Celes and/or other stuff in South Figaro thing)
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: SedrynTyros on February 11, 2017, 02:46:15 PM
Hey, I decided to try applying Yahoo's Titlescreen Mod after applying both the Bug Fix and Script patches:

http://www.romhacking.net/hacks/600/

It seems to work okay.  I played through the opening sequence up until the point when TERRA gets the crown removed and enters the mines and I didn't see any problems so far.  Is there any reason that anyone knows of why this patch could cause problems later on?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: silentenigma on February 14, 2017, 10:24:29 AM
Hi folks. Thanks C.V. Reynolds for giving my patch a whirl, thanks to Leet Sketcher for finding a solution, and thanks to seibaby at ff6hacking for notifying me about this.

Ah, it would seem that all those LDA index-Y commands need the new Y, not whatever garbage was in there before.

I must not have realized that $0803 (from the instruction I delayed) holds "the most up-to-date offset for where to find the current direction". I do want to be a bit more confident that this is always the case, though I don't know if I'll have time right now to look very deep. So unless Leet Sketcher already did that digging to arrive at his solution, the confidence may just have to come over time through testing.

In the meantime, this weekend I will be posting updates to the patch (here and across the pond) to include Leet Sketcher's fix.

also, i think the new function could benefit from a data table.  it'd save 20 bytes if we use the starts of the tables in the patch Readme, or 18 if we make our own 4-byte table.

I agree, and yes, the table in the Readme (every fourth byte starting with C0/581D) can be used. I will make that a part of the update.

wow, walking toward him? even this one is due to "stuck in a pose" patch?
Ouch, have I been making headaches all over the place with this thing? Sorry about that.

I'll post again soon.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: silentenigma on February 18, 2017, 08:37:40 PM
Stuck-in-a-Pose has now been updated to address the bug. C.V., if you are interested for your project, you can find it here (http://slickproductions.org/forum/index.php?topic=2172.0).
The new version uses 21 fewer bytes of free space than the original (I found a better candidate for the data table than what was in the readme.) Thanks to Assassin for the suggestion to optimize.

Again, 100% confidence will come with time, but I do feel optimistic that we'll find Leet Sketcher's solution to be robust.

C.V., I look forward to giving your megapatch a spin soon! (and...competing with it  :laugh: ...sort of... )
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: squiffy 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.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: silentenigma 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 (http://slickproductions.org/forum/index.php?topic=2172.0), 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.)
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds 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. :(
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds 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:)
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Madsiur 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. :/
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: squiffy on February 21, 2017, 02:24:31 PM
Just tested the latest patch, got past the softlock! Thanks C.V!
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 21, 2017, 09:06:06 PM
Hoi. :3

Updated:

Menu Malarky (Leet Sketcher) (to version 1.2)
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds 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
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Wheelbarrow 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!
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: TheNattak 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.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds 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
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit 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.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R 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.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Madsiur 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.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds 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
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on March 18, 2017, 12:24:40 PM
Ah, headered. Sorry, I keep forgetting to unheaderize them for you. :isuck:

Specifically, this fixes the chest in the rearmost car (where the conductor and the Save Point are). As far as I can tell, I think you've already got enough to fix the other two chests.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on March 18, 2017, 04:22:14 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.
I see!  That's about what I had in mind when I was making the post (though outside of rearranging, I'd probably turn things like Ifrit and Regen back for the sake of being picky).

Stuff like this in general is truly a thin line for a lot, which is why I appreciate the fact that the script part is only bugfixing the original.  I remember thinking that when working on a Chrono Trigger addon for a text fix patch and wanting to keep Cider while bringing alcoholic drinks back in, because it kept with the localization and it can also be alcholic.  Everyone has a say and preference on the matter.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on March 19, 2017, 07:58:56 PM
Hoi. :3

Updated:

Magitek Madness (Leet Sketcher) (version 1.2)
Map Mishap (Leet Sketcher) (version 1.4)

Added:

Shadow's Shadow (Madsiur)

Miscellaneous:

Phantom Train Chests (darkmage) {used Leet Sketcher's tweak to only modify the map bytes as much as necessary}


Leet Sketcher: Thanks to Headerizer, I can easily change the patches to whatever I need. I just need to know which way to go. :3 I'd love to know what program/documents you use to edit the maps of the game without having to change the compression. I was unable to edit the Phantom Train chest in the past.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on March 19, 2017, 08:53:13 PM
Leet Sketcher: Thanks to Headerizer, I can easily change the patches to whatever I need. I just need to know which way to go. :3

Yeah, I know, but you wouldn't have to if I'd done that for you, which I should've done because I'm the one who made that patch.

I'd love to know what program/documents you use to edit the maps of the game without having to change the compression. I was unable to edit the Phantom Train chest in the past.

Sad to say, I just used a hex editor. I'm pretty sure darkmage used either Zone Doctor or FF6LE; the thing is, those programs do an OK job of recompressing, but the algorithm used isn't perfect and certainly doesn't compress as much as possible. I, knowing the compression format, and knowing where the pointers are to the correct tilemap configurations, can generally find the tile(s) I need to change using some searching and mental math. After that, sometimes it's an easy fix of just a byte or two, other times I have to work stuff around, collapse pointers and whatnot to make everything fit.

One thing that happens as a result is that some of the maps suffer from side effects, but I generally try to make them ones that aren't noticeable in-game and don't affect the game at all (i.e. the only way you'd know they're even there is with an emulator with BG layer toggling).
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Madsiur on March 20, 2017, 09:39:02 AM
those programs do an OK job of recompressing, but the algorithm used isn't perfect and certainly doesn't compress as much as possible.

FF6LE and Zone Doctor use Yousei's functions to decompress / recompress. I noticed while playing with the source that recompressing every map of a vanilla ROM will display an error of not enough free space, which indicates that the algorithm is not the exact same as the on Squaresoft used. I wonder if the python script on RHDN does a better job..
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on March 26, 2017, 11:17:35 PM
I believe I've found another problem with Imzogelmo's "Gogo and the Cursed Shield" patch. I know you've already made the fix I recommended, which was to add the one missing byte; however, there's a branch that this fix affects which needs to be remedied. Make sure that the byte at C2/6024 is changed from BD to BC to fix the branch; my ROM was plagued by this error until I just recently discovered this problem, and as far as I know, all that happened was that the Cursed Shield detection algorithm just didn't work.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on March 27, 2017, 03:32:37 PM
Hoi. :3

Updated:
Gogo and the Cursed Shield (Imzogelmo) (another fix by Leet Sketcher)
Unequipium (Leet Sketcher) (version 1.1)

Thanks much for that fix to Gogo and the Cursed Shield, by the way, Leet. :3 If you're up to the challenge, Assassin and Lenophis's Fancy Walking still has that camera-throwing bug (though it's unlikely someone will trigger it by accident, I think).

A thought: I really should put the version numbers of the patches in the readme file. You can count on me quickly getting the newest versions in, of course. It's just for security's sake. ;P
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on March 27, 2017, 04:52:05 PM
yeah, i was meaning to enlist him for that, after seeing his C0 work with the party switching bugs, and the needed adjustment to occupy two tiles at once.  is there something more inherently complex about diagonal walking where adding cardinal walking's function calls is a no-no, short of a big overhaul?  or is the remedy something simple?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on April 01, 2017, 01:46:15 PM
All I did was, instead of calling C0/4A03 like Fancy Walking does, I just added a call to C0/4A3F to handle Tintinabar/Poison. You can do that easily if you apply the optimization I mention here (http://slickproductions.org/forum/index.php?topic=2120.msg24365#msg24365).

The readme says that in addition to that, the patch is also supposed to make you unable to walk through NPCs on stairs (unless they walk through you first), and allow the save point status to update. I don't know of any situations where NPCs on stairs would be an issue, and the save point status isn't a problem if you apply my Save Point Switch patch. All you might be missing is the multipurpose map event bit $1B5 not getting cleared.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on April 03, 2017, 07:53:21 AM
If you want to fix Lenophis's patch, I think all you really have to do is remove the C0/46F4 call from C0/4A30. C0/46F4 is supposed to check for NPC interaction, and it's called from two places: C0/49FC (when you're stationary) and C0/4A30 (when you're stepping). However, I can't imagine why the one at C0/4A30 would be necessary; the C0/49FC one seems to be all that would be needed.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on April 25, 2017, 12:54:55 PM
Hoi. :3

Added:

Bird Bars (Leet Sketcher)
Caravaggio (Leet Sketcher)

Kept you waiting, huh?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on April 25, 2017, 01:38:46 PM
Just to solidify this, if you want to fix Fancy Walking, all you should have to do is replace the "JSR $46F4" at C0/4A30 with three NOPs.

Also, currently my "King's Robes" and "No X in Fight" patches are classified as improvement patches instead of bug fixes, but I've recently been mulling about whether or not I should change their classifications. Any thoughts? They're not part of this comp, and I get the feeling that they would be if not for my classifications, but is that correct?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: TheNattak on April 25, 2017, 05:46:39 PM
That seems to have fixed the issue for Fancy Walking indeed, testing here.

I think King's Robes should be added personally. I think it qualifies for correcting something they either missed or neglected to fix. Does it classify as a bug enough to warrant calling it a 'bug fix'? ...Probably not.
As for No X in Fight, I'd say the exact same thing!
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on April 25, 2017, 06:07:31 PM
I think King's Robes should be added personally. I think it qualifies for correcting something they either missed or neglected to fix. Does it classify as a bug enough to warrant calling it a 'bug fix'? ...Probably not.

That was basically my thinking too. It's more of an "error", i.e. a continuity error, than a "bug".

As for No X in Fight, I'd say the exact same thing!

Meaning it's also kind of a bug, but not really?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: darkmage on April 26, 2017, 06:12:31 PM

Sad to say, I just used a hex editor. I'm pretty sure darkmage used either Zone Doctor or FF6LE; the thing is, those programs do an OK job of recompressing, but the algorithm used isn't perfect and certainly doesn't compress as much as possible. I, knowing the compression format, and knowing where the pointers are to the correct tilemap configurations, can generally find the tile(s) I need to change using some searching and mental math. After that, sometimes it's an easy fix of just a byte or two, other times I have to work stuff around, collapse pointers and whatnot to make everything fit.

One thing that happens as a result is that some of the maps suffer from side effects, but I generally try to make them ones that aren't noticeable in-game and don't affect the game at all (i.e. the only way you'd know they're even there is with an emulator with BG layer toggling).
I did indeed use FF6LE to make some of those changes, as my abilities in regard to hex editing are subpar at best. And believe me, I noticed the compression issues after I used it! Lenophis helped me with the actual Phantom Train fix, tho - that was a direct hex edit and I just followed his directions.

Thanks for optimizing that patch! I know everyone who wants to have that fix appreciates it.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on April 27, 2017, 07:21:04 AM
Speaking of editing, would anyone happen to know what FF3USME was built with?  I'm having a bit of trouble pinpointing just what winetricks I require to make it go.

EDIT:
Just to solidify this, if you want to fix Fancy Walking, all you should have to do is replace the "JSR $46F4" at C0/4A30 with three NOPs.

Also, currently my "King's Robes" and "No X in Fight" patches are classified as improvement patches instead of bug fixes, but I've recently been mulling about whether or not I should change their classifications. Any thoughts? They're not part of this comp, and I get the feeling that they would be if not for my classifications, but is that correct?
No X in Fight I could see as a bug fix, looking at the description.  It makes it sound like the command originally was to be changed like Steal to Capture/Mug.  However I don't have the literally translated description in Japanese on hand or anything like that to crosscheck.  This would fall to C.V. for patching though IMO, because this can be scrutinized the same way as the script fix.

King's Robes is an improvement IMO.  This still wasn't fixed in the GBA or Mobile editions, leading me to believe without the patch was original intent.  In comparison to this, Gerad and Sabin uses already existing data to restore something that is missing perhaps due to a bug.  That I would call a bugfix.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on April 28, 2017, 09:53:20 AM
No X in Fight I could see as a bug fix, looking at the description.  It makes it sound like the command originally was to be changed like Steal to Capture/Mug.

Code-wise, it's not really the command that changes, just the mechanics of it. In other words, the command is still treated as "Fight", you're just now making four attacks instead of one. But yeah, looking at the description, the name of the command should probably still have been changed; there just wasn't originally any code in place to do that.

However I don't have the literally translated description in Japanese on hand or anything like that to crosscheck.

I'm going to leave the Japanese version alone, because the description merely says that your number of attacks increases. I don't know about the RPGOne translation, though.

King's Robes is an improvement IMO.  This still wasn't fixed in the GBA or Mobile editions, leading me to believe without the patch was original intent.

There are plenty of bugs from the SNES version that hadn't been fixed in any of the other versions. I believe the Airship bug is one of them, and there are some that I know I've fixed for both the SNES and GBA versions.

Gerad and Sabin uses already existing data to restore something that is missing perhaps due to a bug.  That I would call a bugfix.

That's not a bug IMO, just a dummied line. There's a lot of unused content in the ROM, including other lines of dialogue.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on April 28, 2017, 12:10:18 PM
OK, I decided to reclassify No X in Fight as a bugfix patch. King's Robes is still up in the air.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: TheNattak on April 28, 2017, 09:37:10 PM
By George, he's right^

Hmmm, I'm not sure off-hand, but I may take a look into it as I like finding bug culprits very much lol. But hopefully C.V. has backups and can figure out the cause without much trouble.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on April 28, 2017, 11:44:08 PM
It's gotta be my Banon Riding Patch. It can't be helped, unfortunately.

The thing is, what Banon Riding does is expand Banon's sprite set to add a chocobo-riding sprite, which is needed if the player goes to Figaro's Chocobo Stable during the "Banon et al." scenario. As a consequence of this, a bunch of pointers to the sprite bank in the ROM had to be updated. My hypothesis is that those pointers are hard-coded in FF3usME, hence the scrambled sprites.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: magitek on April 29, 2017, 01:41:21 AM
If I may propose an alternative solution to the Banon chocobo glitch to keep things compatible with other sprite edits, how about adding an alternative patch that simply loads Terra's sprite? It's how the GBA development team handled it. I like the Banon riding sprite and one can just apply it after making changes with FF3usME, but options for compatibility is good.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: TheNattak on April 29, 2017, 10:42:00 AM
That is a good proposition indeed. Though, there is a way to get Banon his riding pose and not have all the sprites look jacked up in usme, as Madsiur wrote a code for me a long while back that seems to do just that. I thought Leet's code here was loosely based on it actually, but it seems it took a different direction. From what I can tell it (madsiur's version) counts on having Banon's riding sprite elsewhere in the ROM instead of expanding the whole sheet and then checks if it's Banon riding the bird, to grab the riding sprites.
I'm sure Madsiur won't mind me posting it: http://www.mediafire.com/file/cpg8dy7d6ayr0p5/banon_riding_sprite_by_madsiur.txt

You just need to have a banon riding sprite and place it into the ROM with something like yy-chr at the spot the file indicates. And I'm not sure what "funny at FF/3D20" means in the file lol, it's been too long... hopefully nothing important though. Just tossing this code out here as an alternative, not trying to step on anyone's toes!

EDIT: This code I remember actually is made for 2 characters, Banon and I think the Ghost... but hopefully it could still work out just fine, or could be edited easily to one's specific needs.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on April 29, 2017, 11:20:58 AM
I could've done that, but I thought it'd be easier to keep it organized within the sprite bank like all the rest of the sprites. I do have to consider what works well with the code that's there, in terms of both space and logic, and yes, maybe there was a way to wrangle it so Banon's sprite was called at the right time from another location. But the route I went, I found it easier to maintain compatibility with the game itself, which is more important than compatibility with FF3usME. Besides, if I was writing FF3usME, I wouldn't hardcode the pointers. I'd get them from the ROM itself. That would make it more compatible with hacks, and would conceivably even allow for editing of Banon's riding sprite within FF3usME.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: magitek on April 30, 2017, 08:17:11 AM
That's a good point. Since Lord J has taken up development on usME again, that might actually get implemented at some point if suggested.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Dev J on May 01, 2017, 11:07:10 AM
CV's bug comp seems to work very well with Woolsey's Uncensored, but there's the huge problem of Novalia Spirit's The Sealed Door 1.0 breaking the interior maps of WOB Jidoor & Maranda. I notice Darkmage noted this when doing his Improvement Patch, so I guess it's a known, unresolved issue. There's no antipatch for Sealed Door. Does anyone know what the problem might be, or know how to make an antipatch for it? So far as I can tell in my playing, only that patch & Banon Riding are the ones causing trouble when adding other patches or using FF3USME. There is also an issue of not being able to jump between buildings in Zoso; I don't know causes that, so I just use another rom when I get to that part.

EDIT: I guess it's an easier fix than I figured. I just imported Jidoor & Miranda architecture from a clean rom into the glitched one & that seems to solve the Sealed Door patch glitch.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on May 01, 2017, 01:29:46 PM
There is also an issue of not being able to jump between buildings in Zoso; I don't know causes that, so I just use another rom when I get to that part.

If you're using Zone Doctor to edit maps, that'll probably be your issue. There's a patch that makes characters face the right way while jumping; Zone Doctor overwrites the event code in the ROM, making the game freeze when it comes time to jump between buildings.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Dev J on May 01, 2017, 01:37:43 PM
Thx for the input. Actually I just used Zone for the 1st time a few seconds ago to attempt to fix the Jidoor maps. I didn't even know map editors existed, but I had the idea, hey, if I can just import these two clean towns into my rom, that might work, so I went searching & found ZoneCE. It seems to have fixed the problem. But from what you say that introduces the jumping issue in Zozo, but since that issue was already there w/o Zone, I guess it won't hurt much, lol.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on May 01, 2017, 04:36:05 PM
CV's bug comp seems to work very well with Woolsey's Uncensored, but there's the huge problem of Novalia Spirit's The Sealed Door 1.0 breaking the interior maps of WOB Jidoor & Maranda. I notice Darkmage noted this when doing his Improvement Patch, so I guess it's a known, unresolved issue. There's no antipatch for Sealed Door. Does anyone know what the problem might be, or know how to make an antipatch for it? So far as I can tell in my playing, only that patch & Banon Riding are the ones causing trouble when adding other patches or using FF3USME. There is also an issue of not being able to jump between buildings in Zoso; I don't know causes that, so I just use another rom when I get to that part.
That's... interesting.  Which patch are you using of TWUE?  What's the patching order?  Let me know how this goes.  Here's what I know in TWUE vanilla/with bugfixes only:

-Map Mishap causes South Figaro's save point jumbled to the point of not working.
-Petty Sign Fix needs it's anti-patch, due to TWUE using pub signs.  That's just how it works.
-Multi-Steal fix causes ability names to be cut off when in battle names appear.
-The text-related patches will override TWUE's listings, causing problems.
-Editing with FF3USME caused a couple of patches to get broken recently, and no one's sure what caused it.  These are Shadow's Status and Gerad and Sabin.  Apparently just re-applying them makes them work again (?), but on that note you may or may not have to re-alter the Gerad and Sabin line to be lowercased depending on how the anti patch works.

I got no clue about addons, since I'm having a spot of trouble getting my checking tools to work.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Rodimus Primal on May 02, 2017, 09:47:48 AM
CV's bug comp seems to work very well with Woolsey's Uncensored, but there's the huge problem of Novalia Spirit's The Sealed Door 1.0 breaking the interior maps of WOB Jidoor & Maranda. I notice Darkmage noted this when doing his Improvement Patch, so I guess it's a known, unresolved issue. There's no antipatch for Sealed Door. Does anyone know what the problem might be, or know how to make an antipatch for it? So far as I can tell in my playing, only that patch & Banon Riding are the ones causing trouble when adding other patches or using FF3USME. There is also an issue of not being able to jump between buildings in Zoso; I don't know causes that, so I just use another rom when I get to that part.
That's... interesting.  Which patch are you using of TWUE?  What's the patching order?  Let me know how this goes.  Here's what I know in TWUE vanilla/with bugfixes only:

-Map Mishap causes South Figaro's save point jumbled to the point of not working.
-Petty Sign Fix needs it's anti-patch, due to TWUE using pub signs.  That's just how it works.
-Multi-Steal fix causes ability names to be cut off when in battle names appear.
-The text-related patches will override TWUE's listings, causing problems.
-Editing with FF3USME caused a couple of patches to get broken recently, and no one's sure what caused it.  These are Shadow's Status and Gerad and Sabin.  Apparently just re-applying them makes them work again (?), but on that note you may or may not have to re-alter the Gerad and Sabin line to be lowercased depending on how the anti patch works.

I got no clue about addons, since I'm having a spot of trouble getting my checking tools to work.

I did remove Shadow's Status from Woolsey Uncensored on purpose because I was watching a streamer get stuck trying to leave the Floating Contintent. I did however figure out that Gerard and Sabin worked after using the anti-patch before editing in FF3USME and then repatching it. This is why you were so helpful in testing compatibility.

This CV mega patch looks promising for fixing every bug known to man. However the errors that some cause  is the main reason I cherry picked what went into my bugfix version of Woolsey Uncensored.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on May 21, 2017, 11:22:40 PM
Hoi. :3

Added:

No X In Fight (Leet Sketcher)

Updated:

Dead in the Air (Leet Sketcher) (to version 2.2)


I added No X In Fight, as requested. I'd been meaning to update the patch with its addition since Leet categorized it as a bug-fix. I just took my time because it wasn't a matter or urgency, I suppose. :sleep:

I feel like I should make a few things clear that I didn't make clear before (when I really should have before any explosions occurred):

1: Any compatibility issues experienced from using the comp on anything other than the plain game... are not the comp's fault. The comp does not have compatibility problems with itself and does not have compatibility problems with the plain game. I intended the comp to be the base and any further desired edits would come after it was applied. Applying it to any hacks that change the same bytes (such as enemy AI or the script) is a bad idea. Unless one carefully changes things to ensure compatibility, of course. The hacks must be kept synchronized with the comp for it to work. Importing a fresh script file (from another hack) after patching with the comp could help too.

2: A new version of the comp probably should never be patched over the old one. The likelihood of introducing errors is too high. If you're CERTAIN there would be no incorrect bytes (because you tested!), then go ahead. Otherwise don't.

3: This is the third strongest of the list items.

I was considering making a "light" version of the comp. It would not include any patches that affect enemy AI, maps, the game's script, etcetera. This would allow bug-fixes to easily be patched into pre-hacked games. Would just need the time to check all the patches to see which ones would need to be excluded. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on May 23, 2017, 05:07:17 PM
What patches would be removed from the light version, exactly?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on June 04, 2017, 08:14:49 PM
Good news everyone!  I finally got FF3USME running in Wineskin with vcrun2010 (took forever to find the origin of a certain dll... :bah:).  Which means I can finally get started on a project.  Since no one has talked about doing it yet, I'm thinking of attempting to get darkmage's script back up and running in an environment where all is harmonious with the CV.  I have other standard uncensoring and name fixes (It wouldn't me me if names weren't updated) planned as well.  Will post as progress goes somewhere, this may take a while, bear with me.

In the meantime, here's a handy gift from me: an anti patch for Petty Sign Fix, non-header.  Extremely useful for those putting in Pub Signs (so I have seen anyway).

EDIT: Script import worked out fine with town dialog expansion.

In the meantime, here's a list of what will happen:
-Darkmage's script, in it's full glory and compatible with most things (hopefully).
-Uncensor patches to match with it, mostly Lord J's and Dr. Meat's for the Final Battle (also a thanks to Rodimus Primal for supplying me with a download, after Dropbox decided to be a butt with the original links).
-FFVI titlescreen patch, for matching purposes.
-Lowercasing patch.  Also lowercase location names to match the script (sorry, I'm breaking with this because I liked TWUE's take on it).
-GBA font (this is unavoidable, it seems that the script relies on this to make the intro sequence all one page.)
-The ability restoration patch that was mentioned earlier in full version, but I'll be putting the "job" names back to the originals once I get a table editor going.  This also expands the ROM to 32 Mbits.  Will also be looking at monster and item names, they will receive updates to the tune of Advance.
-Will look into the Japanese Silence Medal.  I'll most likely be putting that in there.
-If the planets align, the restoration of Bushido naming and button config screens will make it in here.  Hey, as long as we're uncensoring...

I'm not looking at a full Improvement restoration, so if you're wanting the rest of darkmage's enhancements you'll have to throw those in yourself.  There also won't be any alterations from the script, so GP stays GP.  Also... I dunno if this is going to be big enough for it's own thread or not.

EDIT 2: When I said a while,  I mean a long while.  Everything has somewhat hit a brick wall due to FF3USME not behaving right (namely, the item editor full-on crashes when another item is selected outside of the top.  Script editor works fine.  This is Wineskin related).  Argh.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Tenkarider on June 09, 2017, 11:47:13 AM
does this crash with FF3usME happen with your patch?
if that's not the case tell me more, never heard about it  :eek:
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on June 09, 2017, 03:43:23 PM
does this crash with FF3usME happen with your patch?
if that's not the case tell me more, never heard about it  :eek:
It's not the patch's fault or anyone's but mine, I've looked at the logs and this is Wine (or specifically the Wineskin wrapper) acting out.  Another Winetrick doesn't seem to fix it either.  I've tested it on a clean FFIII too and got the same result.

Not begging or anything but this can be feasibly done by someone else if they want without much trouble.  It imports and plays after great and most of what you need to do is in one tool, the most work to be done textually is names to match up with the script/hex editing classes for the magic expansion patch and minor alignment issues (opera did not get extensive testing), but for now I'm out until the point that I can either fix it or get a Windows OS (I'm currently sharing a comp, so something as space chewing as a good sized VM or Win partition is out of the question).  One could just hex edit too I suppose.

I know there's a Mac tool out there, but it won't cooperate either.  This tends to happen with OSX updates.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Dev J on June 13, 2017, 04:37:39 PM
Just wondering if a version of CV's bug patch could be made without the Banon Riding patch. Reason being, it corrupts the sprites in FF3USME; yes, the Banon anti-patch can be applied to fix this, but it restores all sprites to default. So when applying the bug patch to a rom that you've taken the time to edit/change the sprites of, all that work will be instantly wiped out upon applying the bug patch. I don't know for 100% sure if the Banon patch is specifically what's making the sprites go back to default, but from what Leet said, it's most likely the cause. Makes sense to leave Banon out & those who want it can apply it solo. Just a suggestion; would sure make it easier on me particularly since I've already done all my sprite editing & can't use this great patch in the meantime.

BTW, If CV decides to remove Banon, maybe I could talk him into not using Novalia's The Sealed Door patch too. With certain patches and/or various FF3USME editing, it breaks the interior maps of WOB Jidoor & at least one other town. I've used CV's bug patch extensively with many other patches, and other than Banon breaking & resetting sprites, I haven't come across any major issues until I get to WOB Jidoor, at which point things start to go haywire. I think if you remove Banon & Sealed Door, people could use this patch with a lot more confidence when combining with other common patches.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on June 14, 2017, 12:40:05 PM
Just wondering if a version of CV's bug patch could be made without the Banon Riding patch. Reason being, it corrupts the sprites in FF3USME;
This has been mentioned before more than once; the reason it corrupts the sprites in FF3usME is because the pointers to the sprites in FF3usME are hard-coded. FF3usME should be updated to read those pointers from the ROM.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Aerdan on June 21, 2017, 11:09:04 PM
In re the original script fix: "'til" is valid English (it's a contraction of 'until'), and neither definition of 'till' replaces it. Ignore your spellcheck on this one.

</nitpick>
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on June 23, 2017, 08:28:51 AM
Hm. 'Till, 'til, and til are all used in the game. I wanted it to be consistent and there's no reason to use all three variants in the script. Especially when they're all pronounced the same. Especially when 'till isn't an actual word at all. Especially when 'til is terrible. ;P

I could change all three variants to be "til" in all instances, though. Til is the original form of the word. I just used "till" because I prefer it and believe it better than all other forms. :3

Til isn't a contraction of until, though. http://grammarist.com/usage/until-till-til/


As for removing bug-fixes from the patch for compatibility with hacking utilities... It won't happen. Sorry for any inconveniences there, but it isn't the fixes' fault the utilities aren't incompatible. And, of course, the point of the comp patch is to fix as many bugs as possible. I'd like to stay that course.


Finally, on the subject of the "light" version of the patch. I don't know. I haven't had time to research which patches to include/exclude from the light version.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Dev J on June 23, 2017, 11:00:17 AM
I think my point was that there's the inclusion of a small patch (Banon) that puts a minor character on a chocobo, vs. it's wiping out all sprite changes, which would seem rather important compared to its value. And The Sealed Door patch corrupts internal maps of Jidoor, among other towns, while providing very little value. Without those 2, it raises the usability of the bug fix patch quite a bit for anyone who does any editing in USME, or adds other patches (such as Hatzen's.) However, you make a good point: a patch this comprehensive seems mainly for non-hackers to simply apply & use with no further editing or patches. For those of us who edit in USME or add other patches before or after your bug fix patch, we're flirting with disaster since that consistently causes conflicts & weird stuff to happen. It's best not to use it & instead apply various patches one at a time. I learned the hard way, lol. I love your mega patch so much that I was bound & determined to make it work with other patches & USME, but it's not happening for me.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on June 23, 2017, 04:28:25 PM
On the subject of the light patch, here is a list that may be worth less than I think:
-When a script patch is used, all text-related problems patches exist for are usually fixed right away.  It would be better safe than sorry to remove description fixes, dialogue string fixes, etc. because they can potentially overwrite things or worse.  That depends on factors such as patching order.
-Map Mishap seems to be a big no-no for mixing with other patches.   It tends to work better on a base due to it's nature.
-The thing with Multi Steal Fix is caused by usage of an older version of the spell expansion patch.  I would say that it wouldn't be uncommon to see this in script patches, but I've really only seen this used with one patch so far.
-I haven't seen a script patch that doesn't use Pub signs.  Petty Sign Fix is for use with only Cafe signs.  Back to better safe than sorry.
-A couple patches change Fight to Attack.  No X in Fight has an anti-patch, so this is up to you.  I don't think the patch would interfere with Attack.
-Some patches deal with "Shadow leaves empty party behind" issues differently.  Shadow Gone may have to be on the chopping block.

I don't think there are any other big issues that I can think of at the moment.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on June 23, 2017, 05:14:14 PM
Dev J: I seem to have misunderstood. You're saying Banon Riding wipes out all sprite changes? It would do so even if FF3usME was coded correctly? Can we fix that in any way? I don't see how The Sealed Door would corrupt Jidoor, but I'd love to hear why and how it does. No sarcasm.

Chronosplit: Any input is good. Thank you. :3 Just be aware that I'm unlikely to remove anything just for compatibility to those who are doing it wrong. So Multi-Steal would stay, for example. Shadow Gone would stay as well, as would anything else that edited code outside of maps/text/monsters. But the other stuff you mentioned and all patches resembling them would definitely be excluded from a "light" version of the comp patch. Inclusion/exclusion of an anti-patch doesn't really mean anything to me. I never use them anyway. I create my own anti-patches and feel everyone could/should. :3 Not sure about No X in Fight, though...
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on June 24, 2017, 07:46:21 PM
Hoi. :3

Just a quick update to quick-fix a conflict between Map Mishap and Phoenix Chest. I just changed the patch order. I'll likely need to update again when Leet Sketcher does an official fix. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on June 30, 2017, 03:53:00 PM
a possible ghost from the very distant past arrives...

the game zeroes a character's in-battle Current and Max MP unless they have at least one of the following:

- Magic/X-Magic command and at least one spell known
- Magic/X-Magic and an Esper equipped
- simply have Lore command

suspicion: my Brushless Sketch patch will wrongly avoid the MP zeroing for characters who have the Leap command and are on the Veldt, or have the Dance command with at least one dance learned.  this is due to not adjusting two branches into an optimized function.  i realized this today when studying the code in preparation for making a patch version that no longer reads item icons, instead giving brushes an unused bit in the weapon data, and no longer needs free space as well.

can anybody confirm this flaw in gameplay?  if it indeed exists, i'll fix the current patch (because who knows how long the overhaul will take), after posting the needed hex changes in this thread.

thanks.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Xenovant on June 30, 2017, 04:45:56 PM
I can confirm the bug with Leap and Dance exists, but I have never noticed it until now :P
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: assassin on July 02, 2017, 06:34:44 AM
thanks!  that shows how insidious it it. :P  2 bytes to fix it:

FF3us:
C2/543C: 80 F6  BRA $5434
C2/5443: 80 EF  BRA $5434

FF6j / RPGOne:
C2/5424: 80 F6  BRA $541C
C2/542B: 80 EF  BRA $541C

untested, but pretty simple.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Xenovant on July 02, 2017, 09:26:56 AM
thanks!  that shows how insidious it it. :P  2 bytes to fix it:

FF3us:
C2/543C: 80 F6  BRA $5434
C2/5443: 80 EF  BRA $5434

FF6j / RPGOne:
C2/5424: 80 F6  BRA $541C
C2/542B: 80 EF  BRA $541C

untested, but pretty simple.

Tested, the ghost from the past has vanished :P
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on July 06, 2017, 09:49:05 AM
Hoi. :3

Sorry for the wait. I forgot. :whoa:

Updated:

Map Mishap (Leet Sketcher) (to version 1.6)
Multiple Events Fix (Leet Sketcher) (to version 1.7)
Phoenix Chest (Leet Sketcher) (to version 1.2)

Too much to get done these days for me to keep up with sometimes. :sad: Maybe I'm just too good at wasting time.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on July 25, 2017, 05:45:40 AM
Hoi. :3

Updated:

Shadow's Status (to version 1.2, which uses no free space)

That's all. Better I do it now than forget to later. :childish:
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on July 28, 2017, 12:26:37 AM
Just wondering if a version of CV's bug patch could be made without the Banon Riding patch. Reason being, it corrupts the sprites in FF3USME; yes, the Banon anti-patch can be applied to fix this, but it restores all sprites to default. So when applying the bug patch to a rom that you've taken the time to edit/change the sprites of, all that work will be instantly wiped out upon applying the bug patch. I don't know for 100% sure if the Banon patch is specifically what's making the sprites go back to default, but from what Leet said, it's most likely the cause.

I've added a set of "lite" patches to Banon Riding, which changes only the code and the pointers and do nothing to the sprites. Following the readme, you can add Banon's riding sprite manually using a hex editor.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on July 29, 2017, 04:12:09 PM
Hoi. :3

Updated:

Phoenix Chest (to version 1.3)

The only change is this patch no longer uses free space. Still thought I should keep it up to date. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on July 29, 2017, 04:33:31 PM
To be clear, did you apply the "old" reverse patch when you updated Phoenix Chest? You'll need to do that to remove the previous version that you updated from.

If you didn't do it before, you can still do it after. It's just better to make sure the free space is cleared up and the pointer to free space is reverted to point to the usual spot in the event code that triggers on map load.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on July 29, 2017, 04:50:50 PM
Thank you, but no worries. I never use provided anti-patches. I always make my own regardless. :3 I trust my own anti-patches best since I've had some instances of included anti-patches failing for me. That way I can also be sure I'm not applying the wrong anti-patch by mistake. Security through paranoia is one of my calls. ;P
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on July 29, 2017, 06:15:55 PM
OK. I just wanted to be sure you'd actually removed the changes made by Phoenix Chest v1.2.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on August 01, 2017, 06:37:42 PM
Hoi. :3

Added:

Trigger Happy (Leet Sketcher)

Updated:

Dead in the Air (Leet Sketcher) (to version 2.3)
Morph Mayhem (Leet Sketcher) (to version 1.2)
Multiple Events (Leet Sketcher) (to version 1.9)
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on August 01, 2017, 08:48:39 PM
Did you happen to see this post (http://slickproductions.org/forum/index.php?topic=2382.msg27653#msg27653)?

In case you missed it...

Code: [Select]
C0/49F6:    9C 86 08       STZ $0886
Code: [Select]
C0/4A15:    A9 01           LDA #$01
C0/4A17:    8D 86 08      STA $0886

I explained that this section of code causes Terra to take an extra step if she's in motion when the ceiling falls in Zone Eater's belly. This can make her do things like walk off a ledge without falling, and it also contributes to the bug that Trigger Happy fixes. All that's needed is to replace it with this:

Code: [Select]
C0/49F6:    EA EA EA       NOP x3
Code: [Select]
C0/4A15:    EA (x5)         NOP x5
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on August 08, 2017, 08:45:50 AM
Hoi. :3

Leet, I keep up to date via your website. I visit daily in my routine of checking my favorite sites for updates. No kidding! It's possible I might miss forum posts, though.
(But Final Fantasy VI being better than VII is in no way controversial even WITHOUT the FFVI bugs fixed... and I'd actually say the same when it's FFVI vs. Chrono Trigger! ;P)

Added:

Walk This Way (Leet Sketcher)

Removed: Fancy Walking (because it's redundant with Walk This Way applied)
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on October 06, 2017, 10:56:34 PM
Hoi. :3 Welcome back Slick.

Updated:

Caravaggio (Leet Sketcher) (to version 1.1)
Map Mishap (Leet Sketcher) (to version 1.8)

Added:

Solar Wind (Leet Sketcher)
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on November 02, 2017, 01:40:03 PM
Hoi. :3

Updated: Caravaggio (Leet Sketcher) (to version 1.2)
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Odbarc on November 07, 2017, 01:02:00 PM
So is this patch the best 'fix all' patch we have so far?
I sort of stopped planning any modifications on a romhack a long time ago hoping to just use one of these mega-patch patches and sort of never picked it back up for I-don't-know-why reasons.

Probably haven't posted in years either. :O
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: TheNattak on November 07, 2017, 02:07:06 PM
It is indeed, the top tier upper echelon of bug fix mega-patches currently in existence.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on November 17, 2017, 10:31:07 PM
Hoi. :3

Updated:

Menu Malarky (Leet Sketcher) (to version 1.3)

I'm in and out of the topic in a blink. ;P
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on November 19, 2017, 10:34:15 PM
It is indeed, the top tier upper echelon of bug fix mega-patches currently in existence.
Agreed.  You want all the fixes, it's all here.  Every single thing in existence.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Bonesy on December 18, 2017, 01:00:42 AM
Recently got back into FF6 using the unheadered version but I have a MAJOR PROMBLE:

Gau appearing in the Veldt softlocks the game! If need be, I can upload my SRM and/or a savestate of some sort.

EDIT: Forgot to mention I was using snes9x 1.55 for this.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on December 22, 2017, 09:54:01 PM
Hoi. I've been away from the boards. Sorry for lateness.

Bonesy, the SRM file would absolutely be great, if you'd please. I couldn't diagnose the problem otherwise, as I don't have a save file.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Bonesy on December 23, 2017, 11:54:48 AM
Would've gotten it to you sooner if I hadn't gone to sleep like an hour before you posted your reply lol:
http://www.mediafire.com/file/bxbwi4da3e34dn3/Final%20Fantasy%20III%20-%20BUGFIX.srm
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on December 23, 2017, 03:56:21 PM
Hoi. :3

Thank you, Bonesy. Thanks to you and your supplied save, I diagnosed the problem successfully. The culprit was not any of the patches I suspected. It was Soul Saved B, for reasons I currently don't understand. I've removed it for the time being. The current comp patch doesn't have the softlocking problem and should be good to play.

Removed:

Soul Saved B (Leet Sketcher) ... I'll put it back when the problem is fixed.


Added:

Precious Jewels (Leet Sketcher) ... Despite my claims to the contrary in the readme file, I never actually added this before! :lame: Now it's in. :childish:

Happy patching. ;P

(Also thanks for all the kind words directed at this "project" everyone.)

EDIT: It seems I have a poor understanding of the Soul Saved readme. It doesn't say what order I should be applying the patches in. I must have used the wrong patch. I'm not entirely sure how to resolve this, but I think I can figure it out. Maybe.  >~<

EDIT 2: Nope. My attempts to patch in a different order are still failing. So I need to leave the Soul Saved B patch out of the comp until something is figured out.

If anyone finds any other bugs, please be sure to let me know. You're helping the patch writers, too. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on December 24, 2017, 06:49:50 AM
Did you happen to apply both the "Cursed Shield" and the "Dead in the Air" versions of the Soul Saved patch?

You should ONLY apply "Dead in the Air". Sorry that wasn't clear.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on December 24, 2017, 04:32:03 PM
Do you mean applying ONLY the Dead in the Air version and no others? Because that was how I did it first when Bonesy found the softlock. :( I just tried it again, and it still locks the game when Gau shows on the Veldt.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: lilpuddy31 on December 25, 2017, 02:38:38 PM
Graphic bug report.

During Locke's scenario, when stealing the first green guard's clothes, Locke's guard clothes sprite becomes corrupted until the fight ends.  Normal gameplay and any battles after that though, the sprite is displayed properly

http://www.mediafire.com/file/cbtqnne4qduplv6/Final_Fantasy_III_%28U%29_%28V1.0%29_%5B%21%5D.srm
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on December 25, 2017, 11:53:25 PM
Hoi. :3

Thanks, lilpuddy31. I appreciate all of the bug-testers!

I quickly guessed correctly that the cause of the graphic corruption you mentioned is the Banon Riding patch. I may remove it from the comp, but I'm not in a rush to do so, as it isn't a game-breaking error. Perhaps Leet Sketcher will fix the problem before I can remove it anyway. ;P
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on December 26, 2017, 06:58:53 AM
OK, Soul Saved and Banon Riding are both fixed now. Thank you lilpuddy31 and Bonesy! :childish:
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Bonesy on December 26, 2017, 02:26:54 PM
Thank you very much for your efforts and swift replies. I haven't been able to get back to FF6 to verify if there are any more issues, my neighbor lent me his Wii U and then Final Fantasy Blackmoon Prophecy 2 came out.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on December 28, 2017, 05:48:38 PM
Hoi. :3

Updated: Banon Riding (Leet Sketcher) (to version 1.5)

Added (again): Soul Saved B (Leet Sketcher) (version 1.3)

Big thanks to the bug-testers. They're a valuable resource for the patch writers in the fight against programming bugs. I hope my comp patch makes it easier to test their patches. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: lilpuddy31 on December 28, 2017, 11:07:15 PM
Hey C.V., I have a question for you. I just noticed your script fix patch.  I was reading over the changes, but I noticed VICKS wasn?t changed to BIGGS?  Is there a reason why? Just curious...

PS, if this was already answered in this thread, my apologies. I admittedly haven?t read through all 11 pages...

Edit: typos everywhere
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on January 02, 2018, 11:01:46 PM
The script patch doesn't really do uncensoring on purpose, and Vicks was a Star Wars refrence that no one wanted to get in trouble for IIRC.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on January 12, 2018, 10:50:09 AM
Sorry for the double post, but I wanted to mention this as the subject was brought up earlier.  It's a handy dandy patch that combines all the graphical uncensoring in one pack: http://www.romhacking.net/hacks/3813/

It works great with everything, but you need to apply CV's patch first and then anti-petty second (I've attached a headered version below for every user's pleasure) as this uses Pub signs.  I've already noted vivify about it.  The only thing left is text which can be accessed via FF3USME (I'd do it, but I'm occupied with Chrono Trigger and the Wineskin issue with FF3USME still persists with it's latest Wine engines/Winetricks. :isuck:).
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 05, 2018, 02:55:10 AM
Hoi. :3

FINALLY the site is back and so am I. :childish: It's been weeks since I've been able to get in.

Updated:

Dead in the Air (Leet Sketcher) (version 2.4)
Soul Saved (Leet Sketcher) (version 1.4)
Stone Cold (Leet Sketcher) (version 1.2) (appropriate compatibility patches used, too)


lilpuddy: The script patch is only to fix what are indisputably errors in the LOCALIZED script. I left the localization intent intact, complete with censorship. That's why I left Vicks instead of Biggs. Vicks isn't really a mistake any more than changing Cait Sith to Stray is.

Quick story behind the name Vicks: In Japanese the name is actually written as Bicks or Bikks (literally Bikkusu in romaji) or... Vicks. Not Biggs, contrary to popular belief. Vicks is a completely acceptable translation, leaving aside intent. Was it intended to be Biggs? Yeah. It goes with Wedge, also a Star Wars reference. Then Biggs is used again in Chrono Trigger. Nevertheless, can't blame Woolsey for going with Vicks when it's actually (basically) what is written. They weren't worried about getting in trouble, though. Biggs, Wedge, and Piett (a THIRD Star Wars reference) appear together in Chrono Trigger even in the western localization.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on February 05, 2018, 09:59:00 AM
Quote
Piett

Neat, I didn't know about this.  Guess I need to make an edit myself to CT.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on February 05, 2018, 10:51:23 AM
Quick story behind the name Vicks: In Japanese the name is actually written as Bicks or Bikks (literally Bikkusu in romaji) or... Vicks. Not Biggs, contrary to popular belief. Vicks is a completely acceptable translation, leaving aside intent. Was it intended to be Biggs? Yeah. It goes with Wedge, also a Star Wars reference. Then Biggs is used again in Chrono Trigger. Nevertheless, can't blame Woolsey for going with Vicks when it's actually (basically) what is written. They weren't worried about getting in trouble, though. Biggs, Wedge, and Piett (a THIRD Star Wars reference) appear together in Chrono Trigger even in the western localization.

The names "Biggs" (sic) and "Wedge" were used again in Final Fantasy VII and VIII also.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: jonasan-san on February 20, 2018, 07:02:38 AM
I tried the latest Bug-Fix Comp, Unheadered & Headered versions just to make sure, and both seems to crash at the opening battle in Narshe after the intro when the ATB gauge of every characters becomes almost full. 

Can anyone else confirm this?  Cheers!
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: lilpuddy31 on February 20, 2018, 10:13:42 AM
I tried the latest Bug-Fix Comp, Unheadered & Headered versions just to make sure, and both seems to crash at the opening battle in Narshe after the intro when the ATB gauge of every characters becomes almost full. 

Can anyone else confirm this?  Cheers!

I can confirm this
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 20, 2018, 03:47:27 PM
Added: The Leet Sketcher versions of Carve Stone and Invert Damage if Undead. Yeah, I accidentally overwrote them before because of a naming gaffe. Completely my fault. Both are fixed now.

But news of this crash is bad. I'll diagnose it. Hopefully it won't be too serious. :S

EDIT: Found it fast. It's the newest version of Stone Cold, by Leet. It crashes the game even if no other patches are used.

EDIT 2: I removed Stone Cold and its addendum patches as a temporary measure. The comp should be good to use again. Thanks for the discovery and verifying, everyone.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: lilpuddy31 on February 21, 2018, 08:58:12 AM
Hey CV, I just paid a visit to Leet?s page that has his ff3 bugfix patches, noticed that he just updated Stone Cold, as well as quite a few other patches in the last month or so.  Just a heads up

Edit: and I just noticed that he posted them here in the forums as well lol
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: C. V. Reynolds on February 21, 2018, 09:49:23 AM
HOI. :3 Seevee gota pay for colleg. :(

Added (again):

Stone Cold (Leet Sketcher) (version 1.3 now)
Addendum patches for Stone Cold (Invert Damage if Undead and Carve Stone)

Thanks much for all the helps. And no worries about me missing updates. I visit Leet Sketcher's site every DAY like a proper creepy person should. :laugh:
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on February 22, 2018, 12:43:12 AM
Hey CV, I just paid a visit to Leet?s page that has his ff3 bugfix patches, noticed that he just updated Stone Cold, as well as quite a few other patches in the last month or so.  Just a heads up

Edit: and I just noticed that he posted them here in the forums as well lol

Those updates over the last couple of months were (almost) all ports of my patches to the GBA version of the game. In most cases the SNES patches went untouched, so CV didn't have to update them in his comp.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: lilpuddy31 on February 22, 2018, 02:28:26 PM
Fantastic!! Any chance we will get to see GBA bugfix compilation in the future?
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: 13375K31C43R on February 22, 2018, 03:05:47 PM
Fantastic!! Any chance we will get to see GBA bugfix compilation in the future?

Maybe. I'll have to find all of the GBA patches that are available in order to do that, though. To my knowledge, Novalia Spirit and I are the only ones that have developed them.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on February 24, 2018, 09:51:07 AM
Fantastic!! Any chance we will get to see GBA bugfix compilation in the future?

Maybe. I'll have to find all of the GBA patches that are available in order to do that, though. To my knowledge, Novalia Spirit and I are the only ones that have developed them.
You will want this: http://www.ff6hacking.com/wiki/doku.php?id=ff6a:patches

AFAIK you're correct though, it's you and Novalia.  Border Crossing also has a GBA version, that's about it.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: lilpuddy31 on February 24, 2018, 03:04:43 PM
Fantastic!! Any chance we will get to see GBA bugfix compilation in the future?

Maybe. I'll have to find all of the GBA patches that are available in order to do that, though. To my knowledge, Novalia Spirit and I are the only ones that have developed them.
You will want this: http://www.ff6hacking.com/wiki/doku.php?id=ff6a:patches

AFAIK you're correct though, it's you and Novalia.  Border Crossing also has a GBA version, that's about it.

There are a few other patches over at romhacking.net as well. I don?t know if they would be of any use though
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)
Post by: C. V. Reynolds on February 25, 2018, 01:54:39 PM
Hoi. :(

Updated:

Half Knife (Leet Sketcher) (to version 1.1)

I also changed the topic title a little. For if others do other comps. I want to be clear which game version mine is for.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Chronosplit on February 25, 2018, 10:53:05 PM
Fantastic!! Any chance we will get to see GBA bugfix compilation in the future?

Maybe. I'll have to find all of the GBA patches that are available in order to do that, though. To my knowledge, Novalia Spirit and I are the only ones that have developed them.
You will want this: http://www.ff6hacking.com/wiki/doku.php?id=ff6a:patches

AFAIK you're correct though, it's you and Novalia.  Border Crossing also has a GBA version, that's about it.

There are a few other patches over at romhacking.net as well. I don?t know if they would be of any use though
Oh right, Madsiur also has a couple with GBA versions.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix
Post by: Madsiur on February 26, 2018, 03:23:25 PM
Oh right, Madsiur also has a couple with GBA versions.

Those for GBA that I have made (but that I not the bug finder or SNES author) are at RHDN:

Tritoch Animation Fix   bydoless
Auction Chocobo Fix   Madsiur
Wrong Way, Idiot!       Gi Nattak

There's also my Shadow's shadow fix: https://www.ff6hacking.com/forums/thread-3437.html

You can use any of these for a compilation. If one or more are already covered by one or more event patch of Leetsketcher, use Leet's patches instead.

Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)
Post by: C. V. Reynolds on March 03, 2018, 10:46:12 PM
hOI. :3

Updated:

Zombie Rippler (Leet Sketcher) (to version 1.2 and now is type A. Because it's default. I probably should've went type A in the first place anyway...)
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)
Post by: 13375K31C43R on March 04, 2018, 01:42:27 AM
Zombie Rippler (Leet Sketcher) (to version 1.2 and now is type A. Because it's default. I probably should've went type A in the first place anyway...)

Doesn't mean you have to go with type A. You had your own reason for going with type B before, and type A is now the default just because of an arbitrary decision (namely, because it happened to be type A).

Then again, maybe your reasoning is that if someone wanted to use a different type, they could just download the patch and replace it themselves...
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)
Post by: vivify93 on March 04, 2018, 04:51:26 AM
C.V., would you mind going in-depth about some of the patches that are exclusive to this compilation? Like Rage Addendum and Blitz Tutorial.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)
Post by: C. V. Reynolds on March 04, 2018, 03:06:00 PM
Leet: Pretty much what you said, yes. :3 That's one reason, anyway. But the other reason is that the comp only used type C before for personal reasons. I just wanted to use that one for myself at the time and didn't consider what anyone else would prefer (and I no longer have a preference between the three, so might as well go type A anyway).

Vivify: Those two are patches I made. I released them with the other patches I made in another topic. The Blitz Tutorial fix in particular is something awesome I did some time back. You totally should've heard of it. ;P

Here's a link to the patch topic: http://slickproductions.org/forum/index.php?topic=2200.0


Here's a fragment from my readme file:

Blitz Tutorial Fix: My proudest moment in the FFVI community! This fixes the bug in the Vargas fight that prevents the Blitz tutorial from starting. What, you don't have that problem? That's because you didn't use Master ZED's "FC 05 enemy command" patch (see bottom of document for link to the patch). The bug only activates if the FC 05 bug is fixed. Once it is, that Blitz tutorial will never show. As if the "how i blits" topics weren't bad enough already, huh? It's bizarre, but the presence of one bug stops the player from encountering another. The problem here is that Vargas's script is arranged in an inefficient manner. This patch fixes the problem. If you apply this patch but do not apply the FC 05 patch, the Blitz tutorial bug will still technically be fixed. You just won't notice any difference except for my pride glowing. Be warned: By design this patch only functions if you've already patched the Wild Cat/Mag Roader bug! You can patch the Wild Cat/Mag Roader bug in two ways: Use FF3usME (a Windows program), or use the "The Wild Cat" patch, link below at the document's butt. In addition, this patch might mess things up if you've moved scripts around first. Copy the changes manually if you need to.

Dusk Requium (SP): They spelled Dusk Requiem wrong. Maybe Moogles are bad at spelling? This fixes the problem.

Magicite - Strength to Vigor: In the Esper/Magicite equip menu, some level-up bonuses list "Strength +1" or "Strength +2". Strength isn't a real stat in this game. This patch fixes this by changing Strength to Vigor.

Rage addendum: Only apply this patch if you've already applied Terii senshi's Rage patch! Find the link to the site that hosts that patch at the bottom of this document. Terii senshi's patch is great, allowing you to get Allo Ver, Siegfried, and Chupon's Rages. Unfortunately, he mistakenly allowed Siegfried and Chupon to Pincer Attack you... when they're on their own. This patch fixes said problem in Terii senshi's patch.

Setzer Bandana: Setzer cannot equip the helmet known as Bandana. Yet... there it is, atop his head. How? The world may never know. One thing's for sure: It was REALLY hard to put on. So much so that when Setzer takes it off, he can never get it back on again. This fixes the problem the same way later ports of this game did: Make Setzer never bother to put the thing on in the first place.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)
Post by: Tenkarider on March 05, 2018, 04:06:48 PM
Setzer Bandana: Setzer cannot equip the helmet known as Bandana. Yet... there it is, atop his head. How? The world may never know. One thing's for sure: It was REALLY hard to put on. So much so that when Setzer takes it off, he can never get it back on again. This fixes the problem the same way later ports of this game did: Make Setzer never bother to put the thing on in the first place.[/i]

https://www.memecenter.com/fun/2743355/did-you-know-gaming
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)
Post by: C. V. Reynolds on March 06, 2018, 12:24:55 PM
I know about that, and it's amusing, though also untrue. The Setzer bandana thing is absolutely a glitch. There's nothing in the game at all that suggests that "did you know" is anything but total bullcrap. Just a joke after the fact which people took too seriously. I mean, I can make up an excuse for why the evade bug isn't a bug. Doesn't make that true either. ;P

But if you're just saying the joke is funny... then yes, it is. :3
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)
Post by: Madsiur on March 11, 2018, 09:05:36 PM
The only source for the bandana back story is did-you-know-gaming themselves so it's totally made up.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)
Post by: assassin on March 11, 2018, 11:01:00 PM
well, it's based on V-Jump magazine talking to the creators in 1995.  but whether they were conveying actual intent, or coming up with a silly explanation after the fact for their mistake, i do not know.  the latter does seem more likely.
Title: Re: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)
Post by: C. V. Reynolds on April 22, 2018, 04:14:20 PM
hOI! :3 Seevee returns from trip through time.

I, uhh... forgot to change the year in the date for the last update. It's fixed now. Leet traveled with me through time, too. In the Multiple Events board topic, anyway. :wink:

Updated:

Multiple Events (Leet Sketcher) (to version 1.10)