øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.150e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7bfa.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index7bfa.html.zx·$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/•:OKtext/htmlISO-8859-1gzip8:Ö•:ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:52 GMT0ó°° ®0®P®€§²ð®·$h^ÿÿÿÿÿÿÿÿ&•: FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

darkmage

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Re: FF6 Improvement Project
« Reply #150 on: November 13, 2009, 04:59:59 AM »
Making the desperation attacks the same as critical hits? That might be pretty simple; you'd want to definitely go through the bank disassemblies to see if it's been documented.

Things have not really been progressing, as my current playthrough is showing an inconsistency with the alphabetical Rage list for Gau. So far that's the only issue I'm seeing, but I haven't had much opportunity to start my playthrough over. Hopefully here in the next week I can give it some attention and make sure that my save game was the problem.

darkmage

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Re: FF6 Improvement Project
« Reply #151 on: November 14, 2009, 03:04:11 AM »
Bah. Windows7 has some nice features, but Atlas refuses to run and my save game was not updated with my latest save. So, back to XP for me. Thankfully I was trying it on a separate hard drive.

Dragonsbrethren

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Re: FF6 Improvement Project
« Reply #152 on: November 14, 2009, 05:00:50 AM »
Atlas has no problem running on Windows 7.

darkmage

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Re: FF6 Improvement Project
« Reply #153 on: November 14, 2009, 07:32:50 PM »
Atlas has no problem running on Windows 7.

Really? It was giving me errors about the msvcp70.dll, msvcr70.dll and a couple of other files.

Dragonsbrethren

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Re: FF6 Improvement Project
« Reply #154 on: November 15, 2009, 03:23:33 AM »
Download those files, then. Vista/7 don't come with the 7.0 files out of the box, but if you drop them in the program's directory (or C:\Windows\System32) you'll find a lot of "compatibility" issues magically go away.

http://www.dll-files.com/dllindex/dll-files.shtml?msvcp70
http://www.dll-files.com/dllindex/dll-files.shtml?msvcr70

darkmage

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Re: FF6 Improvement Project
« Reply #155 on: November 17, 2009, 04:32:12 AM »
Better...I just pulled them out of my WinXP install. Also, for some strange reason my project folder was marked read-only. But you're right, it works very nicely now.

This playthrough is going a bit more slowly. I think I figured out what caused the conflict: I was trying to change a couple of enemy names (not completely, since I was using the ABC Rage patch), but I guess my changes were enough to throw off the routine assassin wrote.

So I backed them out (the source of the recent screen garbage) and I'll make sure the rages show up properly. Then it's going through the rest of the game and the mod should be ready for release. I'll look up some webhosting options and get a page up, and I'll throw the link in here once everything's ready.

assassin

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Re: FF6 Improvement Project
« Reply #156 on: November 18, 2009, 01:37:13 AM »
Quote
This playthrough is going a bit more slowly. I think I figured out what caused the conflict: I was trying to change a couple of enemy names (not completely, since I was using the ABC Rage patch), but I guess my changes were enough to throw off the routine assassin wrote.

it is true that my patch assumes the original enemy names and does its alphabetizing from a fixed 255-byte array added to ROM.  so it won't be able to preserve proper order with renamed enemies.  however, if you provide a ROM/patch of your new enemy names, and the enemy name list is still at the same address, i have a sorting program that'll spit out a new alphabetized array, which you can then apply over my initial patch.

Quote
So I backed them out (the source of the recent screen garbage) and I'll make sure the rages show up properly. Then it's going through the rest of the game and the mod should be ready for release. I'll look up some webhosting options and get a page up, and I'll throw the link in here once everything's ready.

!?  it shouldn't be causing any screen garbage.  were the empty spaces in your new enemy names the same hex character as the spaces in existing enemy names?  that's my best guess as to the problem..

darkmage

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Re: FF6 Improvement Project
« Reply #157 on: November 18, 2009, 04:57:21 AM »
it is true that my patch assumes the original enemy names and does its alphabetizing from a fixed 255-byte array added to ROM.  so it won't be able to preserve proper order with renamed enemies.  however, if you provide a ROM/patch of your new enemy names, and the enemy name list is still at the same address, i have a sorting program that'll spit out a new alphabetized array, which you can then apply over my initial patch.

Oh, that's AWESOME! I can definitely do that if you're cool with it, Assassin! Thanks!

Quote
!?  it shouldn't be causing any screen garbage.  were the empty spaces in your new enemy names the same hex character as the spaces in existing enemy names?  that's my best guess as to the problem..

I thought that was where the problem lay at first, but that problem actually happened when I was applying the patches to a clean, unmodified ROM. It just happened to be the order I was applying the patches somehow...when I changed the order, the problem didn't reoccur.

But just to be sure: that space should be FE, or the next-to-last character in the table for FF3usME, correct? I would hope that that is the character being used when you're typing the replacement into the field...

:edit:
Let me know where to send the patch. It's 16k, so attachment size shouldn't be a problem. It's off of a FF3 1.0 ROM.
« Last Edit: November 18, 2009, 08:42:33 AM by darkmage »

Poco Loco

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Re: FF6 Improvement Project
« Reply #158 on: November 18, 2009, 08:00:01 PM »
glad to see you found the problem and a solution there :)
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

assassin

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Re: FF6 Improvement Project
« Reply #159 on: November 21, 2009, 02:02:03 AM »
Quote from: darkmage
Quote from: me
!?  it shouldn't be causing any screen garbage.  were the empty spaces in your new enemy names the same hex character as the spaces in existing enemy names?  that's my best guess as to the problem..

I thought that was where the problem lay at first, but that problem actually happened when I was applying the patches to a clean, unmodified ROM. It just happened to be the order I was applying the patches somehow...when I changed the order, the problem didn't reoccur.

But just to be sure: that space should be FE, or the next-to-last character in the table for FF3usME, correct? I would hope that that is the character being used when you're typing the replacement into the field...

yes, FEh for the spaces between the words, but FFh for the spaces padding the end of enemy names.

Quote
:edit:
Let me know where to send the patch. It's 16k, so attachment size shouldn't be a problem. It's off of a FF3 1.0 ROM.

check your email.

darkmage

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Re: FF6 Improvement Project
« Reply #160 on: November 23, 2009, 04:42:01 PM »
Well, thanks to Assassin's help, I've been able to make some changes to the enemy names and the Rage list will still be alphabetical! Thanks, Assassin!

I had run into a snag with his fix, but it was the same snag as when I recently had to repatch my test ROM: patching order. Once I shifted that, it's working nicely. As soon as I have more Rages in the list, I'll post a pic of some of the changes I've made.

Poco Loco

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Re: FF6 Improvement Project
« Reply #161 on: November 23, 2009, 08:31:54 PM »
nice man I hope this play through is 100% successful :)
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

darkmage

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Re: FF6 Improvement Project
« Reply #162 on: November 29, 2009, 03:24:37 PM »
Well, getting the Alphabetical Rages to work turned out to be a bit of a mixed blessing. The new enemy names were showing up, but duplicate entries began showing up in both the Skills Rage list and the battle Rage list. This was the original reason I did the re-patching that showed a garbled/artifacted screen when battles began.

Thanks to Assassin's help, we were able to figure out the problem: The Gold Hairpin/Economizer tweak was conflicting with the ordered list data in the Alphabetical Rages patch. And since I see the Alphabetical Rages as much more useful, it stays.

Sorry, Poco...the Offering patch is still in, but Gold Hairpin/Economizer is out. I'm bummed, too.
« Last Edit: November 29, 2009, 03:35:24 PM by darkmage »

Poco Loco

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Re: FF6 Improvement Project
« Reply #163 on: November 29, 2009, 07:02:02 PM »
well its a small price to pay but I am looking @ the bigger picture, if anything after the patch is done we can probably go into the rom and fix it ourselves ;)
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

darkmage

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Re: FF6 Improvement Project
« Reply #164 on: December 02, 2009, 07:07:58 PM »
So...after around 7 or 8 playthroughs up to Gau and the Veldt, I'm FINALLY able to move past that and get moving toward the apocalypse and beyond so I can test the majority of these changes. I'll start posting status again on where I am and what I'm seeing.

I hope to have this wrapped up by the end of December so I can focus on getting the over-patch for dialogue finished up and get the patch out on a website for people to try.