øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=210e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index844a.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index844a.html.zx?–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤Ò¬OKtext/htmlISO-8859-1gzip0|ÖÒ¬ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:16 GMT0ó°° ®0®P®€§²ð®?–h^ÆÒ¬ Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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211
Game Modification Station / Re: Possible FF6 event bug on game reloading
« on: February 15, 2017, 11:48:00 PM »
I do believe we're now branching into stuff that is :offtopic:

212
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 15, 2017, 11:44:40 PM »
Huh... That's weird that it would only affect v1.1. I notice that the NPCs in the Colosseum are ones that move randomly about the map, and I found a way to fix the problem for NPCs like that, but it removes the "phasing through them" fix for those NPCs, meaning you can walk through them with help from the Main Menu. Is this OK? The guard in South Figaro would still be impassable because he's a scripted walker, not a random walker.

213
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 15, 2017, 10:00:03 PM »
Is that a normal thing or is my patch causing it? I tend to think it's the former.

214
Game Modification Station / Re: Remaining bugs in FF3us
« on: February 12, 2017, 01:59:03 AM »
Actually, looking at the map data in Zone Doctor for Zone Eater's belly, it turns out the "exits" at either end of the falling ceiling bridge aren't actually exit fields, they're event triggers. Which means we could probably fix this by replacing them with exit fields and putting event triggers at the entrances to the rooms where they come out.

215
Game Modification Station / Re: Remaining bugs in FF3us
« on: February 12, 2017, 01:21:26 AM »
Here's another one I just found... sigh... :sad:

216
Game Modification Station / Re: Remaining bugs in FF3us
« on: February 12, 2017, 12:37:26 AM »
I'm wondering what difference it makes which map is default (or does it?).

I don't know how it really works, either, but somehow it seems to have something to do with the fact that the map change creates a door. My fix means a door is sometimes removed as opposed to sometimes created. My experience is, without the fix, not only does the map get messed up when you return from the Main Menu after opening the door, but the door also gets closed. With the fix, the map doesn't get messed up and the door stays open.

By the way, I know there's still a bug in Zone Eater's belly, which you can see in this video; I currently don't know how to fix it.

217
Game Modification Station / Re: New patch: Stepping Out Bug fix
« on: February 11, 2017, 11:35:51 PM »
I don't know. Maybe it does, but I'm nowhere near the point of being able to test this.

218
Game Modification Station / Re: Remaining bugs in FF3us
« on: February 11, 2017, 11:29:43 PM »
I've found a way to fix the graphical error that allows the player to see clouds through the doors in the Fanatics' Tower. It involves some tileset editing, which can be done in Zone Doctor or FF6LE.

I've also found a way to fix the door-opening errors in the South Figaro clock basement and the first floor of the Tower. Basically, the way it's done in the game is, if a certain event bit is set (e.g. the "You wound the clock" bit), a section of the map is changed upon loading of the map. The way to fix it is, instead of doing that, change the normal version of the map to what it would be after the event bit is set, and change it back if the event bit is clear instead of set. This is also doable in Zone Doctor or FF6LE, and I want to make a patch to fix both of these, but I want to do it in a way that doesn't involve rewriting the whole section of map data, which Zone Doctor has a tendency to do. I think all that's really required is to just change a few bytes where the changed tiles are supposed to be, but I don't know which bytes those are.

219
Game Modification Station / New patch: Stepping Out Bug fix
« on: February 11, 2017, 05:15:19 PM »
New patch everyone! Pretty simple, it just moves the Y-button-enabled party switch handler before the player movement handler, thus eliminating the separation between that and the event trigger detector. Now there will be no spikes getting stuck in the Phoenix Cave.

220
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 10, 2017, 10:22:38 PM »
I know there's stuff like stepping on a switch and then quick-switching, which means the spikes don't get lowered or something that's supposed to happen doesn't. Of course, the easy solution is to just switch back.

221
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 10, 2017, 06:41:34 PM »
Obviously the method that involves quick switching and opening the Main Menu is removed by this patch, and I think that's the only way to do it. I just tried stepping on the third platform in Kefka's Tower (I'm talking about the three platforms you have to stand on with your parties in order for Kefka to beam you up), and quick-switching to another party. All three parties were on the platforms at that point, but I wasn't beamed up. However, as soon as I switched back to the original party, the event triggers and everyone was sent up. So I don't think there's any way to skip an event trigger purely by quick-switching. I know you can skip exits by doing this, though.

222
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 10, 2017, 06:30:58 PM »
I know there are at least a couple that you can just sidestep. I think there was also one time I bypassed the guard in South Figaro just by pure timing, no menu opening, but I've been trying to do that again to be sure and I haven't been able to pull it off.

223
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 10, 2017, 02:37:49 PM »
:bump: Updated!

224
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« on: February 09, 2017, 01:53:27 AM »
Headered.

225
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« on: February 08, 2017, 10:01:02 AM »
Here you go. This is the only patch you need to apply.

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