øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=360e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index84df-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index84df-3.html.zxC–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>'¾OKtext/htmlISO-8859-1gzip8:Ö'¾ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:19 GMT0ó°° ®0®P®€§²ð®B–h^g'¾ Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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361
Game Modification Station / Re: Self Suplex?
« on: September 12, 2016, 01:39:03 PM »
I agree with all of this. It's just that there are a couple of things that occurred to me when I saw the video. The first is that perhaps the acceleration should be the same as when he's Suplexing an enemy, just for the sake of consistency. The second is that the reason he's accelerating faster is because the code allows it, i.e. the "caster", a.k.a. Sabin, moves up, and the target moves up at the same rate. When Sabin Suplexes himself, he's both the caster and the target, and that's why he ascends twice as fast. That just doesn't seem right to me. You guys are thinking more about the realism aspect.

I might make a patch to eliminate this, but it'll be classified as a tweak instead of a bugfix.

:edit: Then again, that would probably meaning writing new code to check if the attacker and the target are the same entity... Maybe I just won't bother. :sad:

362
Game Modification Station / Self Suplex?
« on: September 12, 2016, 03:50:05 AM »
Just discovered this on YouTube... https://www.youtube.com/watch?v=_zExDUoaZPo

It seems that Sabin is able to Suplex himself...which in itself I don't mind. However, he seems to be able to throw himself up twice as fast as he would any enemy, which seems like a bug to me.

363
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« 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.

364
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: September 12, 2016, 12:01:19 AM »
Wow, OK, I found the problem. The "battle end" function is supposed to compare the list of Engulfed party members to the list of all party members, but instead it compares the list of Engulfed party members to itself. That's just a bad byte, it'll be easy to fix and I will do so ASAP.

365
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: September 11, 2016, 11:38:04 PM »
:hmm: Does your ROM have a header?

366
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: September 11, 2016, 10:34:45 PM »
Weird. Because I just tried dying on the WoR map and nothing unusual happened. Maybe it's a save state problem?

367
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: September 11, 2016, 10:04:36 PM »
That's...interesting. What were the circumstances that led up to this?

368
Game Modification Station / Re: New patch: Multiple Events fix
« on: September 11, 2016, 01:29:48 AM »
:hmm: I can't think of one off the top of my head. I know that when I enter Thamasa in my ROM, they face the right way, but that could just be because I've fixed it in my ROM. It's probably doable with Zone Doctor.

Are you referring to a specific place in the game where you enter Thamasa? Because Thamasa has more than one map.

:edit: Then again, I think there was someone who fixed the same problem with Terra facing the wrong way exiting Arvis's house.

:edit: Gi Nattak wrote a patch called "Wrong Way, Idiot!" that fixes the problem in Thamasa.

369
Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: September 10, 2016, 07:13:05 PM »
Notes: The filenames are correct, but the readme thinks they're "Multiple Events".

Oh, whoops. I thought I'd changed that.

I also think the readme should mention the potential conflict with your other patch and how to avoid the conflict.

Maybe. My website mentions it, but I also post my patches to Romhacking.net. I think I'll do that just because I have to correct the readme anyway.

If someday, you port your patches to GBA, this one would fix another exploit, with Kaiser Dragon/Omega Weapon. A new fix with zero effort...  :happy:

I've been wanting to do that to all my patches for a while now. Unfortunately, I'm not as adept at GBA programming as I am at SNES programming, and also I can't find GBA documentation that's as good as what we have for SNES.

370
Game Modification Station / New patch: Menu Malarky Bug fix
« on: September 10, 2016, 12:52:11 PM »
Hi everyone! This is my first NEW patch since May 17! This patch addresses the "Locke can bypass the guard in South Figaro" bug by making it impossible for the player to move while the game is still in the process of fading in from exiting the Main Menu. It also eliminates the two bypass exploits detailed in this video by removing another "feature" which is as follows. If you press X to open the Main Menu, then press Y before the menu actually opens, you will switch parties and then the Main Menu will immediately open. This, in my opinion, is ridiculous. With this patch applied, pressing X will simply open the Main Menu and nullify any attempts to sneak in a party switch beforehand.

This patch is applicable to either a US or Japanese ROM. It conflicts with my "Save Point Switch" patch, but that's OK as long as you apply this patch second.

:edit: February 10, 2017
Previous fix for Locke's scenario actually didn't work, as it turns out, so thankfully I have now found a way to fix it that does work. Also, the aforementioned halting of player movement is now gone.

:edit: February 21, 2017
Fixed the bug that allowed NPC interactions at a tile other than where the NPC is. Thanks to Xenovant for pointing this out.

:edit: November 17, 2017
Fixed a bug that caused NPC pointers to be placed in random spots. This is caused by NPCs moving diagonally, and its most noticeable effect is on the Floating Continent because it can make the Hardened weapon unreachable unless you reload the map (which can be done using the Main Menu).

371
Game Modification Station / Re: New patch: Multiple Events fix
« on: September 09, 2016, 02:44:55 AM »
:bump: New version.

372
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: September 08, 2016, 12:59:20 PM »
Stop the presses! The new version of Imp Skimp is broken! Battles won't start anymore! :whoa:

Never fear, the fix is in progress and I assure you it will work.

:edit: All clear! Sorry, C.V. Reynolds.

373
Game Modification Station / Re: Leet Sketcher's Anniversary Pack
« on: September 07, 2016, 11:33:40 PM »
:bump:

Three months later, and I've now fixed Imp Skimp...mostly. The Remedy animation is now fixed in terms of the positions of the rainbow streams, and most of the delays are now null and void. However, you'll probably still see just a brief pause when something like a Remedy item is used to cure Imp status. Also, when a player casts Imp status on a target other than themselves, they will come out of spell chanting earlier than normal. Not a "problem", per se, but a bit of a departure from the norm.

Another possible fix has occurred to me that might eradicate the delays altogether, but right now I've got other stuff to worry about.

374
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: September 07, 2016, 09:48:14 AM »
May I ask you if you are planning to make new fixes? Or are you just gonna fix the already released ones (Morph mayhem and Imp skimp)?

I might make another new one someday. It would have to be one that fixes a bug that I believe is in my wheelhouse, or some new feature like "Y Equip Relics".

375
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: September 07, 2016, 09:24:19 AM »
All of that is correct. It's also why I'm updating Soul Saved instead of Dead in the Air. All I need to do is make a patch that moves the Zinger check into the free space created by Dead in the Air.

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