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46
Game Modification Station / New patch: Multiple Events fix
« on: April 28, 2016, 10:02:39 PM »
Let me preface this by saying I'm still on break. The only reason I'm making this patch is because it was requested. I did say I would continue to make new patches upon request. This patch fixes four events in the game, including the "that one rock" problem at the Sealed Gate. The rest you can read up on in the readme.

:edit: April 29, 2016
Added a fifth event fix.

:edit: May 1, 2016
In response to a recent complaint, I've modified the fix for the Sealed Gate scene to no longer exclude the "hide object" event.

:edit: September 9, 2016
Added a sixth event fix. This one is for the battle entry sound effect not playing when you begin to fight Chadarnook.

:edit: September 18, 2016
Fixed some bad subroutine calls in the Japanese patches. Also added GBA patches.

:edit: March 11, 2017
Added a seventh event fix. This one causes the camera to be off-center when Sabin eats the Phantom Train food if Cyan is the party leader.

:edit: March 11, 2017
Stop the presses! The seventh event fix was bugged! Cyan showed up in the wrong place if Sabin was the party leader! Possible softlock! This is now fixed.

:edit: June 24, 2017
We're up to eight event fixes now. :eek: If you change your party leader in the Main Menu, then use a Tent before closing the Main Menu, then your old party leader will pitch the tent, not the new one. Furthermore, your party leader will not be updated until the map refreshes in some way (e.g. the Main Menu). This only happens if you are in a dungeon or town; the World Map is fine.

:edit: July 13, 2017
Added PS1 patches.

:edit: July 31, 2017
Holy cow! There are now NINE events fixed by this patch! This time I've added a fix for the event of Terra still being Wounded when you meet Banon for the first time, so you wind up with a party containing only a Wounded Terra afterwards.

:edit: April 20, 2017
As if this patch wasn't big enough, I just added a tenth event fix. If Cyan is renamed to something long enough, it can affect the dialogue when he tries to catch up to his family on the Phantom Train. It makes two lines appear in the same window, one after the other, clearly a glitch.

47
Game Modification Station / Sprinting without Sprint Shoes?
« on: April 28, 2016, 09:58:57 PM »
I've noticed a flaw recently in my Final Fantasy 6 SNES ROM. For some reason, all of my characters are able to use the Relic effects of characters not currently in the party. And I don't mean to include any Relics that only affected the wearer, such as MithrilGlove; I'm talking about the Relics that affect the party, like the Sprint Shoes. I equipped Sprint Shoes onto one character, removed him from the party and put another character in, and somehow this new character was still able to dash. I haven't applied Master ZED's FF3dash patch.

The worst part is, the Moogle Charm is also subject to this. As long as Mog is wearing the Moogle Charm, I will never have a random encounter, regardless of whether or not Mog is in my party.

I know for a fact that this problem doesn't exist in the vanilla ROM, which means some patch is causing this to happen. The only question is, which one?

48
Game Modification Station / Sprite and text box shenanigans
« on: April 27, 2016, 03:14:29 PM »
I'm sure I'm not the only one bothered by the fact that, if you play Final Fantasy 3 on a SNES emulator, character sprites that are supposed to be behind the text box at the bottom are instead shown in front of it. Apparently it's not a problem with a cartridge in a console, but I'm wondering if there isn't a way to fix this on emulators. Or if there isn't, is there an emulator that doesn't have this problem?

Don't get me wrong, I am officially on hiatus, so I'm not interested in looking for a fix right now. I'm just curious as to whether or not this issue can be solved.

49
Game Modification Station / New patch: Stone Faced Bug fix
« on: April 27, 2016, 12:15:01 PM »
All right, this time I'm committed. This is officially my last patch for the time being. Assassin recently referred me to the "Petrify omni-counter" bug, whereby Petrified enemies gain the ability to perform final attacks over and over again. And I found a fix for it. This patch overlaps Assassin's "1-way status immunity fix" patch, so be wary.

:edit:
Fixed a bad JSR update in the "1-way status immunity fix" version.

:edit:
Renamed to "Stone Faced". No function changes, just a name change.

:edit:
Added patches for GBA version!

50
Game Modification Station / Two new patches: Rock Bottom, Imp's Call
« on: April 26, 2016, 02:52:07 PM »
Sigh... :sad: I tell everyone I'm going on hiatus, and then I quickly find two new bugs to fix. Oh well, c'est la vie.

There are two patches I'm releasing today, and then I'm officially off duty unless someone requests a patch. The first one fixes a problem with Near Fatal status; the game does not properly recalculate it during a turn where a party member would lose Petrify status. You can observe this for yourself: take a party member, let them get within a few HP of death, Petrify them, then remove the Petrification and notice how they're standing tall. This patch makes the game recalculate Near Fatal on un-Petrified characters. There's an extra set of patches included due to a conflict with Assassin's "Premature Continuation" patch, which will preserve both; however, if you apply one of those patches, then you don't even need to have applied "Premature Continuation" beforehand.

The second is something I just recently discovered; the first I'd noticed a little while ago and planned on it being my last patch before the break, but this one I noticed after the announcement. If you try to summon an Esper, and you get turned into an Imp before it happens, you lose the chance to summon it later, which is unfair. Imp's Call remedies that.

:edit: April 26, 2016
I've now improved the Near Fatal adding function so that it no longer ignores immunity to Near Fatal status.

:edit: April 27, 2016
I decided to rename "Hard as a Rock" to "Rock Bottom". No actual changes to the patch, I just decided that Rock Bottom is a better fitting name.

:edit: May 3, 2016
Just discovered a bad branch in the "Premature Continuation" version. It has now been fixed.

:edit: February 4, 2018
Both patches now have GBA ports!

51
Game Modification Station / New patch: Double Block Bug fix
« on: April 25, 2016, 01:03:46 AM »
I've done it! I've now fixed all of the bugs on my to-do list! I've still got a patch or two I want to release, but right now I am content with the ROM I have. I will continue to write new patches for anyone who requests them (as long as they actually make a difference in non-hacked ROMs), but for now I think I'll give myself a well-earned break.

First, though, I will announce my latest patch: the fix for the "blocking Fenix Down twice" bug I've been plagued with lately. Try using a Phoenix Down on a living character that has a shield equipped; they will break out the shield twice in order to block it. This patch removes this redundancy.

And one more thing, even though I said I'd take a break, I do have a little something special planned for May 6, which marks the end of my first year as an FF6 bug fixer. But don't bother asking me, because I won't tell anyone what it is until the day!

:edit: July 13, 2017
Two things. First, the SFC patches had an erroneous location for one of the affected areas of the patch; this has now been corrected, and a "correction patch" has been included for anyone to fix the changes made to the wrong bytes. Second, this patch has now been ported to GBA and PlayStation.

52
Game Modification Station / New patch: Hasty T-Rex Glitch fix
« on: April 24, 2016, 02:46:04 PM »
Hi everyone! This will probably be my last patch for a little while, I've been running myself ragged over the last 30 hours or so. I think I've finally found the right fix for this graphical glitch that I've been dealing with for a while now. It happens when you face Tyrannosaur in the Colosseum, and Haste or Slow is cast on Tyrannosaur; he'll shift backwards during the casting of the spell. I've discovered that the problem is down to the midpoint calculation for the enemy's sprite on the battlefield; this patch makes a correction to the algorithm. I've done a bit of testing to make sure this patch doesn't mess anything up with any other enemies, and it's so far so good; however, I'll be more comfortable the more thorough the testing gets, so for now I've designated this as a beta release.

:edit: April 26, 2016
I think I'll go ahead and remove the beta designation. If anyone finds a problem, don't hesitate to let me know.

:edit: May 31, 2016
I've implemented a new fix that doesn't have the problems described in the replies below. Thank you, Assassin. :wink:

:edit: January 30, 2018
Added GBA port!

53
Game Modification Station / New patch: Upside Down Glitch fix
« on: April 23, 2016, 09:06:34 PM »
Hi everyone! Man, have I ever been busy today with these patches...

I've been discussing this with Xenovant: there are two instances (and possibly more I don't know about) in the game where enemies have to be flipped vertically. In these instances, the game tends to mishandle the enemy's horizontal flipping. One such instance is Sabin's Suplex, where the enemy's horizontal flip is reversed during the drop; the other is Rippler, where the enemy will shake its booty faster than a Nohrabbit on caffeine. This patch fixes both of these, but there may be more. If there are, don't hesitate to let me know.

:edit: December 11, 2016
Added GBA patches.

54
Game Modification Station / New patch: Chance Offering Bug fix
« on: April 23, 2016, 06:32:28 PM »
Hi everyone! I recently updated Better Dice to include the bug fix that is now made by this patch, whereby the Offering relic, which was supposed to cut damage in half, does not do so with Setzer's Dice weapons. If you apply this patch, it will do so. I've removed the version of Better Dice that doesn't include this fix, so if you'd rather keep this bug, DON'T upgrade Better Dice. If you really want me to bring back the old version, let me know. Also, keep in mind that there is a separate patch included for compatibility with Assassin's "Recapture the Glory" patch, which will need to be applied before this.

Free space used: C2/67F5-C2/67FF. The patches for Recapture the Glory also use C2/67F2-C2/67F4.

55
Game Modification Station / Super FX roller coaster
« on: April 23, 2016, 12:14:22 AM »
I've read in several places that the mine cart ride out of the Magitek Research Facility is quite possible the ugliest thing ever in a video game. When I look at it, the modus operandi seems pretty obvious: it's basically a stop-motion sequence that uses Mode 7 zooming effects to give the impression of moving forward through a tunnel. I chalk the garishness of it up to low resolution images that are zoomed in way too far. It has me wondering if there isn't a way to improve the quality of it. I mean, just take any other image from anywhere in the game, put it next to an image from the mine cart sequence, and note the huge variance of quality. I can make out every single pixel of the mine cart image because those pixels are roughly four times larger than they should be.

Two options come to mind for how to improve it. One is, there has to be some way to make higher resolution images for the mine cart ride without having to expand the ROM. The other option is, I wonder about replacing the stop-motion images with Super FX-rendered graphics. I mean, stop motion is one thing, it's effective if you do it the right way (which Square obviously didn't), but if you really want to show a 3D tunnel effect, Super FX might be the way to go.

Am I the only one thinking that someone out there could improve this, or would they just be biting off more than they could chew?

56
Game Modification Station / New patch: Imp's Rage Bug fix
« on: April 20, 2016, 01:12:07 AM »
Hi everyone! Here's another patch for a bug I tried to fix a while back, and it actually ended up causing even more problems...turns out the fix I needed was even simpler than I thought, and I even managed to fix it without using any free space! So, the bug in question is with the Rage and Dance commands and the Imp status. Those two commands make the user act autonomously, repeatedly choosing moves from the selected Rage or Dance. However, neither one can be used if the party member is an Imp, so they will fight instead, but they will still be autonomous. Worse, a Rager will not receive the statuses or immunities associated with the Rage. This patch fixes all those problems.

:edit: January 29, 2018
GBA port added!

57
Game Modification Station / New patch: Shadow Gone Bug fix
« on: April 19, 2016, 11:53:52 AM »
Hi everyone! Here's a patch I've been wanting to do for a while now. Imzogelmo's patch "Shadow Leaves One-Man Party" fixes the bug that allows Shadow to leave you with an empty party in Narshe. For the unaware, it's simple. Between the Battle for the Frozen Esper and the opera scene, Shadow hangs out in Kohlingen's cafe. Before finding Terra in Zozo (you can't do this after because Locke and Celes become forced members), make a party of only Gau, and buy Shadow's help in Kohlingen. Travel to the Veldt, make Gau Leap, and then bring Shadow to Narshe. Because Shadow is programmed to leave your party when you enter Narshe, Shadow will leave you with an empty party. You'll be unable to move, unable to do anything, and thus forced to reset the game.

Imzogelmo's patch fixes this bug by preventing Shadow from leaving the party if he's the only member, but still prevents him from entering Narshe. While it's a good fix, I'm not 100% satisfied with it because you still have to travel all the way back to the Veldt and find Gau just to continue the game. My patch offers an alternative: Shadow will still leave, but if it means your party becomes empty, the party selection screen will be invoked and you can start fresh from Arvis's house.

:edit: April 19, 2015
WARNING! I have just found an issue with this patch: it locks the camera in place. I will fix this problem as soon as possible.

:edit: April 19, 2015
I've just found out that apparently there's something else wrong: under some weird circumstances, my lead character will inexplicably shift way outside the boundaries of Arvis's house.

:edit: April 20, 2015
OK! I've fixed everything (as far as I know)! This patch is now safe to download.

:edit: September 18, 2016
Ported to GBA. Narshe's Door has also now been ported.

:edit: July 13, 2017
Ported to PS1. Narshe's Door has also now been ported.

58
Game Modification Station / New patch: Y Equip Relics
« on: April 17, 2016, 11:50:24 PM »
Hi everyone! I requested this patch yesterday from whoever felt like writing it. Turns out I felt like writing it and I was able to come up with a solution for it, so...here it is. This patch lets you switch between the Equip and Relic menus for a character by pressing the Y button.

:edit: April 24, 2016
Fixed a bug that caused the "new" stat values to go all screwy after using the Y button to switch between menus.

:edit: December 19, 2016
This new version of the patch does not use any free space. There are plenty of widespread edits to pointers and jumps due to relocated functions, though, so hopefully there are no conflicts. Also, now that this doesn't use any free space, I was able to construct patches for the SFC version as well. IMPORTANT NOTE: All of my patches that are compatible with the SFC version are also compatible with RPGOne's translation v1.2b, except this one. I've added a separate set of patches for RPGOne.

59
Hi everyone! I remember saying a while back that I wanted to make an alternate fix for the event bug that allows Shadow to leave the party in Narshe even if he's the only member, thereby freezing the game. Imzogelmo's patch is great, but I think my fix would be a bit more puristic. I plan to make my fix by modifying Imzogelmo's patch to make my solution work, but after taking a close-up look, I've noticed a few changes made by the patch that aren't mentioned in the documentation. Here's what I see:

  • C4/0434, C4/0439, C4/043E: These appear to be somehow related to event triggers/pointers, which I guess needed to be updated to accommodate movement of one or more functions.
  • C4/7054, C4/705D, C4/70D2: Magic data...? Um, what? What does that have to do with this?
  • CF/3E4F: According to Lord J's offset list, this apparently has to do with some enemy's "Control" commands list. Again, what? Why would you have to change that in order to fix this event?

I don't know if Imzogelmo used a program that made the patch based solely on the differences between ROMs with and without the fix, and accidentally included too much, but whatever it is, I can only see some of this stuff as being out of place. I need clarification.

60
Game Modification Station / New patch: Shadow of Chupon Bug fix BETA
« on: April 13, 2016, 12:37:39 AM »
Hi everyone! Here's a patch that was requested of me by Gi Nattak. Novalia Spirit did an OK job fixing the bug whereby Shadow's name is displayed above Chupon's when you confront him in the Colosseum, except there's one thing he didn't account for: differences in name length. If you give Shadow a name that is shorter than six characters, the rest of Chupon's name will appear next to it. For example, "Bob" becomes "Bobpon". This patch supposedly fixes both problems, but I'm giving it a beta designation because I'm not currently in a position to test it, or ensure that it doesn't break something else. It shouldn't, but if there's anything at all wrong with it, let me know immediately.

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