øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2230.msg27236e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8811.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2230.90e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8811.html.zxr+h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0PdH1OKtext/htmlISO-8859-1gzip0|ÖH1ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 00:22:34 GMT0ó°° ®0®P®€§²ð®q+h^ÿÿÿÿÿÿÿÿõ,H1 C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)

Author Topic: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)  (Read 15925 times)

13375K31C43R

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #90 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.
« Last Edit: March 18, 2017, 12:30:16 PM by 13375K31C43R »
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Chronosplit

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #91 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.

C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #92 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.
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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #93 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).
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Madsiur

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #94 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..

13375K31C43R

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #95 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.
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C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #96 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
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assassin

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #97 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?

13375K31C43R

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #98 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.

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.
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13375K31C43R

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #99 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.
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C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #100 on: April 25, 2017, 12:54:55 PM »
Hoi. :3

Added:

Bird Bars (Leet Sketcher)
Caravaggio (Leet Sketcher)

Kept you waiting, huh?
I'm the former Hollywood Narrator from GameFAQs.

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13375K31C43R

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #101 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?
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TheNattak

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #102 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!

13375K31C43R

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #103 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?
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darkmage

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #104 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.