øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=495e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8b3e.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index8b3e.html.zxE–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>Ú»OKtext/htmlISO-8859-1gzip@øÕÚ»ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:22 GMT0ó°° ®0®P®€§²ð®E–h^Ú» Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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496
Game Modification Station / Re: New patch: Self Sneeze Bug fix
« on: April 23, 2016, 02:27:44 PM »
On closer inspection, I don't think it's a problem with Rippler's animation, and I'll give you two reasons. One, I can fix it by removing the "80 51" commands from the script (which I think is what you're suggesting), but that removes the reflection effect underneath the caster and the target. Two, Suplex has a similar problem; the Suplexed enemy gets turned upside-down when Sabin drops them, but if they were turned around (e.g. Muddled) first, they get turned back to face the party. So I think it's actually a problem with how the game handles sprites that are supposed to be reflected on both axes.

497
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 23, 2016, 01:40:03 PM »
I'm going to guess that it's a Mythril Helm because Setzer also starts with a Mythril Shield and a Mythril Vest.

498
Game Modification Station / Re: New patch: Self Sneeze Bug fix
« on: April 23, 2016, 01:38:52 PM »
As you can probably guess, it also happens if the enemy is Muddled.

499
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 23, 2016, 01:17:26 PM »
What's he supposed to be equipped with?

500
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 23, 2016, 12:23:17 PM »
Quote
Setzer Bandana (C. V. Reynolds)

Hmm... what's this?

:edit:
Never mind, I think I figured it out. IIRC, it has to do with Setzer's equipment.

501
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: April 23, 2016, 11:38:28 AM »
I don't remember exactly what I saw that made me realize there was a problem, but basically that function is the main function for removing the Control link. What happens is that the controller, stored in Y, would stop chanting and their "who I'm controlling" variable would be cleared, while the submissive, stored in X, would no longer be turned away from the controller and their "who's controlling me" variable would be cleared. But because X and Y were interchanged, all of that got turned on its head.

502
Game Modification Station / Re: New patch: Banon Riding Glitch fix
« on: April 23, 2016, 02:25:18 AM »
Bumping for the new version. The new version is optional to download because the only changes are optimizations.

503
Game Modification Station / Re: New patch: Self Sneeze Bug fix
« on: April 23, 2016, 12:26:30 AM »
Wow...I see what you mean. I just tried it and the enemy ended up actually being turned the wrong way. He was facing the party when Controlled, and then when Control was broken he ended up facing away from them. My guess is that it's an issue with Rippler's animation.

504
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?

505
Game Modification Station / Re: New patch: Self Sneeze Bug fix
« on: April 22, 2016, 03:57:16 PM »
Bumping this for the new version.

506
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 22, 2016, 03:47:09 PM »
OK, I'm about to release the new version of Self Sneeze. It's now basically just Remote Control plus my $3204,X fix, with consideration for compatibility with "Dead in the Air" Fix A. Once that's done, CV, I recommend switching to Self Sneeze.

507
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: April 22, 2016, 12:25:23 PM »
If you look at the "Original" code document, the function at C2/075B was using X as an index when it should've been using Y, and vice versa.

508
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 22, 2016, 03:20:57 AM »
ROTFL, it was a dyslexification. :happy:

509
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 22, 2016, 02:18:59 AM »
I'll have to test that in my ROM, especially with the solution I've now found, but my guess for right now is that that bug will require a bit more work to fix.

:edit:
I take that back. I think that Remote Control, combined with my fix for it, solves the bug you just mentioned. The reason why is because the bug triggers when the Controlled enemy is killed while the Jumpers are still airborne. The good news now is that, as soon as Palidor is Summoned, the enemy is no longer Controlled.

That said, I wonder what happens if a Poisoned enemy, that happens to be the last enemy left, just happens to run out of HP while everyone is riding Palidor.

510
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 22, 2016, 02:04:33 AM »
OK, I think I found a solution. This function gets called prior to the aforementioned bit 6 check, if and only if Palidor has been Summoned. This is taken directly from your bank C2 disassembly.
Code: [Select]
C2/0B4A: C2 20        REP #$20       (Set 16-bit Accumulator)
C2/0B4C: BD 18 30     LDA $3018,X
C2/0B4F: 0C 2C 3F     TSB $3F2C      (flag entity as Jumping)
C2/0B52: E2 20        SEP #$20       (Set 8-bit Accumulator)
C2/0B54: BD A0 3A     LDA $3AA0,X
C2/0B57: 29 9B        AND #$9B
C2/0B59: 09 08        ORA #$08
C2/0B5B: 9D A0 3A     STA $3AA0,X
C2/0B5E: AC 66 3A     LDY $3A66      (get current action queue position?)
C2/0B61: 8A           TXA
C2/0B62: D9 20 38     CMP $3820,Y    (does queue entry match our current entity?)
C2/0B65: D0 05        BNE $0B6C      (if not, branch and move to next entry)
C2/0B67: A9 FF        LDA #$FF     
C2/0B69: 99 20 38     STA $3820,Y    (if there was a match, null out this queue entry)
C2/0B6C: C8           INY            (move to next entry)
C2/0B6D: CC 67 3A     CPY $3A67
C2/0B70: 90 EF        BCC $0B61      (keep looping until position matches next available
                                      queue slot -- i.e., we've checked through the end of
                                      the queue)
C2/0B72: BD 05 32     LDA $3205,X
C2/0B75: 29 7F        AND #$7F
C2/0B77: 9D 05 32     STA $3205,X
C2/0B7A: 9E B5 3A     STZ $3AB5,X    (zero top byte of Wait Timer)
C2/0B7D: A9 E0        LDA #$E0
C2/0B7F: 9D 2C 32     STA $322C,X    (save delay between inputting command and performing it.
                                      iow, how long you spend in the "ready stance."  E0h
                                      is the same delay as the Jump command, and its ready
                                      stance constitutes the character being airborne.)
C2/0B82: 60           RTS

All you have to do is substitute this in at the end:
Code: [Select]
C2/0B72: 1E 05 32     ASL $3205,X    (clear top bit)
C2/0B75: 5E 05 32     LSR $3205,X    (put bits back)
C2/0B78: 9E B5 3A     STZ $3AB5,X    (zero top byte of Wait Timer)
C2/0B7B: A9 E0        LDA #$E0
C2/0B7D: 9D 2C 32     STA $322C,X    (save delay between inputting command and performing it)
C2/0B80: 4C 30 07     JMP $0730       (clear bit 6 of $3204,X)

Of course, this solution won't work if "Dead in the Air" Fix A is applied. In that case, you may need to use up some free space.

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