øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.615e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index972a-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index972a-2.html.zxÄ$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0Pd±}OKtext/htmlISO-8859-1gzip0|Ö±}ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:54:04 GMT0ó°° ®0®P®€§²ð®Ã$h^ÿÿÿÿÿÿÿÿ“B±} FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

TheNattak

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Re: FF6 Improvement Project
« Reply #615 on: May 24, 2013, 12:26:03 AM »
Another fix to consider:
http://www.romhacking.net/hacks/1298/

Changing the threshold for "near-death" status from 1/8 current HP to something higher, so that it's more useful.  I agree with this hack's author that it's currently set so low that you usually die before you see it (although, I think 1/2 is a bit too high - maybe 1/4 or 1/3 is better).

While this is a nice alternative to say, enabling DAs to happen anytime, I don't like how it puts you in the near fatal pose with just 1/2 of your HP gone. I only want to see my character like that if they are poisoned or near death. That's just me though. =)

Tzepish

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Re: FF6 Improvement Project
« Reply #616 on: May 24, 2013, 03:17:38 PM »
While this is a nice alternative to say, enabling DAs to happen anytime, I don't like how it puts you in the near fatal pose with just 1/2 of your HP gone. I only want to see my character like that if they are poisoned or near death. That's just me though. =)

Hence my comment that 1/2 is too high and 1/3 or 1/4 would be better :-).

General Public

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Re: FF6 Improvement Project
« Reply #617 on: May 29, 2013, 05:20:01 AM »
Bug report from playtesting the patch version 1.07 (complete + translation):

In Zozo, when you are jumping between buildings, after you jump left across several buildings the first time, you get stuck in that building and if you ever try jumping from that building your character sprite gets stuck in place and you can't move (but the music keeps playing and other sprites on the screen of Zozo people continue moving around normally). This happens the first time you go thru Zozo on the way to find Terra. So it seems version 1.07 cannot be played all the way thru because it crashes in Zozo. Anyway I have attached an .srm file of the SRAM of my game right outside Zozo right before this bug happens. Yes my characters are level 99 with great stats and have much better equipment than they should at this point in the game, but that does not matter, since I have tested this .srm file, which was played entirely in your complete version 1.07 with the translation, with the original version of the game, and with the original game, this bug of getting stuck in Zozo does not occur and Zozo is playable, using this same .srm file. Obviously attaching a save-state would be pointless since those are emulator-specific and change with different versions of emulators, but this .srm file should work in any emulator and allow you to easily reproduce the Zozo jumping bug. I packaged it in a 7z archive to minimize the file size. Good luck figuring out what's causing this bug, I have no clue.

Anyway, please try loading this SRM with your patched version as well as the original unpatched ROM, and see whether or not you get stuck after the first time you jump across buildings in Zozo, the next time you try jumping across buildings. This seems like it might be a serious bug in your patch. If anyone here can try out this .srm file and find out what the problem is with jumping in Zozo with the latest 1.07 patch that would be great, anyway excellent job on the patch, I enjoy it very much, hope you can fix this bug. And yes, yes, I did use an .srm file editor, FF3h version 5, by Lord J, to achieve having the characters level 99 with great stats and having awesome equipment, but as far as I know, that editor does not have any bugs, and anyway, this bug does not occur with the original unpatched ROM if I use this same exact .srm file, so I can logically deduce that the problem was NOT caused by using the .srm file editor or by which emulator I am using but rather was caused by your patch, since whether or not I am using your patch is the factor that seems to determine whether or not this bug occurs.

Or if you would like to independently verify this problem without using my .srm file, just play the game through until the part where Terra is in Zozo and see if this same bug with jumping between buildings happens. I am not sure what would happen if you did that, this error might only occur with some games or it might occur in all games at that point in the story, who knows?

But anyway, yeah, thank you, please try out jumping between buildings in Zozo using this .srm file, with the complete+translation version of your patch 1.07, and then see if you can come up with a solution. Thanks.

Lenophis

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Re: FF6 Improvement Project
« Reply #618 on: May 29, 2013, 10:35:38 AM »
Sounds like an attempt to fix the "always facing left" bug was in place, and it did the same thing PB did initially. :lame:

119 bugs fixed and counting.

Poco Loco

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Re: FF6 Improvement Project
« Reply #619 on: May 30, 2013, 12:46:10 PM »
this issue was stated in the readme if I'm not mistaken as well
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

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Re: FF6 Improvement Project
« Reply #620 on: June 02, 2013, 01:03:33 AM »
2 more events that are bugged in the same version of the game (Complete + Translation version 1.07):

After Celes does the opera thing and everyone is onboard the Blackbird to talk to Setzer, there's a scene where you are talking to Setzer and the game freezes. (The opera itself is a bit bugged in this version but you can get through it by choosing the right options, no game freezes.) This seems to be related to mblock129's "King of Vanity" patch, one of 6 patches that are in the complete but not the base version of FF6 Improvement Project.

In the World of Ruin, after Celes and Sabin follow Gerad and the Crimson Robbers to the basement of Figaro Castle, right after Gerad sends the rest of the Crimson Robbers to get the treasure and let him fight the obligatory Japanese Tentacle Monster that's gumming up the works in the engine room... just like in the Zozo jumping and in the talking to Setzer on the Blackbird after the opera, once again, the game freezes... right before you were about to fight the Tentacle Monster in the engine room. This seems to be related to mblock129's "Edgar Revealed" patch, one of 6 patches that are in the complete but not the base version of FF6 Improvement Project.

Also, a suggestion for a patch to add to this:
Holy Randomness Batman! v1.6a by Lenophis (link here or here). The Random Number Generator (RNG) in Final Fantasy 6 is not even remotely random. Very often things that SHOULD be possible, you can't get to happen no matter how many times you try (such as certain enemy formations appearing, or getting rare drops or steals), and there are also exploits of the original Random Number Generator that some players use to achieve desired outcomes such as using an Echo Screen to get Joker Doom with the Slot command. That particular exploit isn't possible under the FF6 Improvement Project because of the Slot Derigging Patch by Master ZED that you already have included in the project, but there are other Random Number Generator exploits too (for instance, related to the Mag Roader fights when you are leaving the Magitek Research Facility). Anyway, this patch ought to improve the Random Number Generator a bit.

Sounds like an attempt to fix the "always facing left" bug was in place, and it did the same thing PB did initially.
Heh, at first I didn't even know what you meant by PB, but then I found the thread about the Pandora's Box project and read about it, and looked at your videos on YouTube about it. Very interesting. Too bad I can't download it. It does have an impressive number of bugs squashed, just like this project.

this issue was stated in the readme if I'm not mistaken as well
Yes, it appears all 3 of these bugs I have encountered while playtesting the "complete+translation" version 1.07 of FF6 Improvement Project are related to patches by mblock129 that are listed in the readme as being incompatible with the editor FF3usMe v6.7. I would guess that the Zozo jumping bug is related to the "Miraculous, Death-Defying Always-Left-Facing Jumps in Zozo" patch by mblock129.

Anyway, it seems that at least 3 out of the 6 patches listed as incompatible with FF3usMe v6.7 are completely broken in the "complete+translation" version 1.07 of FF6 Improvement Project. I wouldn't be surprised if the other 3 are also broken, too, and if I just haven't run into those bugs yet in my current playthrough. To quote the readme:

Quote
These are patches which were meant to be included in all versions of the patch but are left
out of the base version for hackers, as FF3usME v6.7 overwrites the locations where these
patches reside. Apply them after all your changes have been made:

Duncan Stays Put (mblock129)
Edgar Revealed (mblock129)
Shadow Leaves One-man Party (Imzogelmo)
Shadow is NOT a Girl! fix (mblock129)
King of Vanity (mblock129)
They Only Jump Left in Zozo! (mblock129)

Since those all seem to not work, it seems the "base" version of the patch is probably the safest one to play if you want to avoid errors. Definitely the "complete+translation" version has bugs with at least 3 out of those 6. As for the "complete" version without the translation, I have not tested it yet, so it might work perfectly fine, or it might be just as broken as the version with the translation. All 6 of those patches in question are event-related and only occur at certain points in the game.
« Last Edit: June 02, 2013, 08:36:01 AM by General Public »

TheNattak

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Re: FF6 Improvement Project
« Reply #621 on: June 02, 2013, 02:39:26 PM »
Yeah this improvement patch & usme definitely hates mblock's patches XD

Lenophis

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Re: FF6 Improvement Project
« Reply #622 on: June 02, 2013, 10:39:41 PM »
Actually, I would recommend you stay away from Holy Randomness Batman, since extensive testing has revealed that it's not nearly as random as I had hoped. PB has a much better RNG in it than this patch, and I've been thinking about releasing it, but there's a LOT of work I would have to do since I need free space in a bunch of places.

119 bugs fixed and counting.

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Re: FF6 Improvement Project
« Reply #623 on: June 03, 2013, 07:30:23 AM »
Yeah this improvement patch & usme definitely hates mblock's patches XD

True. I have continued my playthrough of FF6 Improvement Project version 1.07 (now testing ALL THREE versions of the patch) and found 2 more bugs:

Going inside Duncan's house north of Narshe in the World of Ruin crashes the game. This is related to mblock129's patch "Duncan Stays Put". This bug appears to be present in the complete+translation patch and the complete patch but NOT the base patch or the original game.

Rescuing Shadow inside the Cave in the Veldt in the World of Ruin crashes the game right after you beat the SrBehemoth. This is related to mblock129's patch "Shadow is NOT a Girl! fix". This bug appears to be present in all 3 versions of the patch (even the base patch!!) but NOT the original game.

So I have confirmed that 5 out of the 6 patches in question listed in the readme as incompatible with FF3usME v6.7 have led to bugs in the complete+translation version of FF6 Improvement project v1.07, and the 2 most recent ones I tested, I tested on all 3 versions of the FF6 Improvement project. It appears that all 3 versions of the FF6 Improvement Project are at least somewhat affected. The only of the 6 that I haven't tested at all yet is "Shadow Leaves One-man Party" by Imzogemlo, which is also one of the 6. In order to test that one, you need to be in the World of Balance and have completed the 3 scenarios and successfully defended Narshe from Kefka, and witnessed Terra turn into an esper and fly away. At that point in the game, you can form a party with JUST Gau in it (nobody else), then take Figaro Castle to Kohlingen, recruit Shadow to join you, make sure to save often so that Shadow doesn't leave you, then take Figaro Castle back to the Figaro/Narshe region, go through the Figaro Cave to be in the South Figaro/Sabin's House region, go through Mt. Kolts and then the next valley to get to the Returner Hideout, jump into the Lete River and take it to Gau's father's house, go south all the way into the Phantom Forest, go through the forest all the way and out onto the world map again and then into the cave to jump off the waterfalls, then jump off the waterfalls onto the Veldt, then have Gau jump onto a pack of monsters in the Veldt so that your party is JUST Shadow by himself, then have Shadow go to the Cave in the Veldt and take the Serpent Trench to Nikeah, then take the ferry to South Figaro, then go back through Figaro Cave towards Narshe, then enter Narshe... and then the game will probably crash. I have not tested this, but, most likely, this bug is also present too in the FF6 Improvement Project 1.07 complete and complete+translation versions (and possibly also the base version), the S.L.O.M.P. bug (Shadow Leaves One Man Party bug). All 5 of the other 6 patches listed there cause the complete+translation game to crash at those story events, so I'd be very surprised if this one was any exception.

So now I shall test what happens if I re-apply those 6 patches AFTER the complete patch or the complete+translation patch and see if re-applying all 6 of them afterwards fixes it, and as for the base patch, I'll see if applying ANTI-patches for all 6 of those gets it working. If I manage to fix all 6 of those bugs, I'll create new, fixed versions of all 3 patches and add them as an attachment here so they can be downloaded and tested by others as well. Anyway, it looks like all 3 versions of the FF6 Improvement Project are at least somewhat affected by the compatibility problems with the 6 patches in question, even the base patch, which I didn't expect, since I didn't think the base patch had any of those 6 in it.

Actually, I would recommend you stay away from Holy Randomness Batman, since extensive testing has revealed that it's not nearly as random as I had hoped. PB has a much better RNG in it than this patch, and I've been thinking about releasing it, but there's a LOT of work I would have to do since I need free space in a bunch of places.

I have found that Holy Randomness Batman DOES make things more random in Colosseum fights, at the very least, for what that's worth. It used to be that if you saved a state when you were on the list of items to wager at the Colosseum, then any fight outcome would be predetermined based on what item you pick and which of the characters in your party you pick, and the fight would go exactly the same every time. But with Holy Randomness Batman, the fight outcomes at the Colosseum no longer appear to be predetermined when you are at the item screen, and the fights actually go differently each time you reload from that save state and try again with the same item choice and character choice (as long as your timing in when you select an item is different). So that is one positive outcome I have found based on the Holy Randomness Batman patch. So, at the very least, it IS more random that Final Fantasy 6's original Random Number Generator and it's an improvement on that. But you are right that it isn't as random as it could be. I have found that under Holy Randomness Batman, "random" enemy encounters still occur in a predetermined pattern like in the original game. So it would not help in situations like the Floating Continent where some enemy formations have only a 1/64 chance of appearing and you might be locked into a sequence where certain enemy formations never occur no matter HOW many fights you fight in a row, since it would just repeat the same sequence of 256 fights over and over again forever if you kept fighting over and over longer than 256 fights. At least I THINK that's how it works... I read about it in the GameFAQs document by Master ZED about Setzer's Slot command, which has lots of useful information about how the Random Number Generator works. So yes, Holy Randomness Batman does have room for improvement (e.g. "random" enemy encounters), but that doesn't take away from the fact that it's STILL at least a moderate improvement over the original Random Number Generator (e.g. what happens in Colosseum fights). It certainly doesn't make things any worse than the original game. But it is very encouraging to hear that you have developed an even better Random Number Generator and are working on it. It would be quite impressive if you not only got "random" enemy encounters in most places to actually be random instead of following a predetermined order, but if you also got the "random" enemy encounters on the Veldt to be randomly chosen as well, instead of following the same order every time (an order described in great detail in Djibriel's rage guide on GameFAQs). If each Veldt fight were totally random and you couldn't predict it based on the previous Veldt fight, that would be awesome. The most obvious part of the Veldt pattern is when it goes: Commando either x1 or x4, random fight out of 8 possibilities, SrBehemoth, White Drgn. Needs to be randomized.
« Last Edit: June 03, 2013, 08:09:06 AM by General Public »

General Public

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Unofficial Test Version
« Reply #624 on: June 03, 2013, 12:55:23 PM »
I have produced a new unofficial test version based on FF6 Improvement Project v1.07, which I am calling FF6 Improvement Project FIX v1.07a.

Basically, I combined the 6 patches that were having compatibility problems into a single patch and also made an anti-patch for it.

Then I applied the combined anti-patch for those 6 patches to the Base edition of FF6 Improvement, and applied the combined patch for those 6 patches to the Complete and Translation editions of FF6 Improvement.

Based on preliminary testing, it appears that the bugs I found have now been fixed in both the Base and Complete editions. The Translation edition is so-so; some of the bugs have been fixed, some still don't work.

Anyway, this requires people to test it to see if those 6 bugs related to those 6 patches still occur.

Please download and test it to see if it works. This testing will probably help DarkMage in developing his next official version, hopefully.

Also please consult the updated README.TXT file if you have any questions.

Again, this is an unofficial test version to see if I can fix the 6 bugs I found in FF6 Improvement Project v1.07, it is not official, it may crash, it does not come with any warranties or guarantees, it is for testing purposes only, and has not been endorsed by DarkMage, me, or anyone else.

If and when DarkMage releases a future version of FF6 Improvement Project with a version number higher than 1.07, this unofficial test version will be considered obsolete and anyone using it will be strongly urged to upgrade to the latest official version by DarkMage.

Not intended for use by people who don't understand how to switch .SRM files between patched and unpatched versions of the same game's ROM when they encounter bugs that crash the game.

Enjoy! But also... beware! Now download it and try it out... see if it works! Have fun! And you want to play the game all the way through without it crashing and without having to switch back and forth with the original unpatched ROM, don't play the Translation patch, I already know it still has bugs, instead use the Base or Complete patch, they work better!

Here is a download link (it's too big for me to put here as an attachment):
http://www.sendspace.com/file/trxm7v

If that download link doesn't work I can upload it to another site.
« Last Edit: December 30, 2013, 04:15:36 PM by General Public »

Poco Loco

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Re: FF6 Improvement Project
« Reply #625 on: June 04, 2013, 01:30:38 PM »
these patches if put last shouldn't cause any freezes or bugs

but testing it wouldn't hurt at all
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

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Re: FF6 Improvement Project
« Reply #626 on: June 07, 2013, 06:29:25 PM »
these patches if put last shouldn't cause any freezes or bugs

but testing it wouldn't hurt at all

Yes it seems to work. At least, the Base and Complete versions. But not the Translation version. It is known to crash when you find Shadow in the Cave in the Veldt in the World of Ruin. This is probably because one of the 6 patches in question is an event fix for that event, which involves dialogue, and the Translation version updates all the dialogue in the game. This probably also means that other event fixes out of those 6 that involve dialogue won't work in the translation version. But ones that don't involve any dialogue, such as the Duncan jumping around in his house one, work perfectly fine in the Translation version. Haven't run into any problems at all in the Base or Complete versions with my testing so far. And all I did was re-apply the 6 patches in question to the Complete and Translation versions, and un-apply them to the Base version, because those patches are supposed to be present in the Complete and Translation versions but not in the Base version, and they are also supposed to be the patches applied last of all. So, it should work fine in theory, except of course the Translation version, because it changed the text in the game, including the text that was ALSO changed by some of these 6 patches. So that makes the Translation version conflict with some of the 6 patches, unfortunately, because both of them patch dialogue in the same parts of the game, but don't patch it in identical ways, thus leading to a conflict, it seems. I don't know how to fix the Translation version to work with the 6 patches and not crash in those places but I am sure DarkMage can fix it when he reads this thread and gets around to it. I've done as much as I'm able to do, getting the Base and Complete versions to both work fine.

Then again, I don't think DarkMage is going to release another version until the timing thing in the opera is done, if what I've read earlier in this thread is correct, since that seems to be his focus now. I wonder if I should PM him. I think it would be unnecessary to PM him, I am sure DarkMage reads this thread whenever he works on this project. So he'll figure out what to do regarding the 6 bugs related to those 6 patches the next time he reads this thread, and fix everything in the next version, I'm sure of it. Once he fixes it, the Translation version won't crash either. That will be great, I am looking forward to it. Until he comes out with a new version, I'll just use my unofficial fix for his patch whenever I play this game, the one I have called FF6 Improvement Project FIX v1.07a.

Anyway I'm glad to hear you think the way I did things will probably work and stop these bugs from happening, that seems to be what the preliminary testing all shows. But I've only tested my version on the Duncan jumping around his house event and the finding Shadow in the Cave in the Veldt event. The other 4 events happen earlier in the game and I haven't tested them yet. I'd have to start the game over to test all 6 of them, and that would be rather time-consuming for me to go through all of that again. Half the reason I made the unofficial patch was so I could play it myself... the other half, of course, was to try and fix these bugs for other people too, and see if these fixes could be tested to make sure it works.

And here are my predictions for which bugs still occur in the Translation version and which don't, based on whether they involve conversations/dialogue:
1) Shadow Leaves One-Man Party - probably still occurs (involves dialogue)
2) They Only Jump Left in Zozo! - probably doesn't occur (doesn't involve any dialogue)
3) King of Vanity - I'm not sure, 50/50 chance (doesn't involve text but does modify scripted events, the blushing of certain sprites by altering palettes, during a conversation)
4) Edgar Revealed - probably still occurs (involves dialogue)
5) Duncan stays put - definitely doesn't occur (tested it and it works)
6) Shadow is NOT a Girl! - definitely does occur (tested it and it's broken)

darkmage

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Re: FF6 Improvement Project
« Reply #627 on: July 30, 2013, 11:39:14 PM »
Figures that something I did would cause issues.

I'm practically done with the Opera, and it's awesome - but then I hit the scene that King of Vanity is supposed to fix, and it hangs. Nothing I've done to try and fix it has worked; at this point, I'll probably have to start off of a clean ROM and port all my changes over. Not something I'm looking forward to doing.

GP, thanks for putting something out that fixes part of the problem. Once I've got a handle on this, I'll release a new version with the new Opera timing, and we'll see how it works!

Tzepish

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Re: FF6 Improvement Project
« Reply #628 on: August 05, 2013, 03:50:26 PM »
King of Vanity is probably another event hack that, like the Zozo jumping bug, could be fixed in a slightly different way to avoid conflicts. If I magically find I have spare time in the near future, I'll take a look.

darkanx

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Re: FF6 Improvement Project
« Reply #629 on: August 21, 2013, 08:35:56 PM »
The translation version is great, and I look forward to having a bug free version of it soon, I hope! I highly recommend "lucky slot" added for the next update.
http://www.romhacking.net/hacks/1033/
https://dl.dropboxusercontent.com/u/45967552/Hacking/luck_slot_20%20ffi%20fix.zip for a version I fixed to work with FFi.
"Step Dance" and "Rage and Sketch Expansion" would also make fantastic additions. Anyway, I hope you keep at it!