øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=645e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9bdb.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9bdb.html.zxI–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>@ÒOKtext/htmlISO-8859-1gzip8:Ö@ÒÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:25 GMT0ó°° ®0®P®€§²ð®H–h^ÿÿÿÿÿÿÿÿ'@Ò Show Posts - 13375K31C43R

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646
Game Modification Station / Re: Patch update: Stone Zombie Bug fix
« on: June 12, 2015, 10:42:03 AM »
Oh, whoops. You're right, my mistake. Thanks for letting me know that.

That said, I'm not going to change it because at least every patch exists that should, and re-uploading the patches with the correct names would erase the current statistic of how many people are downloading these patches. I always like to know that people are interested in what I do. So, thank you as well for your positive feedback; I'm also a sucker for bug fixes.

647
Final Fantasy V Research & Development / Monsters die slowly...
« on: June 11, 2015, 12:24:38 PM »
In my opinion, the death animation for most monsters in battle in the SNES version is much too slow. It's a lot faster in the GBA version... I'd love to know how to speed it up in the SNES version, if someone could figure it out...

Also, as a side note, the Final Fantasy Wiki notes that the Dimen spell Mute is bugged to only target the player's party, never the enemies. It also says that it's exclusive to the RPGe version. Details here: http://finalfantasy.wikia.com/wiki/Magic_Bugs#Final_Fantasy_V

648
Game Modification Station / Re: New patch: Self Sneeze Bug fix
« on: June 02, 2015, 08:11:27 AM »
Thanks for the tip on Remote Control. For some reason, though, I found that the bugs that should have been fixed by that patch were still in my ROM, even though I had presumably downloaded it...   :hmm:

Anyway, this patch now alters the "Clear Zinger, Charm, Love Token" function to also clear Control, which seems appropriate as it is called only when an enemy hides in some fashion.

While editing this patch, I started thinking: Wrexsoul's reappearance after Zinger doesn't quite work as expected. When Wrexsoul is supposed to reappear, he does so suddenly instead of gradually, which would be implied by the accompanying sound effect. I tried a bunch of ways to fix this and they all failed.  :sad: I think he's supposed to reappear using the same animation as the Soul Savers.

649
Game Modification Station / Re: New patch: Self Sneeze Bug fix
« on: June 01, 2015, 06:47:47 PM »
Ooh, you're right, I totally forgot about that patch. My apologies to Novalia Spirit, it's been so long since I downloaded all those patches that I just forgot about that.

Well, admittedly, Novalia Spirit's patch also accounts for the possibility of the Controller leaving the battle, or one of the entities Jumping due to Palidor's effect, two scenarios my patch doesn't account for. But also, unlike Remote Control, my patch is actually available to download, so anyone who wasn't fortunate enough to grab Remote Control before 99k.org went down will at least have this.

Hopefully, Novalia Spirit's patches will be available again soon. Novalia, if you're out there, I hope you're reading this.

650
Game Modification Station / New patch: Self Sneeze Bug fix
« on: June 01, 2015, 12:21:10 AM »
Hi! I found another unfixed bug and realized I could fix it. This one is called the Self Sneeze bug, so called because it occurs when an enemy that is Controlled using the Fake Mustache Relic casts Sneeze on itself. This applies, for example, to the Oscar enemies in Kefka's Tower. When it happens, that enemy will be ejected as usual...but the entity Controlling that enemy will not stop as expected. Needless to say, this patch fixes that.

EDIT: As of June 2, 2015, this patch no longer conflicts with either my Dead in the Air patch or Novalia Spirit's Petrified Rebel patch. Those can be found here: http://slickproductions.org/forum/index.php?topic=2048.0. This patch also fixes other cases where Control wouldn't be terminated when expected to. This patch now essentially does the same thing as Novalia Spirit's Remote Control patch, except that it is actually available now.

EDIT 2: As of June 20, 2015, the attached archives now contain versions of this patch applicable to the Japanese version of the ROM.

EDIT 3: Well, I lied. Apparently my patch still had a bunch of holes in it. Here's the new version, which basically copies Novalia Spirit's "Remote Control" patch (credit goes to him for it), and adds a fix for an oversight concerning Palidor.

651
Game Modification Station / Re: FF6 Improvement Project
« on: May 26, 2015, 01:24:13 AM »
I've discovered that one of these patches - I'm not yet sure which one it is at this point - disables the "Sabin remembers how to Blitz" event when fighting Vargas. It's not a problem with Vargas's battle script - just, for some reason, the event never gets triggered. Sabin is supposed to remember how to Blitz when Vargas's HP is 10,368 or less, but...it never happens.

So far, I've found this problem isn't caused by Manuloewe's bugfix patch or Assassin's "Control attacks ignore MP cost fix" patch, and I'm pretty confident it's not caused by any of the patches I've made. I'll keep trying patches to find the problem, but if anyone else knows anything about this, let me know.

652
Game Modification Station / Re: New patch: Save Point Glitch fix
« on: May 14, 2015, 01:06:43 AM »
That save state was from the edited ROM, but I did have some saves from earlier in the game. I went back as far as fighting the IAF on the way up to the Floating Continent, because I knew Sabin would be walking there, and indeed, when the party separated upon confronting Gestahl and Kefka, Sabin walked. But then, once again, I played all the way through from there, the world got destroyed, I recruited Sabin in Tzen again...and he's still just gliding along. So, if there is some memory bit set somewhere that is causing this issue, it's gotta be pretty frickin' early.

I just hope I'm not going crazy, here. I hope someone else will come here and confirm that they are having the same issue so I know it's not just me.

653
Game Modification Station / Re: New patch: Save Point Glitch fix
« on: May 13, 2015, 04:52:33 PM »
OK, that is weird... I just tried going through the same sequence, recruiting Sabin in Tzen and staying at an Inn, but this time on a pure, unedited ROM. Somehow, he is STILL not walking. I wonder if it's an emulator problem?

I've only recently noticed this issue because every other time I played through the game, I put Sabin as the lead character, which allowed him to walk. Now, somehow, even on an unmodified ROM, he just sort of glides along.

I hope it's not something in memory being set incorrectly...I started out by loading a save state with Celes just inside the entrance to the collapsing house. I don't want to have to play through the whole game again from the beginning just to see if I can correct this issue in the unedited ROM. That's sort of how I fixed my problem on the Floating Continent.

654
Game Modification Station / Re: New patch: Imp's Retort Bug fix
« on: May 12, 2015, 03:12:57 AM »
Oh, never mind, I see. I would move those bytes into the free space. Sure, that would work too, and it would probably save some time in the case you mentioned.

655
Game Modification Station / Re: New patch: Imp's Retort Bug fix
« on: May 12, 2015, 03:06:11 AM »
Quote
a "CMP #$16 / BEQ skip_retort_clear (so F0 06)" at the beginning of your new code could work.

Even better, I can use a BNE instead, since the command ID for Fight is 0.

Quote
alternatively, moving the "JMP $6752" (plus a NOP) to C2/162F, and having your extra code end with RTS, would be 2 bytes smaller (not needing the command check, so 11 bytes free space vs. 13).

Doesn't that mean overwriting the code already at C2/162F? That clears the "No Critical" and "Ignore True Knight" bits. I'd prefer to leave them alone.

656
Game Modification Station / New patch: Zombie/Tapir Bug fix
« on: May 11, 2015, 11:24:55 PM »
Hi again! Here's another 0 HP Character Bug fix, this one for the case of Tapir used on a Zombified character. Like Zombie/Rippler, this one has two healing algorithms: one heals 1/8 HP, the other 1 HP.

There is only one other case of characters being "alive", and that's if all of your party members are killed in the Colosseum. They won't really be alive because they will be Wounded, but even with a party full of dead characters you won't get a Game Over until you enter battle. If you want to avoid getting a Game Over this way, there's a nice, convenient Inn within the Colosseum at which your characters can get a good night's sleep. I'm not really sure how to fix this, nor am I really sure it needs fixing because of the Inn.

The first algorithm uses free space bytes C2/675D-C2/6771, the second uses C2/675D-C2/676C.

UPDATE: Because of a change to the Imp's Retort Bug fix patch, the free space used by this patch had to be shifted forward two bytes. Therefore, anyone who has downloaded this patch will need to download it again. You don't need a reverse patch; just apply the new patch over the old one.

UPDATE 2: I've now included a patch for a Japanese ROM.

UPDATE 3: Added GBA patches! Also, the B patch has been shrunk, with the added side effect that if you want to use Fix B, you'll have to apply the A patch before the B patch.

657
Game Modification Station / New patch: Imp's Retort Bug fix
« on: May 11, 2015, 09:55:07 PM »
Hi! Wow, this is my fourth patch today! I've been keeping busy!

So, anyway, this patch fixes the second half of the Psycho Cyan Bug, the first half having already been addressed by Terii Senshi's patch. That patch, although sufficient to limit Cyan's caffeine intake, only fixes one, but not both, of the two bugs that combine to create the Psycho Cyan Bug. The bug Terii Senshi's patch overlooks prevents Cyan's Retort from being cleared if he tries to Retort while he is an Imp, thus allowing him to counterattack every attack against him until his next command input. This patch corrects that.

EDIT: Anyone who has applied Assassin's "Jump Megafix" patch will need to re-download this patch; as the replies explain, the old version causes a problem with the Jump Megafix. If you've previously applied my Zombie/Tapir patch, you'll need to re-download that, too.

EDIT 2: I've now included a patch for the Japanese version of the ROM.

EDIT 3: As of May 3, 2016, this patch no longer uses any free space.

EDIT 4: The new version causes a logical conflict with "Jump Megafix" which causes Jump to never deal any damage. I've now included compatibility patches to circumvent this problem.

EDIT 5: Found a pointer that needed updating and...updated it. It's the pointer to Umaro's "normal attack" procedure. Better download the new version or else your game will reset whenever Umaro attacks.

EDIT 6: GBA port added!

658
Hi! This time I have a doubleheader: the first patch is a bug fix patch, the second is more of a tweak.

First: if Shadow had any status effects on him after the Floating Continent, when you eventually find him at the Colosseum, those status effects will still be there. I remember casting Float on Shadow to avoid damage from Atma Weapon's Quake, and when I fought him at the Colosseum, he was still floating. This patch fixes this behaviour by removing all statuses from Shadow (except Dog Block) after he says his line "I'll be blown to bits...".

Second: if you recruited Sabin in Tzen, he'll be present when Celes confronts Edgar, aka "Gerad", in Nikeah. Even though his own big brother is pretending to be someone else and claims not to know him, Sabin says nothing. There is even a line of dialogue that would be acceptable here, but it is unused...unless this patch is applied.

:edit: October 13, 2016
Both archives now include patches for the SFC version! The already-existing SNES patches have also been made smaller. No functional changes anywhere, just a reduction in size. For the record, I actually updated these patches yesterday, but Slick Productions was down at the time. :angry:

:edit: July 24, 2017
Shadow's Status patch has been reconfigured to use no free space, and has also been ported to GBA and PlayStation! If you update for SNES or SFC, apply the old reverse patch first.

:edit: July 28, 2017
Ditto with Gerad and Sabin.

659
Game Modification Station / Re: New patch: Zombie/Rippler Bug fix
« on: May 11, 2015, 02:57:13 PM »
Quote
won't that max out HP and MP?

True, I was thinking it'd be the easiest way to avoid 0 HP, but I guess curing MP is a little ridiculous.

Quote
they fill HP using normal attack data (i.e. do 16/16 of HP healing), rather than using a special effect.  they need the effect for MP because normal attacks affect HP or MP, not both.

one distinction versus Tapir's results is you'll see (green) numerals for Pep Up and Elixir/Megalixir.  another is hurting the undead, for Elixir/Megalixir.

Ah, gotcha.

Well, then it looks like I can't avoid using up more free space...but hey, I guess that's what it's for.  :sad:

660
Game Modification Station / Re: New patch: Zombie/Rippler Bug fix
« on: May 11, 2015, 02:33:01 PM »
So, now I've uploaded Fix C, I'm looking at the Tapir function (or at least the only Tapir function I can find in bank C2), and it looks like all I need to do is change the Sleep check to a Sleep/Zombie check, if I'm not mistaken. The only other stipulation I see is the branch into that function from Pep Up and Elixir/Megalixir. What I don't understand is why they branch to only curing MP, as opposed to curing both HP and MP. If I could change them to branch to curing both HP and MP, I could easily fix Tapir without using any free space.

Also, is that the only Tapir function I need to worry about? I'm pretty sure there's another Tapir function, but its name is not actually seen. I think it's the function that automatically wakes up a sleeping character after a certain period of time. And in that case, I don't think I need to worry about it because, as I recall, its only purpose is to cure Sleep, not HP or MP or any other status.

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