øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.0;prev_next=nexte:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9c89.htmldelayedslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index9c89.html.zxÑeh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈð¥;gOKtext/htmlISO-8859-1gzip8:Ö;gÿÿÿÿÿÿÿÿÑHWed, 11 Mar 2020 04:31:38 GMT0ó°° ®0®P®€§²ð®Ñeh^9;g New patch: False Knight Bug fix

Author Topic: New patch: False Knight Bug fix  (Read 524 times)

13375K31C43R

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New patch: False Knight Bug fix
« on: December 28, 2016, 07:22:21 PM »
Well, I guess those posts I keep putting up asking about help fixing bugs are more like promos for my next patch...I wonder how long that'll last.

Anyway, I fixed the bug discussed here, which makes party members be shown incorrectly after rejoining the line-up following a True Knight block.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

magitek

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Re: New patch: False Knight Bug fix
« Reply #1 on: December 28, 2016, 09:15:42 PM »
Cool. Coolcoolcool. One step closer to perfection...

With this patch I feel comfortable letting Magitek armored characters use True Knight again. It looks silly, but at least it won't look glitchy anymore. :)
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Imzogelmo

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Re: New patch: False Knight Bug fix
« Reply #2 on: December 29, 2016, 02:40:24 PM »
I sorta saw it coming, but tbh I'm just waiting for the C1 bank to stabilize a bit before I get back to working on my optimization/toggle-switch patch.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.