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Author Topic: FF3/6 - SrBehemoth  (Read 6524 times)

Deathlike2

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FF3/6 - SrBehemoth
« on: August 22, 2008, 12:02:41 AM »
1) Is there a patch to fix the item drop?

2) Is there a fix for the monster formation that is shown on the Veldt (pretty much something that FF6A has "fixed")?
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Lenophis

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Re: FF3/6 - SrBehemoth
« Reply #1 on: August 22, 2008, 12:12:55 AM »
NoYes and no. The live SrBehemoth is never supposed to appear on the Veldt (FF6A broke that), though I'm a little curious how they approached the item drop issue.
« Last Edit: August 22, 2008, 02:15:24 PM by Lenophis »

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Deathlike2

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Re: FF3/6 - SrBehemoth
« Reply #2 on: August 22, 2008, 12:15:51 AM »
Well, the Veldt "fix" is annoying....  :tongue:

Normally, I do some Veldt scavenging for items (that means Gau get some Leap time, I mean, I'm crazy), and I do actually try to get the Snow Muffler because it's practically overpowered...
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Lenophis

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Re: FF3/6 - SrBehemoth
« Reply #3 on: August 22, 2008, 12:22:32 AM »
Normally, I do some Veldt scavenging for items (that means Gau get some Leap time, I mean, I'm crazy), and I do actually try to get the Snow Muffler because it's practically overpowered...
You and a lot of other people, because the Snow Muffler is completely worth it. :happy: (See? Even Gau agrees.)

Quote from: Glitches and Bugs guide
SrBehemoth rips you off -

Both the living SrBehemoth and the undead SrBehemoth give up Behemothsuits as win items.  While that sounds good, most veterans will recall that the prize for the duel SrBehemoths battle in the Cave in the Veldt is actually one BehemothSuit and one ThunderBlade, or in very rare cases, perhaps a Jewel Ring instead of the blade.  The monster stats guide and the ROM itself both claim the former about both monsters giving up BehemothSuits, so now the question is why so many people claim the latter is true.  That, unfortunately, is because it is true, due to a bug that occurs as a result of the formation switch that brings in the undead SrBehemoth.  The two monsters are not only in seperate formations, but also in seperate slots; the living monster in slot 1, undead in slot 2.  What was supposed to happen was that by not having the monsters in the same spot, the win data from the living SrBehemoth would be carried over to the new formation containing the undead version, resulting in your getting 2 BehemothSuits.  What happens instead is that when the battle ends and the game goes to check for win items, it reads the first formation slot for the monster number needed to retrive win item data, and gets FFFFh, the number that says there's no monster in the slot.  Since the game did save the data that says you defeated the monster in the first slot, it will try to retrive the win data anyway, and ends up going to offset 1031FE, where the common win item is listed as a ThunderBlade and the rare item a Jewel Ring in FF3us.  Keep in mind that in FF6j and the PS versions, these are not the same.

I suppose to fix this some spare ram would need to be used. :hmm:

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Dragonsbrethren

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Re: FF3/6 - SrBehemoth
« Reply #4 on: August 22, 2008, 02:02:35 AM »
Based on that description it sounds like it could be fixed by just sticking the living Señor Behemoth in slot 1 of the second formation but having it not present.

 :edit:

It works. Patch forthcoming.
« Last Edit: August 22, 2008, 02:13:42 AM by Dragonsbrethren »

Deathlike2

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Re: FF3/6 - SrBehemoth
« Reply #5 on: August 22, 2008, 02:24:59 AM »
Most importantly, do you get 2 Behemothsuits?
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Dragonsbrethren

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Re: FF3/6 - SrBehemoth
« Reply #6 on: August 22, 2008, 02:26:32 AM »
Uh, yeah, that's the whole point of the patch. :tongue:

 :edit:

Patchtime:

http://dragonsbrethren.slickproductions.org/files/ff6/srbehemothfix.zip

 :edit:
Found a tiny problem with the patch, this is what I get for using fast forward in ZSNES. :bah:

The undead behemoth's death animation is incorrect because the non-present living one is technically still "alive" at the end of the battle. A very simple battle script change fixes it but I'm not going to update the patch just yet, I want to make an unheadered patch as well, and I'm not going to do that until tomorrow. Unfortunately this fix will mean it'll no longer work with hacks that edit the AI, which is just about all of them.
« Last Edit: August 22, 2008, 03:35:08 AM by Dragonsbrethren »

Lenophis

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Re: FF3/6 - SrBehemoth
« Reply #7 on: August 22, 2008, 02:17:17 PM »
The undead behemoth's death animation is incorrect because the non-present living one is technically still "alive" at the end of the battle. A very simple battle script change fixes it but I'm not going to update the patch just yet, I want to make an unheadered patch as well, and I'm not going to do that until tomorrow. Unfortunately this fix will mean it'll no longer work with hacks that edit the AI, which is just about all of them.
I would hold off on that, actually. Say somebody has made a semi-comprehensive hack, and then they patched this. There's going to be a ton of AI problems (assuming any of it was changed, also assuming it wasn't moved) which will probably wind up breaking it. I'd be more inclined to mention it in the readme. :hmm:

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Dragonsbrethren

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Re: FF3/6 - SrBehemoth
« Reply #8 on: August 22, 2008, 06:50:48 PM »
Well, there are two ways to go. One is to fix it and anyone who applies it to an unmodified game will get the fix, the other would leave it compatible with hacks as it is now but the user would have to use FF3usME to fix the death animation. I prefer the first method because I know people are hesitant to do anything "complicated" like that for fear of breaking things, at the same time I realize the only people probably at all interested in this fix are the same ones that could easily redo the entire thing themselves. I'm still leaning towards the first option but if anyone else wants to chime in now is the time.

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Re: FF3/6 - SrBehemoth
« Reply #9 on: August 22, 2008, 08:19:21 PM »
I think the first option is best. I'm sure there are people out there like me who know something's off, but not how to fix it manually.

Dragonsbrethren

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Re: FF3/6 - SrBehemoth
« Reply #10 on: August 22, 2008, 10:50:37 PM »
Thanks for your input. I updated it with the attack script fix but also included a very thorough walkthrough for recreating the fix using FF3usME.

http://dragonsbrethren.slickproductions.org/files/ff6/srbehemothfix11.zip

Deathlike2

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Re: FF3/6 - SrBehemoth
« Reply #11 on: August 22, 2008, 11:04:23 PM »
See if Lord J will update his editor to fix that behavior.. that would probably help out the cause.
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Deathlike2

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Re: FF3/6 - SrBehemoth
« Reply #12 on: August 22, 2008, 11:47:47 PM »
Would swapping both SrBehemoth slots be out of the question here or that would only swap the bug to the other SrBehemoth?
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Dragonsbrethren

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Re: FF3/6 - SrBehemoth
« Reply #13 on: August 22, 2008, 11:53:42 PM »
That would only switch it over to the other. As far as I'm concerned the game is working correctly when it gives you the items from the empty enemy slot in the second formation, but that's obviously not what they intended to happen when they designed the battle.

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Re: FF3/6 - SrBehemoth
« Reply #14 on: August 23, 2008, 08:36:49 PM »
Quote
The undead behemoth's death animation is incorrect because the non-present living one is technically still "alive" at the end of the battle.

if it's considered alive, then how's it coughing up any prize?