øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=90e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa957.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexa957.html.zx=–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>ͳOKtext/htmlISO-8859-1gzip@øÕͳÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:14 GMT0ó°° ®0®P®€§²ð®=–h^³ͳ Show Posts - 13375K31C43R

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - 13375K31C43R

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 »
91
To be clear, did you apply the "old" reverse patch when you updated Phoenix Chest? You'll need to do that to remove the previous version that you updated from.

If you didn't do it before, you can still do it after. It's just better to make sure the free space is cleared up and the pointer to free space is reverted to point to the usual spot in the event code that triggers on map load.

92
Game Modification Station / Re: Zone Eater event bug
« on: July 29, 2017, 04:12:14 PM »
Here's another screenshot that shows Celes dying even though she's safe, because the event that flags her as safe hasn't triggered yet.

93
Game Modification Station / Re: Zone Eater event bug
« on: July 29, 2017, 04:10:10 PM »
Here's an even worse case. She's now even more obviously clear of the ceiling and yet I still died. Obviously the fact that she's this far out is because she took an extra step, but even if she hadn't, she'd still be on a safe spot, and yet would still die. This is because the timer-triggered event of the ceiling fall happens before the event trigger on the safe tile that lets the game know she is safe.

94
Game Modification Station / Re: Zone Eater event bug
« on: July 29, 2017, 03:51:50 PM »
did you try reproducing it with Terra as lead?  iirc, at least parts of it were dependent on her:

Wow, you're right! I read that Terra, for whatever reason, takes an extra step when the ceiling falls, which can result in anything from her walking off the edge, to the aforementioned event bug, to the event shown in the attached screenshot. You'll notice she's actually standing in a safe spot, yet she still died. Even if you try to change direction, she'll still walk in the direction she was already facing, yet she'll face the direction you tell her to while doing so, meaning she can walk backwards or sideways.

95
Game Modification Station / Re: Zone Eater event bug
« on: July 29, 2017, 02:15:44 AM »
Actually, I've tried following the exact same movement pattern as shown in the video, and even on a vanilla ROM, despite moving as fast as I can without Sprint Shoes, I cannot reproduce the bug. :hmm:

96
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: July 29, 2017, 01:36:00 AM »
No, without Dead in the Air applied you'd just download Sticky Shadow and apply it. With Dead in the Air applied you'd use that BRA to skip over all the code that would check to see if Shadow departs. No PRN generated, no frontal attack check, no party size check, no nothing.

97
Game Modification Station / Zone Eater event bug
« on: July 29, 2017, 01:33:58 AM »
I want to address the event bug shown here. Looking at the event code for the ceiling drop, it's set to an invisible timer that expires after a couple of seconds and calls an event subroutine upon expiry that makes the ceiling fall. Looking at the assembly code, the subroutine is called at the bottom of the event stack, and the event stack pointer is set there. That tells me that we might have a threading issue here; the event code that is supposed to run when the player steps on the exit tile either gets ignored because the ceiling fall routine is called first, or is interrupted by the timer thread and its place in the event stack is overwritten by the ceiling fall event.

One idea I have to address this is, instead of calling a timer-expiry routine at the bottom event stack, push it to the top and run it before finishing the currently running event. If that were the case, then I would expect the same scenario as shown in the video to still show the ceiling falling, but then the player moves to the other room as expected (by the event trigger that is placed there; it's not an exit tile, I already tried replacing the event trigger with an exit and it didn't fix the problem). The only problem that might cause is, some events are probably meant to be interrupted by a timer-trigger event and it might break the game if they are not (e.g. the Opera House). I can't think of any that are definitely contingent upon this, but I want to get some input from my peers about this.

98
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: July 28, 2017, 01:39:10 PM »
Sticky Shadow is super easy to implement with a hex editor. If you have Dead in the Air applied, all you have to do is this:

Code: [Select]
C2/4867:  80 28    BRA $4891

99
Just wondering if a version of CV's bug patch could be made without the Banon Riding patch. Reason being, it corrupts the sprites in FF3USME; yes, the Banon anti-patch can be applied to fix this, but it restores all sprites to default. So when applying the bug patch to a rom that you've taken the time to edit/change the sprites of, all that work will be instantly wiped out upon applying the bug patch. I don't know for 100% sure if the Banon patch is specifically what's making the sprites go back to default, but from what Leet said, it's most likely the cause.

I've added a set of "lite" patches to Banon Riding, which changes only the code and the pointers and do nothing to the sprites. Following the readme, you can add Banon's riding sprite manually using a hex editor.

100
Game Modification Station / Re: New patch: Phoenix Chest Bug fix
« on: July 28, 2017, 12:10:45 AM »
:bump: Update and ports.

101
:bump: Update to Gerad and Sabin patch.

102
Game Modification Station / Re: New patch: Banon Riding Glitch fix
« on: July 25, 2017, 07:46:19 AM »
:bump: For those of you who have been manually editing sprites in FF3usME who have complained that this patch is incompatible with those changes, I've added a set of "lite" patches. All you have to do is apply the lite patch, then copy-and-paste the contents of the included hex file into your ROM. The readme goes into full detail about this. Since I can't post the archives here due to the size limit, you'll have to go to my website to download the lite patch.

103
:bump: Updates to Shadow's Status patch.

104
:bump: Shadow Copy GBA port.

105
Game Modification Station / Re: New patch: King's Robes tweak
« on: July 22, 2017, 04:40:22 PM »
:bump: GBA port.

Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 »