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Author Topic: FF6 Improvement Project  (Read 278338 times)

Poco Loco

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Re: FF6 Improvement Project
« Reply #60 on: September 20, 2009, 12:57:46 PM »
cool man I'll do that :)

"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

vivify93

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Re: FF6 Improvement Project
« Reply #61 on: September 20, 2009, 02:25:17 PM »
...I'm not asking for the main FFVI Improvement hack... Let me try to explain once more.

I wish for you to provide an over patch for the main patch. Everyone knows what an over patch is by now, but I'll type it in for completion's sake. An over patch is a patch provided by the author to be placed over another patch. For example, you apply a hack for Metroid darkens the palettes. However, the author has supplied an over patch to revert Samus' outfits to a normal, brighter color. You apply this over patch to the game afterword, and Samus has her original colors; this makes her stand out from the background.

Now, the over patch I'm requesting would be very, very simple. It would contain these changes: all instances of what is now called the spell "Cure" changed to "Purify", and all instances of what is now called the spell "Heal" changed back to "Cure".

Does this make any sense at all? I'm not saying I want the entire patch right this instant. I'm asking, will you please provide an over patch changing "Cure" to "Purify" and "Heal" back to "Cure"?

Or, going by original terminology, keep the HP-healing spell "Cure" as it is, and rename the poison-removing spell "Antdot" to "Purify".

 :edit:
Also, thank you for the compliment on the Odin to Raiden conversion. I came up with the idea myself when I attempted such a project long, long ago.
« Last Edit: September 20, 2009, 02:31:06 PM by vivify93 »
Hacking is hard. :sad:

Lenophis

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Re: FF6 Improvement Project
« Reply #62 on: September 20, 2009, 04:12:10 PM »
I'm curious to why you think you need this.

What I'm asking is, can I change this without having to worry about where the game tries to find each string, or will I have to change pointers somewhere else in the ROM so the game will load the proper battle dialogue string?
For some reason, I think I answered this already. You're making it sound more complicated than it is. There is only one set of pointers for this, that is all you have to change. If you move this dialouge, you need to tweak the pointer routine so it looks at the new bank (assuming you move it out of the bank). That's all there is to it.

119 bugs fixed and counting.

vivify93

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Re: FF6 Improvement Project
« Reply #63 on: September 20, 2009, 05:52:40 PM »
Quote from: Lenophis
I'm curious to why you think you need this.
Because I'm lazy, a purity whore, and an asshole, apparently.
Hacking is hard. :sad:

Poco Loco

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Re: FF6 Improvement Project
« Reply #64 on: September 20, 2009, 06:00:13 PM »
lmao @ vivify
"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

darkmage

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Re: FF6 Improvement Project
« Reply #65 on: September 21, 2009, 03:07:14 AM »
For some reason, I think I answered this already. You're making it sound more complicated than it is. There is only one set of pointers for this, that is all you have to change. If you move this dialouge, you need to tweak the pointer routine so it looks at the new bank (assuming you move it out of the bank). That's all there is to it.

If it is that simple, then that's great! I was worried that since the battle dialogue and battle messages are hard-coded instead of compressed, that the game was looking for strings of specific lengths, and that changing the length of one string would affect all subsequent strings and cause the game not to find them. But if all it does is scan through the number of null characters ($00), then that means I can change the length as needed. Awesome!

darkmage

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Re: FF6 Improvement Project
« Reply #66 on: September 21, 2009, 03:13:57 AM »
The over patch I'm requesting would be very, very simple. It would contain these changes: all instances of what is now called the spell "Cure" changed to "Purify", and all instances of what is now called the spell "Heal" changed back to "Cure".

I see what you're saying. I should be able to do something like that...but since I'm planning on changing the Cure-related dialogue, I can just change "Antdot" to "Purify" if you want. Although, using Purify would mean I could go back to Cure, since that's constant through the FF series. Hmm...I'll have to think about that.
« Last Edit: September 21, 2009, 03:19:11 AM by darkmage »

Tzepish

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Re: FF6 Improvement Project
« Reply #67 on: September 21, 2009, 10:37:49 PM »
"Purify" and "Cure" is what I went with with my old ff6tweak patch.  I tried not to make any controversial changes because I wanted it to be a baseline FF6 "replacement" for people, and I didn't want to cram my opinion down their throats...  there were some changes I personally wanted, but I left them out of the hack for that reason (same with my earthbound and fftactics hacks).

darkmage

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Re: FF6 Improvement Project
« Reply #68 on: September 23, 2009, 06:56:21 AM »
"Purify" and "Cure" is what I went with with my old ff6tweak patch.  I tried not to make any controversial changes because I wanted it to be a baseline FF6 "replacement" for people, and I didn't want to cram my opinion down their throats...  there were some changes I personally wanted, but I left them out of the hack for that reason (same with my earthbound and fftactics hacks).

Good call. I'll go with that then, since it serves a double purpose of going with the Squeenix canon usage...and making less work for me!   :tongue:

darkmage

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Re: FF6 Improvement Project
« Reply #69 on: September 28, 2009, 09:22:54 PM »
So now I've reached the point where the only major things left to do involve changing the dialogue. I've been looking at the Atlas readme and how-to, but I'm not quite sure I've got the syntax down yet. I'm going to play with it more tonight, but if anyone has any tips on how to use Atlas, I would be grateful.

Poco Loco

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Re: FF6 Improvement Project
« Reply #70 on: September 28, 2009, 11:27:58 PM »
yea I can imagine thats gonna be the big pain in the ass man

I wanted 2 ask if the magitek armor fix (the one where all chars have the 8 moves), the summon fix,  the offering tweak and the economizer tweak were in here, I also didnt see the MP color switch in the description so I wanted 2 make sure that was in it as well

another thing I wanted 2 know was with all these fixes and whatnot does it still work with FF3USME? I didn't get 2 patch a rom yet
"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

darkmage

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Re: FF6 Improvement Project
« Reply #71 on: September 29, 2009, 03:01:23 AM »
I wanted 2 ask if the magitek armor fix (the one where all chars have the 8 moves), the summon fix,  the offering tweak and the economizer tweak were in here, I also didnt see the MP color switch in the description so I wanted 2 make sure that was in it as well

Good catch, Poco! Yes, the MP color-coded digits is in this mod and works. I decided against the Magitek Armor Enhancement, since Terra was supposed to have the bitchin' talent with the Armor.  The Offering and Economizer tweaks, though...I hadn't fully read up on those, but after doing so, they might be nice to have in here. I'll look at it.

Quote
another thing I wanted 2 know was with all these fixes and whatnot does it still work with FF3USME? I didn't get 2 patch a rom yet

Oh yeah. And the new font looks nice in FF3usME!  :omghax:

Poco Loco

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Re: FF6 Improvement Project
« Reply #72 on: September 29, 2009, 03:49:30 AM »
nice bro glad 2 hear that :)

what about the summon fix?

and if I add the magitek patch will it effect anything?
"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

darkmage

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Re: FF6 Improvement Project
« Reply #73 on: September 29, 2009, 04:38:10 AM »
nice bro glad 2 hear that :)

what about the summon fix?

and if I add the magitek patch will it effect anything?

I didn't add the Summon patch for the same reason: it's not within the scope of the original game. But I don't see how adding either one of those will affect anything badly. From what I can tell, neither one of those patches conflicts with the ones I have in the mod.

darkmage

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Re: FF6 Improvement Project
« Reply #74 on: September 29, 2009, 04:52:44 AM »
So, reading back through all the bugfixes on the various sites pays off: I noticed a patch by Djibriel for fixing the fact that Celes doesn't learn one of her spells naturally if she gets level-averaged, and noticed further that the fix was actually pretty easy to do. So that's taken care of.

So now Celes learns Haste and Muddle at level 32, the way she was meant to. Hooray!  :happy: