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Author Topic: FF6 Improvement Project  (Read 278338 times)

darkmage

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Re: FF6 Improvement Project
« Reply #240 on: July 02, 2010, 05:35:00 PM »
No, the data suggests that it does, but it was hardcoded to heal only the person wearing it. That's why I made the two patches, because I wasn't sure if I should limit it to the wearer or go with what the data suggests and heal the whole party. It's still pretty useless, but at least any item can use the effect now. :happy:

I agree. The reason I was asking was because I never use the thing anyway!  :happy:

This would help any potential hackers looking to use this mod as a baseline (once it's finished), but I think that I'm gonna lump this with the Summon Aiming patch and say it's out of scope of what this project does.  :yabin:

Quote
It's there just to free space in C2 for patch authors to snatch it up for more bug fixes (or other code). The patch repoints some JSLs to look at the C0 decompression routine instead, because the two are the exact same, but C0's lacks 2 instructions which I added. It should not cause any conflicts, because I'm not touching any existing free space. It will depend on if any patches move or alter any of those JSLs, and I believe none do.

Then this will also help any potential hackers using this project as a base for their hacks. Although I think I will use this one because of the optimization fringe benefit.

Also - does this mean we might see a usable version of the "Ignore Defense" patch soon?  :wink:

Lenophis

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Re: FF6 Improvement Project
« Reply #241 on: July 02, 2010, 05:55:40 PM »
Ignore defense no longer ignoring safe and shell? It was updated 3 times last year to remove the conflicts, last in August. Unless I broke something, it is the definitively final version of that patch.

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darkmage

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Re: FF6 Improvement Project
« Reply #242 on: July 02, 2010, 06:02:16 PM »
Cool! So the patch is usable once the routine is removed with this C2 patch? I guess that seals the deal for both of those being included!  :childish:

Lenophis

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Re: FF6 Improvement Project
« Reply #243 on: July 02, 2010, 06:05:07 PM »
Free C2 and Ignore defense are independent of each other. None of my patches requires any other (so far), but one or two do have additional patches for patches already applied (For what ails ya comes to mind).

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darkmage

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Re: FF6 Improvement Project
« Reply #244 on: July 02, 2010, 06:29:29 PM »
I went back and re-read the notes for that patch and saw that - as of August. Guess I should check the patch section more often...I might have seen that some time ago.  :tongue:

Poco Loco

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Re: FF6 Improvement Project
« Reply #245 on: July 02, 2010, 09:47:57 PM »
nice so this patch is becoming all the better ;)
"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?"

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darkmage

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Re: FF6 Improvement Project
« Reply #246 on: July 02, 2010, 10:58:41 PM »
A question for the dialogue over-patch I'm planning:

I'm going through all the battle messages (the ones that appear in the box at the top - "Mortal Attack! Blizzard Fist!!") and I'm seeing a lot for the 8 dragons summoning another of the dragons into the battle. Does that actually happen, or are these dummied out? There's a lot of them, and I could use the space for other messages if that's the case.

And I guess that leads to another question: is there a resource, like the disassemblies, where these messages have been marked as used or dummied out?

Lenophis

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Re: FF6 Improvement Project
« Reply #247 on: July 02, 2010, 11:05:46 PM »
All of those dragon messages are dummies, and can be removed. I don't recall a definitive list stating which are and aren't dummies, but I believe there's about 15 messages or so that aren't used.

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vivify93

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Re: FF6 Improvement Project
« Reply #248 on: July 02, 2010, 11:09:59 PM »
I don't know what you're asking exactly, darkmage, but Djibriel's "The Loser Club" page has a lot of dummied stuff there. But everyone knows about Djibriel's Web site, so I guess this is sort of redundant.
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darkmage

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Re: FF6 Improvement Project
« Reply #249 on: July 03, 2010, 12:06:26 AM »
Actually, I had gone through the enemies and spells part of the Losers Club, but not the rest. It looks like there are some things he's dummied that were actually in the game, though, so I'll take this list with a grain of salt.

:edit:

Gh! And now I have an insane urge to change Sketch options for monsters! Must...control...
« Last Edit: July 03, 2010, 12:13:38 AM by darkmage »

darkmage

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Re: FF6 Improvement Project
« Reply #250 on: July 03, 2010, 03:16:19 PM »
Wooo! One of those new patches horked up the ROM! On loading it up it went "ssht" and artifacted!

I added the Ignore Defense patch, the Free C2! patch, the There Can Be Only One! patch and the Joker Doom patch.

I'll see what's going on tonight when I get off from work.

Lenophis

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Re: FF6 Improvement Project
« Reply #251 on: July 03, 2010, 03:45:29 PM »
The Joker Doom patch is probably the one, since it's the last patch I have to do to make sure it's compatible with other patches. I know I used some of the space ZED did for his cancel dash patch, so I wouldn't be at all surprised that's what is going on here.

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darkmage

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Re: FF6 Improvement Project
« Reply #252 on: July 03, 2010, 04:21:44 PM »
I'll defer to your wisdom. It was pretty blood-red artifacting, though.

:edit:
Hmm. It's not Joker Doom...just repatched without it and I'm getting the same artifacting. I'll let you know when I find it.

:edit: 2
Looks as though it's the Free C2 patch. Not sure what it's conflicting with, but let me make sure my patch list is up to date.

:edit: 3
Actually, it's causing the same artifacting on a clean copy of 1.0 with this being the only patch applied.  :hmm:
« Last Edit: July 04, 2010, 08:33:44 AM by darkmage »

Lenophis

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Re: FF6 Improvement Project
« Reply #253 on: July 05, 2010, 02:53:13 PM »
Now begins bug testing. What are you seeing and when are you seeing it?

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darkmage

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Re: FF6 Improvement Project
« Reply #254 on: July 06, 2010, 02:33:13 PM »
Now begins bug testing. What are you seeing and when are you seeing it?

I took a clean copy of 1.0 and patched in Free C2. When I loaded the ROM in bsnes, right when the opening scene should start, there's a "sht" sound made by the sound engine and then nothing but red blocks and artifacts flickering on screen. It's like it tries to read the opening sequence and breaks right then.

I tried loading it in ZSNES and it just doesn't load. No artifacting, no nothing. I don't have Snes9x, so I'm not sure what it does.