øAslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&topic=2046.15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexafc8-2.htmlslickproductions.org/forum/index.php?PHPSESSID=so1iojs5ocdn0o2vf0tti7fbu6&board=8.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexafc8-2.html.zxÄôg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ­øÀOKtext/htmlISO-8859-1gzip0|ÖøÀÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:29:16 GMT0ó°° ®0®P®€§²ð®Äôg^ øÀ New patch: Zombie/Rippler Bug fix

Poll

Which fix did you apply?

Fix A: Heals HP taken from other entity.
1 (16.7%)
Fix B: Heals 1/8 of max HP.
1 (16.7%)
Fix C: Heals 1 HP.
4 (66.7%)

Total Members Voted: 6

Author Topic: New patch: Zombie/Rippler Bug fix  (Read 3633 times)

Xenovant

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Re: New patch: Zombie/Rippler Bug fix
« Reply #15 on: June 12, 2015, 11:23:35 AM »

According to both Terii Senshi and the Final Fantasy Wikia, Rippler is supposed to ignore Petrify anyway, so I won't concern myself with that.

True (but I don't understand why it should be ignored :P). I guess that I think too much about these things xDD

That, on the other hand, is interesting. Zombie status is supposed to be swapped, so I won't make the algorithm ignore it, but I'll look into making sure the enemy stays dead. :)

Thanks :)

assassin

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Re: New patch: Zombie/Rippler Bug fix
« Reply #16 on: June 12, 2015, 05:10:38 PM »
Zombie on monsters being nonsense isn't limited to Rippler.  Sketch and Control/etc can also achieve the status.  Honestly, keeping the enemy visible (ideally, with a changed palette -- not trivial to do) and targetable seems more appropriate, given how Zombie characters behave.  Either way, likely outside the scope of this patch.

Zombification providing invisibility has always struck me as horsecrap, and is well outside established lore on the condition. :P

13375K31C43R

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Re: New patch: Zombie/Rippler Bug fix
« Reply #17 on: June 12, 2015, 06:02:15 PM »
I think the idea is that, since Wound, Petrify and Zombie statuses all count as being "dead" for the purpose of the battle ending, they make the enemy disappear when it attains one of those statuses because then, intuitively, you win the battle when all enemies are gone. I mean, by the same logic, why should enemies disappear when they're KO'd or Petrified? Shouldn't we just apply a palette change in those situations as well? Shouldn't you, or another enemy, be able to target them with Life or Soft? The theory is, no you shouldn't, because you wouldn't want to. By the same token, you shouldn't want to target a Zombified enemy with Revivify, or any attack, so they remove it from the screen. But the oddity there is that, even though you can't see the enemy, it can still attack you.

The idea here, in my opinion, is that all forms of death are treated the same with enemies, in contrast to your party members, where they all mean different things. Petrified and Zombified both mean your party members can still be targeted for attacks, but won't take any damage, while Wound means your party member can't be targeted for attacks at all. For an enemy, all three mean the enemy can't be targeted for attacks, but the ridiculousness, as Xenovant puts it, is that the enemy can still target you.

Right now I'm looking for the code that prevents monsters from taking any action while dead. Assassin, you wrote the documentation on bank C2...maybe you could help me out here.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

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Re: New patch: Zombie/Rippler Bug fix
« Reply #18 on: June 13, 2015, 02:54:28 AM »
After hours of thinking, I came up with this code (attached) to try and solve this issue. However, after applying the changes to my ROM (don't worry, I have a backup), I've found that only one of my characters' ATB gauges is filling.

Basically, what I've done is optimized the code to grab all of the called functions from a list and call them in a loop.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

assassin

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Re: New patch: Zombie/Rippler Bug fix
« Reply #19 on: June 13, 2015, 04:06:49 AM »
Put a LSR before "ROR $3204,X".

also, you fail to preserve Y in your loop.

that said, nice loop optimization.
« Last Edit: June 13, 2015, 04:12:31 AM by assassin »

13375K31C43R

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Re: New patch: Zombie/Rippler Bug fix
« Reply #20 on: June 13, 2015, 11:25:47 AM »
Quote
Put a LSR before "ROR $3204,X".

LSR on what? On the accumulator? On $3204,X? See, the idea with ROR $3204,X is that bit 0 will be evaluated first instead of bit 7. I'm not sure what purpose adding an LSR will have.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

assassin

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Re: New patch: Zombie/Rippler Bug fix
« Reply #21 on: June 13, 2015, 07:12:46 PM »
- the "LSR" is a complete instruction.
- its purpose is to stop garbage from getting in Bit 7 of $3204,X.

you're confused on how ROR works.  a great reference:
http://wiki.nesdev.com/w/images/7/76/Programmanual.pdf

13375K31C43R

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Re: New patch: Zombie/Rippler Bug fix
« Reply #22 on: June 13, 2015, 10:53:49 PM »
Oh, OK. Thanks for the info. That said, I'm still seeing too many problems with the current approach, so I'm abandoning it in favour of a simpler one.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

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Re: New patch: Zombie/Rippler Bug fix
« Reply #23 on: March 03, 2018, 12:25:35 AM »
:bump: Bug fix, plus GBA port! Also, note the change in the B and C patches.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings