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Author Topic: FF6 Improvement Project  (Read 278338 times)

darkmage

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Re: FF6 Improvement Project
« Reply #525 on: May 20, 2012, 11:06:27 AM »
OK, let's try this again...

Version 1.05 is out! Get it here.

All the changes to 1.04 apply, and all reversions are (hopefully) fixed.

Quote
-Removed Imzogelmo's Gogo and the Cursed Shield 0.9 patch, to resolve the random battle messages and insertion of Paladin Shields into
 inventory
-Changed the inclusion of Lenophis' Economizer tweak from 1.0a to 1.0b, which should resolve the null spell slots showing 1 MP cost
-Changed the inclusion of assassin's Control Menu Responds Poorly to MP Change fix from 0.10 to 0.13
-Added Ronnen's Fanatacism patch modified to co-exist with Assassin's Brushless Sketch patch
-Added Novalia Spirit's Amnesic Cursor fix
-Added Lenophis' GenjiOffering! [magic] fix 0.2a
-Added assassin's (Throw Down) the Gauntlet fix 0.20
-Modified several battle messages and dialogue to fix blatant goofs in the original translation

In addition, I discovered one of the Dance names is misspelled in the original, and that it had gone unfixed until now. So...

-Changed "Dusk Requium" to "Dusk Requiem"

The translation version did not change because the status of the actual script did not change. However, I noticed that the script did not import properly into the game in 1.04, resulting in whacked dialogue around the Sealed Cave point. This looks like it's been fixed. It's still beta, and I still intend to do the Opera. Once the Opera is done to my satisfaction, I'll do the first official release of the translation.

As always, report any issues - glitches, typos or otherwise!

Odbarc

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Re: FF6 Improvement Project
« Reply #526 on: May 20, 2012, 06:46:34 PM »
How 'fixed' is this playing/feeling like?

darkmage

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Re: FF6 Improvement Project
« Reply #527 on: May 22, 2012, 08:10:09 PM »
How 'fixed' is this playing/feeling like?

You must be a far-seer.  :tongue:

This version is no good either - something is causing the game to crash just after the Heart Burn enemy attack animation plays, right before the damage calculation. None of the enemy/magic/item changes I made are causing this (I checked), so it's either the order I used to apply the fix and tweak patches, or one of the new patches I included. Time for troubleshooting...

 :edit:
It appears that the Genji/Offering 0.2a patch (Genjioffmagic - header.ips) is causing this issue. I'm not sure which patch it's conflicting with, since the issue appears to be in the hardcoded monster attack data, not the attack scripts. I'll apply the anti-fix and release a new version shortly.
« Last Edit: May 22, 2012, 10:03:02 PM by darkmage »

Lenophis

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Re: FF6 Improvement Project
« Reply #528 on: May 22, 2012, 11:15:24 PM »
Yeah, there were some issues with that patch that I didn't catch right away. Recommend not using it for the time being.

119 bugs fixed and counting.

darkmage

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Re: FF6 Improvement Project
« Reply #529 on: May 23, 2012, 12:16:25 AM »
Third time's the charm! Version 1.06 is out, get it here.

-Removed the Genji/Offering patch as discussed above.

I did a playtest back to South Figaro after the Vargas battle to make sure some of the dialogue changed in the translation was working properly, and didn't run across any issues. But reports of any issues seen past that point are welcome.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #530 on: May 23, 2012, 07:04:10 AM »
So once this "Definitive Version" is complete

Do you plan on doing anything beyond the original Experience?

Remix? Difficulty patch? Remake?


Either way I'm glad you went through the trouble of putting all these patches in one place! Its a great way from me to share a more cohesive version of FF6 with my friends and those who might not have played it.

I'm not sure i ever played the new "translation" could you share more details on that?

darkmage

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Re: FF6 Improvement Project
« Reply #531 on: May 23, 2012, 02:02:45 PM »
The translation patch is a re-translation of the original Japanese, based largely on the Lina Darkstar notes and also on the FF6 Advance translation. There were nuances of story and character development that were lost due to the original translation being given roughly a month deadline for completion so the game could be released in the US, and the translation patch aims to restore and/or polish these nuances.

As for any further FF6 hacking - this has been a lot more involved than I expected getting this much done! My goal was to improve the original game by fixing bugs, names, descriptions and text, and to make something that others could use as a jumping point for their own projects. When all is said and done, hopefully (soon) I will have succeeded.

With that said, there are a couple of other things I've worked on in my spare time (back when I had any!) - redoing the text in the SNES Mega Man X games (MMX2 reads like SHIT), a hack for Super Metroid to merge Springball into the Hi-Jump Boots and have the Springball remove the energy drain while speed boosting - things like that. I was also looking at maybe a script edit for Chrono Trigger, since the retranslation patch follows the Japanese a little too closely, and the conversations don't flow as nicely as they could.

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #532 on: May 23, 2012, 08:36:20 PM »
Awesome! I can't wait to try this out! Once I'm not so busy, anyway. :P

A side note: I found something you might wanna use here... but it would likely conflict with some of your translations, so it might take some effort to integrate. Anyway, it's a name expansion patch by Angelo26.

darkmage

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Re: FF6 Improvement Project
« Reply #533 on: May 25, 2012, 02:45:46 PM »
Awesome! I can't wait to try this out! Once I'm not so busy, anyway. :P

A side note: I found something you might wanna use here... but it would likely conflict with some of your translations, so it might take some effort to integrate. Anyway, it's a name expansion patch by Angelo26.

It wouldn't conflict with as much as you would think - mainly Esper, spell and enemy names, and those don't show up often in the script. Using it would render FF3usME unusable with my hack, though, according to that thread, but I've reached out to Angelo to see what can be arranged.

In any event, I'm doing an active playthrough of the translation version, and I've already found a couple of script issues that will be fixed in the next release.

angelo26

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Re: FF6 Improvement Project
« Reply #534 on: June 09, 2012, 01:25:58 PM »
Hey Darkmage, do you have a skype account? I'd like to talk to you a little bit about making the names patch compatible with your project.

TheNattak

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Re: FF6 Improvement Project
« Reply #535 on: June 14, 2012, 01:34:48 PM »
Hey Dark Mage, has the short command window bug issue been remedied yet in these latest versions of your patch?

Also, the latest 1.06 version of your patch that you linked seems to be broken when I try to unzip the ips's.
Anyone else?

Zeldaman

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Re: FF6 Improvement Project
« Reply #536 on: June 19, 2012, 07:29:52 PM »
Hey Dark Mage, has the short command window bug issue been remedied yet in these latest versions of your patch?

Also, the latest 1.06 version of your patch that you linked seems to be broken when I try to unzip the ips's.
Anyone else?
Yes, I had a problem unzipping the program with Winrar which I normally use to unzip .7z's (an error would occur with the readme and everything would end up as 0 bytes) so I tried using 7Zip and it worked correctly.

C. V. Reynolds

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Re: FF6 Improvement Project
« Reply #537 on: July 16, 2012, 05:48:22 AM »
I apologize if this has already been answered. I ask this question because I notice the patch is still included in the FF6 Improvement Project hack.

Has anyone found a solution/workaround to the bug in Master ZED's FC05 counter patch (the one that prevents the Blitz tutorial from showing in the Vargas fight)? If a solution or workaround has not been found, then I ask: Is one even possible? I maintain my own hack of this game, although not anywhere near as extensive as the one this topic belongs to, and I would prefer to keep from introducing new bugs if possible.
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assassin

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Re: FF6 Improvement Project
« Reply #538 on: July 16, 2012, 01:14:43 PM »
later in this post:

http://mnrogar.slickproductions.org/phpBB3/viewtopic.php?f=3&t=477&sid=1a03ab24886b1b4b6624f28c3d3e5b44&start=20#p6632

i get into what a proper fix would look like.  maybe i'll make a patch eventually.

btw, can you re-upload your patch allocation documents?  those were thorough.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #539 on: July 18, 2012, 07:15:54 AM »
going to test out the latest version of this soon and attempt to combine the base patch with other challenge patches (IT Works with some!)


Should be able to recommend some good definitive FF6 experiences along with something challenging for verteran players.