øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=75e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb3c2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb3c2.html.zx=–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤ÆOKtext/htmlISO-8859-1gzip0|ÖÆÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:13 GMT0ó°° ®0®P®€§²ð®<–h^ØÆ Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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76
Game Modification Station / Re: Better bank C2 disassembly
« on: August 03, 2017, 01:01:39 AM »
:bump: A little more info after a long blue period.

77
Game Modification Station / Re: New patch: Walk This Way Bug fix
« on: August 02, 2017, 01:58:16 PM »
And of course, your disassembly of bank C2 only mostly covers the back-end of the battle code, plus a couple other functions. That's why I endeavoured to rewrite what you call "bank C1 junior". But that's also still a work in progress and there are some things I can't make heads or tails of either, possibly because it's compressed data.

78
Game Modification Station / Re: New patch: Walk This Way Bug fix
« on: August 02, 2017, 02:26:55 AM »
It would be great if someone could add a lot more commentary to the current disassembly docs we have for banks C0, C1 and C3. They've barely been enough for me, but I want something that's much more rich and detailed, like Assassin's C2 disassembly.

"Someone" might end up being me once I have more free time.

I realize that your site has a Discord server...I might check that out one day. :hmm:

79
Game Modification Station / New patch: Walk This Way Bug fix
« on: August 02, 2017, 12:09:14 AM »
Here's a patch I wrote a few months ago to replace Lenophis and Assassin's Fancy Walking patch, which has a problem mentioned here. It allows a player to throw the camera way off by talking to the kid in Tzen that's playing on the stairs, while ascending the stairs yourself. This patch fixes the problem using a similar method to Lenophis's situation, except that it removes the code that checks to see if you're talking to an NPC. What this means is that you can't do the quick-pass conversation with him that allows the camera to go AWOL, which is not much of a loss because you can still talk to him when stopped.

There are a couple of reasons why I didn't release this patch before now. One is that I wasn't sure whether or not I wanted to keep the ability to talk to the kid while moving, but modify it to stop the camera moving, but I concluded that given how difficult it is to talk to an NPC while moving on flat ground, it doesn't make any appreciable difference to remove it on the stairs. The other is, well, I just didn't want to show Lenophis and Assassin up with a patch that merely does their fix the right way. Therefore, I've added in a secondary bug fix to differentiate my patch more: the bug of Terra taking an extra step in the presence of the falling ceiling in Zone Eater Cave.

80
Game Modification Station / Re: C. V. Bug-Fix Comp and C. V. Script Fix
« on: August 01, 2017, 08:48:39 PM »
Did you happen to see this post?

In case you missed it...

Code: [Select]
C0/49F6:    9C 86 08       STZ $0886
Code: [Select]
C0/4A15:    A9 01           LDA #$01
C0/4A17:    8D 86 08      STA $0886

I explained that this section of code causes Terra to take an extra step if she's in motion when the ceiling falls in Zone Eater's belly. This can make her do things like walk off a ledge without falling, and it also contributes to the bug that Trigger Happy fixes. All that's needed is to replace it with this:

Code: [Select]
C0/49F6:    EA EA EA       NOP x3
Code: [Select]
C0/4A15:    EA (x5)         NOP x5

81
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: August 01, 2017, 11:04:03 AM »
Oops! I forgot to update the non-headered patches! I'll fix that ASAP.

:edit: OK, done.

:edit: To C. V. Reynolds: I also released an update to Morph Mayhem. I don't know what sources of information you turn to in order to find out about my patch updates, other than this forum, but this note is here so you are definitely aware of it.

82
Game Modification Station / Re: New patch: Dead in the Air Bug fix
« on: July 31, 2017, 10:47:14 PM »
:bump: See EDIT 11.

83
Game Modification Station / Re: New patch: Multiple Events fix
« on: July 31, 2017, 06:45:50 PM »
:bump: Added event fix #9!

84
Game Modification Station / Re: Remaining bugs in FF3us
« on: July 31, 2017, 05:15:18 PM »
  • Zone Eater's Belly doorways - possibly convert event triggers to exit triggers

Fixed! :happy:

85
Game Modification Station / New patch: Trigger Happy Bug fix
« on: July 31, 2017, 04:31:43 PM »
I gotta say, I'm not sure whether it's more exciting to upgrade an existing patch or release a new one. My primary reason for releasing these patches is to fix bugs, and of course a new patch means a new bug gets fixed, whereas an upgrade to a patch is usually either because there was a problem with the patch or because I'm porting it to GBA or PlayStation, not to mention that upgrades are much more frequent than new releases, so you'd think releasing a new patch would clearly be more fun. The flipside is that not only is it more work to make a new patch and release it, but also now that I've already released so many patches, adding one more seems so insignificant by comparison. It was certainly more exciting back when I was just starting. Plus, being able to port to GBA and PlayStation does add something new: accessibility. It seems the early highs of excitement from a new hobby have worn off. :sad:

But nonetheless, I'm still here, still writing new patches, and I've now fixed a rather substantial bug that affects the falling ceiling room in Zone Eater Cave. It fixes the bug that prevents tile-based event scripts from triggering if they are superseded by timer-based event scripts, which causes things to happen like dying even though you should've been safe, or (possibly) surviving even though you should've been crushed, or also the anomaly that allows Terra to defy the laws of physics by bypassing the exit tiles.

86
Game Modification Station / Re: Zone Eater event bug
« on: July 31, 2017, 12:36:33 PM »
weird.. if the second snippet causes Terra's extra step, any idea what equivalent issue (if any) results from the first one?  either a Terra-only error, or maybe everybody but her failing to stop when they should.

I can't think of a moment in the game when anyone except Terra fails to stop, and remember that those two snippets are part of the directional input processing, meaning that it can't be from event scripts, it all has to do with the D-pad. My best guess is, if the devs thought they needed the second snippet for whatever reason (which I don't think they do), they would also need the first snippet to control the second, i.e. make it so Terra can in fact stop. I just tested with only the first snippet NOP'd out and didn't see a difference. Again, what puzzles me is why Terra would even need any special treatment.

also curious is how many places this variable is written to, but only two read from it.

I don't know if there are any writes that should concern us, other than the two Terra-only ones. The rest are all general, and they clear the variable in places like right before a movement queue, or when a map is loaded.

87
Game Modification Station / Re: Zone Eater event bug
« on: July 31, 2017, 04:16:18 AM »
I think I have found the problem. I already found that $0886,Y is the variable on which Terra's extra step is contingent. Turns out Terra gets slightly different treatment than all other party members, as evidenced by these two bits of code:

Code: [Select]
C0/49F6:    9C 86 08       STZ $0886
Code: [Select]
C0/4A15:    A9 01           LDA #$01
C0/4A17:    8D 86 08      STA $0886

The latter is part of the step processing function (which includes step count, Tintinabar, and save point flag handling). Part of this function is also called by my Save Point Switch patch, and in fact the latter code snippet comes right before the point from which Save Point Switch starts calling the function. The former is part of the section of code that's called when the party is not told to move by controller input. Why these functions mess with Terra's flags and no one else's is beyond me.

88
Game Modification Station / Re: Zone Eater event bug
« on: July 31, 2017, 03:43:29 AM »
OK, I found a very satisfactory way to get a tile-based event script to trigger before the ceiling falls, and it's enough to fix the bug that allows Terra to bypass the exit tile and meander, along with the delayed action bug that allows Celes (or anyone) to die in a safe zone. I will release a patch for it ASAP, and in the meantime all that leaves is the issue of Terra moving an extra tile.

I'm currently in the middle of debugging that, and I've just found that $0886,Y is the wild card, where Y is the pointer index to the party leader's sprite data.

89
Game Modification Station / Re: Zone Eater event bug
« on: July 29, 2017, 06:50:33 PM »
One way to fix this might simply be to make tile-based event triggers happen before timer-based event triggers. I tried swapping the JSRs to those two subroutines, but the only problem was that when I stepped on a "safe" tile, it was only safe because it had an event trigger on it, and then the ceiling refused to fall until I stepped off. So we'd probably need a flag to ensure event triggers only happen once, or maybe a JSR to the function that calls the currently loaded event code before checking for timer-based events.

90
OK. I just wanted to be sure you'd actually removed the changes made by Phoenix Chest v1.2.

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