øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.480e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb743-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb743-2.html.zxÀ$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0PdÀUOKtext/htmlISO-8859-1gzip0|ÖÀUÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:54:00 GMT0ó°° ®0®P®€§²ð®¿$h^ÿÿÿÿÿÿÿÿ>9ÀU FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #480 on: September 18, 2011, 01:07:03 AM »
Quote
Enemy Command FC05 fix (MasterZED)

fistukman recently discovered that this prevents the Pummel tutorial in the Vargas battle from happening.

I was wondering what was causing that - I killed myself waiting for that tutorial to show itself during one of my playthroughs. Besides, I think enough time has gone by that  :blits: won't come up as often.

Sorry it's been so long since I came in here - between a bunch of preparation for a RL project that happens next weekend and studying for more certs for work, there hasn't been time to spare a thought for FF6 Improvement.  :isuck:

DMNight, thanks for posting that for everyone wanting to play 1.03 without having to worry about shield messages that mean nothing to the moogle in question. You rock!

If that's the only issue that's been found, then it might be time to look at making the dialogue part of the project available. I'll have free time after this weekend - look for an update soon after that!

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #481 on: September 25, 2011, 12:48:06 PM »
Hey darkmage!

I recently shared your project page with some friends of mine! A lot of people are really excited to play through FF6 again and your patch seems to combine almost every great community patch available.

I had a lot of people ask me what each individual patch does..... so i scoured the internet and copy/pasted all the descriptions for each patch in one place in a word file.

I thought you would like to have it in case you come across the same issue in the future. I attached it to this post.

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #482 on: September 26, 2011, 07:18:41 PM »
Thanks, DrROB! I had tried this earlier, but my tendency to change things ruffled some feathers.

I have basic descriptions in the readme files for almost all the patches, so I'll just c/p them in and include this in the next release!

Brutz

  • Mist Dragon
  • *
  • Posts: 3
    • View Profile
Re: FF6 Improvement Project
« Reply #483 on: September 27, 2011, 09:48:56 AM »
I'm using a 1.0 US ff3 rom with a header with the latest patch and the game looks ok until I enter a battle. The battle menu is all black, there is garbage in some places on the screen and the character sprites flash in many colors. This goes on for about 5 seconds, then the game automatically resets. If it makes a difference, I'm using ZSNES 1.51 and applied the patch using ipswin. Should I try a different emulator or look for a different base rom?

Once I get the game working, is there any way I can help this project by reporting issues or trying other hacks on top of this patch? The plan was just to do a basic low level playthrough.

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #484 on: September 27, 2011, 11:12:54 AM »
The rom you have doesn't appear to be the correct one.

I had that same issue when trying to patch the wrong rom.

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #485 on: September 29, 2011, 04:02:19 AM »
post the CRC32 of the unpatched ROM.

Brutz

  • Mist Dragon
  • *
  • Posts: 3
    • View Profile
Re: FF6 Improvement Project
« Reply #486 on: September 30, 2011, 11:23:27 AM »
I found one that works, thanks. I'm at number 128 now. Already had to use the zozo jumps patch and the vanity king patch.

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #487 on: September 30, 2011, 11:58:13 AM »
I found one that works, thanks. I'm at number 128 now. Already had to use the zozo jumps patch and the vanity king patch.

Are those necessary patches that weren't in this hack?

Do you have links to them?

Brutz

  • Mist Dragon
  • *
  • Posts: 3
    • View Profile
Re: FF6 Improvement Project
« Reply #488 on: September 30, 2011, 12:41:30 PM »
I got the "Miraculous, Death-Defying Always-Left-Facing Jumps" and "King of Vanity" here: http://zephyr129.brinkster.net/

The readme for ff6i (I got the latest version from the link in the OP) said these 6 weren't in the base patch (the one open for more hacking) and need to be applied manually after you apply any other hacks you're thinking of using:
Duncan Stays Put (mblock129)
Edgar Revealed (mblock129)
Ghostly Banquet Guards (mblock129)
Shadow is NOT a Girl! fix (mblock129)
King of Vanity (mblock129)
They Only Jump Left in Zozo! (mblock129)

I'm not sure why I needed them. I must've accidentally applied the "base" patch instead of the "complete" one. Could have sworn I used "complete" though. I have saves just before Zozo so I'll try to jump with each patch to check. I need to afk for a few hours first though.

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #489 on: September 30, 2011, 01:49:53 PM »
Ok cool

Thanks for looking into this for me

I want to have the most complete version of this patch possible so i can be comfortable sharing it.

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #490 on: September 30, 2011, 04:49:40 PM »
Cross-posted from board.byuu.org, as it is highly relevant:

Quote from: C V Reynolds
Be aware that the current 6.7.0 version of FF3usME currently has a bug where it erases some of your applied patches when you click on "Save" regardless of whether you made changes using the program. It will erase the following, per my experience:

Shadow Alone Can't Leave
Edgar Revealed
Airship Blushing
Zozo Jumping
Duncan Leaping
ShadowGirl

Those are the ones I confirmed. All are by mblock129 with the exception of "Shadow Alone Can't Leave". Some of the bytes affected are as follows:

0851652 - 0851653   (Shadow Alone Can't Leave)
0851654 - 0851663   (Edgar Revealed)
0851664 - 0851748   (Airship Blushing)
0851749 - 0851763   (Zozo Jumping)
0851765 - 0851778   (Zozo Jumping)
0851780 - 0851781   (Zozo Jumping)
0851782 - 0851792   (Duncan Leaping)
0851793 - 0851809   (ShadowGirl)

I didn't know about the first patch (which I believe is Imzogelmo's "Shadow Leaves One-Man Party fix"), but the others are the ones identified by various posters on this thread about hacking after applying FF6 Improvement. So now we know!
 :omghax:

C. V. Reynolds

  • Tunnel Armor
  • *
  • Posts: 153
  • RATED TEM OUTTA TEM.
    • View Profile
    • cvreynolds.net
Re: FF6 Improvement Project
« Reply #491 on: October 06, 2011, 05:46:18 AM »
Yep, that's me. I sent Lord J a message about it on the Mnrogar forum (over private because none of my messages are ever approved on the forum, for some reason) back in mid-September when I discovered the problem.

I just reapply the patches after I edit with FF3usME and I recommend you all do the same, but I do hope Lord J corrects the problem soon (FF3usME is, of course, a great and indispensable program regardless).

Anyway, I was in a hurry when writing that quoted post (I'm in a hurry now too, so apologies for any mistakes). The proper names for the patches are as follows:

Shadow Leaves One-Man Party (by Imzogelmo)
Edgar Revealed (by mblock129)
King of Vanity (by mblock129)
Miraculous, Death-Defying Always-Left-Facing Jumps in Zozo (by mblock129)
Duncan Stays Put (by mblock129)
Shadow is Not a Girl (by mblock129)
« Last Edit: October 06, 2011, 05:52:10 AM by C. V. Reynolds »
I'm the former Hollywood Narrator from GameFAQs.

I'm a published novelist. My novels "Universe Eleven Series - Blue Ruin" Part 1, Part 2, and Part 3 are for sale on Amazon (check my website) in print and ebook formats.

General Public

  • FF5 Hacker
  • *
  • Posts: 12
    • View Profile
Re: FF6 Improvement Project
« Reply #492 on: October 19, 2011, 10:27:00 PM »
Hello I am Rich McGrew, someone who earlier combined together 47 Final Fantasy VI patches (mostly bugfixes, hardly any that change things not considered bugs) into a mega-patch, available at my website (the server is sometimes down though): http://www.richmcgrew.com/downloads.html

If you have trouble accessing my website it is because I use a free web-hosting service, and there are some problems with server downtime and also I have been unable to change the contents of my website for a few months, but I haven't updated my Final Fantasy VI mega-patch since November 2007 anyway.

Early on you looked at the list of patches I had used in my patch, and it seems you are using many of the same ones (and many more).

Anyway, I want to congratulate you on the good work you are doing, and clearly you have progressed further than me.

I have been playing the game again recently using the version with my own patch and would like to warn you of a few bugs that may occur, which do not occur in the original game... these are bugs I did not know about when I last updated my patch and the website, but are obviously introduced by some of the patches I used, so since you use mostly the same patches, you might also have them:

1) In my mega-patch version, the ThiefKnife does not steal, it just does damage like a regular weapon. I know for sure that this doesn't occur in the original game.

2) There seems to be some problem with certain characters not being able to learn the Ultima spell from the Paladin Shield (it may also occur with learning other spells from other shields but I have not tested that yet). I encountered this problem when using the Paladin Shield on Relm, Gau, and Setzer, and there might also be other characters it can't teach Ultima to besides those 3 (I was teaching Ultima to half my characters with the Ragnarok Esper and the other half with the Paladin Shield at the same time, so I didn't manage to test it on all of them, although I did confirm that the characters who can't learn it from the Paladin Shield can learn it from the Ragnarok Esper), or it might be different characters in each game, who knows. I'm pretty sure the Paladin Shield didn't have this problem in the original game.

3) There seems to be some graphical glitch at the beginning of a battle if Gogo is in my party, where Gogo flashes between looking normal and being black all over. I am not sure if this was in the original game or not.

These seem to be the only 3 bugs I have noticed so far, and some of the patches I put into my mega-patch have newer versions now (for instance the Gogo and the Cursed Shield Fix has a newer version from earlier this year of 2011... my patch used version 0.6 but now the version for that is 0.9), since I made the mega-patch back in November 2007.

Anyway, these bugs MIGHT also occur in YOUR project, but they DEFINITELY occur in mine, and if I ever manage to put out another version of my mega-patch I will try and track down the cause of these bugs to get them fixed. Meanwhile I suggest that anyone playing the game with your patch check for these bugs... it won't be until the World of Ruin that you can get Gogo or the Paladin Shield, although the ThiefKnife does occur fairly early in the game, so that one should be easy to check. I haven't looked into your project in as much detail as I want to, but clearly you are combining all sorts of bugfix patches from all over the place so that's cool.

Also, there are more bugfix patches available from different people now than before (for instance, Novalia Spirit's and Mblock129's patches were not in my mega-patch because they apparently hadn't been made yet), and I am not sure if you know about all of these bugfix patches (and some that are not bugfixes but more mods), so I will post a bunch of links here (you probably already know about all of these, but just in case you don't know 1 or 2 of these, take a look):
Assassin17's own patches
Assassin17's hosted patches
Drakkhen's patches
Imzogelmo's patches
Lord J's patches
ManuLöwe's patch
Master ZED's patches
Mblock129's patches
Novalia Spirit's patches
Phantasian Productions' patches
Romhacking.net's patches
RPGOne's retranslation patch
Slick Productions' patches
Terii Senshi's patches
Zophar.net's patches

Anyway, I am very glad to see someone else doing something along the lines of what I was doing, namely combining together all the bugfix patches in order to have one patch to fix ALL of them. When I put out my mega-patch, the only person who had done anything similar that I knew about was ManuLöwe. My mega-patch is rather out of date and I have found 3 bugs in it that I listed earlier, and I just listed them in order to warn you that you might also suffer some form of those bugs too, maybe. However, if you are going to be making changes to the game that are not bug fixes, like renaming monsters, renaming items, renaming commands, etc., maybe you could have 2 versions of your patch, one that just has the bugfixes but doesn't change things that aren't broken, and another that includes all the changes that you wish to do to mod the game. The goal of my mega-patch was to mostly only include bugfixes and things that would make the English game more like the original, but without renaming any monsters, items, commands, or anything, and I wanted to maintain the Psycho Cyan glitch and the Vanish-Doom Bug so that players could still count on those if they wanted to take advantage of them. I did include a few things that could be considered new features or improvements, such as the alphabetized rage list, the Slot command being unrigged so you can get any outcome with enough skill, the color coded MP digits, etc. And while I did consider changing the fonts as I had done with my patch for Final Fantasy IV (editing them pixel by pixel for that game to get it just right, as a nice, large serif font), I decided I really liked the Final Fantasy VI fonts just the way they were (FF6 fonts are based off the Chicago font from Mac OS) and didn't modify them. While I am not against editing fonts, and actually enjoy it, I do find FF6's default font on the SNES to be the best looking font for that particular game, although for FF4, I designed my own font, which you'll get if you apply my FF4 mega-patch available at my website (when my website's server isn't down, that is)!

So sorry for rambling, I really like what you've done here, and while I haven't play-tested your patch yet, from what I've read so far I'm pretty sure it's way better than mine, although it goes further than I would go in changing the game, because the 1 thing I won't do is rename stuff like items, characters, monsters, commands, etc., as that will make things confusing for people who use walkthroughs or other guides, and I just like things being a straightforward IMPROVEMENT that mostly just fixes bugs and where the names of everything are the same so nothing will confuse the reader of a walkthrough. And I wanted to warn you about the 3 bugs I know about SO FAR from my mega-patch, just in case you have them in YOUR patch too, or in case anyone is thinking of playing with my mega-patch, so you know to expect those bugs. And of course I wanted to list all the other sites that have patches just to make sure that you didn't miss any, since you have taken up the mantle of fixing this game after people like me who didn't go as far.

One last thing, you are now linked to from the Final Fantasy wiki thanks to my edits (along with all the makers of other patches):
http://finalfantasy.wikia.com/wiki/List_of_Bugs_and_Glitches#Final_Fantasy_VI

I didn't include my own mega-patch on the links in that wiki because, honestly, I think the quality of my FF6 mega-patch is not good enough, given that I alone have found 3 bugs in it and others can probably find more, and I have not updated it in a few years (I last updated it in early November 2007, which was when I publicly posted it on my website after playing through the patched game on my own, and I can't remember if I noticed any bugs in it back then or not... I noticed the 3 bugs I told you about in the last month or two).

Anyway, good job!

- Rich McGrew (a.k.a. General Public and various other names on different websites)

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #493 on: October 26, 2011, 07:08:08 AM »
greetings!  good work with your mega-patch.  i mentioned it way back in this thread in like July 2009, so we are aware.

Quote from: General Public
1) In my mega-patch version, the ThiefKnife does not steal, it just does damage like a regular weapon. I know for sure that this doesn't occur in the original game.

weird.  sounds like it might be related to my "Recapture the Glory" patch.  of my other patches, the only one i could imagine conflicting with this is the Jump Megafix.  a check of the Readme header and the disassemblies indicate they'll coexist, but i tried testing Version A of the Jump Megafix along with the Capture fix anyway..  they work fine.  i still need to test Version B.

Quote
2) There seems to be some problem with certain characters not being able to learn the Ultima spell from the Paladin Shield (it may also occur with learning other spells from other shields but I have not tested that yet). I encountered this problem when using the Paladin Shield on Relm, Gau, and Setzer, and there might also be other characters it can't teach Ultima to besides those 3 (I was teaching Ultima to half my characters with the Ragnarok Esper and the other half with the Paladin Shield at the same time, so I didn't manage to test it on all of them, although I did confirm that the characters who can't learn it from the Paladin Shield can learn it from the Ragnarok Esper), or it might be different characters in each game, who knows. I'm pretty sure the Paladin Shield didn't have this problem in the original game.

the "Gogo and the Cursed Shield Fix" is easily the bane of Imzogelmo's existence.  it's been updated multiple times since your mega-patch release, and the current version still has a bug with it.  there's a New Year's resolution somewhere in here...  but it might be easier for him to just take up smoking and quit. ;P

Quote
3) There seems to be some graphical glitch at the beginning of a battle if Gogo is in my party, where Gogo flashes between looking normal and being black all over. I am not sure if this was in the original game or not.

Gogo does do some flickering in the original game (or at least a vanilla ROM on the emulator i use; i don't touch the cart much).  going all black doesn't seem right, though.  which emulator and version are you using?

Quote from: mega-patch Readme
1) Final Fantasy III (SNES) -- Final Fantasy VI title screen mod
ff6 intro.ips

i'll have to look into what free space areas, if any, this patch uses in Bank C2.

CurlyLover

  • Wing Raptor
  • *
  • Posts: 9
    • View Profile
Re: FF6 Improvement Project
« Reply #494 on: October 29, 2011, 05:18:19 AM »
Hi, I got a problem with patching my ROM.

I patched the 1.03 complete patch over with Lunar IPS some headerless ROMs (3 145 728 bytes) whose CRC32 are C4C2D400, F03640FB and A27F1C7A. I also tried to just put them with the same name as the patch in the same folder so that ZSNES 1.51 can auto-patch. Each time, the game froze right at the start with green horizontal lines at the top (everything else is black).

What did I do wrong? Thank you in advance.