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Author Topic: FF6 Improvement Project  (Read 278338 times)

DrROBschiz

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Re: FF6 Improvement Project
« Reply #570 on: January 03, 2013, 08:48:20 AM »
Awesome

Thanks for the quick response!

While this particular patch doesn't seem overly appealing its nice to see some activity for FF6 hacks.

Been a little on the quiet side over the past year.

There is another cool and active FF6 hack being developed over at InsaneDifficulty.com if anyone wants something new to play around with.


koala_knight

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Re: FF6 Improvement Project
« Reply #571 on: January 04, 2013, 01:13:43 PM »
Thought I should mention this patch:

http://www.romhacking.net/hacks/1099/

Same dude from above. This one removes the auto-command selection from the Colosseum  allowing the player to battle as in normal battles. I can imagine this would make the Colosseum a lot more fun and remove the frustration of watching the AI make really stupid decisions.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #572 on: January 04, 2013, 01:41:43 PM »
Wow

I feel like this could open up a new way for someone to set up the colliseum. Add some really tough One on One challenge battles.

I should really learn how to use all these tools..... But i have no coding experience whatsoever....

This guy is making some cool stuff

Why is the community sleeping?

Lets fire it back up

Dragonsbrethren

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Re: FF6 Improvement Project
« Reply #573 on: January 04, 2013, 01:45:03 PM »
Thought I should mention this patch:

http://www.romhacking.net/hacks/1099/

Same dude from above. This one removes the auto-command selection from the Colosseum  allowing the player to battle as in normal battles. I can imagine this would make the Colosseum a lot more fun and remove the frustration of watching the AI make really stupid decisions.
Personally I'd rather see better AI. Just removing that mechanic alone seems like the easy way out.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #574 on: January 04, 2013, 01:52:14 PM »
Don't most challenge hacks already address this issue?

You could put this on top of most existing ones (though i haven't tested this) and could turn out to be lots of fun


koala_knight

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Re: FF6 Improvement Project
« Reply #575 on: January 05, 2013, 10:11:58 AM »
Thought I should mention this patch:

http://www.romhacking.net/hacks/1099/

Same dude from above. This one removes the auto-command selection from the Colosseum  allowing the player to battle as in normal battles. I can imagine this would make the Colosseum a lot more fun and remove the frustration of watching the AI make really stupid decisions.
Personally I'd rather see better AI. Just removing that mechanic alone seems like the easy way out.

Nothing wrong with easy. I personally never enjoy watching a game play itself. Plus I agree this could be an opportunity to make some very interesting one on one challenges.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #576 on: January 21, 2013, 07:58:24 PM »
Anyone been in touch with Darkmage?

Has he stopped working on this?

He literally has the best translation patch I have yet seen and I would love to have a way to apply it to other patches without it destroying everything LMAO


darkmage

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Re: FF6 Improvement Project
« Reply #577 on: February 13, 2013, 07:24:42 AM »
Anyone been in touch with Darkmage?

Has he stopped working on this?

He literally has the best translation patch I have yet seen and I would love to have a way to apply it to other patches without it destroying everything LMAO

Thanks for the kind words on the translation! It's not all my work - I just pulled stuff from the Lina Darkstar walkthrough and the FF6Advance dialogue, and made them sound as natural as I know how. It's not like I went and translated the Japanese myself!  :omghax:

As to just releasing the translation, that's something I hadn't thought of...I'd assumed people would want to either play FF6 with all the bugs fixed (including in the dialogue!), or use this as a base to make their own projects without having to apply all the separate fixes themselves. Also, a couple of lines depend on patches that I've used - they wouldn't be used if you put this on a clean ROM. That was why I released two versions of the patch - one to use right away, and one to work off of.

Is that something people are wanting - just the translation by itself?

darkmage

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Re: FF6 Improvement Project
« Reply #578 on: February 13, 2013, 07:48:02 AM »
So I found the culprit causing the Row window issue, and it wasn't the patch I expected...the Esper Battle Menu fix is causing this issue on a clean FF3us 1.0 headered ROM.

It's these 3 bytes here that is causing it. 
C2/DE93: 02 04        COP $04
C2/DE95: 00

They are changed to: 8C 03 8F with the patch, for whatever the reason may be. (Leno?)
Changing them back seems to keep the Esper Battle Menu fix intact, and fixes the window, so that's good.

So changing these bytes back fixes the window issue and leaves the battle menu fix intact? That's great news! I can do that and put out a new version, so people who like using the custom window aren't left out in the cold. Thanks for sharing, TheNattak!

Regarding the item/attack bug mentioned - I tried to be as explicit as possible in what version of whichever patch I used in the improvement. I thought at one point that I may need to rebuild the improvement ROM and do a diff as I add each patch, to see what is changed, as most of the older patches don't include the changes that were made. It appears I may indeed have to do that, if for no other reason that to allow people to review the changes.

If that can be useful, I can get started on that and publish the results, per patch.

Some of the recently released patches are pretty awesome

- Runic Forever
- Swdtech Ready Stance


Any plans to implement these?

Also.. Is that guy new to the romhack scene?

I took a look through his patches, and some of them do sound awesome. The Guest Adder patch, if it's usable with the improvement, would be an awesome addition to a project!

If the Runic Forever patch works the way it's intended, then I think it's really cool, since if I was building the Runic ability from scratch, I would design it to stay active until triggered. But I don't like how it changes Retort.

The SwdTech Ready Stance one is intriguing - choose your technique and then it will charge. I think that is more elegant than the gauge speed-up...but again, I don't like what it does to Retort.

I agree with koala_knight on the True Duel patch - I don't like seeing games play themselves either, which is why I don't like the PS2 FF games. Actually, I'm on the fence with this one - it obviously breaks the original intent, but it would be a test to see if you could kill a tough beastie with one character. I could see this adding to replay value - take a "gimp" character in, and the challenge is to see if you can win anyway.

Now Lucky Slots - I'll have to take a close look at what he's done there, because if he did a good job I could possibly use that over the Slots Derigged fix. It sounds like it could be overpowered, though, so no guarantees on that.

Yeah, he has some good ideas - it's always good to encourage newcomers!
« Last Edit: February 13, 2013, 08:14:55 AM by darkmage »

DrROBschiz

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Re: FF6 Improvement Project
« Reply #579 on: February 13, 2013, 12:27:57 PM »
Welcome back!

Thanks for the updates and impressions!

I also want to say that your current Complete patch with Translation is a hit with the people I have shared it with.

Pretty much the best way to enjoy the original game in a cleaned up form.


darkmage

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Re: FF6 Improvement Project
« Reply #580 on: February 15, 2013, 06:48:41 PM »
*drumroll*

Version 1.07 is out! Get it here.

EDIT: Looking back through the last few pages of this thread, I realized that I also added the fix C.V. Reynolds had come up with for the Sabin/Vargas scene! So here's a proper changelog:

- Applied the fix for Esper Battle Menu to fix the short window persisting after a command is chosen (thanks, TheNattak!)
- Applied the fix that restores the Blitz tutorial during the Sabin/Vargas battle (thanks, C.V. Reynolds!)

The translation is still at an almost complete status - if I can ever get up to the opera with a savestate so that I can start messing with the timing codes, that's the only thing that still needs to be done.

As always, the base patch is missing the 6 patches that get corrupted by FF3usME 6.7 so that hackers gonna hack can (the readme has the patches); the complete patch has all the patches applied, and the translation patch is complete + translation. Also, basic script fixes are in the base and complete patches.

Also ALSO as always, please report any issues, glitches or crashes that you find.
« Last Edit: February 16, 2013, 03:20:10 PM by darkmage »

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #581 on: February 17, 2013, 06:09:24 AM »
*drumroll*

Version 1.07 is out! Get it here.

EDIT: Looking back through the last few pages of this thread, I realized that I also added the fix C.V. Reynolds had come up with for the Sabin/Vargas scene! So here's a proper changelog:

- Applied the fix for Esper Battle Menu to fix the short window persisting after a command is chosen (thanks, TheNattak!)
- Applied the fix that restores the Blitz tutorial during the Sabin/Vargas battle (thanks, C.V. Reynolds!)

The translation is still at an almost complete status - if I can ever get up to the opera with a savestate so that I can start messing with the timing codes, that's the only thing that still needs to be done.

As always, the base patch is missing the 6 patches that get corrupted by FF3usME 6.7 so that hackers gonna hack can (the readme has the patches); the complete patch has all the patches applied, and the translation patch is complete + translation. Also, basic script fixes are in the base and complete patches.

Also ALSO as always, please report any issues, glitches or crashes that you find.

I recently downloaded a save file at the opera to use for my girlfriend's valentines day hack. You can use it too!

Also, I've been playing this patch and broadcasting my gameplay on my twitch channel :P

darkmage

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Re: FF6 Improvement Project
« Reply #582 on: February 17, 2013, 11:58:55 PM »
I got a 403 when I tried that link, LM. It's OK though, I found that I had played up to Kohlingen not too long ago, and moved it along. Also, I wasn't able to find anything on Twitch, but it'd be really cool to see!

So I'm finally, finally getting around to tweaking the Opera scene, and it's as delicate as I was fearing it would be. I have the first scene with Draco (O Maria...) timed out nicely, but the text won't disappear without manually closing the text box with the A button, which I don't remember having to do before. I compared it to a clean ROM, and the opcode placement looks right, so I'm not sure what the problem is there. Otherwise, it's just a tedious process of making a change, loading the game, opening the state, watching, repeat ad nauseum.

I'll keep everyone posted on progress - it'll be good to get this out there the way it ought to be!

assassin

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Re: FF6 Improvement Project
« Reply #583 on: February 18, 2013, 12:38:10 AM »

darkmage

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Re: FF6 Improvement Project
« Reply #584 on: February 19, 2013, 11:20:04 AM »
Well, now I'm kicking myself for not just buckling down and getting the Opera scene taken care of - I've spent about 18 hours on it, and it's almost done. The timing codes are pretty straightforward, once you get used to how they're tweaked. I've got all 3 of the major scenes mostly done, and all that's left is to polish the timing in the few places where it's still a bit off.

Also, since this work is going more smoothly than I'd anticipated, I'll see about fixing the timing for the Opera scene in the base and complete patches, since there are a couple of parts where it's GAH-awful.

Once I have the Opera scene working to my satisfaction, barring any reports of glitches or crashes, I think this project will be mostly done! I will do another scan to see if any fixes have updates, and there are a couple of patches I'd like to try and add, like Lenophis' Fancy Walking patch...but other than that my goal for making the original FF6 as stable and bug-free as possible, as well as making the story read more smoothly, will be met!