øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=printpage;topic=2214.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc214.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2214.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc214.html.zxG1h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈPË&=OKtext/htmlISO-8859-1gzip8:Ö=ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 00:47:28 GMT0ó°° ®0®P®€§²ð®G1h^è= Print Page - Two new patches: Rock Bottom, Imp's Call

Board of Slick

Banon's Donkey Farm => Game Modification Station => Topic started by: 13375K31C43R on April 26, 2016, 02:52:07 PM

Title: Two new patches: Rock Bottom, Imp's Call
Post by: 13375K31C43R on April 26, 2016, 02:52:07 PM
Sigh... :sad: I tell everyone I'm going on hiatus, and then I quickly find two new bugs to fix. Oh well, c'est la vie.

There are two patches I'm releasing today, and then I'm officially off duty unless someone requests a patch. The first one fixes a problem with Near Fatal status; the game does not properly recalculate it during a turn where a party member would lose Petrify status. You can observe this for yourself: take a party member, let them get within a few HP of death, Petrify them, then remove the Petrification and notice how they're standing tall. This patch makes the game recalculate Near Fatal on un-Petrified characters. There's an extra set of patches included due to a conflict with Assassin's "Premature Continuation" patch, which will preserve both; however, if you apply one of those patches, then you don't even need to have applied "Premature Continuation" beforehand.

The second is something I just recently discovered; the first I'd noticed a little while ago and planned on it being my last patch before the break, but this one I noticed after the announcement. If you try to summon an Esper, and you get turned into an Imp before it happens, you lose the chance to summon it later, which is unfair. Imp's Call remedies that.

:edit: April 26, 2016
I've now improved the Near Fatal adding function so that it no longer ignores immunity to Near Fatal status.

:edit: April 27, 2016
I decided to rename "Hard as a Rock" to "Rock Bottom". No actual changes to the patch, I just decided that Rock Bottom is a better fitting name.

:edit: May 3, 2016
Just discovered a bad branch in the "Premature Continuation" version. It has now been fixed.

:edit: February 4, 2018
Both patches now have GBA ports!
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: assassin on April 26, 2016, 05:09:45 PM
sounds like the first one was fixed by Disrespectful Zombie, of August 2004.
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: assassin on April 26, 2016, 05:26:59 PM
err, i have literacy/memory issues.

mine dealt with Near Fatal _lingering_ a little, and the patch's change was True Knight -specific, and thus very small.  apologies.
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: assassin on April 26, 2016, 05:53:31 PM
do you want to make sure the entity isn't immune to Near Fatal before setting it?  some monsters (and Rages, but those might not apply here) can be..
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: 13375K31C43R on April 26, 2016, 05:59:10 PM
I don't think that'll be an issue, because I've never seen an enemy lose Petrify status before. The player can't remove Petrify status from enemies because Petrified enemies become untargetable by party members, and even if that doesn't stop other enemies from removing it, I don't think they ever will. The only time I've ever seen a spell cast on an "off limits" enemy is Curley casting Life 2.
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: assassin on April 26, 2016, 06:02:21 PM
iirc, pre-queueing a Soft item can do it (Items work subtly different than Magic here), but that admittedly requires very specific timing.
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: 13375K31C43R on April 26, 2016, 06:09:55 PM
Well, I can modify it to check for immunity. If I do, will it cause any issues with your Disrespectful Zombie patch (or in general, to your knowledge)?
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: assassin on April 26, 2016, 06:16:45 PM
none come to mind currently.  a theoretical problem with setting Near Fatal at this point is it'd be too late for its "side effect" function to be called, but it HAS no side effect function (for setting or clearing) in the vanilla game.
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: 13375K31C43R on April 26, 2016, 07:24:44 PM
I've already tested the side effects associated with Relics such as MithrilGlove, and there's no problem there.
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: 13375K31C43R on April 26, 2016, 07:28:12 PM
The other thing is, there's already a section of code that checks whether Near Fatal status should be applied or not, and it doesn't consider immunity at all. So why should my code be different?
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: assassin on April 26, 2016, 08:44:18 PM
that other code is buggy, and one of the reasons i made the "1-way status immunity fix".  it's not something you want to emulate.
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: 13375K31C43R on April 26, 2016, 08:49:32 PM
Fair enough. I'll fix it.
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: assassin on April 26, 2016, 09:31:13 PM
thanks.  oh man, now 2 bytes shy of fitting in the "Premature Continuation"-compatible version.  the obvious savings are at C2/45FB, but could be tricky to work around if/when somebody edits Function C2/460B to stop the Petrified enemy omni-counter bug (http://mnrogar.slickproductions.org/phpBB3/viewtopic.php?f=2&t=108&p=6864#p6864 , fix mulled http://mnrogar.slickproductions.org/phpBB3/viewtopic.php?f=2&t=108&p=7066#p7066).  (there is at least one nuance involved in that bugfix, which is a reason i've held off.. another being i'm too lazy to finish even the easy ones in my queue.)
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: 13375K31C43R on April 26, 2016, 09:35:16 PM
No problem. I have another solution in mind. See how you like it.
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: 13375K31C43R on April 26, 2016, 10:10:52 PM
OK. See what you think.
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: assassin on April 26, 2016, 10:41:41 PM
spiffy.. you found some nice commonalities in the index and bit ascension.  it's not often somebody thinks to do a loop of just 2 iterations.

regarding Imp's call: what happens in vanilla if you get sapped of MP between choosing and performing the Summon?
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: 13375K31C43R on April 26, 2016, 10:51:33 PM
Quote
spiffy.. you found some nice commonalities in the index and bit ascension.  it's not often somebody thinks to do a loop of just 2 iterations.

Anything to save on space, am I right? :happy:

Quote
regarding Imp's call: what happens in vanilla if you get sapped of MP between choosing and performing the Summon?

That's an interesting question. I considered the possibility that someone might ask about Summoning an Esper while Muddled, because that happened during my testing, nothing ended up happening and, indeed, the Muddled character also lost their Esper privileges. That, in my opinion, is a different case to Imp because Imp actually replaces the Summon command with Fight, so the fact that you're not even trying to Summon anymore means you shouldn't lose that ability, whereas the Muddled character actually tried to Summon and nothing ended up happening.

So I have to say I'm not inclined to modify the case you just mentioned, where the party member loses enough MP to stop the Summon, because your party member still actually tried to Summon. It's in the same category as the Muddle case I just mentioned. I say that Imp is different because Fighting is not Summoning.
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: assassin on April 26, 2016, 11:12:05 PM
interesting..  i see Muddled as the Esper abstaining from attacking the party, due to the "Abort on Characters" bit being set (which all damaging summons outside Palidor have, iirc) -- and can be backed by storyline reasoning, with them being good, sentient creatures -- and tend to agree with you on the result.

in contrast, i see insufficient MP as meaning the summon doesn't unfold in the first place.  but i do agree it's a later change conceptually (and obviously mechanically) than the one Imp spurs.  iow, MP shortfall is between the Imp command swap and the Esper restraint seen in Muddling; the question is *where* between.

it's also of what is conceptually behind the "already Summoned once" limit.  we of course agree it's not merely choosing one from the menu.  does it entail the Esper being aware it was called upon?
Title: Re: Two new patches: Hard as a Rock, Imp's Call
Post by: 13375K31C43R on April 26, 2016, 11:58:11 PM
I can't think of a single thing to disagree with on the front of what you just said. I will say that, personally, my stance is that the Esper is aware that their master is trying to Summon them, but the deficiency of MP essentially "spoils" the Magicite for the rest of the battle, so the Esper is now off limits.

P.S. I read a little bit into the Petrify omni-counter bug you linked to, and I've found a fix for it that doesn't use any free space. I will make a patch for it, but first I notice in my ROM that some patches have altered the beginning of the function at C2/450D, and I'm thinking they're yours. I'm thinking they have something to do with your status immunity-related patches.

:edit:
I found it. It's your "1-way status immunity fix" patch. I'll have to bear it in mind.
Title: Re: Two new patches: Rock Bottom, Imp's Call
Post by: 13375K31C43R on February 20, 2018, 11:09:37 PM
:bump: GBA ports for both patches!