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Author Topic: FFV patches (and compatibility with each other)  (Read 31722 times)

Digitsie

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Re: FFV patches (and compatibility with each other)
« Reply #105 on: December 19, 2014, 05:21:33 PM »
I had the rune patch attached to the goblin punch fix / knife fix, but I can't seem to edit the site, as I don't have permission. Trying to create an account just keeps looping me back to the login for the forums.

Digitsie

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Re: FFV patches (and compatibility with each other)
« Reply #106 on: December 19, 2014, 06:44:00 PM »
Compilation Patch here... no minimum damage patch yet (I can't figure out how to do DLoHi, etc. Can you supply me a patch for that and explain how -that- was done, noisecross?)

Apply to clean headerless FFV (j) rom.

See readme for full list so far.

*removing patch for updated one:  http://slickproductions.org/forum/index.php?topic=1975.msg21728#msg21728  *
« Last Edit: December 21, 2014, 10:12:23 AM by Digitsie »

Jorgur

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Re: FFV patches (and compatibility with each other)
« Reply #107 on: December 20, 2014, 06:22:19 AM »
I had the rune patch attached to the goblin punch fix / knife fix, but I can't seem to edit the site, as I don't have permission. Trying to create an account just keeps looping me back to the login for the forums.
I had that problem as well. It works with Firefox. What browser are you using?

noisecross

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Re: FFV patches (and compatibility with each other)
« Reply #108 on: December 20, 2014, 07:19:05 AM »
I can't figure out how to do DLoHi, etc.

Well, the addresses D0/5C00 to D0/67FF are blank space in the RPGe version of the game.

That's because the original Japanese names of monsters were stored there, in a table of 8 bytes per monster name. The RPGe people built a new table with 10 bytes per monster name and stored it in E0/0000.

It's only a theory, but it seems they blanked out the original table instead of leaving it as it or using that space to write new subs because they didn't found how to stop referencing that old table when a monster is captured and it's name is displayed in the menu ("Reply #16" in the "FF5 Bugs & Glitches" thread). To avoid displaying trash in the name of the monster they blanked out the original table and only "blanks" are displayed instead.

Now, that issue is fixed and that means we can use the addresses D0/5C00 to D0/67FF to do whatever patch we want. The only limitation is these patchs will only work after appliying the RPGe translation patch and my [H_noise01] patch. Knowing that, open a patched file to work on it and look for what is the first free address after D0/5C00 to place the new patch in. I think it will be 5C0A, so Hi = 5C and Lo = 0A, but check it by yourself.

Note: I am assuming D0/5C0A because the only patch I know using that table to write code in it is, in fact, the [H_noise01] which uses D0/5C00 to D0/5C09.
« Last Edit: December 20, 2014, 07:40:17 AM by noisecross »

Digitsie

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Re: FFV patches (and compatibility with each other)
« Reply #109 on: December 20, 2014, 09:03:09 AM »
I had the rune patch attached to the goblin punch fix / knife fix, but I can't seem to edit the site, as I don't have permission. Trying to create an account just keeps looping me back to the login for the forums.
I had that problem as well. It works with Firefox. What browser are you using?

Firefox. I read the other thread.
Hm.

Ok that's odd, Firefox doesn't work, Chrome does.
« Last Edit: December 20, 2014, 09:20:27 AM by Digitsie »

Digitsie

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Re: FFV patches (and compatibility with each other)
« Reply #110 on: December 20, 2014, 09:04:56 AM »
I can't figure out how to do DLoHi, etc.

Well, the addresses D0/5C00 to D0/67FF are blank space in the RPGe version of the game.

That's because the original Japanese names of monsters were stored there, in a table of 8 bytes per monster name. The RPGe people built a new table with 10 bytes per monster name and stored it in E0/0000.

It's only a theory, but it seems they blanked out the original table instead of leaving it as it or using that space to write new subs because they didn't found how to stop referencing that old table when a monster is captured and it's name is displayed in the menu ("Reply #16" in the "FF5 Bugs & Glitches" thread). To avoid displaying trash in the name of the monster they blanked out the original table and only "blanks" are displayed instead.

Now, that issue is fixed and that means we can use the addresses D0/5C00 to D0/67FF to do whatever patch we want. The only limitation is these patchs will only work after appliying the RPGe translation patch and my [H_noise01] patch. Knowing that, open a patched file to work on it and look for what is the first free address after D0/5C00 to place the new patch in. I think it will be 5C0A, so Hi = 5C and Lo = 0A, but check it by yourself.

Note: I am assuming D0/5C0A because the only patch I know using that table to write code in it is, in fact, the [H_noise01] which uses D0/5C00 to D0/5C09.

... Okay that explains why the RPGe patch expanded the rom size. I was going to ask if we could just edit it, but... hnh. That explains a fair bit.

I don't want to try meddling with that. Can you make that patch? :D

noisecross

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Re: FFV patches (and compatibility with each other)
« Reply #111 on: December 20, 2014, 10:13:31 AM »
Sure, I'll build the patch but don't know if I can do it before monday...

Actually RPGe expanded the ROM size to do a lot of nice things. Read http://slickproductions.org/slickwiki/index.php/Jorgur:FF5_ROM_overview#E_banks_-_RPGe_Extension to see it.

I am going to store the patch in D0/2F34 after the end of the "Berserker Chicken" fix to allow applying it also to the Japanese version of the game. There is some blank space after the "Monster Stats" table and there is where instructrtrepe places his patches. The patch will be compatible with all the previous ones but as instructrtrepe notices in his patches, it will not be compatible with any patch which expand the monsters tables.

Digitsie

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Re: FFV patches (and compatibility with each other)
« Reply #112 on: December 20, 2014, 10:19:08 AM »
Makes perfect sense. At least they still seem to work with the RPGe translation so far.

We may need to note which patches are compatible with only the Japanese version, come to think of it, right?

Jorgur

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Re: FFV patches (and compatibility with each other)
« Reply #113 on: December 20, 2014, 04:35:49 PM »
We may need to note which patches are compatible with only the Japanese version, come to think of it, right?
Referring to your earlier suggestion:
Also, I have a suggestion on the patches pages -

Can we list what bytes the patches changes so that you can see what patches overlap, if any, there are? That way you can show the 'compilation' against that.
Doing that would help immensely.

 :edit:
I added a bunch of patches to the list, for completion.
« Last Edit: December 20, 2014, 05:34:26 PM by Jorgur »

noisecross

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Re: FFV patches (and compatibility with each other)
« Reply #114 on: December 20, 2014, 05:38:21 PM »
I am attaching here a delta to the patch shared on "Reply #106".
This delta adds "Minimum M set to 128" and "Fixed Overflow". Still wondering if assassin found a scenario where 0 < M < 128.

The patches which are compatible only with the Japanese version and only with the RPGe version are:

------------------------------------------
Only for J version
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Translation by RPGe

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Only for RPGe version
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Spooniest's addendum
Mute by General Public (Can be used with the J version but doesn't make sense)
Monster Capture by noisecross
Original Icons by Jorgur (Can be used with the J version but doesn't make sense)
Naming menu patch to RPGe translation by noisecross

------------------------------------------
For both version
------------------------------------------
The Fractional M (goblin + knife + rune) via instructrtrepe, jorgur, assassin, noisecross
Blue Mage by Grond
Chicken Berserk by noisecross
Galuf Mimic Sprite set by Grond
Kiss of Blessing by instructrtrepe
Observe by Jorgur
Power Drink by instructrtrepe
Un-Berserker by Jorgur

Digitsie

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Re: FFV patches (and compatibility with each other)
« Reply #115 on: December 20, 2014, 05:51:30 PM »
Doing that would help immensely.

Right now all I can do is compare a patch against the overall patch and if they don't clash (or I know it's expected to patch something from so and so), then I know it won't mess the overall patch.

Hence why I have an overall patch I've been using to compare against each new patch.

As to actually being able to break down what areas the patch changes... noisecross knows this stuff cold, I'm still trying to get past the 'okay, how do I read -this- particular assembly language sequence?'. :)

Going to hold off on adding the delta patch till assassin confirms. (what do we call that, the M range patch?)

noisecross

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Re: FFV patches (and compatibility with each other)
« Reply #116 on: December 20, 2014, 06:23:54 PM »
It's just a fix to the Fractional M patch.

Digitsie

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Re: FFV patches (and compatibility with each other)
« Reply #117 on: December 20, 2014, 06:45:34 PM »
Ok, so I'll add it to the M patch and the overall patch, then. Will do that tomorrow if Assassin checks off.

assassin

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Re: FFV patches (and compatibility with each other)
« Reply #118 on: December 20, 2014, 07:56:31 PM »
Quote
This delta adds "Minimum M set to 128" and "Fixed Overflow". Still wondering if assassin found a scenario where 0 < M < 128.

i think it's possible.  if the attacker has very low Level and low relevant stat(s), you get an M of something like: double-digit-number + 256.  or hell, for Fists, it simply is 256.  should you perform two or more M = M / 2 modifications in later functions, you can get a sub-128 M.

please doublecheck, though.  i might be missing something.

Spooniest

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Re: FFV patches (and compatibility with each other)
« Reply #119 on: December 21, 2014, 01:01:03 AM »
I'm flattered that you guys have seen fit to work with it, but could anyone tell me, have any changes been made to the dialogue in Legend of the Crystals, that I may note for my records?

This is just sort of a hobby of mine, so it's not a matter of ego at all...get back to me
DID YOU ORDER THE CODE RED?