øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=165e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc9c9.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc9c9.html.zx?–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈà•¤.ÐOKtext/htmlISO-8859-1gzip0|Ö.ÐÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:15 GMT0ó°° ®0®P®€§²ð®>–h^ÿÿÿÿÿÿÿÿ³!.Ð Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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166
Game Modification Station / Re: Fancy Walking patch issue
« on: April 01, 2017, 08:13:07 PM »
I think the culprit is this one:

Code: [Select]
C0/4A30: 20F446  JSR $46F4

I can confirm this function call is the problem. What this function does is check to see if you're engaging an NPC for an event/dialogue. The way to pull it off with the kid in Tzen is to be pushing left to climb up the stairs, then press A with good timing; if he's on your left, you'll engage him, but the camera will keep moving. The reason it only works on stairs seems to be because you can't engage NPCs on flat ground unless they are in your movement path, so the camera stops moving, whereas with the kid you're not moving straight left, you're moving up and left.

After further testing, I found that what makes this possible is the fact that you're allowed to move before the dialogue/event check. If you're not pressing left at the time of engagement, the camera doesn't move; however, if you are, your player will actually take a step past the kid, causing the camera to move, and then the camera will continue moving.

If the function call to C0/46F4 is removed, then the only way to talk to an NPC on stairs is to stop moving. If we still want the ability to talk while moving, we'll have to add a "talking to an NPC" check before the movement. Personally, I'd rather remove it, or rather, create a new function identical to C0/4A03 but with the call to C0/46F4 removed.

167
Game Modification Station / Re: Fancy Walking patch issue
« on: April 01, 2017, 02:57:33 PM »
OK, after some digging, I found that C0/2BD0 is a function that updates the camera based on a movement vector, which seems to be why the camera moves endlessly, because that movement vector never gets reset. During movement while the camera is free-moving, the camera's movement vector is set to match the player's movement, located in RAM at $0871-$0874 (index $0803), and stored in DP $73-$76 (this function is located at C0/7E20). There are places where those values are zeroed out, but for some reason it doesn't happen during stair movement.

168
All I did was, instead of calling C0/4A03 like Fancy Walking does, I just added a call to C0/4A3F to handle Tintinabar/Poison. You can do that easily if you apply the optimization I mention here.

The readme says that in addition to that, the patch is also supposed to make you unable to walk through NPCs on stairs (unless they walk through you first), and allow the save point status to update. I don't know of any situations where NPCs on stairs would be an issue, and the save point status isn't a problem if you apply my Save Point Switch patch. All you might be missing is the multipurpose map event bit $1B5 not getting cleared.

169
I believe I've found another problem with Imzogelmo's "Gogo and the Cursed Shield" patch. I know you've already made the fix I recommended, which was to add the one missing byte; however, there's a branch that this fix affects which needs to be remedied. Make sure that the byte at C2/6024 is changed from BD to BC to fix the branch; my ROM was plagued by this error until I just recently discovered this problem, and as far as I know, all that happened was that the Cursed Shield detection algorithm just didn't work.

170
Leet Sketcher: Thanks to Headerizer, I can easily change the patches to whatever I need. I just need to know which way to go. :3

Yeah, I know, but you wouldn't have to if I'd done that for you, which I should've done because I'm the one who made that patch.

I'd love to know what program/documents you use to edit the maps of the game without having to change the compression. I was unable to edit the Phantom Train chest in the past.

Sad to say, I just used a hex editor. I'm pretty sure darkmage used either Zone Doctor or FF6LE; the thing is, those programs do an OK job of recompressing, but the algorithm used isn't perfect and certainly doesn't compress as much as possible. I, knowing the compression format, and knowing where the pointers are to the correct tilemap configurations, can generally find the tile(s) I need to change using some searching and mental math. After that, sometimes it's an easy fix of just a byte or two, other times I have to work stuff around, collapse pointers and whatnot to make everything fit.

One thing that happens as a result is that some of the maps suffer from side effects, but I generally try to make them ones that aren't noticeable in-game and don't affect the game at all (i.e. the only way you'd know they're even there is with an emulator with BG layer toggling).

171
Game Modification Station / Re: Shaky Statues
« on: March 19, 2017, 08:32:52 PM »
I have a bad memory for exact game event but isn't the whole continent not really stable overall? This doesn't explicitly explain the start of the shaking but IMO put a doubt about the non legitimately of the precocity.

Sure, it's unstable, but not so unstable that it just starts shaking on its own. If that was the case, it'd have been shaking all along, no?

^I agree.

I think the shaking event before the statues being moved was done on purpose as opposed to there being a bug.  The world has gone to crap, and the shaking could symbolize that Kefka isn't the only thing in the world that needs fixing anymore.

No, the world technically doesn't go to crap until Kefka moves the Statues and puts them out of balance. Your argument is that the premature shaking is intended for foreshadowing, and you're welcome to think that, but I'd rather have the shaking start during/after the movement of the first Statue to show cause and effect.

Besides, isn't it the continent that's shaking, not the world?

I don't recall that well... But does it start shaking the moment Kefka puts his hands/shoulders/whatever on the statue? Just the act of starting the push, before the statue budges, could cause the shaking.

No, it starts shaking right before that. It's at the moment the camera pans up slightly, then Kefka walks over to the first Statue and starts pushing.

172
the living one (#281), sure.  that doesn't explain why undead (#127, i.e. the only Rageable one) wouldn't get added.

I would wager that this has something to do with it. This is from Terii Senshi's Veldt Algorithms page:

Quote
A special note about the 2 SrBehemoth battles (in groups 54 and 57): After you beat the living SrBehemoth in the Veldt Cave (Don't Vanish + X-Zone him!), the game turns on a flag that causes the undead SrBehemoth formation to be loaded whenever a subsequent battle (i.e. a Veldt one) tries to load the living SrBehemoth formation. When you beat the undead one in the Veldt Cave, the game marks the LIVING formation as encounterable for the Veldt (this works because one variable still holds the first formation number, but all the enemies in the current formation have a value <= 255).

So you can now encounter the SrBehemoth (undead) battle in group 57 on the Veldt, in place of SrBehemoth (living). Once you've fought that, you'll also be able to encounter the SrBehemoth (undead) battle in group 54.

173
1)
does it still happen without my stuff applied?

Yes.

2) random thought: Vanish + X-Zone is for scumbags.

I agree.

174
Any idea why I can't see SrBehemoth in my Rage menu after I've already gone through the Cave in the Veldt?

:edit:
I can confirm this problem is caused by the Rage Checklist menu patch. When the patch sees SrBehemoth's MSB as a 1, it neglects to add it to the Rage list. I would imagine this is true for White Drgn as well, because SrBehemoth and White Drgn are both bosses, but I have yet to test this.

:edit:
OK, no, apparently it doesn't happen with White Drgn. Now I can only guess that it has something to do with the formation oddities of SrBehemoth.

175
Game Modification Station / Re: New patch: Magitek Madness
« on: March 18, 2017, 10:08:49 PM »
:bump: New version.

176
Ah, headered. Sorry, I keep forgetting to unheaderize them for you. :isuck:

Specifically, this fixes the chest in the rearmost car (where the conductor and the Save Point are). As far as I can tell, I think you've already got enough to fix the other two chests.

177
I warn that this patch only uses a portion of darkmage's Phantom Train chest fix. Specifically, it doesn't include any of the map changes, for reasons of potential compatibility. I can alter it or remove it if that's a problem.

Here, if you want to add the map changes, use this patch.

178
Game Modification Station / Shaky Statues
« on: March 17, 2017, 02:09:06 PM »
I don't really think this is a bug, but I noticed that during the sequence when Kefka moves the Statues out of balance, the screen starts shaking. Thing is, it starts shaking before Kefka even touches the Statues. I find this odd because I'm under the impression that it would start shaking because Kefka's moving the Statues, because it's heralding the impending power collapse. Instead, the camera starts shaking right after Kefka smacks Celes away, suggesting that the camera is shaking for a different reason. It's right after this that Kefka starts moving the Statues.

This would be an easy modification, but I'm just curious to see if anyone shares my opinion on this.

179
Game Modification Station / Re: New patch: Map Mishap Glitch fix
« on: March 14, 2017, 02:10:06 PM »
:bump: Another day, another update!

180
Yeah, I quickly realized what the problem was. I had done #1 but not #3.

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