øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.405e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcadd-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcadd-2.html.zx¾$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0Pdÿ3OKtext/htmlISO-8859-1gzip@øÕÿ3ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:58 GMT0ó°° ®0®P®€§²ð®½$h^ÿÿÿÿÿÿÿÿë'ÿ3 FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

Submariner Son

  • Wing Raptor
  • *
  • Posts: 7
  • Gender: Male
    • View Profile
Re: FF6 Improvement Project
« Reply #405 on: March 28, 2011, 02:19:23 PM »
I suppose it's better than there being bugs that AREN'T discovered. Hasn't this been a long process either way? If it was an easy or quick process, someone would have done this already.
Keep up the excellent work. Everyone will appreciate the hard work and playing a fully unbugged game.
Hear, hear.

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #406 on: March 30, 2011, 04:48:11 PM »
I suppose it's better than there being bugs that AREN'T discovered. Hasn't this been a long process either way? If it was an easy or quick process, someone would have done this already.

Well, I must say that I didn't expect it to take anywhere NEAR this long!  :whoa:

vivify93

  • Liquid Flame
  • *
  • Posts: 304
  • Gender: Male
  • White Wizard
    • View Profile
Re: FF6 Improvement Project
« Reply #407 on: April 04, 2011, 05:08:23 AM »
Quick question, darkmage--are you including the battle speed mod in this? It seems like the behavior of this was unintended, given the way FFIV through FFV's re-releases' ATBs work.
Hacking is hard. :sad:

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #408 on: April 04, 2011, 12:48:11 PM »
like the patch author said, it's hard to believe it *wasn't* intentional, given they have a test to see whether the entity's a monster before proceeding.  missing code is one thing, as is mislocated code, but fabricated for no reason code is less likely.  now, i'm not saying the vanilla game is logical, and the terse "Battle Speed" would make me think it affects the speed of the battle -- i.e., all its participants.  fwiw, the instruction booklet says, "The Battle Speed determines how quickly battles will be played out."  that obviously favors the changed behavior.  but the instruction manual is wrong on other things, and hardly binding..  so this could be a documentation issue rather than a design/coding issue.

Tzepish

  • Siren
  • *
  • Posts: 71
  • Gender: Male
    • View Profile
Re: FF6 Improvement Project
« Reply #409 on: April 07, 2011, 01:56:03 PM »
Well the unused code may be present simply because the feature was cut or changed late in development.  Late in projects it's usually safer to simply unhook things and leave them there than it is to remove them outright when making changes or cuts.

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #410 on: April 07, 2011, 06:17:23 PM »
Yes, I am adding this patch to FF6 Improvement.

I'll defer to assassin and Leviathan Mist on the details of how the ATB works in the various games; unfortunately I'm still not up on general coding, although it's making more sense than it did when I started this project. But it does seem like the way ATB works in VI isn't consistent with IV and V as I remember them, since the player gauge fill times do seem to change with the speed setting. Knowing that the code was set to affect enemies only is a definite change from that behavior, and makes VI an anomaly in the IV-VII range of games.

So that, and the fact that I've already added patches that add features from later games (different color for HP/MP, etc), convinced me that this is a valid addition and is in line with the spirit of the improvement.



kefkaroth

  • Wing Raptor
  • *
  • Posts: 8
  • Gender: Male
    • View Profile
Re: FF6 Improvement Project
« Reply #411 on: April 10, 2011, 08:47:13 PM »
i know this isnt where to post this. but im very interested in this 24bit patch and was wondering if i could get a copy of it. would be very greatly appreciated :)

Leviathan Mist

  • Schizophrenic Madman
  • *
  • Posts: 362
  • Gender: Male
  • Game over.
    • View Profile
    • Retro Gaming Central
Re: FF6 Improvement Project
« Reply #412 on: May 08, 2011, 08:36:00 PM »
i know this isnt where to post this. but im very interested in this 24bit patch and was wondering if i could get a copy of it. would be very greatly appreciated :)

CKlein made one, but his site no longer exists. I'm sure it would be relatively easy to make a 24-bit HP patch for someone who knows assembly though, they'd just need motivation for it.

TheNattak

  • Garula
  • *
  • Posts: 203
  • Gender: Male
  • Mike
    • View Profile
    • Return of the Dark Sorcerer
Re: FF6 Improvement Project
« Reply #413 on: June 05, 2011, 04:12:50 PM »
*sigh*
I'm having a rather large bug with the WoR Auction House, where the only two things that ever show up are the 1/1200 Airship, and the Imp Robot. Nothing else at all ever. It's very strange because the Imp-Robot is WoB only..

I'm starting to think it was one mblock129's Auction House patches because I know I have used them in the past, and had to resort to using the anti-patch for the Auction House Express one, because it was making only the Cure Ring show up forever after the 2 Espers >_< But this bug is still present after using the anti's, so I'm not too sure now.

Can anyone confirm or deny that this is a bug with the megapatch or not? And also, can someone please point me to any Auction House code that is non-event related, so I can compare data and see just what the heck is going on here? I'd really appreciate it.

Lenophis

  • Forum Overlord
  • *
  • Posts: 1,688
  • Gender: Male
  • I sad
    • View Profile
    • Slick Productions
Re: FF6 Improvement Project
« Reply #414 on: June 05, 2011, 06:49:17 PM »
And also, can someone please point me to any Auction House code that is non-event related, so I can compare data and see just what the heck is going on here?
Doesn't exist. The Auction House is entirely event driven.

119 bugs fixed and counting.

mblock129

  • Ymir
  • *
  • Posts: 13
    • View Profile
    • Zephyr
Re: FF6 Improvement Project
« Reply #415 on: June 09, 2011, 11:25:08 PM »
Auction House Express was never meant to be compatible with normal gameplay. It is a cheat. It was made for the player who gets the 2 espers ASAP (in the WoB) and never sets foot in the Auction House again. I never tested it in the WoR because I didn't think that was relevant.

Zoneseek? No Thanks / Free Space for Events is a bugfix and should be compatible with normal gameplay as far as I know. It has no effect on what is for sale, only what happens after you buy something.

I had assumed that Auction House Express wasn't included in the Megapatch. It shouldn't be.

TheNattak

  • Garula
  • *
  • Posts: 203
  • Gender: Male
  • Mike
    • View Profile
    • Return of the Dark Sorcerer
Re: FF6 Improvement Project
« Reply #416 on: June 10, 2011, 03:08:21 PM »
You are correct, I'm not sure why I thought this patch was included in with the megapatch, which is of course why I posted this bug I'm having in THIS topic.  :isuck: But since I have changed the whole Auctions House event back to normal, by transferring all the bytes for the Auction event (I think) back from a clean ROM, shouldn't that be enough to fix the said issue? If not, then I guess it might be something else that is causing the two things that ever show up to be the 1/1200 Airship, and the Imp Robot in the WoR. I wish I knew for certain. Just to clarify and make sure I copied the right bytes, they are:

CB/4E47: C0 - CB/5EEB: FE

Tzepish

  • Siren
  • *
  • Posts: 71
  • Gender: Male
    • View Profile
Re: FF6 Improvement Project
« Reply #417 on: June 11, 2011, 05:18:08 PM »
Taking a glance through the auction house event data just now, it looks like it's highly dependent on the settings of some flags as well as the outcome of some mathematical operations... if other patches affected these things, then they could have inadvertently screwed up the auction house, even without editing the auction house data.

Lenophis

  • Forum Overlord
  • *
  • Posts: 1,688
  • Gender: Male
  • I sad
    • View Profile
    • Slick Productions
Re: FF6 Improvement Project
« Reply #418 on: June 12, 2011, 01:27:57 AM »
if other patches affected these things, then they could have inadvertently screwed up the auction house, even without editing the auction house data.
If any patch touched event command BD, you would be seeing the changes of it almost immediately, because it's used everywhere. :tongue:

119 bugs fixed and counting.

Tzepish

  • Siren
  • *
  • Posts: 71
  • Gender: Male
    • View Profile
Re: FF6 Improvement Project
« Reply #419 on: June 12, 2011, 02:49:20 AM »
Sorry, I meant the actual events in which the flags were set/cleared.