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Author Topic: FF6 Improvement Project  (Read 278338 times)

darkmage

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Re: FF6 Improvement Project
« Reply #345 on: February 08, 2011, 10:09:12 AM »
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*Ignore Charm patch (Drakkhen) (This patch allows enemies that block muddle to also block Charm.)

*Ignore Kamog patch (Drakkhen) (This patch prevents the game from removing Kamog's equipment at the end of the WoB and placing it into your inventory.)

Hmm. I hadn't really looked at all of Drakkhen's patches, and it looks as though I should have. Thanks!

Quote
*South Figaro's Secret Shortcut Fix (Novalia Spirit) (In South Figaro, it is possible to cross the river via a secret passage behind the cafe and thereby go through Locke's scenario without stealing clothes, which produces a few oddities. The existence of the shortcut is a direct result of having a black, passable tile on the first background layer at the specified location.)

*Shop Menu Fix (Novalia Spirit) (This patch fixes the bug that causes the shop menu to display improperly when the player closes the buy menu on the first possible frame; under certain circumstances, reentering the buy menu would freeze the game.)

*Misplaced Cursor Fix (Novalia Spirit) (Returning from a subscreen in the Espers menu causes the scrolling cursor to be shifted upward by eight pixels from its intended position; the patch corrects this minor defect.)

*Frozen Mosaic Fix (Novalia Spirit) (This bug requires the activation of the mosaic effect from a subscreen in which you can switch between characters. For instance, try to access SwdTech from Terra's skills menu, then quickly press L or R. After the screen fades back in, the mosaic pattern will remain, and will only dissolve once the main menu is closed, or if the mosaic effect is triggered again. The SNES versions correct this behavior to a degree, as the requirements are more restrictive, thereby requiring more precise timing.)

Odd. Most of these I thought I had included; I'll have to check and see if I had added those to the first post.

Quote
*Homesick Gau fix (Djibriel) (Gau, when returning from a Leap, needs a monster slot to occupy.  This slot is always designed as the sixth slot (i.e. the last one).  Obviously, monster formations of six monsters will not allow Gau to return.  However, there is also a great amount of monster formations which have plenty room for Gau, yet have a monster in the sixth slot anyway, preventing Gau from returning while he normally could.  This patch optimizes the monster formations which appear on the Veldt, and Gau can now return from any monster formations, passing the usual criteria, as long as it isn't a team of six.)

assassin had sent me notice that he had updated Homesick Gau, and I downloaded it but haven't put it in the patch yet. With that said, thanks for letting me know, assassin! :isuck:

I admit I haven't put much effort into FF6 Improvement lately; this roadblock frustrated me that much. I've tried several different ways to try to correct the issues being seen, with no success. Moving the new code those patches create didn't work. At this point, I'm inclined to call the game improvement portion of this project done and add a caveat to the first post stating that these patches were meant to be included but introduce conflicts when editing dialogue or events after they're applied. They don't seem to introduce any issues if they're applied after any changes are made, though, so I'll keep them in a separate list on the first post.

I'll update the list and the readme tonight and build the patch, and release it to the world.

I'm still working on the translation portion of this project and it's almost polished and ready for release.
« Last Edit: February 08, 2011, 11:39:29 AM by darkmage »

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #346 on: February 08, 2011, 10:30:03 PM »
Here's another one for you to take a look at. Whether it's a fix or a mod is up for debate, but I thought I'd toss it into the pile just in case.

darkmage

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Re: FF6 Improvement Project
« Reply #347 on: February 08, 2011, 11:26:32 PM »
I saw that you had submitted that, and it looks really intriguing. Let me make sure I understand what it does:

It changes enemy and PC speed to match the Battle Speed setting in the menu, I saw that much. But the patches suggested by Odbarc - they would keep the speed values equal to Battle Speed 1 but change the pace of battle to 1, 3 or 6 depending on choice?

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #348 on: February 09, 2011, 12:30:41 AM »
I saw that you had submitted that, and it looks really intriguing. Let me make sure I understand what it does:

It changes enemy and PC speed to match the Battle Speed setting in the menu, I saw that much. But the patches suggested by Odbarc - they would keep the speed values equal to Battle Speed 1 but change the pace of battle to 1, 3 or 6 depending on choice?

I'll explain this mathematically, since that's the only way I really can. In the original game, the formula for a player character goes like this:

A = (Speed + 20) * C
Where Speed = character's speed value, and C is the constant derived from taking the ATB multiplier (32 if slowed, 64 normally, 84 if hasted) and multiplying that by 1.5 (now 48 slowed, 96 normally, 126 hasted). I took out the 1.5 multiplier in the patch and just set the multipliers directly to 48, 96, and 126 - this saved 2 bytes.

If it's a player character, the result of that formula is the final speed value. However, if it's an enemy, this formula is used:

A = ( ((Speed + 20) * (255 - ((Battle Speed Setting - 1) * 24 ))) / 256) * C

The above formula is very long and complicated, so I'll simplify:

With a battle speed 1 setting, an enemy's final speed value is: (((Speed + 20) * 255)/256) *C
With a battle speed 3 setting, an enemy's final speed value is: (((Speed + 20) * 207)/256) *C
With a battle speed 6 setting, an enemy's final speed value is: (((Speed + 20) * 135)/256) *C

To simplify it further, let's use an example. Say you have Character A with 35 speed and Enemy B with 35 speed. We'll ignore the * C at the end as it's irrelevant.

With a battle speed 1 setting, A has a final speed value of 55, and B has a final speed value of 54.
With a battle speed 3 setting, A has a final speed value of 55, and B has a final speed value of 44.
With a battle speed 6 setting, A has a final speed value of 55, and B has a final speed value of 29.

In a normal game, you can see how this makes the game easier with a higher battle setting. You might be wondering why the enemy has 54 speed while the character has 55 in option 1 - well, even with option 1, the game still multiplies an enemy's speed by (255/256) and then rounds the remainder down, so the enemy always loses at least 1 speed. Now I will outline what it looks like with the "Battle Speed Mod" patch in effect. Character A still has 35 speed and Enemy B still has 35 speed.

With a battle speed 1 setting, A has a final speed value of 54, and B has a final speed value of 54.
With a battle speed 3 setting, A has a final speed value of 44, and B has a final speed value of 44.
With a battle speed 6 setting, A has a final speed value of 29, and B has a final speed value of 29.

As you can see, the enemy speed is the same, but now the character speed goes down with the enemy speed when you change the "Battle Speed" option in the config menu. This means there will always be a 1:1 speed ratio, which is just like keeping the "Battle Speed" setting on Option 1 all the time in the normal game, but the pace of the battle changes based on what number you set Battle Speed to in the config menu.

Now we finally get to what the enemy speed modifiers do. For some people, having a 1:1 speed ratio makes the game too difficult. Let's say they want the ratio to be similar to that of having a 3 setting in the normal game. So, they apply the enemy speed modifier 3 patch, and now, Character A still has 35 speed, but Enemy B now has 24 speed. Take a look below to see how this changes things when you alter the "Battle Speed" option in the config menu:


With a battle speed 1 setting, A has a final speed value of 54, and B has a final speed value of 43.
With a battle speed 3 setting, A has a final speed value of 44, and B has a final speed value of 35.
With a battle speed 6 setting, A has a final speed value of 29, and B has a final speed value of 23.

As you can see, the 5:4 ratio is present no matter which Battle Speed setting you have. Let's go back to the unmodified game to see which setting has the 5:4 ratio originally:

With a battle speed 3 setting, A has a final speed value of 55, and B has a final speed value of 44.

So, applying the "enemy speed modifier 3" patch will change enemy speeds so that enemies are as fast as they were in the original game with that setting in the original game, but will still allow you to change the pace of the battle. Let's take one last look at how the "enemy speed modifier 6" patch changes the game's difficulty. With this patch, the enemy that originally had 35 speed now has 9. So we have Character A with 35 speed, and Enemy B with 9 speed.

With a battle speed 1 setting, A has a final speed value of 54, and B has a final speed value of 28.
With a battle speed 3 setting, A has a final speed value of 44, and B has a final speed value of 23.
With a battle speed 6 setting, A has a final speed value of 29, and B has a final speed value of 15.

This speed ratio is almost 2:1, and consistent no matter which number you have Battle Speed set at in the config menu.

If you have any more questions, feel free to ask.
« Last Edit: February 09, 2011, 12:42:46 AM by Leviathan Mist »

darkmage

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Re: FF6 Improvement Project
« Reply #349 on: February 09, 2011, 12:41:51 AM »
Wow, that sounds awesome! I appreciate the clarification; I've seen similar math from people calculating stats for WoW, so I was able to follow most of it, but the more clarity, the better.

I've already uploaded the latest version of the patch, but I'll be to include this patch on the next release.  :happy:

darkmage

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Re: FF6 Improvement Project
« Reply #350 on: February 09, 2011, 12:42:41 AM »
OK, new version time!

v1.0
  • Added "Ignore Charm" and "Ignore Kamog" patches by Drakkhen
  • Added "South Figaro's Secret Shortcut", "Frozen Mosaic", "Shop Menu" and "Misplaced Cursor" patches by Novalia Spirit
  • Added "Homesick Gau 1.1" patch by Djibriel/assassin
  • Removed "Gogo Can't Uncurse the Cursed Shield" since I realized I was using 0.85 and a bug report was submitted for this patch  :sad:
  • Branched the project into "Base" and "Complete", for hackers and players respectively (details are covered in the readme)

The patch can be found here: https://sites.google.com/site/shadedmagus/home/projects/ff6-improvement

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #351 on: February 09, 2011, 01:07:33 AM »
I look forward to using this as a base for my hack. Also, might I suggest a text suggestion? Most NPC's names are in all caps, but the game now defaults player names to be in lowercase. These inconsistencies are an eyesore, I mean, when you see something like the following:

BANON: Blah blah blah
Terra: I like to burn things.
BANON: Blah blah blah
Locke: I'm a thief.
ULTROS: I have tentacles!

...doesn't it make you just want to break something?

Removed "Gogo Can't Uncurse the Cursed Shield" since I realized I was using 0.85 and a bug report was submitted for this patch  :sad:

Hmm...the readme still says you're using version 0.60.

Quote
Gogo Can't Uncurse the Cursed Shield fix 0.60 (Imzogelmo)
« Last Edit: February 09, 2011, 01:17:43 AM by Leviathan Mist »

darkmage

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Re: FF6 Improvement Project
« Reply #352 on: February 09, 2011, 08:01:10 AM »
Doh! One of a few things I had forgotten to fix. Don't worry about that one. Try v1.01 instead, and I'll be updating the first post to reflect the new changes.

https://sites.google.com/site/shadedmagus/home/projects/ff6-improvement
« Last Edit: February 09, 2011, 08:09:46 AM by darkmage »

darkmage

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Re: FF6 Improvement Project
« Reply #353 on: February 09, 2011, 08:13:11 AM »
Also, might I suggest a text suggestion? Most NPC's names are in all caps, but the game now defaults player names to be in lowercase. These inconsistencies are an eyesore, I mean, when you see something like the following:

BANON: Blah blah blah
Terra: I like to burn things.
BANON: Blah blah blah
Locke: I'm a thief.
ULTROS: I have tentacles!

...doesn't it make you just want to break something?

It does indeed, and I'll look at changing those when I go to include your battle speed mod. I was going to leave it, but since
a) you're the second person to bring that up, and
b) this version is all some people are going to play,
then it needs to be done. And so it shall!

darkmage

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Re: FF6 Improvement Project
« Reply #354 on: February 09, 2011, 04:30:19 PM »
So I went through the script for the baseline patch and cleaned it up a bit. This will be included in the next release, so expect the following:

  • No more capitalized actor names. WHOOO!
  • Cleaned up bit actor references, so now it's a bit clearer who's referring to what. Narshe Guards/Bodyguards, Imperial Troopers/other Soldiers are examples.
  • Added quotation marks for lines spoken by a member of the group who wasn't specified. This has been in the patch for a while, but I'm mentioning it now.
  • Fixed errors that I missed on my first read-through of the script.

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #355 on: February 09, 2011, 05:02:19 PM »
Excellent! I'm currently working on redrawing the game's portraits using your hack as a base. Here's a sneak preview.

Constructive criticism is welcome :D
« Last Edit: February 10, 2011, 04:29:18 AM by Leviathan Mist »

darkmage

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Re: FF6 Improvement Project
« Reply #356 on: February 09, 2011, 08:30:49 PM »
They're looking good so far. As much as I like Amano's work, his portraits don't match the character sprites, which bugs me.

I assume this is a semi/quasi anime style? Some more detail and those will be excellent.

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #357 on: February 09, 2011, 09:36:16 PM »
They're looking good so far. As much as I like Amano's work, his portraits don't match the character sprites, which bugs me.

I assume this is a semi/quasi anime style? Some more detail and those will be excellent.

Indeed. I'm still doing touch-ups on Locke's portrait... I also did slight modifications on Terra's eyes. I didn't actually draw these from scratch - I'm not THAT talented. I used actual pictures as a template, and had to shrink them to 40x40 (which presents some limitations) and then save them as 16-color bitmap (which gets rid of almost all their original colors, so I have to recolor them all from scratch.) Then, I make the necessary modifications to make them look like the character...like the bandana on Locke, I had to draw that myself, and I'm still trying to fix it up to make it look better.

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Re: FF6 Improvement Project
« Reply #358 on: February 10, 2011, 01:20:24 AM »
its good to see that this is still in the works :)
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

Tzepish

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Re: FF6 Improvement Project
« Reply #359 on: February 10, 2011, 02:41:56 AM »
That speed mod sounds awesome - I never realized the original setting was broken.  I always set it to the fastest setting without thinking about it.

BTW, the game is pretty easy in general, so I'd recommend the hardest version of that speed patch (since it seems that all are equally correct anyhow).