øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2040.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcbd5.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.20e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcbd5.html.zx3$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/}-OKtext/htmlISO-8859-1gzip8:Ö}-ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:51:40 GMT0ó°° ®0®P®€§²ð®3$h^ÿÿÿÿÿÿÿÿÈ-}- New patch: Save Point Glitch fix

Author Topic: New patch: Save Point Glitch fix  (Read 3309 times)

13375K31C43R

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New patch: Save Point Glitch fix
« on: May 05, 2015, 11:16:34 PM »
Hi! I'm new to this site, so I don't know if there's any easier way to get attention for new patches...

Anyway, ever since I first discovered that there were bugfix patches for my FF3 SNES ROM, I've been applying patch after patch to iron out as many as possible. I know darkmage has a project dedicated to it, but I don't think there's a single patch on his list I haven't applied, so I won't bother with it (sorry, darkmage). But in light of that, if he's interested in applying Imzogelmo's broken "Gogo cannot uncurse Cursed Shield" patch, I've discovered the reason it's broken: a byte at C2/5FE5 was accidentally left out. Adding that byte back in as per the included documentation will fix the patch. (Imzogelmo, I hope you see this too.)

But I digress. I added all those patches to my ROM a LONG time ago...and also made some other changes on top (mostly dialogue improvements). I won't make my super-patched ROM available to you, unfortunately, nor will I upload a patch for it, the reason being that I'd feel compelled to list all of the changes, but it's been so long that I don't remember all of them, and some of the patches are now unavailable to access, making it impossible to re-find all of the information. There are probably even some changes that people might find...questionable. But they made sense in my mind, and I'm still proud of them.

However, lately I've discovered documentation on other parts of the code, and subsequently realized that there were some other bugs that I was able to fix, but not to find a pre-existing patch for them. I think it's time to remedy that atrocity, so I've included a patch for the first of those bugs, the Save Point Glitch. This happens when you switch from a party on the Save Point to a party not on a Save Point, but still remain able to save and use Tents/Sleeping Bags. There are some people who think it's not necessarily a bug, partly because it was never fixed in any other version of the game, but I see it as one. So... if you're a purist, this patch is for you! If you'd rather not remove this unspecified, likely unintended "feature" that lets you save and heal using an item you rarely use, feel free to ignore it.


:edit:
Up until this point, the patches I've released to this forum have only been intended to be used on the US version of the ROM. However, I can now confirm that this patch is usable on the Japanese version as well.

:edit:
Minor update, slightly reduces the size of the patch. No functional changes whatsoever.

:edit:
Took me long enough...I FINALLY managed to port this patch to GBA!
« Last Edit: November 21, 2017, 06:11:25 AM by 13375K31C43R »
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

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Re: New patch: Save Point Glitch fix
« Reply #1 on: May 06, 2015, 12:02:28 AM »
FFVI, while an astounding game... is a very, Very glitchy game, which isn't surprising seeing how much they tried to do with it. Keep up the good fight on getting rid of those bugs. Perhaps one day we will have a version of FFVI with no bugs at all.

TheNattak

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Re: New patch: Save Point Glitch fix
« Reply #2 on: May 06, 2015, 01:08:51 AM »
Cool stuff. Nice job on the Save Point fix! And the other incoming ones sound real nice as well, and most welcomed.

I'm wondering about this one though:
- Sabin moves without walking after recruiting him in the World of Ruin

When, where, or under what circumstance does this happen? I've never noticed it and it sets him back to walking in the event code after he hops down twice after letting go of the collapsing house. I'm trying to see it in action here, but he looks to be walking fine while moving in that event and afterwords as well. Perhaps I'm misunderstanding?
« Last Edit: May 06, 2015, 01:45:24 AM by TheNattak »

13375K31C43R

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Re: New patch: Save Point Glitch fix
« Reply #3 on: May 06, 2015, 10:21:18 AM »
I was playing through the game, went to Tzen with Celes after leaving the Solitary Island, went through the collapsing house, saved the child inside, and recruited Sabin as usual. Celes was the lead character in the party the whole time. Subsequently, there were several scenes where Sabin was made visible, but his sprite moved by gliding instead of walking. This included:
- Staying at an Inn
- Greeting "Gerad" at Jidoor
- Greeting Edgar in the Figaro Castle basement

I found I was able to correct this behaviour by making Sabin the lead character. If you don't see this, if his movement seems correct to you, then it may be that somehow there is something wrong with my ROM file...I'm pretty sure his behaviour used to be correct...but all I know is that for my ROM, it wasn't. And you're right, in the event code it's supposed to set him to walk when moving, so I'm not sure why it doesn't seem to be the case for me. Needless to say, I have fixed the problem, though maybe not in the correct way.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

assassin

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Re: New patch: Save Point Glitch fix
« Reply #4 on: May 06, 2015, 12:04:25 PM »
re the Save Point fix: nice work.

Quote
There are a few other bugs that I've fixed by myself and plan to upload patches for them as well. They include:
- Regen, Poison, Seizure and Phantasm statuses kill you if you've been Air Anchored

http://www.romhacking.net/hacks/303/  OR
http://slickproductions.org/ff6patch.php?id=Fix%20-%20Anchors%20Aweigh

Lenophis is in the process of catching other non-action turns with that.

TheNattak

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Re: New patch: Save Point Glitch fix
« Reply #5 on: May 06, 2015, 02:18:21 PM »
I was playing through the game, went to Tzen with Celes after leaving the Solitary Island, went through the collapsing house, saved the child inside, and recruited Sabin as usual. Celes was the lead character in the party the whole time. Subsequently, there were several scenes where Sabin was made visible, but his sprite moved by gliding instead of walking. This included:
- Staying at an Inn
- Greeting "Gerad" at Jidoor
- Greeting Edgar in the Figaro Castle basement

I found I was able to correct this behaviour by making Sabin the lead character. If you don't see this, if his movement seems correct to you, then it may be that somehow there is something wrong with my ROM file...I'm pretty sure his behaviour used to be correct...but all I know is that for my ROM, it wasn't. And you're right, in the event code it's supposed to set him to walk when moving, so I'm not sure why it doesn't seem to be the case for me. Needless to say, I have fixed the problem, though maybe not in the correct way.

I realized it would be an issue instead with Party Character 1 (second spot), or possibly Party Characters 1-3, since for Sabin there it's using an NPC of him on the map. But yeah I can't seem to trigger it, did you do any event work to your ROM by any chance? Or any patches applied maybe that edit event code around there?

13375K31C43R

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Re: New patch: Save Point Glitch fix
« Reply #6 on: May 06, 2015, 03:18:29 PM »
Quote
http://www.romhacking.net/hacks/303/  OR
http://slickproductions.org/ff6patch.php?id=Fix%20-%20Anchors%20Aweigh

Lenophis is in the process of catching other non-action turns with that.

Oh, right, I think I actually did apply that patch at one point. The only one I remember that I never applied was Genjioff, which was a game-breaker. Anyway, if that's all covered, then I might as well skip posting that patch. To be honest, I haven't yet been in a position to test my fix, because I haven't acquired the Air Anchor.

Quote
I realized it would be an issue instead with Party Character 1 (second spot), or possibly Party Characters 1-3, since for Sabin there it's using an NPC of him on the map. But yeah I can't seem to trigger it, did you do any event work to your ROM by any chance? Or any patches applied maybe that edit event code around there?

I only recently started making manual mods to the event code in my game, and nothing I can remember other than the change I made to fix the problem had anything to do with that particular event. I know there are some other patches that alter event code, such as the "Shadow Leaves One-Man Party" patch, which I have applied, but again, I can't recall any that are relevant to my problem. I don't think there were any modifications to the event functions in bank C0, either, apart from some optimization-related shifting of code that I did as part of a previous failed attempt to fix the Save Point Glitch. I still have those changes, so I might try reverting them. Meanwhile, I guess I'll forgo uploading a patch for this until someone else confirms it's a real problem.

I do know that I once had a problem at the Floating Continent where my character couldn't leave the Save Point area because every time they tried, they'd just fall back in instead of walking forward. I have no idea what the cause was because all I did to fix it was just manually reapply the changes I'd made to an older version of the mega-patched ROM and somehow the problem went away. I also noticed Celes gliding on the airship instead of walking during the scene right before the Floating Continent emerged. I don't think anyone will have problems like this just by uploading any of my patches, though. I think it's just a problem with my ROM as the result of some outstanding change.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

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Re: New patch: Save Point Glitch fix
« Reply #7 on: May 13, 2015, 04:52:33 PM »
OK, that is weird... I just tried going through the same sequence, recruiting Sabin in Tzen and staying at an Inn, but this time on a pure, unedited ROM. Somehow, he is STILL not walking. I wonder if it's an emulator problem?

I've only recently noticed this issue because every other time I played through the game, I put Sabin as the lead character, which allowed him to walk. Now, somehow, even on an unmodified ROM, he just sort of glides along.

I hope it's not something in memory being set incorrectly...I started out by loading a save state with Celes just inside the entrance to the collapsing house. I don't want to have to play through the whole game again from the beginning just to see if I can correct this issue in the unedited ROM. That's sort of how I fixed my problem on the Floating Continent.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

TheNattak

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Re: New patch: Save Point Glitch fix
« Reply #8 on: May 13, 2015, 07:22:40 PM »
Is the save state you are using there from your edited ROM perhaps? It sounds like an event edit that may have caused the issue staying still while walking is still set in memory on that save. If not, I'm not sure =X

13375K31C43R

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Re: New patch: Save Point Glitch fix
« Reply #9 on: May 14, 2015, 01:06:43 AM »
That save state was from the edited ROM, but I did have some saves from earlier in the game. I went back as far as fighting the IAF on the way up to the Floating Continent, because I knew Sabin would be walking there, and indeed, when the party separated upon confronting Gestahl and Kefka, Sabin walked. But then, once again, I played all the way through from there, the world got destroyed, I recruited Sabin in Tzen again...and he's still just gliding along. So, if there is some memory bit set somewhere that is causing this issue, it's gotta be pretty frickin' early.

I just hope I'm not going crazy, here. I hope someone else will come here and confirm that they are having the same issue so I know it's not just me.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

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Re: New patch: Save Point Glitch fix
« Reply #10 on: June 18, 2015, 12:41:19 PM »
I noticed this problem again with another character: Strago. After re-recruiting him at the Fanatics' Tower, I went to Figaro Castle and took a nap...and he didn't walk. He glided over to the bed.

I wonder if there's a problem with the game telling my characters to do these things while treating them as NPCs.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

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Re: New patch: Save Point Glitch fix
« Reply #11 on: June 18, 2015, 02:27:42 PM »
I didn't see this until today (or at least I didn't notice it).

I have used a savestate from http://fantasyanime.com/finalfantasy/ff6/ff6saves.htm , more exactly "Save 22: Yeti's Cave". If I load the savestate and go to sleep to Figaro's Castle, I see Strago gliding, but if I load the .srm file, he walks xD

Tested it with my hack and with a clean rom.

Maybe, it's something related to savestates and not the game.

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Re: New patch: Save Point Glitch fix
« Reply #12 on: October 13, 2016, 11:10:37 PM »
There's a difference between the non-headered FF3 patch in the old versus the new versions of this. Specifically, this byte:

Old:
6D70: 05

New:
6D70: B4

This check is for the sfc files after they've been patched, rather than the ips files.

EDIT: On reflection, the old archive contains a headered patch and a non-headered patch that give different outputs. The non-headered one in the old archive is the only one with the 05 in the 6D70 byte. The old headered one matches the new archive's example. I assume the old archive had the faulty file, then. I'll need to update the omni-patch.
« Last Edit: October 13, 2016, 11:18:21 PM by C. V. Reynolds »
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13375K31C43R

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Re: New patch: Save Point Glitch fix
« Reply #13 on: October 13, 2016, 11:21:52 PM »
Weird...the "new" byte, as you claim, is what it's supposed to be in order to point to an RTS. I don't remember it ever being anything different.
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Re: New patch: Save Point Glitch fix
« Reply #14 on: October 13, 2016, 11:29:07 PM »
Weird...the "new" byte, as you claim, is what it's supposed to be in order to point to an RTS. I don't remember it ever being anything different.

Yeah, it's always been the same in the headered file. Only the old non-headered version was affected. There's nothing to fix now because you already fixed it. Must have been some sort of IPS corruption before?
I'm the former Hollywood Narrator from GameFAQs.

I'm a published novelist. My novels "Universe Eleven Series - Blue Ruin" Part 1, Part 2, and Part 3 are for sale on Amazon (check my website) in print and ebook formats.