Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=messages;u=104e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexce20.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=104e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexce20.html.zxh^ ĐOKtext/htmlISO-8859-1gzip@ĐTue, 10 Mar 2020 23:32:14 GMT0 0Ph^Đ Show Posts - mblock129

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Messages - mblock129

Pages: 1
1
Game Modification Station / Re: Add more fields to the patch database?
« on: March 13, 2013, 09:08:28 PM »
There is a utility out there that automatically finds and reports patch conflicts. It was made by me.

http://zephyr129.brinkster.net/patchconflict.html

2
Game Modification Station / Re: FF6 Improvement Project
« 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.

3
Game Modification Station / New Software Tool: Patch Conflict Finder
« on: December 13, 2010, 08:11:13 PM »
I created a utility that looks at a group of patches, finds out if any of them occupy the same space as each other, and reports where the conflicts are.

http://zephyr129.brinkster.net/patchconflict.html

It's not much to look at but it gets the job done.

4
Game Modification Station / Re: FF6 Improvement Project
« on: November 23, 2010, 08:13:37 PM »
Thanks for sending me the patches darkmage.
I ran the test and the output was a bit anticlimactic:
Code: [Select]
Patches:
ff6_snes_AutoSwordlessRunic.IPS
ff6_snes_BrushlessSketch.IPS
Address: 0x20688 - 0x20688
--
Patches:
ff6_snes_AutoSwordlessRunic.IPS
ff6_snes_BrushlessSketch.IPS
Address: 0x206D7 - 0x206D7
--
Patches:
ff6_snes_AutoSwordlessRunic.IPS
ff6_snes_BrushlessSketch.IPS
Address: 0x206F0 - 0x206F1
--
Patches:
ff6_snes10_ForWhatAilsYa_multi-steal_header.ips
ff6_snes10_MultiSteal_header.ips
Address: 0x23BE9 - 0x23BEB
--
Patches:
ff6_all_MagRoaderScriptFix.IPS
ff6_all_SrBehemothFix_header.ips
Address: 0xFA106 - 0xFA106
--

I manually verified that in each of these cases the conflicting patches are each writing a different value to the same address. (It wouldn't really be a conflict if they were writing the same value to the same address.) Whether or not these are actual bugs I don't know.


I was expecting to see more of my patches on that list. Is it possible that there are some changes made to the ROM that aren't on this list of patches? Here is the list:
Code: [Select]
ff6_all_AdditionalRages.ips
ff6_all_BanquetGuards.IPS
ff6_all_ColorCodedMPDigits.ips
ff6_all_Control_MenuUpdate.IPS
ff6_all_Control_MPCost.IPS
ff6_all_CureCastinKid_CanPlusMinus.ips
ff6_all_DuncanStaysPut.ips
ff6_all_DuplicateEnemyNames_func2C30.ips
ff6_all_EdgarRevealed.ips
ff6_all_Evade.IPS
ff6_all_GenjiGlove.ips
ff6_all_GoldWrexsoul.IPS
ff6_all_GrandStairwayFixes.ips
ff6_all_InvertDmgIfUndead.ips
ff6_all_KingOfVanity.ips
ff6_all_MagRoaderScriptFix.IPS
ff6_all_MuteStealsRageStatus.IPS
ff6_all_NameLowercased.ips
ff6_all_NoStatusTimerReset.IPS
ff6_all_PinkGogo.ips
ff6_all_PsychoCyan.ips
ff6_all_Rippler.ips
ff6_all_ShadowIsNotAGirl.IPS
ff6_all_ShadowLeavesOneManParty.ips
ff6_all_SrBehemothFix_header.ips
ff6_all_ThatDamnYellowStreak.IPS
ff6_all_TheyOnlyJumpLeftInZozo.ips
ff6_all_UncensoredGfx.IPS
ff6_all_Vanish-Doom.IPS
ff6_all_ZoneSeek&FreeSpace.ips 
ff6_snes10_AirAnchor.ips
ff6_snes10_BorderCrossing_header.ips
ff6_snes10_CantLoseForWinning_header.ips
ff6_snes10_Crusader&Reflect_header.ips
ff6_snes10_EconomizerTweak.ips
ff6_snes10_ElementalDisplay_header.ips
ff6_snes10_EsperMPCost_header.ips
ff6_snes10_ForWhatAilsYa_multi-steal_header.ips
ff6_snes10_ICondemnTheeToHell!_header.ips
ff6_snes10_Jump_Megafix-A.IPS
ff6_snes10_MultiSteal_header.ips 
ff6_snes10_OfferingCanMiss.ips
ff6_snes10_Sketch.IPS
ff6_snes10_SlotDerigging.IPS
ff6_snes10_SwdTechSpeedup.ips
ff6_snes10_ThereCanBeOnlyOne!_multi-target2_header.ips
ff6_snes10_ToJokerDoomOrNot.ips
ff6_snes_1WayImmunity.IPS
ff6_snes_AirshipGameOver.ips
ff6_snes_AlphabeticalRages.IPS
ff6_snes_AutoSwordlessRunic.IPS
ff6_snes_BrushlessSketch.IPS
ff6_snes_CaptureWpns.ips
ff6_snes_CarveStone.ips
ff6_snes_ChocoboStable.ips
ff6_snes_CowardlyDog.ips
ff6_snes_Dash-A.ips
ff6_snes_DeceptiveTapir.IPS
ff6_snes_device.ips
ff6_snes_DisrespectulZombie.IPS
ff6_snes_EnemyFC05.IPS
ff6_snes_FF6Intro.ips
ff6_snes_FlightOfStormDrgn.ips
ff6_snes_Gogo&CursedShield.ips
ff6_snes_GrassEncounter.ips
ff6_snes_IgDefIfSafeOrShell_header.ips
ff6_snes_Jump_Launcher-SBall.IPS
ff6_snes_LeteRiverTunnelVolume.ips
ff6_snes_MagicMenuSorting.ips
ff6_snes_MgDmgOverflow.IPS
ff6_snes_MissingDialogue.ips
ff6_snes_MTekInCyansSoul.ips
ff6_snes_MuddledMantra.IPS
ff6_snes_MuddledPalidor.IPS
ff6_snes_NamingShadow.ips
ff6_snes_Pincer&Row.IPS
ff6_snes_RegulationDice.ips
ff6_snes_SFigaroShortcut.ips
ff6_snes_ShadowChupon.ips
ff6_snes_SketchingMime.ips
ff6_snes_StackableImmunity.IPS
ff6_snes_StepMineDigit.IPS
ff6_snes_Tile_NarsheGate.ips
ff6_snes_Tile_NarsheSecretEntrance.ips
ff6_snes_VanishingLightObject.ips
ff6_snes_VanishingMagicite.ips

I also have an output that lists every address that is written to by any patch. It weighs in at 34K but I can provide it if requested.


5
Game Modification Station / Re: FF6 Improvement Project
« on: November 15, 2010, 10:43:17 PM »
I just whipped up a quick and dirty program that looks through a set of patches and finds any conflicts. If anyone has a zip file of all the individual patches that make up the Megapatch, I could run them all through and find every single conflict.

My email is cape_zephyr@yahoo.com

6
Game Modification Station / Re: Free space used by patches
« on: January 28, 2010, 09:05:27 PM »
Oops. I should have mentioned earlier that my webpage has moved. Would you mind updating that please? The new url is:

http://zephyr129.brinkster.net/

7
Game Modification Station / Re: Free space used by patches
« on: January 23, 2010, 08:07:17 PM »
Good to hear. I've been looking forward to a new version. :)

8
Gaming Discussion / Re: How to do Step Mine for 0 MP
« on: January 13, 2010, 08:40:41 PM »

mblock, is this your discovery?

As far as I know.

Just in case anyone was wondering, I'm willing to waive any first dibs on making a bugfix for this. Not really my area of expertise.

9
Game Modification Station / Re: FF6 Improvement Project
« on: December 13, 2009, 07:44:26 PM »
Well, when I first read about this, I thought it sounded impossible. Then when I tried to recreate the problem the game never froze on me. I think there is another patch taking up the same free space as the Zozo jumping one. Can you tell me what the contents of your ROM are from $D0125 to $D0145?

Is it this:
Code: [Select]
31 8E 49 E0 01 16 E0 01 49 E0 04 C7 C3 C8 02 FF FE 31 8C 17 C2 E0 04 4A DC 80 C8 00 49 C6 FF 3A FE

10
Game Modification Station / Re: FF6 Improvement Project
« on: December 11, 2009, 10:39:46 PM »
mblock129's "Miraculous, Death-Defying Always-Left-Facing Jumps in Zozo" fix comes to mind, though i won't jump to conclusions.


Ha ha. Pun intended of course. :)

Aaaaaaaaaaaanyway, I guess I'll look into the conflict. Was this in the WoB or WoR?

11
Gaming Discussion / Re: How to do Step Mine for 0 MP
« on: October 02, 2009, 09:12:05 PM »
@ Lenophis
I see what you're suggesting but the FC would be very impractical. You would have to get from the end of the FC to picking up Strago/Gogo in the WoR without checking the menu. That means no equips for Celes. But I did try hacking the events so you start on the Solitary Island with Strago in your party and I was able to go out and fight some battles. Step Mine was indeed 0 MP.

Another thing worth trying would be to delay picking up Sabin in the WoR, and use that timed event instead. You could probably pull a free Step Mine on Kefka that way. Unless the part where you choose your fighters for the final battle updates the clock...

@ Assassin
Brinkstars, Brinkstoners...

Fighting and winning battles doesn't refresh the clock. Neither does loading a new map, staying at an inn, buying/selling, changing parties in the Airship, having that guy remove everyone's equips, riding a Chocobo,  finding the Floating Continent, or participating in an auction. Cart saves and tents can't be tested because you must check the menu.

12
Gaming Discussion / How to do Step Mine for 0 MP
« on: September 28, 2009, 08:58:13 PM »
This invloves exploiting 2 bugs and can only be done in a few select places but it is possible.

The 2 bugs:

1. In a timed area (like the escape from the Floating Continent), Step Mine's MP cost is calculated from the time remaining (MM:SS) not the total time elapsed in your game (HH:MM). Step Mine costs 1 MP for every 30 seconds left. So if you've only got 29 seconds left until the Floating Continent explodes, Step Mine is free.

2. Step Mine's MP cost is not calculated from the actual time. It is calculated from the time when you last went to the subscreen (by pushing X). On a side note the damage is calculated from the actual step count. You don't need to exit to the subscreen to refresh this.

So, wait until there are 29 seconds left on the Floating Continent (or the collapsing house in Tzen), go to the subscreen, then get in a fight. You got yourself a free Step Mine.

Here's a picture:
http://zephyr129.brinkster.net/stepmine.html

Another thing you can do is charge up your Step Mine for a big battle, but don't go to the subscreen. You get the increased damage without the increased MP cost.

13
I got your PM, Lenophis.

I was aware that Geocities is going byebye. I haven't decided yet if I'll make a new site or allow others to host my stuff.

I haven't completely disappeared; I'm just not as prolific as I was in my heyday. Who knows, maybe I'll even make another patch someday...

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