Author Topic: C. V. Bug-Fix Comp and C. V. Script Fix (for SNES NA 1.0 version)  (Read 15872 times)

Chronosplit

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #120 on: May 23, 2017, 05:07:17 PM »
What patches would be removed from the light version, exactly?

Chronosplit

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #121 on: June 04, 2017, 08:14:49 PM »
Good news everyone!  I finally got FF3USME running in Wineskin with vcrun2010 (took forever to find the origin of a certain dll... :bah:).  Which means I can finally get started on a project.  Since no one has talked about doing it yet, I'm thinking of attempting to get darkmage's script back up and running in an environment where all is harmonious with the CV.  I have other standard uncensoring and name fixes (It wouldn't me me if names weren't updated) planned as well.  Will post as progress goes somewhere, this may take a while, bear with me.

In the meantime, here's a handy gift from me: an anti patch for Petty Sign Fix, non-header.  Extremely useful for those putting in Pub Signs (so I have seen anyway).

EDIT: Script import worked out fine with town dialog expansion.

In the meantime, here's a list of what will happen:
-Darkmage's script, in it's full glory and compatible with most things (hopefully).
-Uncensor patches to match with it, mostly Lord J's and Dr. Meat's for the Final Battle (also a thanks to Rodimus Primal for supplying me with a download, after Dropbox decided to be a butt with the original links).
-FFVI titlescreen patch, for matching purposes.
-Lowercasing patch.  Also lowercase location names to match the script (sorry, I'm breaking with this because I liked TWUE's take on it).
-GBA font (this is unavoidable, it seems that the script relies on this to make the intro sequence all one page.)
-The ability restoration patch that was mentioned earlier in full version, but I'll be putting the "job" names back to the originals once I get a table editor going.  This also expands the ROM to 32 Mbits.  Will also be looking at monster and item names, they will receive updates to the tune of Advance.
-Will look into the Japanese Silence Medal.  I'll most likely be putting that in there.
-If the planets align, the restoration of Bushido naming and button config screens will make it in here.  Hey, as long as we're uncensoring...

I'm not looking at a full Improvement restoration, so if you're wanting the rest of darkmage's enhancements you'll have to throw those in yourself.  There also won't be any alterations from the script, so GP stays GP.  Also... I dunno if this is going to be big enough for it's own thread or not.

EDIT 2: When I said a while,  I mean a long while.  Everything has somewhat hit a brick wall due to FF3USME not behaving right (namely, the item editor full-on crashes when another item is selected outside of the top.  Script editor works fine.  This is Wineskin related).  Argh.
« Last Edit: January 12, 2018, 10:46:55 AM by Chronosplit »

Tenkarider

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #122 on: June 09, 2017, 11:47:13 AM »
does this crash with FF3usME happen with your patch?
if that's not the case tell me more, never heard about it  :eek:

Chronosplit

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #123 on: June 09, 2017, 03:43:23 PM »
does this crash with FF3usME happen with your patch?
if that's not the case tell me more, never heard about it  :eek:
It's not the patch's fault or anyone's but mine, I've looked at the logs and this is Wine (or specifically the Wineskin wrapper) acting out.  Another Winetrick doesn't seem to fix it either.  I've tested it on a clean FFIII too and got the same result.

Not begging or anything but this can be feasibly done by someone else if they want without much trouble.  It imports and plays after great and most of what you need to do is in one tool, the most work to be done textually is names to match up with the script/hex editing classes for the magic expansion patch and minor alignment issues (opera did not get extensive testing), but for now I'm out until the point that I can either fix it or get a Windows OS (I'm currently sharing a comp, so something as space chewing as a good sized VM or Win partition is out of the question).  One could just hex edit too I suppose.

I know there's a Mac tool out there, but it won't cooperate either.  This tends to happen with OSX updates.
« Last Edit: June 09, 2017, 11:43:55 PM by Chronosplit »

Dev J

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #124 on: June 13, 2017, 04:37:39 PM »
Just wondering if a version of CV's bug patch could be made without the Banon Riding patch. Reason being, it corrupts the sprites in FF3USME; yes, the Banon anti-patch can be applied to fix this, but it restores all sprites to default. So when applying the bug patch to a rom that you've taken the time to edit/change the sprites of, all that work will be instantly wiped out upon applying the bug patch. I don't know for 100% sure if the Banon patch is specifically what's making the sprites go back to default, but from what Leet said, it's most likely the cause. Makes sense to leave Banon out & those who want it can apply it solo. Just a suggestion; would sure make it easier on me particularly since I've already done all my sprite editing & can't use this great patch in the meantime.

BTW, If CV decides to remove Banon, maybe I could talk him into not using Novalia's The Sealed Door patch too. With certain patches and/or various FF3USME editing, it breaks the interior maps of WOB Jidoor & at least one other town. I've used CV's bug patch extensively with many other patches, and other than Banon breaking & resetting sprites, I haven't come across any major issues until I get to WOB Jidoor, at which point things start to go haywire. I think if you remove Banon & Sealed Door, people could use this patch with a lot more confidence when combining with other common patches.
« Last Edit: June 14, 2017, 04:05:24 PM by Dev J »

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #125 on: June 14, 2017, 12:40:05 PM »
Just wondering if a version of CV's bug patch could be made without the Banon Riding patch. Reason being, it corrupts the sprites in FF3USME;
This has been mentioned before more than once; the reason it corrupts the sprites in FF3usME is because the pointers to the sprites in FF3usME are hard-coded. FF3usME should be updated to read those pointers from the ROM.
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Aerdan

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #126 on: June 21, 2017, 11:09:04 PM »
In re the original script fix: "'til" is valid English (it's a contraction of 'until'), and neither definition of 'till' replaces it. Ignore your spellcheck on this one.

</nitpick>

C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #127 on: June 23, 2017, 08:28:51 AM »
Hm. 'Till, 'til, and til are all used in the game. I wanted it to be consistent and there's no reason to use all three variants in the script. Especially when they're all pronounced the same. Especially when 'till isn't an actual word at all. Especially when 'til is terrible. ;P

I could change all three variants to be "til" in all instances, though. Til is the original form of the word. I just used "till" because I prefer it and believe it better than all other forms. :3

Til isn't a contraction of until, though. http://grammarist.com/usage/until-till-til/


As for removing bug-fixes from the patch for compatibility with hacking utilities... It won't happen. Sorry for any inconveniences there, but it isn't the fixes' fault the utilities aren't incompatible. And, of course, the point of the comp patch is to fix as many bugs as possible. I'd like to stay that course.


Finally, on the subject of the "light" version of the patch. I don't know. I haven't had time to research which patches to include/exclude from the light version.
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Dev J

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #128 on: June 23, 2017, 11:00:17 AM »
I think my point was that there's the inclusion of a small patch (Banon) that puts a minor character on a chocobo, vs. it's wiping out all sprite changes, which would seem rather important compared to its value. And The Sealed Door patch corrupts internal maps of Jidoor, among other towns, while providing very little value. Without those 2, it raises the usability of the bug fix patch quite a bit for anyone who does any editing in USME, or adds other patches (such as Hatzen's.) However, you make a good point: a patch this comprehensive seems mainly for non-hackers to simply apply & use with no further editing or patches. For those of us who edit in USME or add other patches before or after your bug fix patch, we're flirting with disaster since that consistently causes conflicts & weird stuff to happen. It's best not to use it & instead apply various patches one at a time. I learned the hard way, lol. I love your mega patch so much that I was bound & determined to make it work with other patches & USME, but it's not happening for me.
« Last Edit: June 23, 2017, 11:09:03 AM by Dev J »

Chronosplit

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #129 on: June 23, 2017, 04:28:25 PM »
On the subject of the light patch, here is a list that may be worth less than I think:
-When a script patch is used, all text-related problems patches exist for are usually fixed right away.  It would be better safe than sorry to remove description fixes, dialogue string fixes, etc. because they can potentially overwrite things or worse.  That depends on factors such as patching order.
-Map Mishap seems to be a big no-no for mixing with other patches.   It tends to work better on a base due to it's nature.
-The thing with Multi Steal Fix is caused by usage of an older version of the spell expansion patch.  I would say that it wouldn't be uncommon to see this in script patches, but I've really only seen this used with one patch so far.
-I haven't seen a script patch that doesn't use Pub signs.  Petty Sign Fix is for use with only Cafe signs.  Back to better safe than sorry.
-A couple patches change Fight to Attack.  No X in Fight has an anti-patch, so this is up to you.  I don't think the patch would interfere with Attack.
-Some patches deal with "Shadow leaves empty party behind" issues differently.  Shadow Gone may have to be on the chopping block.

I don't think there are any other big issues that I can think of at the moment.
« Last Edit: June 23, 2017, 04:48:36 PM by Chronosplit »

C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #130 on: June 23, 2017, 05:14:14 PM »
Dev J: I seem to have misunderstood. You're saying Banon Riding wipes out all sprite changes? It would do so even if FF3usME was coded correctly? Can we fix that in any way? I don't see how The Sealed Door would corrupt Jidoor, but I'd love to hear why and how it does. No sarcasm.

Chronosplit: Any input is good. Thank you. :3 Just be aware that I'm unlikely to remove anything just for compatibility to those who are doing it wrong. So Multi-Steal would stay, for example. Shadow Gone would stay as well, as would anything else that edited code outside of maps/text/monsters. But the other stuff you mentioned and all patches resembling them would definitely be excluded from a "light" version of the comp patch. Inclusion/exclusion of an anti-patch doesn't really mean anything to me. I never use them anyway. I create my own anti-patches and feel everyone could/should. :3 Not sure about No X in Fight, though...
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C. V. Reynolds

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #131 on: June 24, 2017, 07:46:21 PM »
Hoi. :3

Just a quick update to quick-fix a conflict between Map Mishap and Phoenix Chest. I just changed the patch order. I'll likely need to update again when Leet Sketcher does an official fix. :3
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assassin

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #132 on: June 30, 2017, 03:53:00 PM »
a possible ghost from the very distant past arrives...

the game zeroes a character's in-battle Current and Max MP unless they have at least one of the following:

- Magic/X-Magic command and at least one spell known
- Magic/X-Magic and an Esper equipped
- simply have Lore command

suspicion: my Brushless Sketch patch will wrongly avoid the MP zeroing for characters who have the Leap command and are on the Veldt, or have the Dance command with at least one dance learned.  this is due to not adjusting two branches into an optimized function.  i realized this today when studying the code in preparation for making a patch version that no longer reads item icons, instead giving brushes an unused bit in the weapon data, and no longer needs free space as well.

can anybody confirm this flaw in gameplay?  if it indeed exists, i'll fix the current patch (because who knows how long the overhaul will take), after posting the needed hex changes in this thread.

thanks.
« Last Edit: June 30, 2017, 04:04:11 PM by assassin »

Xenovant

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #133 on: June 30, 2017, 04:45:56 PM »
I can confirm the bug with Leap and Dance exists, but I have never noticed it until now :P
« Last Edit: June 30, 2017, 04:53:04 PM by Xenovant »

assassin

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Re: C. V. Bug-Fix Comp and C. V. Script Fix
« Reply #134 on: July 02, 2017, 06:34:44 AM »
thanks!  that shows how insidious it it. :P  2 bytes to fix it:

FF3us:
C2/543C: 80 F6  BRA $5434
C2/5443: 80 EF  BRA $5434

FF6j / RPGOne:
C2/5424: 80 F6  BRA $541C
C2/542B: 80 EF  BRA $541C

untested, but pretty simple.