øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2279.15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd4eb.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.20e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd4eb.html.zx4$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P\¡ûOKtext/htmlISO-8859-1gzip0|Ö¡ûÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:51:41 GMT0ó°° ®0®P®€§²ð®4$h^ÿÿÿÿÿÿÿÿ¹!¡û New patch: Menu Malarky Bug fix

Author Topic: New patch: Menu Malarky Bug fix  (Read 2292 times)

Imzogelmo

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Re: New patch: Menu Malarky Bug fix
« Reply #15 on: February 11, 2017, 09:18:35 PM »
Yeah, just re-reading over Zed's bug guide, and I would think that Leet's new patch (other thread) should prevent the invisible stepping stone bug there.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

Xenovant

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Re: New patch: Menu Malarky Bug fix
« Reply #16 on: February 15, 2017, 06:04:05 PM »
I think we should call an exorcist :P.

With the 1.1 version sometimes the npcs seem to be doubled. You see the regular npc walking but there is an invisible copy of it, that can block and talk to you. If you talk to the "ghost" (that normally you find on the starting point of the npc) the visible one reacts.



I have seen this bug on other maps, too, but you can trigger it easily at the colosseum, fighting chupon (the fight ends quickly :P). It doesn't happen always, though, you might need 4-5 tries for seeing it. Sometimes the game even crashes after a few minutes.

« Last Edit: February 15, 2017, 06:09:37 PM by Xenovant »

13375K31C43R

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Re: New patch: Menu Malarky Bug fix
« Reply #17 on: February 15, 2017, 10:00:03 PM »
Is that a normal thing or is my patch causing it? I tend to think it's the former.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Xenovant

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Re: New patch: Menu Malarky Bug fix
« Reply #18 on: February 15, 2017, 10:26:42 PM »
The patch, and just the new version (v1.1). I never encountered this bug when I was using the first one.

13375K31C43R

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Re: New patch: Menu Malarky Bug fix
« Reply #19 on: February 15, 2017, 11:44:40 PM »
Huh... That's weird that it would only affect v1.1. I notice that the NPCs in the Colosseum are ones that move randomly about the map, and I found a way to fix the problem for NPCs like that, but it removes the "phasing through them" fix for those NPCs, meaning you can walk through them with help from the Main Menu. Is this OK? The guard in South Figaro would still be impassable because he's a scripted walker, not a random walker.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Xenovant

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Re: New patch: Menu Malarky Bug fix
« Reply #20 on: February 16, 2017, 09:14:01 AM »
Quote
Huh... That's weird that it would only affect v1.1

Just in case we are not understanding each other: I mean "Menu Malarky 1.1", not the 1.1 version of the game.


Quote
I found a way to fix the problem for NPCs like that, but it removes the "phasing through them" fix for those NPCs

We are talking of allowing a harmless exploit for avoiding an annoying bug and even crashes, so... :P

13375K31C43R

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Re: New patch: Menu Malarky Bug fix
« Reply #21 on: February 21, 2017, 11:24:32 AM »
OK, after some more digging, I actually found the REAL problem: this "extra NPC space" issue only occurs with NPCs that are moving up or left. The reason for this is that within NPC data, the game keeps track of NPC coordinates in two ways: tile coordinates and pixel coordinates, where each tile is 16x16 pixels. There's an update function that gets called to update the NPC's tile coordinates based on its pixel coordinates, but it always rounds down, so when my "NPC space refresh" function is called with NPCs that are moving up or left, the coordinates end up being one space off in that direction. I know how to fix this, but first I want someone to confirm or deny this: apart from the World Maps which are 256x256 tiles, are there any maps in the game that are wider or taller than 128 tiles? I think the answer is no.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Imzogelmo

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Re: New patch: Menu Malarky Bug fix
« Reply #22 on: February 21, 2017, 04:05:10 PM »
Aside from the 3 world maps, I think 64x64 is the max, but I could be mistaken.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

13375K31C43R

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Re: New patch: Menu Malarky Bug fix
« Reply #23 on: February 21, 2017, 04:34:28 PM »
No, I already know there are some 128x64 and 128x128 maps. The Serpent Trench "3D current" map is an example of a 128x128 map.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Tenkarider

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Re: New patch: Menu Malarky Bug fix
« Reply #24 on: February 21, 2017, 04:42:41 PM »
probably lete river too

assassin

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Re: New patch: Menu Malarky Bug fix
« Reply #25 on: February 21, 2017, 04:44:13 PM »
Phantom Train exterior is super wide, but there being two locations might mean there're two maps:
Quote from: Corundum
141 08D Phantom Train, exterior (after detaching rear cars)
142 08E Phantom Train, exterior (before detaching rear cars)
also, i'm not sure whether you needing to go inside some train cars to progress serves to break it up into pieces (further).

anyway, this is a good reference:
http://vgmaps.com/Atlas/SuperNES/index.htm#FinalFantasyVI

as the maps seem to be actual size, and you can rule stuff out if the listed dimensions are smaller than the threshold.  (but will still need to view some contenders, as it'll combine multiple maps onto some images.)
« Last Edit: February 21, 2017, 04:57:43 PM by assassin »

13375K31C43R

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Re: New patch: Menu Malarky Bug fix
« Reply #26 on: February 21, 2017, 06:13:13 PM »
I sifted through all the maps in Zone Doctor, and I can confirm that other than the World Maps, the largest maps are 128x128.

I've also now updated the patch.
"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: Menu Malarky Bug fix
« Reply #27 on: February 21, 2017, 06:26:15 PM »
I see the patches are still dated 2-8-17, is this correct?

13375K31C43R

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Re: New patch: Menu Malarky Bug fix
« Reply #28 on: February 21, 2017, 06:50:25 PM »
Those might just be the reverse patches, those haven't changed. They should be dated February 21. If not, they should be dated February 10, which is when it was updated previously.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Xenovant

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Re: New patch: Menu Malarky Bug fix
« Reply #29 on: February 21, 2017, 06:55:13 PM »
You are gonna hate me if you don't do it already :P

Tested, that bug seems to have disappeared.