øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.msg17313e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexdaba.htmldelayedslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=attach;u=106e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexdaba.html.zx€2h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0PdBrOKtext/htmlISO-8859-1gzip@øÕBrÿÿÿÿÿÿÿÿÑHWed, 11 Mar 2020 00:52:41 GMT0ó°° ®0®P®€§²ð®€2h^ÿÿÿÿÿÿÿÿ 2Br FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278339 times)

C. V. Reynolds

  • Tunnel Armor
  • *
  • Posts: 153
  • RATED TEM OUTTA TEM.
    • View Profile
    • cvreynolds.net
Re: FF6 Improvement Project
« Reply #540 on: July 18, 2012, 07:22:03 AM »
later in this post:

http://mnrogar.slickproductions.org/phpBB3/viewtopic.php?f=3&t=477&sid=1a03ab24886b1b4b6624f28c3d3e5b44&start=20#p6632

i get into what a proper fix would look like.  maybe i'll make a patch eventually.

btw, can you re-upload your patch allocation documents?  those were thorough.

Thank you. I'm going to tinker with the info from your post.

And yes, I could re-upload the patch allocation documents, but I must warn: Because they were my personal files for a while and I used them to tell me whether patches overlapped (before mblock129's excellent program that checks that for you), I have edited the files to remove some entries over time. However, because I no longer need them for my own assistance, I had been considering changing the files to be all-inclusive. Knowing that the documents are actually wanted certainly makes me more eager to do that.

Until I do, here's the last versions, only edited in recent times to update info on things like the "Control menu responds poorly" patch.

No, I never released the puny and simple patches I made.

EDIT: Haha. The stuff in the post ultimately went over my head. :blits: I'm only used to the language in FF3usME. So, because I suck: Which line should I (and everyone else attempting) move in Vargas's script and to where, etc, in FF3usME?

EDIT 2: Calling mblock129 by the wrong name? I could afford to pay more attention. Sorry about it.

EDIT 3: Patch allocation files last updated September 27 of 2012.
« Last Edit: September 27, 2012, 10:52:04 AM by C. V. Reynolds »
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.

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #541 on: July 18, 2012, 10:54:35 AM »
no, what i was talking about would be an assembly patch.  i can't think of a way to remedy things by rearranging the script.

C. V. Reynolds

  • Tunnel Armor
  • *
  • Posts: 153
  • RATED TEM OUTTA TEM.
    • View Profile
    • cvreynolds.net
Re: FF6 Improvement Project
« Reply #542 on: July 18, 2012, 12:05:24 PM »
Okay, fiddling around with the Vargas script... I fixed it! (I think) Have a look.

FC 14 00 00    ; If VAR000 has all the following bit set: 0
FC 15 00 04    ; If VAR000 has all the following bit cleared: 4
FC 09 05 08    ; If target Sabin (all allies if N/A) is not affected by status Condemned
EF             ; Special
F3 12 00       ; Text: " I tire of this!<D> "
F9 01 00 04    ; VAR000 set bit: 4
FE             ; End If and reset targeting
FC 14 00 04    ; If VAR000 has all the following bit set: 4
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
FC 08 05 08    ; If target Sabin (all allies if N/A) is affected by status Condemned
F9 01 00 02    ; VAR000 set bit: 2
F3 43 00       ; Text: " There's no going back!<D> "
FE             ; End If and reset targeting
FC 0B 32 00    ; If timer has reached/passed 50 (locks timer)
FB 00 00       ; has battle timer set to 0
F3 0A 00       ; Text: " Come on.<D> What's the matter?<D>"
EE             ; Battle
EE             ; Battle
FE             ; End If and reset targeting
EE             ; Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 E6 E6 E6    ; Rand. spell: Gale Cut or Gale Cut or Gale Cut
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
FF             ; End first wave of attack
FC 12 00 00    ; If following monster is/are dead:
F5 0C 01 FF    ; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE             ; End If and reset targeting
FC 02 5D 5D    ; If monster has been attacked by spell: Pummel or Pummel, will target attacker
F7 09          ; Trigger event: conclusion of Sabin & Vargas
F5 0B 01 FF    ; Monsters #1, #2, #3, #4, #5, #6 are killed, diagonal
FE             ; End If and reset targeting
FC 15 00 00    ; If VAR000 has all the following bit cleared: 0
FC 05 00 00    ; If monster has been attacked
FC 06 36 55    ; If target self has less or equal than 10880 HP

F9 01 00 00    ; VAR000 set bit: 0
F3 42 00       ; Text: " Off with ya now!<D> "
F7 07          ; Trigger event: Sabin intro defy Vargas
FE             ; End If and reset targeting
FC 14 00 00    ; If VAR000 has all the following bit set: 0
FC 05 00 00    ; If monster has been attacked
FC 15 00 01    ; If VAR000 has all the following bit cleared: 1
FC 06 36 51    ; If target self has less or equal than 10368 HP

F7 08          ; Trigger event: Sabin must use blitz (instructions follows)
F9 01 00 01    ; VAR000 set bit: 1
FE             ; End If and reset targeting
FF             ; End

Amazing! May be bugs involved. Have to continue to investigate.

EDIT: I bolded the relevant bits for you all. I tested a few times and I have not found any bugs in this code yet.
« Last Edit: July 18, 2012, 12:20:06 PM by C. V. Reynolds »
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.

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #543 on: July 19, 2012, 02:03:33 AM »
ah, sharp.  i haven't tested it, but that should work.

Leviathan Mist

  • Schizophrenic Madman
  • *
  • Posts: 362
  • Gender: Male
  • Game over.
    • View Profile
    • Retro Gaming Central
Re: FF6 Improvement Project
« Reply #544 on: August 18, 2012, 03:15:46 AM »
Hey darkmage, now that I have free time again, I'm interested in the progress of this hack. Is there anything you need beta testing on, or are we just waiting on some updates for the next release?

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #545 on: August 31, 2012, 09:56:41 AM »
going to test out the latest version of this soon and attempt to combine the base patch with other challenge patches (IT Works with some!)


Should be able to recommend some good definitive FF6 experiences along with something challenging for verteran players.

Your latest patch combines nicely with both Eviltype 1.07 (1.1 Freezes the Game at the Whelk Fight)

and FF6 Is the best game ever.

For those of you that want it all plus something different.

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #546 on: September 10, 2012, 04:00:13 PM »
I am still alive, but in the middle of a studying frenzy to get certs for work, so I haven't made any progress on the complete patch. The only thing really that's left to do is change the opera to the better wording and change the timing codes appropriately. It's tedious, but it has to be done if this is to be a definitive improvement. This is only for the complete patch w/ translation; the base patch (for hacking/non-translation-wanting purposes) should be considered complete, barring any problems found or bugfix updates.

has the short command window bug issue been remedied yet in these latest versions of your patch?

I haven't gone through and done a fix scrub to see if any bugfixes have been updated recently, so it could be - but it's not in the patch yet.

Okay, fiddling around with the Vargas script... I fixed it! (I think) Have a look.
Code: [Select]
FC 14 00 00    ; If VAR000 has all the following bit set: 0
FC 15 00 04    ; If VAR000 has all the following bit cleared: 4
FC 09 05 08    ; If target Sabin (all allies if N/A) is not affected by status Condemned
EF             ; Special
F3 12 00       ; Text: " I tire of this!<D> "
F9 01 00 04    ; VAR000 set bit: 4
FE             ; End If and reset targeting
FC 14 00 04    ; If VAR000 has all the following bit set: 4
FC 15 00 02    ; If VAR000 has all the following bit cleared: 2
FC 08 05 08    ; If target Sabin (all allies if N/A) is affected by status Condemned
F9 01 00 02    ; VAR000 set bit: 2
F3 43 00       ; Text: " There's no going back!<D> "
FE             ; End If and reset targeting
FC 0B 32 00    ; If timer has reached/passed 50 (locks timer)
FB 00 00       ; has battle timer set to 0
F3 0A 00       ; Text: " Come on.<D> What's the matter?<D>"
EE             ; Battle
EE             ; Battle
FE             ; End If and reset targeting
EE             ; Battle
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
F0 E6 E6 E6    ; Rand. spell: Gale Cut or Gale Cut or Gale Cut
FD             ; Wait until the attack sequence is called upon again, then continue (reset targeting)
EE             ; Battle
FF             ; End first wave of attack
FC 12 00 00    ; If following monster is/are dead:
F5 0C 01 FF    ; Monsters #1, #2, #3, #4, #5, #6 are killed, dies like a boss
FE             ; End If and reset targeting
FC 02 5D 5D    ; If monster has been attacked by spell: Pummel or Pummel, will target attacker
F7 09          ; Trigger event: conclusion of Sabin & Vargas
F5 0B 01 FF    ; Monsters #1, #2, #3, #4, #5, #6 are killed, diagonal
FE             ; End If and reset targeting
[b]FC 15 00 00    ; If VAR000 has all the following bit cleared: 0
FC 05 00 00    ; If monster has been attacked
FC 06 36 55    ; If target self has less or equal than 10880 HP[/b]
F9 01 00 00    ; VAR000 set bit: 0
F3 42 00       ; Text: " Off with ya now!<D> "
F7 07          ; Trigger event: Sabin intro defy Vargas
FE             ; End If and reset targeting
[b]FC 14 00 00    ; If VAR000 has all the following bit set: 0
FC 05 00 00    ; If monster has been attacked
FC 15 00 01    ; If VAR000 has all the following bit cleared: 1
FC 06 36 51    ; If target self has less or equal than 10368 HP[/b]
F7 08          ; Trigger event: Sabin must use blitz (instructions follows)
F9 01 00 01    ; VAR000 set bit: 1
FE             ; End If and reset targeting
FF             ; End
Amazing! May be bugs involved. Have to continue to investigate.

EDIT: I bolded the relevant bits for you all. I tested a few times and I have not found any bugs in this code yet.

That is awesome, C.V.! You did all this in the FF3usME battle script editor??

Hey darkmage, now that I have free time again, I'm interested in the progress of this hack. Is there anything you need beta testing on, or are we just waiting on some updates for the next release?

Just waiting on updates at the moment, which is going to be a while; I haven't had a chance to get a savestate up to the opera yet, since I've been cramming for these cert tests. If you could play through and make sure there aren't any issues in the World of Ruin, that would be excellent. That way when I finally get some time to devote, I can look into those issues before tackling the opera.

going to test out the latest version of this soon and attempt to combine the base patch with other challenge patches (IT Works with some!)


Should be able to recommend some good definitive FF6 experiences along with something challenging for verteran players.

Your latest patch combines nicely with both Eviltype 1.07 (1.1 Freezes the Game at the Whelk Fight)

and FF6 Is the best game ever.

For those of you that want it all plus something different.

Glad to hear that the improvement is compatible with some existing work!

 :edit:
Just to be clear, this is to be used on v1.0 FF3us ROMs only - if you have something that was made on a v1.1 ROM, it probably won't work nicely.
« Last Edit: September 10, 2012, 05:45:57 PM by darkmage »

C. V. Reynolds

  • Tunnel Armor
  • *
  • Posts: 153
  • RATED TEM OUTTA TEM.
    • View Profile
    • cvreynolds.net
Re: FF6 Improvement Project
« Reply #547 on: September 18, 2012, 10:03:50 PM »
That is awesome, C.V.! You did all this in the FF3usME battle script editor??

A little late, as I've been a bit busy, but... yes. Thank you for the praise. I LOVE praise. This is the first (and perhaps it'll be the last) bug I've fixed that didn't have an obvious solution to it, and I never even gave a story on the process.

It was actually my second idea that worked. You see, if you can believe it, I didn't go in blindly messing with things. I actually had two theories I wanted to try. The first one was to reverse the order in which the two counters appeared in the script. It didn't work and produced an odd result. From there, I enacted my second theory, which is the one that actually worked. Thus, it didn't take much time to fix it once I had a good look at the script and was able to craft some theories. Not a terribly exciting story, but I was excited at least, because it only took me two tries to get it right despite never having fixed a bug before.

I'll stop my posturing now, but give me a break; not too often I get to do it. :tongue:

Well... Do any other scripts have known bugs in them? I'll take a look at those, too.

EDIT: Oh, Lenophis, how is the fixing of the Genjioff patch going? I'm looking forward to re-adding that one to my hack. :happy:
« Last Edit: September 19, 2012, 03:00:36 AM by C. V. Reynolds »
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.

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #548 on: September 19, 2012, 10:26:02 AM »
going to test out the latest version of this soon and attempt to combine the base patch with other challenge patches (IT Works with some!)


Should be able to recommend some good definitive FF6 experiences along with something challenging for verteran players.

Your latest patch combines nicely with both Eviltype 1.07 (1.1 Freezes the Game at the Whelk Fight)

and FF6 Is the best game ever.

For those of you that want it all plus something different.


Just a quick update on testing

Looks Like eviltype 1.07 combined with Darkmage's Patch crashes at the Sr Behemoth fight.....

Not sure if you guys would know offhand what the solution might be... I realize that i shouldn't just be combining patches willy nilly but it did work fine for most of the game lol.


koala_knight

  • Tunnel Armor
  • *
  • Posts: 166
  • Gender: Male
    • View Profile
Re: FF6 Improvement Project
« Reply #549 on: September 27, 2012, 10:17:48 PM »
Found this on the Final Fantasy Wiki:

Quote
It is also possible to ignore Shadow until the mission to Thamasa, yet he always acts as if he's already made the player's acquaintance. Dialogue for "never-before-met" Shadow on the boat to Thamasa exists in the game data, but apparently the developers forgot to include it.

If there's a fix for this, I propose adding it to the project.

Tzepish

  • Siren
  • *
  • Posts: 71
  • Gender: Male
    • View Profile
Re: FF6 Improvement Project
« Reply #550 on: October 14, 2012, 04:54:03 PM »
Sounds like a simple event hack that can be applied ontop of ff6 improvement.  If I had time, I'd look into it :-)

TheNattak

  • Garula
  • *
  • Posts: 203
  • Gender: Male
  • Mike
    • View Profile
    • Return of the Dark Sorcerer
Re: FF6 Improvement Project
« Reply #551 on: November 14, 2012, 02:56:03 AM »
So I found the culprit causing the Row window issue, and it wasn't the patch I expected...the Esper Battle Menu fix is causing this issue on a clean FF3us 1.0 headered ROM.

It's these 3 bytes here that is causing it. 
C2/DE93: 02 04        COP $04
C2/DE95: 00

They are changed to: 8C 03 8F with the patch, for whatever the reason may be. (Leno?)
Changing them back seems to keep the Esper Battle Menu fix intact, and fixes the window, so that's good.
« Last Edit: November 14, 2012, 03:02:34 AM by TheNattak »

Lenophis

  • Forum Overlord
  • *
  • Posts: 1,688
  • Gender: Male
  • I sad
    • View Profile
    • Slick Productions
Re: FF6 Improvement Project
« Reply #552 on: November 14, 2012, 11:23:06 AM »
I tested the header and non-header patches extensively (ie, made sure they worked). I shouldn't have to remind people about applying patches with headers anymore.

119 bugs fixed and counting.

TheNattak

  • Garula
  • *
  • Posts: 203
  • Gender: Male
  • Mike
    • View Profile
    • Return of the Dark Sorcerer
Re: FF6 Improvement Project
« Reply #553 on: November 14, 2012, 12:12:39 PM »
Huh.. Well, upon some further testing here, I see that patching the MP - headered patch on a headered ROM definitively causes the issue of the stuck window, so that's what's happened here for this 'improvement project'.

HOWEVER, the no header version of the patch on a non-headered ROM works fine.
So, something must have gotten mixed up there Leno, is all I can figure.
« Last Edit: November 14, 2012, 12:34:04 PM by TheNattak »

Lenophis

  • Forum Overlord
  • *
  • Posts: 1,688
  • Gender: Male
  • I sad
    • View Profile
    • Slick Productions
Re: FF6 Improvement Project
« Reply #554 on: November 14, 2012, 02:21:29 PM »
*checks again*

 :isuck:

Expect an update tonight.

119 bugs fixed and counting.