øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.435e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexde1c-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexde1c-2.html.zx¿$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0Pd²OKtext/htmlISO-8859-1gzip0|Ö²ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:59 GMT0ó°° ®0®P®€§²ð®¾$h^ÿÿÿÿÿÿÿÿ®!² FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

Poco Loco

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Re: FF6 Improvement Project
« Reply #435 on: June 21, 2011, 01:01:59 PM »
its good to know this is coming along so well

on an unrelated note (just in case you didnt know), the brush-less sketch patch is what interferes with the summon this patch, and (I'm not 100% sure about this) I think the sketch-less mime patch messes with the not scary enough patch, I will un-patch these to and test them out, I'll let u know
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

vivify93

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Re: FF6 Improvement Project
« Reply #436 on: June 21, 2011, 03:53:28 PM »
It would really suck if The Sketching Mime interfered with Not Scary Enough. Especially since I have no idea how to fix the conflicts or what caused it. All I did was use FF3usME.
Hacking is hard. :sad:

Poco Loco

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Re: FF6 Improvement Project
« Reply #437 on: June 22, 2011, 01:16:52 PM »
I hope I'm wrong about it as well, if anything I'll test it ASAP n let u all know
"Sometimes ninjas do wrong to each other, and in dat way the force of tha earf' comes around da moon - and at that presence, da dirt, it overshadows the grass, so you're like, I can't cut dis grass, there's no sun comin' through. So in order to enable each other the two fruits have to look each other in da eye and understand we can only be right, as da ripe is wrong, you know what I mean?"

-HNIC

DrROBschiz

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Re: FF6 Improvement Project
« Reply #438 on: June 28, 2011, 02:21:14 PM »
Where can i download the latest version of this? I didn't see a link in the original Post.

darkmage

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Re: FF6 Improvement Project
« Reply #439 on: June 28, 2011, 06:08:34 PM »
Where can i download the latest version of this? I didn't see a link in the original Post.

Yeah, cos that would make too much sense, wouldn't it...?  :isuck:

Original post updated, and you can find it here as well.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #440 on: June 28, 2011, 08:52:15 PM »
Awesome! I'll be following this one!

I like how you mention in the README that this would be a great baseline version of the game to modify from.

darkmage

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Re: FF6 Improvement Project
« Reply #441 on: June 30, 2011, 09:37:39 AM »
Drumroll...

Version 1.02 has been released!

Changes:
-Added Leviathan Mist's "Battle Speed Mod & Speed Overflow Fix - Faster v2" patch
-Added Ronnen's "Fanatacism - Limited" patch
-Made a previously unreachable treasure in Narshe at the beginning of the game obtainable, thanks to Dragonsbrethren for pointing it out!
-Corrected item references in the dialogue to use the proper item names

As always, test it out and let me know what you think! You can find it here.

Ronnen

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Re: FF6 Improvement Project
« Reply #442 on: June 30, 2011, 10:00:21 AM »
-Added Ronnen's "Fanatacism - Limited" patch

Glad I could contribute ^_^

darkmage

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Re: FF6 Improvement Project
« Reply #443 on: June 30, 2011, 11:43:47 AM »
Yes, that was an awesome idea and I greatly appreciate you making the patch! I wish I were better at coding than I am currently, then I could contribute as well.

And your comment about "standing on the shoulders of giants" - yeah, they are the ones who made this project possible. Without the great people who care enough about this game to make it better, this would just be a dream.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #444 on: June 30, 2011, 11:55:47 AM »
Going to throw this on my psp and give it a whirl!

Leviathan Mist

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Re: FF6 Improvement Project
« Reply #445 on: June 30, 2011, 05:46:18 PM »
Hmm...that's not good. I tried the complete patch, and my game froze at the first battle scene.

darkmage

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Re: FF6 Improvement Project
« Reply #446 on: July 01, 2011, 01:12:06 AM »
Doh! I thought I had forgotten something. I didn't see it since I already had a savestate I was using that was past that point. I'll take a look and see what's up.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #447 on: July 01, 2011, 08:18:22 AM »
well darn, good thing i havent got to it yet

darkmage

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Re: FF6 Improvement Project
« Reply #448 on: July 01, 2011, 09:40:36 AM »
Did it to me as well. The battle speed mod doesn't do this, so it looks like another patch is conflicting with Ronnen's patch. I'd really like to use that patch, since other forms of magic should be available in the Tower of Fanatics.

I tested it against the other Magitek-affecting patch I use (MTek in Cyan's Soul), but the battle started. I'll have to wait until after work to find the conflict.

Ronnen

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Re: FF6 Improvement Project
« Reply #449 on: July 01, 2011, 12:22:54 PM »
Did it to me as well. The battle speed mod doesn't do this, so it looks like another patch is conflicting with Ronnen's patch. I'd really like to use that patch, since other forms of magic should be available in the Tower of Fanatics.

I tested it against the other Magitek-affecting patch I use (MTek in Cyan's Soul), but the battle started. I'll have to wait until after work to find the conflict.

Buuuu... let me know if you find what the conflict is (even if its just which patch is conflicting) and I'll try and fix it on my end if possible.