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Author Topic: FF6 Improvement Project  (Read 278338 times)

Lenophis

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Re: FF6 Improvement Project
« Reply #255 on: July 06, 2010, 02:44:56 PM »
Snes9x is going to do what bsnes did. I know I tested this patch to make sure the title screen loaded, so I'm not sure what to tell you. I'll test it again and get back to you.

:edit:

Well, I found a problem. I missed a JSL $C2FF6D call, so I'll have to go through the code again to make sure I didn't miss any others.

:edit:

There were 2 missing calls, and the patch has been subsequently updated. Make sure you read the readme with this update. :wink:
« Last Edit: July 06, 2010, 09:09:56 PM by Lenophis »

119 bugs fixed and counting.

darkmage

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Re: FF6 Improvement Project
« Reply #256 on: July 09, 2010, 09:11:44 PM »
Make sure you read the readme with this update. :wink:

I see what you mean. I guess I won't be including that patch right away, then...I don't have the know-how to rework Yazoo's patch work xkas.  :blits:
« Last Edit: July 09, 2010, 09:28:55 PM by darkmage »

Lenophis

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Re: FF6 Improvement Project
« Reply #257 on: July 09, 2010, 09:30:03 PM »
I see what you mean. I guess I won't be including that patch right away, then...I don't have the know-how to rework Yazoo's patch.
The only know-how you'd need is "can I use xkas?" and your ability to edit a text file. I included offsets and the code necessary to make it compatible with Yazoo's patch.

119 bugs fixed and counting.

darkmage

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Re: FF6 Improvement Project
« Reply #258 on: July 09, 2010, 09:41:50 PM »
I'm always up for trying something new.  :childish:

Tzepish

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Re: FF6 Improvement Project
« Reply #259 on: July 11, 2010, 08:29:34 AM »
So far I have not seen a patch that corrects the tile in South Figaro that can lead to the break where Celes can be replaced by Kutan the moogle, but I would do that one as well.

Couldn't this one be fixed by changing the behavior of that guard so that he stands still prior to the end of the path out?

Lenophis

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Re: FF6 Improvement Project
« Reply #260 on: July 11, 2010, 02:33:29 PM »
Yes, that's one way to fix it. Fixing the NPC passability bug is something that has to be done at some point, but it still needs to be figured out.

119 bugs fixed and counting.

G-Flex

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Re: FF6 Improvement Project
« Reply #261 on: July 26, 2010, 10:13:42 PM »
Any updates, or a working version of this project patch available?

I tried doing it myself, applying the FF6 Megapatch, Tzepish's tweak patch, and a couple others mentioned in the first post here, but it... didn't exactly work (is it just me or does the tweak patch overwrite most of the ROM?). After some point while applying patches, battle just gave up the ghost.

Tzepish

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Re: FF6 Improvement Project
« Reply #262 on: July 27, 2010, 12:20:46 AM »
Don't apply my patch - it's for sure incompatible with a bunch of the bugfixes.  I only posted it here for darkmage to pilfer my ideas - he'd still have to manually reapply any changes I made.

The tweak patch probably does affect a lot of the ROM because it was an attempt at what darkmage is doing now - a general FF6 Improvement.  I gave up on it years ago, and I intend to make it vanish silently into the night once ff6 improvement is done :-)

G-Flex

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Re: FF6 Improvement Project
« Reply #263 on: July 27, 2010, 01:25:45 AM »
Yeah, I managed to apply, at the very least, the "megapatch" along with a handful of other fixes and such, then I tried to manually get some of your stuff in there... but couldn't, because FF3usME can't handle whatever offset changes (or whatever) are introduced by the megapatch. Anything dialogue/message-related, items, monsters, spells, actors, it's all hosed.

darkmage

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Re: FF6 Improvement Project
« Reply #264 on: August 26, 2010, 03:21:47 PM »
Any updates, or a working version of this project patch available?

I've got a working beta of the patch so far, and I have not come across any stops, hangs or freezes so far in the playthrough. I haven't been doing much playtesting as my current schedule has me at a lack of sleep and playing games has me nodding off right now. Needless to say, I don't like this schedule much.  :banonsmash:

I'll submit what I have to Leno and see if he can post it for people to use/abuse/test.

Poco Loco

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Re: FF6 Improvement Project
« Reply #265 on: August 26, 2010, 10:59:50 PM »
niceness man

I didnt have any snags on my end either

now its time 4 the real test

I will test a version adding the summon, magitek, and not scary enough patches to see how it goes :p
"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

darkmage

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Re: FF6 Improvement Project
« Reply #266 on: August 29, 2010, 06:37:15 PM »
OK, I've posted a link to the Google site I created, and I made a link in the Submissions section. But just in case, here it is again:

http://sites.google.com/site/shadedmagus/home/projects/ff6-improvement

Tzepish

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Re: FF6 Improvement Project
« Reply #267 on: August 30, 2010, 11:21:52 PM »
I intend to play through this for testing also.  Thanks for posting it!

BTW, it'd be awesome to have a one paragraph or one sentence description for each of the bugs fixed in this compilation, maybe copy/pasted from the bugfix authors? (EDIT: I mean in the readme for this hack)
« Last Edit: August 31, 2010, 01:59:59 AM by Tzepish »

Poco Loco

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Re: FF6 Improvement Project
« Reply #268 on: August 31, 2010, 11:43:23 PM »
oh just so u know I implemented the not scary enough, and magitek patches and they work well with the patch

unfortunately Leno's Summon This either freezes or resets the game when I get into a battle

I retried again with the other summon patch as well as always an esper in order to try to see if it works and it does (it has to be implemented as summon and then always an esper as the last 2 patches put in), and other then there always being the summon command available it works great so far, I didn't get 2 far in the game yet but if there is a problem or an issue 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

Poco Loco

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Re: FF6 Improvement Project
« Reply #269 on: September 03, 2010, 02:26:41 AM »
ok so there is a problem

unfortunately it has to do with the not scary enough patch

it contradicts the mega patch unfortunately

when I get a flawless victory the game resets ugh =/

well idk what area that patch changes but I suppose it has 2 be take out (quite a shame really since I love that patch)

but if its not too much trouble can u guys show me the offset so I can change it from scratch?

maybe that will help
"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