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Author Topic: FF6 Improvement Project  (Read 278338 times)

darkmage

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Re: FF6 Improvement Project
« Reply #270 on: September 03, 2010, 07:01:06 AM »
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)

That's not a bad idea; in fact I was originally going to do that. I was trying to keep the file size down, before I realized the hack itself was just too big for direct submission. Let me get on that and I'll update the submission post.

Tzepish

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Re: FF6 Improvement Project
« Reply #271 on: September 07, 2010, 03:29:12 PM »
Well I encountered a game-breaking bug on the main path.  Attempting to jump from a particular window in Zozo (one you have to jump from to proceed) causes the screen to go all weird and the camera to endlessly scroll down-left.  The game stops accepting controller input and the user cannot continue.

EDIT:  Attaching a screenshot of the window that breaks the game.  It's the second set of building jumps.
« Last Edit: September 07, 2010, 04:04:49 PM by Tzepish »

Tzepish

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Re: FF6 Improvement Project
« Reply #272 on: September 07, 2010, 04:40:42 PM »
Well crap.  I thought maybe this would be an easy event change, but it doesn't look like that's the case.  The event called at this tile is the same in a clean ROM as it is in FF6 Improvement:

Code: [Select]
CA/9607: C0    If ($1E80($1B1) [$1EB6, bit 1] is set), branch to $CA5EB3
CA/960D: B2    Jump to subroutine $CCFF25
CA/9611: 31    Begin action queue for character $31 (Party Character 0), 4 bytes long (Wait until complete)
CA/9613: 4F       Character Graphical Action $0F, flipped horizontally
CA/9614: DC       Make character jump (low)
CA/9615: A6       Move character right/down 2x1 tiles
CA/9616: FF       End queue
CA/9617: B2    Jump to subroutine $CCFF36
CA/961B: FE    Return

I changed the event pointer to a different jump (one that also jumps to the right) and I got the same broken behavior.  I changed it to an event that jumps left and the character successfully jumped left.  I wonder if the "Zozo dude jumps the wrong way" patch was implemented differently than just an event hack that turned the sprite around, and it ended up screwing the pooch on this?

EDIT:  Oh snap!  I compared FF6I to the wrong ROM - in a clean ROM, event instruction CA/960D is different - it jumps to subroutine $CA961C instead of $CCFF25!  CA/9617 is also different - the base ROM goes to $CA962D and FF6I goes to $CCFF36.  The left jumps in FF6I use the original subroutines, which is why they aren't broken.  I'm guessing $CCFF25 and $CCFF36 are special subroutines that were written by the Zozo jumper patch, and overwritten by a different patch, hence the screwy behavior.  These new subroutines were probably copies of the old ones, but with the sprites flipped around.

This should be enough info to fix this bug, darkmage, but if you prefer, I can fix it for you (either by reverting to $CA961C and thus, the normal behavior, or by moving whatever was supposed to be in $CCFF25 to some other location, although I can't guarantee future patch compatibility in that case)
« Last Edit: September 07, 2010, 05:35:08 PM by Tzepish »

Tzepish

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Re: FF6 Improvement Project
« Reply #273 on: September 07, 2010, 05:59:20 PM »
I've attached a ZSNES save state you can use to test the Zozo windows (EDIT: you may have to enter and exit a building to refresh the map after loading from my save state).  I attempted to attach an IPS that fixes the windows, but it's too large for the max filesize for this forum, so I sent it to you in email (let me know if your email has changed or you didn't get it).  I don't mind if you take this patch and continue working from here, I'm already credited in your readme file :-)

Now that I'm unblocked in Zozo, I'll continue to play and look for/fix issues.  I'm also compiling a list of suggested tweaks / changes, some of which I made in my old FF6Tweak hack.

darkmage

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Re: FF6 Improvement Project
« Reply #274 on: September 07, 2010, 08:50:35 PM »
Woot! Thanks for that, Tzepish! It didn't happen to me, so I'm not quite sure how that got through. But I had been stopped by that before...  :edit: annnnd just noticed you're using ZSNES. Didn't test on that, I was using bsnes.

At any rate, putting back the original behavior is probably the best bet for now. I'd need to get in touch with mblock129, as that's his patch. He said he was going to look at the routine, but I'm not sure if he did.
« Last Edit: September 07, 2010, 09:11:40 PM by darkmage »

Tzepish

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Re: FF6 Improvement Project
« Reply #275 on: September 07, 2010, 09:05:07 PM »
Yeah, ideally he'd relocate his new subroutine to some event space that's unused in FF6I in particular (after all other patches are in).

darkmage

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Re: FF6 Improvement Project
« Reply #276 on: September 07, 2010, 09:09:49 PM »
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

I looked through Imzo's patch allocation sheet and saw a couple of patches (that I didn't include) are conflicting with Not Scary Enough. But the sheet doesn't include patches that change and stay within a block of existing code, so I'm not sure.

Poco Loco

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Re: FF6 Improvement Project
« Reply #277 on: September 07, 2010, 10:24:35 PM »
ah I see I see

hmmm well this sucks

maybe there can be a way around it (but if its too much work 4get it)
"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 #278 on: October 06, 2010, 03:30:16 AM »
Now that I'm unblocked in Zozo, I'll continue to play and look for/fix issues.  I'm also compiling a list of suggested tweaks / changes, some of which I made in my old FF6Tweak hack.

I'm curious to see what recommendations you have so far, Tzepish.

Tzepish

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Re: FF6 Improvement Project
« Reply #279 on: October 09, 2010, 03:00:53 PM »
Here's the list so far.  Some of these are very easy, and some are actually incredibly ambitious (and understandably passed on), but they were what came to mind for a general "FF6 Improvement" and are on the list just for completeness.  Feel free to disagree with some / none / all of these :-)


* De-capitalize all NPC names.  The player character names are de-capitalized, but not the other NPCs, so you get dialogue that looks like this:
Terra:  Blah blah blah.
ARVIS:  I concur
Terra:  Indeed

It looks unpolished.

* Change GP to Gil for consistency with newer final fantasy games (and all the remakes)

* Where possible, change item / spell / character / etc names to their FF6 Advance equivalents (in keeping with modernization.  Also, I trust that translation more than the SNES one.  Speaking of which...)

* Replace the dialogue with the FF6 Advance dialogue.  Note: I understand this is a mammoth task and actually recommend AGAINST doing it, it's just on this list for completion's sake.

* Rename the monster Umaro to something generic, like "Yeti", so that the game doesn't show his name to you before you get the chance to name him.  Speaking of "Yeti" - the game tends to call him a "Sasquatch" all over the place, but "Yeti" is more accurate.

* Restore the control config screen.  I don't know how this would be done, but some other hacks have done it.  The functionality is still in the game, it's just the menu selection that's been removed.

* Reverse the B-Button sprint implementation (would be better as Sprint by default, hold B to walk).

* Expand character names to 8 letters.  Very ambitious, but only because the relevant menus would have to be altered so that the character names don't spill into the borders.  Outside of that, expanding to 8 letters isn't that tough.

* Expand item / spell / esper names wherever possible / wherever easy.

* Revise the locations where the Prism Cape is sold.  It makes sense for the Sprint Shoes to be in a bunch of unrelated shops in the beginning of the game (like the Returner item shop), but not the Prism Cape (which shouldn't be treated any differently from other relics and should only appear in relic shops).

* The Prism Cape is potentially too inexpensive for its effect.  Should probably be 2000+ in price.

* Several daggers are still valid for Runic and 2-hand (mythril knife is one of them).

* Make it so the Chainsaw won't attempt the insta-kill attack if the enemy is immune to Death (I think there's a patch out there for this already...?)

* Consider making the Thief Glove change *Attack* into Mug instead of changing Steal into Mug.  This would be neat and more useful, although there are probably downsides (the offering and thief glove might not work together, for example).

* Make it so Shadow always survives the floating continent, even if the player doesn't wait for 3 seconds left on the timer.

* Stub in some commonly requested features for hackers so that making hacks based on your patch is easier (I did this in my Earthbound Tweak and War of the Lions Tweak).  For example, implement natural magic for Strago, but keep his natural magic table blank for people developing hacks to fill it in.   Or increased HP room for monsters (for more than 65000), but don't raise any monster HPs.  I guess expanding names fits in this theme too.

* There are other misc bugs that are still in the rom that wouldn't be difficult to fix.  For example, if you leave a rat alive in the attic of the opera house, then come back and battle that rat way later in the game, the game gets all kinds of screwed up.  It'd be easy to insert an event that removes the rats at a certain point to fix this bug (I could do this for you).  It might be worth puring over Zed's buglist to find other bugs (not already addressed in FF6I) that could be fixed relatively easy in data.


Lenophis

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Re: FF6 Improvement Project
« Reply #280 on: October 09, 2010, 04:20:00 PM »
* Restore the control config screen.  I don't know how this would be done, but some other hacks have done it.  The functionality is still in the game, it's just the menu selection that's been removed.
Nothing of that screen is still in the game. The only thing left is the ram the controllers use which allow custom controller setups.

Quote
* Reverse the B-Button sprint implementation (would be better as Sprint by default, hold B to walk).
That would be a nice menu addition, actually. :childish:

Quote
* Consider making the Thief Glove change *Attack* into Mug instead of changing Steal into Mug.  This would be neat and more useful, although there are probably downsides (the offering and thief glove might not work together, for example).
The Offering just allows 4 attacks, it doesn't actually change anything in that respect.

119 bugs fixed and counting.

Poco Loco

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Re: FF6 Improvement Project
« Reply #281 on: October 09, 2010, 07:32:02 PM »

* Expand character names to 8 letters.  Very ambitious, but only because the relevant menus would have to be altered so that the character names don't spill into the borders.  Outside of that, expanding to 8 letters isn't that tough.


I think it can be expanded to 9 without the menu spill :p


* Make it so the Chainsaw won't attempt the insta-kill attack if the enemy is immune to Death (I think there's a patch out there for this already...?)

yea there is a patch that tweaks the chainsaw but unfortunately its imperfect and messes up the rom when combined with several other patches
"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

Tzepish

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Re: FF6 Improvement Project
« Reply #282 on: October 09, 2010, 08:36:04 PM »
Expanding the character names to 9 is probably more complicated than 8, right?  Wouldn't you need to find more space in the SRAM to save the character names?

As for the control configs, I figured it was still in the game because you can load your save in a japanese rom, change your config, then load it in the U.S. rom and your new config is still honored.  But maybe that's the only part that still exists - reading your config from the save data and honoring it.

darkmage

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Re: FF6 Improvement Project
« Reply #283 on: October 13, 2010, 06:28:28 AM »
Quote
* De-capitalize all NPC names.  The player character names are de-capitalized, but not the other NPCs...
Quote
* Where possible, change item / spell / character / etc names to their FF6 Advance equivalents (in keeping with modernization.  Also, I trust that translation more than the SNES one.
Quote
* Replace the dialogue with the FF6 Advance dialogue.  Note: I understand this is a mammoth task and actually recommend AGAINST doing it, it's just on this list for completion's sake.
Quote
* Expand character names to 8 letters.  Very ambitious, but only because the relevant menus would have to be altered so that the character names don't spill into the borders.  Outside of that, expanding to 8 letters isn't that tough.
Quote
* Expand item / spell / esper names wherever possible / wherever easy.

You've hit upon the other half of this project: an over-patch to redo the dialogue for FF6. I have a 90% complete re-translation that fixes the funky grammar and formatting of the dialogue, and is based partly on the Lina Darkstar translation of the original Japanese. I already made some changes to the Espers and spells based on the Japanese names, which I included in the first part of the patch, and was waiting on confirmation that the baseline patch works before implementing the script.

I've never played FF6a (mainly because it plays like poop), but what little I've seen of the dialogue looks good, and somewhat similar to what I have, at least in the beginning. I would really like to implement the changes they made to the engine, mainly the expanded nameslots for characters, spells, Espers and items. That could be a good starting point to v2 of the baseline mod.

Quote
* Change GP to Gil for consistency with newer final fantasy games (and all the remakes)

I thought about doing this, but I happen to like GP over Gil. But I did make this mod to be a jumping off point for further hacks....  :wink:

Quote
* Rename the monster Umaro to something generic, like "Yeti", so that the game doesn't show his name to you before you get the chance to name him.  Speaking of "Yeti" - the game tends to call him a "Sasquatch" all over the place, but "Yeti" is more accurate.

That's not a bad idea, and it's something I had overlooked in planning for the script over-patch. I'll get that done.

Quote
* Revise the locations where the Prism Cape is sold.  It makes sense for the Sprint Shoes to be in a bunch of unrelated shops in the beginning of the game (like the Returner item shop), but not the Prism Cape (which shouldn't be treated any differently from other relics and should only appear in relic shops).
Quote
* The Prism Cape is potentially too inexpensive for its effect.  Should probably be 2000+ in price.
Quote
* Several daggers are still valid for Runic and 2-hand (mythril knife is one of them).

Must have missed these in one of the times I went over the patch trying to fix the major breaks. I'll get on that.

Quote
* Consider making the Thief Glove change *Attack* into Mug instead of changing Steal into Mug.  This would be neat and more useful, although there are probably downsides (the offering and thief glove might not work together, for example).

I like having the two commands separate, especially since some enterprising souls will probably figure out how to have counter-attacks for Steal attempts...if they haven't already?

Quote
* Make it so the Chainsaw won't attempt the insta-kill attack if the enemy is immune to Death (I think there's a patch out there for this already...?)

I really wanted to be able to include this patch, since it makes me just use Drill all the time and not touch this tool. But manually changing this is beyond my skills. Which leads to...

Quote
* Restore the control config screen.  I don't know how this would be done, but some other hacks have done it.  The functionality is still in the game, it's just the menu selection that's been removed.
Quote
* Reverse the B-Button sprint implementation (would be better as Sprint by default, hold B to walk).
Quote
* Stub in some commonly requested features for hackers so that making hacks based on your patch is easier (I did this in my Earthbound Tweak and War of the Lions Tweak).  For example, implement natural magic for Strago, but keep his natural magic table blank for people developing hacks to fill it in.   Or increased HP room for monsters (for more than 65000), but don't raise any monster HPs.  I guess expanding names fits in this theme too.

These are really good ideas, but unfortunately I'm not as intimately familiar with the inner workings of the game engine as is the Pandora's Box team. I really like Leno's idea to make the B-button implementation a menu option, and giving Strago a natural magic table is a fantastic idea. Most of my changes to date have been done in implementing bugfix and tweak patches, and working within the FF3usME editor, along with some help in getting the Alphabetical Rage table tweaked for monster renames. But...

Quote
* There are other misc bugs that are still in the rom that wouldn't be difficult to fix.  For example, if you leave a rat alive in the attic of the opera house, then come back and battle that rat way later in the game, the game gets all kinds of screwed up.  It'd be easy to insert an event that removes the rats at a certain point to fix this bug (I could do this for you).  It might be worth puring over Zed's buglist to find other bugs (not already addressed in FF6I) that could be fixed relatively easy in data.

If you're willing to help, I'm more than willing to do the heavy lifting in finding and nailing some of the bugs that are still there.  That's really generous of you!  :happy:

darkmage

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Re: FF6 Improvement Project
« Reply #284 on: October 14, 2010, 08:53:25 PM »
I guess one (supposedly) simple bug that's annoying to me would be a start to go after:

In Locke's Scenario, when he's in the green trooper uniform, the victory dance doesn't happen when he wins a battle. The sprite is there for it, it just doesn't get used and it looks like he's standing there. I checked the formation for the Officer battle and the "No winning stand" bit isn't set, so it must be in the code somewhere.

I'll look through the disassemblies and see where that might happen.
« Last Edit: October 15, 2010, 05:04:40 AM by darkmage »