øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=363;area=showposts;start=480e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe9fe.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=363e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexe9fe.html.zxE–h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>o¼OKtext/htmlISO-8859-1gzip8:Öo¼ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:58:22 GMT0ó°° ®0®P®€§²ð®D–h^=o¼ Show Posts - 13375K31C43R

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Messages - 13375K31C43R

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481
Well, I can modify it to check for immunity. If I do, will it cause any issues with your Disrespectful Zombie patch (or in general, to your knowledge)?

482
I don't think that'll be an issue, because I've never seen an enemy lose Petrify status before. The player can't remove Petrify status from enemies because Petrified enemies become untargetable by party members, and even if that doesn't stop other enemies from removing it, I don't think they ever will. The only time I've ever seen a spell cast on an "off limits" enemy is Curley casting Life 2.

483
Game Modification Station / Two new patches: Rock Bottom, Imp's Call
« on: April 26, 2016, 02:52:07 PM »
Sigh... :sad: I tell everyone I'm going on hiatus, and then I quickly find two new bugs to fix. Oh well, c'est la vie.

There are two patches I'm releasing today, and then I'm officially off duty unless someone requests a patch. The first one fixes a problem with Near Fatal status; the game does not properly recalculate it during a turn where a party member would lose Petrify status. You can observe this for yourself: take a party member, let them get within a few HP of death, Petrify them, then remove the Petrification and notice how they're standing tall. This patch makes the game recalculate Near Fatal on un-Petrified characters. There's an extra set of patches included due to a conflict with Assassin's "Premature Continuation" patch, which will preserve both; however, if you apply one of those patches, then you don't even need to have applied "Premature Continuation" beforehand.

The second is something I just recently discovered; the first I'd noticed a little while ago and planned on it being my last patch before the break, but this one I noticed after the announcement. If you try to summon an Esper, and you get turned into an Imp before it happens, you lose the chance to summon it later, which is unfair. Imp's Call remedies that.

:edit: April 26, 2016
I've now improved the Near Fatal adding function so that it no longer ignores immunity to Near Fatal status.

:edit: April 27, 2016
I decided to rename "Hard as a Rock" to "Rock Bottom". No actual changes to the patch, I just decided that Rock Bottom is a better fitting name.

:edit: May 3, 2016
Just discovered a bad branch in the "Premature Continuation" version. It has now been fixed.

:edit: February 4, 2018
Both patches now have GBA ports!

484
Game Modification Station / Re: New patch: Double Block Bug fix
« on: April 25, 2016, 09:20:58 PM »
No, Reflections is the name of my patch regarding reflected spells. It was buggy, so it needed an update.

Sorry, Xenovant, I'm not playing. My lip is zipped 'til the 6th.

485
Game Modification Station / Re: New patch: Double Block Bug fix
« on: April 25, 2016, 08:44:14 PM »
:happy: No, my plan wasn't to update Reflections. I updated Reflections because it had a problem. It'll be something a little more appropriate to the fact that it's my one-year anniversary.

486
Game Modification Station / Re: New patch: Imp's Rage Bug fix
« on: April 25, 2016, 08:10:09 PM »
That's not really the point. The point is, Rage and Dance are not supposed to be applicable AT ALL when in Imp status. The autonomy is part of those commands, so it shouldn't be applicable either.

Assassin and I have already discussed this to some level, which you can read on here. There are also some links to other hackers' discussions on it.

487
Game Modification Station / Re: New patch: Reflections Glitch fix
« on: April 25, 2016, 01:34:36 PM »
Bumping this for the new version.

488
Game Modification Station / New patch: Double Block Bug fix
« on: April 25, 2016, 01:03:46 AM »
I've done it! I've now fixed all of the bugs on my to-do list! I've still got a patch or two I want to release, but right now I am content with the ROM I have. I will continue to write new patches for anyone who requests them (as long as they actually make a difference in non-hacked ROMs), but for now I think I'll give myself a well-earned break.

First, though, I will announce my latest patch: the fix for the "blocking Fenix Down twice" bug I've been plagued with lately. Try using a Phoenix Down on a living character that has a shield equipped; they will break out the shield twice in order to block it. This patch removes this redundancy.

And one more thing, even though I said I'd take a break, I do have a little something special planned for May 6, which marks the end of my first year as an FF6 bug fixer. But don't bother asking me, because I won't tell anyone what it is until the day!

:edit: July 13, 2017
Two things. First, the SFC patches had an erroneous location for one of the affected areas of the patch; this has now been corrected, and a "correction patch" has been included for anyone to fix the changes made to the wrong bytes. Second, this patch has now been ported to GBA and PlayStation.

489
Game Modification Station / New patch: Hasty T-Rex Glitch fix
« on: April 24, 2016, 02:46:04 PM »
Hi everyone! This will probably be my last patch for a little while, I've been running myself ragged over the last 30 hours or so. I think I've finally found the right fix for this graphical glitch that I've been dealing with for a while now. It happens when you face Tyrannosaur in the Colosseum, and Haste or Slow is cast on Tyrannosaur; he'll shift backwards during the casting of the spell. I've discovered that the problem is down to the midpoint calculation for the enemy's sprite on the battlefield; this patch makes a correction to the algorithm. I've done a bit of testing to make sure this patch doesn't mess anything up with any other enemies, and it's so far so good; however, I'll be more comfortable the more thorough the testing gets, so for now I've designated this as a beta release.

:edit: April 26, 2016
I think I'll go ahead and remove the beta designation. If anyone finds a problem, don't hesitate to let me know.

:edit: May 31, 2016
I've implemented a new fix that doesn't have the problems described in the replies below. Thank you, Assassin. :wink:

:edit: January 30, 2018
Added GBA port!

490
Game Modification Station / Re: New patch: Upside Down Glitch fix
« on: April 23, 2016, 09:33:01 PM »
That was my first thought, too, but it turns out $619D keeps track of enemies that are being flipped vertically, not horizontally.

491
Game Modification Station / New patch: Upside Down Glitch fix
« on: April 23, 2016, 09:06:34 PM »
Hi everyone! Man, have I ever been busy today with these patches...

I've been discussing this with Xenovant: there are two instances (and possibly more I don't know about) in the game where enemies have to be flipped vertically. In these instances, the game tends to mishandle the enemy's horizontal flipping. One such instance is Sabin's Suplex, where the enemy's horizontal flip is reversed during the drop; the other is Rippler, where the enemy will shake its booty faster than a Nohrabbit on caffeine. This patch fixes both of these, but there may be more. If there are, don't hesitate to let me know.

:edit: December 11, 2016
Added GBA patches.

492
Game Modification Station / Re: New patch: Self Sneeze Bug fix
« on: April 23, 2016, 08:03:12 PM »
OK, I found the problem. It's not a single fix for both problems, but they both exist for the same reason. The way the game determines which enemies should be flipped is $80F3,X EOR $617E,X, assuming X points to the enemy's variables in RAM. I'm going to go on record to say I have absolutely no idea why it's done this way, but that's what's messing things up here. Just taking the value of $80F3,X is sufficient because the result is stored in $80F3,X anyway.

493
Game Modification Station / New patch: Chance Offering Bug fix
« on: April 23, 2016, 06:32:28 PM »
Hi everyone! I recently updated Better Dice to include the bug fix that is now made by this patch, whereby the Offering relic, which was supposed to cut damage in half, does not do so with Setzer's Dice weapons. If you apply this patch, it will do so. I've removed the version of Better Dice that doesn't include this fix, so if you'd rather keep this bug, DON'T upgrade Better Dice. If you really want me to bring back the old version, let me know. Also, keep in mind that there is a separate patch included for compatibility with Assassin's "Recapture the Glory" patch, which will need to be applied before this.

Free space used: C2/67F5-C2/67FF. The patches for Recapture the Glory also use C2/67F2-C2/67F4.

494
Bumping this for the new version.

495
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 23, 2016, 02:42:00 PM »
He actually starts without a helmet in the GBA version... Curious.

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