øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=106;area=showposts;start=120e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexeb9f.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=106e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexeb9f.html.zx{2h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@>9’OKtext/htmlISO-8859-1gzip@øÕ9’ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 00:52:36 GMT0ó°° ®0®P®€§²ð®{2h^ì9’ Show Posts - C. V. Reynolds

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Messages - C. V. Reynolds

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121
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 21, 2016, 08:55:18 AM »
Update: Now that the other mess is resolved (if you want to call discovering faulty IPS algorithms "resolved"), Imp's Rage is back in the patch.

I've also swapped "Shadow Leaves One-Man Party" out for "Shadow Gone". It's what I use in my patch. It's all just everything that's in my patch. :3

I was going to include a headered version of the patch, but file upload limits thwart me. Maybe I'll attach one to another post.

Curious: Should I use "Self Sneeze" instead of "Remote Control"? I don't know what the difference is.

122
Game Modification Station / Re: New patch: Imp's Rage Bug fix
« on: April 21, 2016, 08:07:11 AM »
I'll attach the IPS files for study and comparison here. I don't how what good it'll do, but... who knows?

Don't use the one marked "bad" unless you're studying. It probably won't make anything explode, but whatever.

EDIT: Okay, they're up. One had its header removed through Headerizer. That's the one that works right. The other one was created by Lunar IPS back in 2009. flips does the exact same thing now. They both produce the strange conflicting patch.

EDIT 2: Removing the patches. There's no need to keep them up now.

123
Game Modification Station / Re: New patch: Imp's Rage Bug fix
« on: April 21, 2016, 07:38:46 AM »
I solved the problem of why Assassin's patch wasn't working in Headerizer. It probably should be considered a bug in Headerizer. It can't stand it if the extension is in CAPS.

As for the other issue, I've begun to think it is NOT an issue if my theory is right. I've started to believe that I've been bizarrely using the wrong patch for years. It's actually an anti-patch. Yes, that's embarrassing. Just need to confirm it now. One moment.

EDIT: Nope. That wasn't it. It's still a problem, I guess.

Kaettekita edit: WAIT. I might have it now. I don't know why it would happen, but my patcher (which I've had trouble with before) could be making a patch that writes to that byte. I know that doesn't seem to make any sense, but none of this does. I'll test that.

Final Cutter edit: Amazingly and against sense, that WORKED.

It wasn't really my patching program, per se. It patched exactly as it was supposed to. The problem was: My patch was written by Lunar IPS (because I was making a non-header version) years ago. My current patching program (flips) makes the exact same error Lunar IPS did years ago. Maybe it goes to show how insecure IPS patches can be.
:bah:
It would sound like a clear case for switching to BPS if that format was friendly to patch stacking... Anyway, Headerizer has solved the problem. Now I worry about other patches I have, though. How many were thrown off by whatever strange algorithm these IPS makers do?

124
Game Modification Station / Re: New patch: Imp's Rage Bug fix
« on: April 21, 2016, 03:53:15 AM »
Hoi. :3

Sorry for this late check. Better late than never, I guess.

Compatibility issue with this patch. As per mblock129's patch conflict program:

Patches:
Auto-expiring statuses don't reset their timers with manual removal.ips
Imp's Rage.ips
Address: 0x24720 - 0x24720

That's Assassin's patch unless I'm remembering wrong.

EDIT: Confirmed. Assuming no header: HEX 24720, DEC 149280. Applying Imp's Rage first makes this byte read E5. Applying that Auto-expiring thing first makes the byte read E0. Strangely, it seems E5 is the unaltered byte for that spot. Maybe there's something wrong with the Auto-expiring statuses patch? Does it need to write to that spot? Attempts to recreate the patch are yielding no different result. Hm.

EDIT EDIT: It seems something may be wrong with Assassin's patch, but I'm unsure what. Headerizer can't process it. Still doesn't explain why attempts to remake the patch yield no different result, though.

125
Game Modification Station / Re: New patch: Shadow Gone Bug fix
« on: April 21, 2016, 12:17:31 AM »
This looks great. No offense to Imzogelmo or the previous method (as it worked fine), but I really like this elegant solution, Leet Sketcher. I'm going to need to update my comp patch again. :3

126
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 20, 2016, 10:11:11 AM »
I updated my bug-fix comp to include Leet Sketcher's "Imp's Rage". I also added Leet Sketcher's fix for Imzogelmo's "Shadow Leaves One-Man Party" (it was changing more than it should have).

127
Hoi. :3

Wow. That's an excellent find. I'll need to update my patches.

How much of what you listed is unnecessary for the bug fix, if you'd please? Is the C4/0434, C4/0439, C4/043E portion needed?

EDIT: Err. My mistake for looking in the wrong place. I checked the documentation and it accounts for everything except the changes to the spells and Control. Thanks for all your hard work, by the way.

128
Game Modification Station / C. V. Reynolds Patch Pack
« on: April 14, 2016, 03:40:15 AM »
I figured I'd release these separate to the adoring public. Even if the Rage addendum needs Terii senshi's Rage patch in order to not explode like Neo Tokyo (or maybe nothing will happen, I don't know).

I'd like to thank Leet Sketcher for Headerizer. I hate headers, but that program makes creating patches for headered ROMs so easy. Thus, I did. Thanks! :childish: (also Relm is my favorite)

Includes the following patches:

Blitz Tutorial Fix: This is a fix for the bug activated by Master ZED's FC05 patch. Needs the Wild Cat/Mag Roader bug to be fixed first, and obviously you need to apply it before you move other monster scripts around.

Dusk Requium (SP): They spelled it "Requium" for some reason.

Magicite - Strength to Vigor: Strength changed to Vigor in the Esper equipping menu.

Rage addendum: A fix for Terii senshi's Rage patch. It makes it so Siegfried and Chupon can't pincer you. To be applied after Terii senshi's Rage patch.

Setzer Bandana: He doesn't start with it now. His head is now naked.

Remember, they're all for 1.0 North American Final Fantasy VI. I won't be held responsible if they do something bad to other files. You can hold me responsible if they do something awesome to other files, though.

EDIT: Updated the file's readme to not be so mean. :3 Also the zip is now smaller. Yay.

129
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 14, 2016, 01:44:51 AM »
Big thanks. :3

It's Novalia's patch. I actually didn't see yours before I posted this. ;P Names of the patch makers beside the patches would be good. I'll edit those in.

130
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 13, 2016, 01:58:22 PM »
This is the script fix that goes with my bug-fix comp. I moved it to another topic with the other patch. Please visit it here:

http://slickproductions.org/forum/index.php?topic=2230.0

131
Game Modification Station / Re: FF6 Bugfixes Only Patch?
« on: April 13, 2016, 01:57:17 PM »
I created a bug-fix comp that contains all bug-fixes to date (to my knowledge). I once hosted it here, but decided to move it to its own topic. Visit it here:

http://slickproductions.org/forum/index.php?topic=2230.0

132
At the end of the Cave to Sealed Gate, when the cave-in occurs, usually one less rock falls than the developers intended. This is triggered by bringing four party members with you (which most will do, of course). If you bring less than four party members, the correct number of rocks will fall instead.

I recall hearing that the reason this happens is because the enemy Kefka counts as a character in your party at the time (as Terra is temporarily removed for the scene). I don't know if that's true. If it is so, would it be difficult to fix the bug by removing the temporary Kefka from the party before the cave-in occurs? How hard would that be for a bug fixing expert to fix?

133
Great. :3

I found something else of note: The FF3 non-headered reverse patch doesn't seem to work right. When I made my own reverse patch for Returner's Day Off, I discovered it alters the bytes differently. The one I made restores the original bytes. The one included with the patches does something else.

134
Hoi. :3

I just today noticed this patch seemingly conflicts with a version of Imzogelmo's "Vector's Cure-Castin' Kid no longer heals the dead" patch. Specifically the MPCanPlusMinus.ips patch. I haven't tested the other. You get differing ROM images depending on which patch you use first versus second.

Unfortunate scenarios. :(

EDIT: The affected areas:

Returner's Day Off (no header).ips
Vector's Cure-Castin' Kid no longer heals the dead (no header).ips
Address: 0xAC468 - 0xAC471
--
Patches:
Returner's Day Off (no header).ips
Vector's Cure-Castin' Kid no longer heals the dead (no header).ips
Address: 0xAC47C - 0xAC485
--
Patches:
Returner's Day Off (no header).ips
Vector's Cure-Castin' Kid no longer heals the dead (no header).ips
Address: 0xAC490 - 0xAC499
--
Patches:
Returner's Day Off (no header).ips
Vector's Cure-Castin' Kid no longer heals the dead (no header).ips
Address: 0xAC4A4 - 0xAC4AD

135
Final Fantasy V Research & Development / Re: FF5 Bugs & Glitches
« on: December 10, 2015, 04:34:41 PM »
Hey, LightPhoenix. What's going on with that great-sounding patch you were talking about? Did something come up?

Hope you don't think there's no interest. I love that you fix FFV's bugs. :)

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