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Author Topic: FF6 Patch Allocations?  (Read 13343 times)

darkmage

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FF6 Patch Allocations?
« on: June 24, 2009, 11:32:34 AM »
I'm trying to get a "fixed" version of FF6 together, using all the known bugfix patches and a few tweaks for completion purposes and general improvements (such as the complete Rage list, alphabetical Rages, and the original sprites from the Japanese version). I've got almost everything in that I would like, except ArmorVil's "SwordTch speedup", which kills the ROM I'm using after I apply it.

I found Imzogelmo's patch allocation table on his website yesterday, and it's really impressive, although ArmorVil's patch is not listed on there. Is there an updated version of this table? I'd like to be able to let ArmorVil know about this conflict, and I'm curious as to which patch is conflicting. I'm not familiar enough with hex to know what I'm looking at in this regard, although this forum has definitely been the best in showing what to look for!

assassin

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Re: FF6 Patch Allocations?
« Reply #1 on: June 24, 2009, 12:03:38 PM »
i'm not sure on the ArmorVil patch (though i think it affects Bank C1, and maybe something late in C2?), but this reminds me that Imzo still needs to add mblock129's "Shadow is Not a Girl" fix to the document. :P

Lenophis

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Re: FF6 Patch Allocations?
« Reply #2 on: June 24, 2009, 03:13:39 PM »
Quote from: Readme
              This patch uses 14 bytes at C1/7D8A. So, before using
              other patches, make sure that it's compatible first.

That routine is fairly exclusive, and I don't recall anything else being there or any other patches that would conflict.

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assassin

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Re: FF6 Patch Allocations?
« Reply #3 on: June 25, 2009, 04:03:21 AM »
darkmage: which version of the ROM are you applying the patches to?  the SwdTech Speedup patch is designed for a v1.0 ROM.  the Readme says that "it should" work on a v1.1 ROM too, but if my ancient post was right:

http://mnrogar.slickproductions.org/phpBB3/viewtopic.php?f=3&t=241&start=26

it'd actually have to be modified.

darkmage

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Re: FF6 Patch Allocations?
« Reply #4 on: June 29, 2009, 08:37:06 PM »
I'm using the 1.1 US ROM. I've actually found a few patches that aren't working right for my project, some of them put out by Lenophis. Here are the ones that I've found so far:

(Lenophis) I-D no longer ignores Safe & Shell:  > Causes the ROM to glitch/crash when choosing an action for Shadow during the Sabin scenario.

(Lenophis) Crusader Reflect Fix:                             > Graphical glitches whenever a battle is called.

(ArmorVil) Cyan SwordTch gauge speed-up:    > Breaks the Lete River battle event after Ultros dips out.

(Novalia Spirit) Naming Shadow Fix:                    > Breaks the camera after the Returner event and into the Lete River sequence. I didn't test this one fully, but I went      through the escape cave, the first part of the river and into the first save cave, and the camera stayed in the original position for each map call.

This is after applying all the fix patches from MasterZED, Assassin, Imzogelmo and Leno. I don't have the full list with me here at work; I'll post that after I get home. Currently I'm at just after the Battle for Narshe, about to head to Kohlingen. I'll post any other problems I find during my playthrough. 

Lenophis

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Re: FF6 Patch Allocations?
« Reply #5 on: June 29, 2009, 09:05:56 PM »
I'm using the 1.1 US ROM. I've actually found a few patches that aren't working right for my project, some of them put out by Lenophis. Here are the ones that I've found so far:

(Lenophis) I-D no longer ignores Safe & Shell:  > Causes the ROM to glitch/crash when choosing an action for Shadow during the Sabin scenario.

(Lenophis) Crusader Reflect Fix:                             > Graphical glitches whenever a battle is called.
And in each readme, v1.1 is only listed in Ignore Defense no longer Ignoring Safe & Shell, and it's not in the "tested" section. Addresses looked free between the two, which is why I listed v1.1 in the first place.

I didn't list v1.1 in the other two for good reason. :tongue:

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darkmage

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Re: FF6 Patch Allocations?
« Reply #6 on: June 29, 2009, 09:20:49 PM »
Hrmm, and I thought I had read for each in the readme. I had already found several patches I was wanting to use that listed v1.0 only...

My mistake!  :blush:

That does bring up an interesting question, then: for patching purposes, is it better to use the 1.0 ROM and use the Sketch fix? I had been avoiding that in case it basically made a 1.1 conversion and broke the 1.0 patches anyway.

Lenophis

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Re: FF6 Patch Allocations?
« Reply #7 on: June 29, 2009, 09:36:18 PM »
Makes me curious about the Ignore Defense patch though. Although considering I've had 4 reports about it conflicting with other patches, I'm not at all surprised if it caused a problem. It's still conflicting, just haven't found any free space in C2. :sad:

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vivify93

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Re: FF6 Patch Allocations?
« Reply #8 on: June 29, 2009, 10:28:27 PM »
i'm not sure on the ArmorVil patch (though i think it affects Bank C1, and maybe something late in C2?), but this reminds me that Imzo still needs to add mblock129's "Shadow is Not a Girl" fix to the document. :P
Wouldn't that make a continuity error if the curious decided not to save Shadow, like on the PS1 version? (It would then call Relm "him".)

Old quotes was
Quote
We can't do anything for her
here.

Let's take her back to Thamasa
using the airship.

New quotes are
Quote
We can't do anything for him
here.

Let's take him back to Thamasa
using the airship.

I actually propose
Quote
We can't do anything here.

Let's head back to Thamasa
using the airship.
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darkmage

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Re: FF6 Patch Allocations?
« Reply #9 on: June 29, 2009, 10:45:32 PM »
From the patch notes, NS actually added a different text event based on who you found. I was worried about that too.  :childish:

vivify93

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Re: FF6 Patch Allocations?
« Reply #10 on: June 29, 2009, 10:47:35 PM »
Oh, really? I din't catch that part. That's awesome.
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Imzogelmo

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Re: FF6 Patch Allocations?
« Reply #11 on: June 30, 2009, 02:16:34 AM »
Sorry I haven't updated that lately assassin, I've grown lazy of late...



About the question of whether it is best to use 1.0 and the Sketch patch: Yes, yes it is. Almost all patches for this game have been made for 1.0, and there's enough difference between the 2 that it's a good bet that the effected code is shifted. As for if assassin's Sketch fix simply changes 1.0=>1.1, it doesn't. Assassin basically did it much more efficiently than Square did (a textbook example of the the benefit of coding in assembly instead of compiling), so very little is actually changed as far as the addresses.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

darkmage

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Re: FF6 Patch Allocations?
« Reply #12 on: June 30, 2009, 11:35:58 AM »
That is really good to know! It means I'm starting over from scratch, both with the patching as well as my playthrough, but it'll be worth it to be able to add the Magitek fixes and see how the SwordTch/Bushido speedup add to the flow of the game.

I'll get on that and let you know how it goes!

darkmage

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Re: FF6 Patch Allocations?
« Reply #13 on: July 01, 2009, 03:47:19 PM »
OK, here's a list of all the fix and tweak patches I've applied so far. I'm using a 1.0 headered ROM. Patch versions are 1.0 unless otherwise specified.

Code: [Select]
Battle Fixes:
1-way Status Immunity fix 0.25 (assassin)
Anchors Aweigh! 1.1(Lenophis)
AtmaWeapon Carves Stone (Imzogelmo)
Auto-swordless Runic fix 0.15 (assassin)
Brushless Sketch fix 0.16 (assassin)
Brushless Gogo? fix (51793 Moeman)
Recapture the Glory fix 0.225 (assassin)
Control Responds Poorly to MP Change fix 0.10 (assassin)
Controlled Attacks Ignore MP Cost fix 0.19 (assassin)
Bad Decoration (Lenophis)
Deceptive Tapir fix 0.40 (assassin)
Disrespectful Zombie status fix 0.20 (assassin)
Duplicate Enemy Names [func2C30] fix 1.2 (assassin)
Esper Battle Menu fix (Lenophis)
Evade Bug fix (Terii Senshi)
Enemy Command FC05 fix (MasterZED)
For What Ails Ya fix (Lenophis)
Invert Damage if Undead fix (MasterZED)
Jump & Launcher/Super Ball fix 0.20 (assassin)
Jump Megafix [version A] 0.15 (assassin)
Wild Cat Bug fix 0.25 (Djibriel/assassin)
Magic Damage Overflow fix 0.30 (assassin)
Muddle/Mantra fix 0.15 (assassin)
Muddle/Palidor fix 0.15 (assassin)
Multi-Steal fix 1.01 (Imzogelmo)
Mute Steals Rage Statuses fix 0.21 (assassin)
I Condemn Thee to Hell! (Lenophis)
Auto-Expiring Statuses Don't Reset Their Timers w/ Manual Removal fix 0.20 (assassin)
They Only Jump to the Left in Zozo (mblock129)
Pincer + Row fix 0.15 (assassin)
Psycho Cyan fix 1.1 (Terii Senshi)
Rippler Bug fix 1.1 (Terii Senshi)
Sketch Bug fix (assassin)  - only on Zed's page? And Zed's Allo Ver fix is only on assassin's page. Hmm...
SrBehemoth Rips You Off! 1.1 (dragonsbrethren)
Stackable Immunities & Permanent Statuses fix 0.22 (assassin)
Step Mine's Missing Digit fix 0.22 (assassin)

Game Event Fixes:
Airship/Game Over Exploit fix (Novalia Spirit)
Can't Lose for Winning Coliseum fix 1.0b (Lenophis)
The Cowardly Dog fix (Novalia Spirit)
Duncan Stays Put (mblock129)
Edgar Revealed (mblock129)
Cure-Castin' Kid events fix [MP CAN +/-] 0.91 (assassin)
Flight of Storm Dragon fix (Novalia Spirit)
Grand Stairway item/inventory event fixes (Imzogelmo)
Vanishing Magicite Object fix (Novalia Spirit)
Tunnel to Lete River Sound Volume fix (Novalia Spirit)
Mine Cart Encounter fix (Imzogelmo)
Missing Dialogue fix (Novalia Spirit)
Missing Light Object fix (Novalia Spirit)
Magitek in Cyan's Soul fix (Imzogelmo)
Chocobo Stable Money Deduction fix (Novalia Spirit)
Pink Gogo fix (Imzogelmo)
Shadow is NOT a Girl! fix (mblock129)
Shadow Leaves One-man Party fix 0.40 (assassin)
Grass Tile Encounter Property fix (Novalia Spirit)

Miscellaneous Fixes:
Genji Glove Damage Reduction fix 1.01 (assassin)
Gogo Can't Uncurse the Cursed Shield fix 0.60 (Imzogelmo)
Transportation Device tile fix (Novalia Spirit)
Broken Gate tile fix (Novalia Spirit)
Narshe's Secret Entrance tile fix (Novalia Spirit)
Elemental Display 1.1 (Lenophis) - I consider this a fix more than a tweak
Jewel Ring Menu Description fix 0.61 (assassin)
Life2 Menu Description fix (Imzogelmo)
That Damn Yellow Streak fix 0.25 (assassin)
Various Menu/Event Text fixes (Imzogelmo)
King of Vanity (mblock129)
Regulation Dice sprite fix (mblock129)
Uncensored Graphics (Terii Senshi)
FF6j Title Screen (Yazoo)

Tweaks:
Ignore Defense no longer ignores Safe & Shell 1.D (Lenophis)
Slot Derigging patch (MasterZED)
SwordTch Speed Up! patch (ArmorVil)
Holy Randomness Batman! RNG patch 1.6 (Lenophis)
Adding Missing Rages patch (Terii Senshi) - includes Zed's Allo Ver fix?
Dash Button hack [DashA] (MasterZED)
Alphabetical Rage patch 0.45 (assassin) - holy CRAP this is the most useful tweak I've found so far!
Name Lowercasing patch (Imzogelmo) - this was annoying to me as well

So far the only patch that isn't working on the 1.0 ROM is Novalia Spirit's Naming Shadow patch...it still breaks the camera starting at the Tunnel to Lete River map.

Also, Djibriel's Rage Guide mentions a patch he once worked on called Homesick Gau, which removed the 6th slot from a lot of enemy formations to allow Gau to return much more often than he does on the Veldt. Does anyone happen to have a copy of this patch?

Lenophis

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Re: FF6 Patch Allocations?
« Reply #14 on: July 01, 2009, 04:27:11 PM »
Quote from: email
I checked the ignore defense patch. It's compatible with your other patches
now, but unfortunately not clashes with Assassin's Jump Megafix patch
I suggest removing the ignore defense patch for the time being. I need to rewrite it or optimize it or something (or find more free space in C2).

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