øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=247e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf426.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=247e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf426.html.zx‰h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ00W#˜OKtext/htmlISO-8859-1gzip8:Ö#˜ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 07:01:50 GMT0ó°° ®0®P®€§²ð®‰h^ÿÿÿÿÿÿÿÿ€#˜ Show Posts - Ronnen

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Messages - Ronnen

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1
Game Modification Station / Re: Blitz Battle Menu Tweak
« on: July 07, 2011, 09:38:55 AM »
As an update on SwdTech, took a shot at an inline, independent implementation this past weekend...

"Works fine" except for two things:

First, not enough space to get the right text displayed for the abilities at the moment, so the names are off. I can work around this, just haven't gotten to it since the second issue is more dire.

Second, for whatever reason, whenever I hand back what the selected item was when you try to use one of the abilities, the game chokes... seems like its expecting something other than what I'm giving it.

I tried setting it to hand back a 0 based index, but that doesn't work. Then I tried giving it the ability ID (SwdTechs start at 0x55) and that didn't work either.

So I'm going to have to spend some time determining what the timing code I overwrote was doing that made the game happy and do that too.

2
...but RL has been a real kick in the nuts for me lately.

Sorry to hear that! Hope things become less nutty for you (or perhaps less kick-y)...

Since this conflicts with assassin's patch, there stands a good chance (100%?) that it'll conflict with my Summon This! patch as well. I swear I'll be updating it soon...

The original versions of Fanaticism affect:
C2/535A -> C2/539D

The "Brushless" version of Fanaticism affects:
C2/5352 -> C2/538B

Your Summon This! patch affects:
C2/4E49 -> C2/4E4B
C2/52C6 -> C2/52DA
C2/53CB -> C2/53DD
C2/64B7 -> C2/64E7

So there is no conflict between Fanaticism and SummonThis! patches, regardless of version. Other than the fact that my patch makes Summon available in Fanatics tower, while yours does not.

The reason the Brushless sketch patch affects yours is because Brushless optimizes a lot of data to make space for its additional functions rather than just use free space elsewhere. While there is nothing wrong with this per se, it does mean that almost any patch that alters the availability / visibility of commands in battle (as yours does to a degree and mine does nothing but) will conflict with assassin's patch.

I say we both just blame assassin and ride off into the sunset...    :laugh:

(assassin) --> :omghax:  .   .    .   .   .   .  :cycle:  <-- (us)

3
so functionally, is this some sorta hybrid between your original Fanaticism and Fanaticism Limited patches?

In short, yes. I was aiming to make a limited option since that is what he was trying to use originally when the conflict was found. Since I'm more or less making this for dark...

i'm a bit confused about your new treatment of the Slot command.

The only way I could enable the things that make sense to enable (lore and sketch) was to enable a big block. "Down" didn't make sense because it includes a ton of stuff that should probably be avoided like Steal, Blitz, SwdTech, etc.

So I had to go "Up", which of the things one would want to avoid in a limited patch is Control, Slot, Rage, Leap, Dance, Jump, X-Magic, GP-Rain, Summon, Health, Shock, Possess, and Magitek...

Rage and Leap are already handled out by other code

Jump, X-Magic, GP-Rain, Summon, Health, Shock, Possess, and Magitek are "irrelevant" since they are not normally available in the game as "pre-relic processing" commands.

That leaves Dance and Slot...given the space I had, I could only do the one (and of the two Slot "makes the least sense") without ditching other functionality of this code block (per the options I outline in my initial post) or without spending more time to try to find unused free space to build a sub routine that wouldn't conflict with his other patches.

also, Morph and Revert have had their treatment changed, but that's probably due to space constraints.

More or less. Though again, in the limited version of my patch, Morph and Revert weren't allowed... so I probably wouldn't do so here either even if I had space.

4
Alright cool.

Well assuming it works (or once it eventually does) and I get the "okay" from assassin, I'll add that version of the patch to the distro I submitted to this site.

5
Making this thread so as to not clutter up dark's thread concerning his project (though I hope he'll participate here)

Since Assassin's Brushless Sketch patch and my Fanaticism patch both modify the code block responsible for checking Magitek / Fanatics Tower command changes, they don't work together.

I'm not sure I can make a Limited version that is compatible without using free-space (which I'm loathe to do), but I have a non-limited version that does seem compatible with his brushless patch.

An IPS for this is attached (apply after his brushless patch), as well as the asm to generate.

This version "turns on" the following "normally available" commands when in the fanatics tower / in magitek armor:
Runic, Lore, Sketch, Dance, Summon

It also turns on a slew of not-normally available commands like health, etc... as this isn't really a limited version...

Dark, since I'm really making this patch with you in mind so to speak, here are some choices:

I can trivially make it not allow Runic. This has no down side.

I can also turn off Dance... if you don't care if I always replace the first item with Magitek / Magic no matter what is there (only really is a negative for Gogo as this makes him unable to Mimic) and always do nothing to the 4th slot (again only really a "negative" for Gogo as everyone else should have Item there anyway)

Or I can try and find some empty space and potentially break other patches you are using, and you'll probably have to wait longer for a resolution :)

6
Submissions / Re: FF6 Patch - Tower of Fanatics / Magitek
« on: July 02, 2011, 11:43:59 AM »
Note that this is apparently incompatible with Assassin's brushless sketch patch, as we both optimized the same code portions in order to put in our own stuff.

He optimized to make room below it to add routines to check equipment for brushes... I optimized it to make allowances for other command types.

So I'm working on a version that is intended to work with his... not sure if I'll be able to make a limited version of that though because he optimized the crap out of the code and I don't have as much room ^_^

7
Game Modification Station / Re: FF6 Improvement Project
« on: July 01, 2011, 08:42:04 PM »
Hmm yeah any one know any reason I shouldn't use up the space starting at C2/FC10 to do some helper logic for a patch that dark can use?

8
Game Modification Station / Re: FF6 Improvement Project
« on: July 01, 2011, 05:45:38 PM »
it conflicts with my Brushless Sketch patch, which optimizes C2/532C so i can limit the free space used by my extra code.

iirc, the _meaning_ of C2/532C wasn't changed, since the focus of the patch was really C2/527D and its helper functions.  that's the one bright spot, as making these two coexist would still involve writing an alternate version of the Fanaticism patch that boots some of my functions (or some of its own code) into additional free space areas.

hmm I'll take a stab at it this weekend then and post it up for your approval then assassin

9
Game Modification Station / Re: FF6 Improvement Project
« on: July 01, 2011, 12:22:54 PM »
Did it to me as well. The battle speed mod doesn't do this, so it looks like another patch is conflicting with Ronnen's patch. I'd really like to use that patch, since other forms of magic should be available in the Tower of Fanatics.

I tested it against the other Magitek-affecting patch I use (MTek in Cyan's Soul), but the battle started. I'll have to wait until after work to find the conflict.

Buuuu... let me know if you find what the conflict is (even if its just which patch is conflicting) and I'll try and fix it on my end if possible.

10
Submissions / Re: FF6Patch - Menu Blitz
« on: June 30, 2011, 05:15:08 PM »
Fair enough ^_^

11
Submissions / Re: FF6Patch - Menu Blitz
« on: June 30, 2011, 04:53:23 PM »
Well done! I will surely be using this.

By the way, the Vargas battle script can easily be edited.

Thanks!

And I know it can be edited, I just didn't want to make that text and/or event change a "pre-requisite" to using my patch.

12
Game Modification Station / Re: Blitz Battle Menu Tweak
« on: June 30, 2011, 04:51:04 PM »
if you do ever go for the uber general purpose menu routine, keep in mind that there's special code to change the MP cost in Step Mine's menu data, and the code is position-dependent.  this is in Bank C2, so maybe it wouldn't be affected by your C1 overhauls.

Hmm good to know...

I can probably fold the different battle commands in one at a time (easier to isolate testing that way anyway). Could save Lore for last and if it looks like its a PITA to resolve just leave it out.

13
Game Modification Station / Re: FF6 Improvement Project
« on: June 30, 2011, 10:00:21 AM »
-Added Ronnen's "Fanatacism - Limited" patch

Glad I could contribute ^_^

14
Submissions / Re: FF6Patch - Menu Blitz
« on: June 30, 2011, 09:42:16 AM »
you are the TITS bro

great patch thanks a lot :)

"Something something standing on the shoulders of giants something something..."

Seriously though, without the great documentation work done by others, and forum help, this would have been much harder. The few places where the C1 doc "fell short" took me probably 10 times as long to analyze as the rest of it where the documentation was there...

15
Game Modification Station / Re: Blitz Battle Menu Tweak
« on: June 30, 2011, 09:31:30 AM »
Oh, and I threw Menu Blitz up on the submissions forum of this site as well.

It also includes the .asm, which because of its size and complexity I tried to comment at least in a manner decently coherent... Though I have a working version on my harddrive that contains much more insane, but more complete comments lol...

Feel free to take a gander at it Assassin and let me know what you think... might be that a SwdTech menu wouldn't be as large as I'm thinking it would have to be.

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