øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.450e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf44d.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf44d.html.zx¿$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0PdÏ+OKtext/htmlISO-8859-1gzip@øÕÏ+ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:59 GMT0ó°° ®0®P®€§²ð®¿$h^ÿÿÿÿÿÿÿÿl$Ï+ FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

Poco Loco

  • Cagnazzo
  • *
  • Posts: 356
  • Gender: Male
    • View Profile
    • FF6hacking.com
Re: FF6 Improvement Project
« Reply #450 on: July 01, 2011, 12:31:52 PM »
so the fanatics tower patch messes with the improvement patch?

damn
"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

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #451 on: July 01, 2011, 01:45:32 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.

Ronnen

  • Karlabos
  • *
  • Posts: 33
    • View Profile
Re: FF6 Improvement Project
« Reply #452 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

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #453 on: July 01, 2011, 06:42:47 PM »
Thanks for checking that out, assassin! And Ronnen, I appreciate the willingness to work on this - it's a really cool idea, and I'd love to keep it in the project. You guys are awesome!

In the meantime, that means that 1.02 is not recommended for use. I'll put out a new version with the other changes this evening.

Ronnen

  • Karlabos
  • *
  • Posts: 33
    • View Profile
Re: FF6 Improvement Project
« Reply #454 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?

Poco Loco

  • Cagnazzo
  • *
  • Posts: 356
  • Gender: Male
    • View Profile
    • FF6hacking.com
Re: FF6 Improvement Project
« Reply #455 on: July 02, 2011, 01:32:26 AM »
well thats good news for me personally (since I wont use the brush-less sketch patch, I'm taking brushes out) :p
"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

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #456 on: July 02, 2011, 02:09:29 AM »
New version 1.03 is out. Get it here.

-Removed Ronnen's Fanaticism patch (for now)
-Changed VWF character "il" to "@"
-Fixed Bushido technique names so that they appear correctly in the menu

Plus the 1.02 changes, in case they were missed:
-Added Leviathan Mist's "Battle Speed Mod & Speed Overflow Fix - Faster v2" patch
-Made a previously unreachable treasure in Narshe at the beginning of the game obtainable, thanks to Dragonsbrethren for pointing it out!
-Corrected item references in the dialogue to use the proper item names

 :cycle:

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #457 on: July 02, 2011, 04:33:21 AM »
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?

there's another of my patches there. :P  this tells you what's where in free space:

http://www.angelfire.com/al2/imzogelmo/Patch_Alloc.txt

EDIT: also see this post for a full idea: http://slickproductions.org/forum/index.php?topic=1330.msg15524#msg15524
« Last Edit: July 02, 2011, 05:32:09 AM by assassin »

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #458 on: July 07, 2011, 08:01:40 AM »
Been having fun with your base patch.

Basically patched over it with the Eviltype patch found on romhacking.net with some interesting results.

My goal was to have all the bugfixes found in your patch combined with eviltype's difficulty and item/equipment adjustments. Surprisingly enough everything appears to work great!

A few weird things that did happen with this is that some of the items reverted back to their original names (dagger is back to dirk) and there is a very strange bug that is changing random equipment and relic slots to a paladin shield after battle. Except it doesnt happen everytime and its completely random.

I'm not asking you to fix this i just thought you would find it interesting. I'm starting to wonder how i can combine multiple patches individually to create the ultimate FF6 experience.

Just for clarity I am just an idiot who loves FF6 and have no coding background whatsoever lol. I've just been using Lunar IPS and experimenting LOL.

Your base patch seems pretty stable and versatile from what i can tell.

Poco Loco

  • Cagnazzo
  • *
  • Posts: 356
  • Gender: Male
    • View Profile
    • FF6hacking.com
Re: FF6 Improvement Project
« Reply #459 on: July 07, 2011, 01:52:24 PM »
I would suggest (although it will be a pain in the ass) manually implementing the evil type changes yourself after applying the base patch to give you perfect results
"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

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #460 on: July 07, 2011, 06:50:59 PM »
I would suggest (although it will be a pain in the ass) manually implementing the evil type changes yourself after applying the base patch to give you perfect results

Agreed.

As far as the paladin shield issue...are the items actually turning into Paladin Shields, or are you getting the battle message saying the curse was lifted? I got the battle message during the Moogle group fight on my playtest of the new version (no eviltype or anything), but when I looked at the equipped items it was still a Mythril Shield on Mog.

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #461 on: July 07, 2011, 08:50:19 PM »
i'm on the case, yo!

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #462 on: July 07, 2011, 08:54:17 PM »
I would suggest (although it will be a pain in the ass) manually implementing the evil type changes yourself after applying the base patch to give you perfect results

Agreed.

As far as the paladin shield issue...are the items actually turning into Paladin Shields, or are you getting the battle message saying the curse was lifted? I got the battle message during the Moogle group fight on my playtest of the new version (no eviltype or anything), but when I looked at the equipped items it was still a Mythril Shield on Mog.

I get the same message. Once you get it you have to look at all equipment and relic slots for each character to find where the paladin shield placed itself. Its really weird!

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #463 on: July 08, 2011, 04:32:24 PM »

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #464 on: July 13, 2011, 09:50:52 AM »
So wait, is the paladin shield a known issue exclusive to the original patch? I havent tested the improvement patch itself to see if the bug is present.

Ill test the base patch on its own when i can.