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Author Topic: FF6 Improvement Project  (Read 278338 times)

TheNattak

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Re: FF6 Improvement Project
« Reply #555 on: November 28, 2012, 08:04:46 PM »
Has anyone else experienced a horrible in-battle bug that seems totally random at times, where if you select to use an item with a character, it instead does an attack??? It will stick to that one character only for the rest of the battle, or until that character dies (I think) while the other characters are normal.

I'm fairly sure it's in this improvement patch, as I didn't do anything to change any battle-related functions or code that I can remember, and it's been around for me as long as I can remember using this as a base. I've had no luck with the debugger yet, trying to solve it. Worst random bug ever! =( God I hope someone can shed some light on this one, it's the last of the nasty bugs I have to deal with, and possibly others as well that just don't know it yet heh heh.
« Last Edit: November 28, 2012, 09:00:40 PM by TheNattak »

Lenophis

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Re: FF6 Improvement Project
« Reply #556 on: November 29, 2012, 08:17:38 AM »
Quote from: For What Ail's Ya Readme
1.1 - October 24, 2010
      Fixed an incredibly rare bug in which item users would attack rather than
      perform the item usage, while still having the item deducted from
      inventory.

119 bugs fixed and counting.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #557 on: November 29, 2012, 01:42:07 PM »
Some of the recently released patches are pretty awesome

- Runic Forever
- Swdtech Ready Stance


Any plans to implement these?

Also.. Is that guy new to the romhack scene?

TheNattak

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Re: FF6 Improvement Project
« Reply #558 on: November 29, 2012, 05:11:01 PM »
Quote from: For What Ail's Ya Readme
1.1 - October 24, 2010
      Fixed an incredibly rare bug in which item users would attack rather than
      perform the item usage, while still having the item deducted from
      inventory.

Thank you very very very very much! Woo-hoo!!! *plays Chrono Trigger Lucca Fanfare*

Some of the recently released patches are pretty awesome

- Runic Forever
- Swdtech Ready Stance


Any plans to implement these?

Also.. Is that guy new to the romhack scene?

Runic one: "As a side effect, like Runic, the Retort flag will not be reset every turn. The Retort SwordTech will be activated by a physical hit or a second Retort command."

Sword Tech one: "Because of the lack of free space the Retort code was deleted. The Retort SwordTech will activate immediately and doesn’t need a physical hit to be triggered."

While these two patches are neat, I'm not sure how I feel about the side effects, seems pretty imbalanced.

The 'Guest Adder' patch he did is super awesome, I'm definitely gonna play around with that one. ;)

I've never seen the fellow before, my guess is he's a Japanese ROM hacker.
« Last Edit: November 29, 2012, 05:47:54 PM by TheNattak »

assassin

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Re: FF6 Improvement Project
« Reply #559 on: November 30, 2012, 01:39:00 AM »
While these two patches are neat, I'm not sure how I feel about the side effects, seems pretty imbalanced.

The 'Guest Adder' patch he did is super awesome, I'm definitely gonna play around with that one. ;)

I've never seen the fellow before, my guess is he's a Japanese ROM hacker.

yeah, he's living in a bit of a vacuum if he's unaware of free space in Bank C2 to allow for the original Retort code and his additions.  (if this were dealt with, and one didn't want to wait the full Retort time for each the "charge" and the actual counter, then one solution is to give Retort a "Time to Wait" half of what the hack currently does.)

DrROBschiz

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Re: FF6 Improvement Project
« Reply #560 on: November 30, 2012, 06:09:06 AM »
I clearly misunderstood the Sword Tech one

I thought it was like the Runic patch where once the retort effect was activated it stayed with you until you were hit instead of resetting when Cyans turn came back around


TheNattak

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Re: FF6 Improvement Project
« Reply #561 on: December 01, 2012, 01:40:06 AM »
Quote from: For What Ail's Ya Readme
1.1 - October 24, 2010
      Fixed an incredibly rare bug in which item users would attack rather than
      perform the item usage, while still having the item deducted from
      inventory.

Yo Leno, I applied the updated patch, and for some reason now characters are not able to cast magic in battle, all the spells look as though there is not enough MP to cast them, all blued out. =(
I narrowed it down to this part here that's causing it for me:

C2/650D:   EB         XBA
C2/650E:   20E764     JSR $64E7
C2/6511:   EB         XBA
C2/6512:   60         RTS

Changing it back to the old code there of FF FF FF 20 63 57 clears up the issue, but I'm afraid that's where the
'use item attack instead' bug-fix happens probably..? I'm sure I patched everything right, on a headered ROM. I have Imzog's Multi-Steal patch applied, so I used the correct patch here for What Ails Ya - multi steal - header, so I'm not sure what's going wrong here. Sorry to bother you about this, I just want everything to work out here. I've been having a lot of bad luck lately and my lack of asm knowledge leaves me in the dark about what to do about this.
« Last Edit: December 01, 2012, 01:47:21 AM by TheNattak »

assassin

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Re: FF6 Improvement Project
« Reply #562 on: December 01, 2012, 03:29:33 AM »
i'm trying to guess what the hell would put a "JSR $5763" at C2/6510 to begin with.  my "Control menu responds poorly to MP change fix" uses that instruction, but it's at C2/6555.

put all the patches you're using in a single directory, and run mblock129's Patch Conflict Finder to figure out what's using that area:
http://zephyr129.brinkster.net/patchconflict.html

TheNattak

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Re: FF6 Improvement Project
« Reply #563 on: December 02, 2012, 01:14:28 PM »
Ah yeah, I'm sorry it was indeed a case of patch confliction. I'm also curious as to what it might be, I'll report back if I find out using the patch conflict program. I decided to just move that small bit of code there to some free space I have, but I didn't see the correct JSR there leading to C2/650D in the What Ails Ya code document.  :wtf:

In the document it says:

C2/4DAF: EB              XBA
C2/4DB0: 20 E7 64     JSR $64E7
C2/4DB3: (not listed, but it's changed.)

And this is what it actually is:

C2/4DAF: 48            PHA
C2/4DB0: 20 0D 65    JSR 650D
C2/4DB3: 68            PLA

This was on a clean ROM, is this a mistake or what?
« Last Edit: December 02, 2012, 01:31:58 PM by TheNattak »

assassin

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Re: FF6 Improvement Project
« Reply #564 on: December 03, 2012, 05:19:20 AM »
they probably just forgot to update part of the "C2 - new.txt" file when updating the patch.  ails_ya.asm is what the patch is actually made from, so that's the more relevant one.  "C2 - new.txt" exists just for documentation, to show what the altered code looks like in a format matching that of the original disassembly.

----------

i'm trying to figure out what called that C2/6510 code..  what values do C2/086C thru C2/086E hold?

Lenophis

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Re: FF6 Improvement Project
« Reply #565 on: December 04, 2012, 02:33:05 AM »
they probably just forgot to update part of the "C2 - new.txt" file when updating the patch.
If by "they" you mean "me," then yeah. :tongue:

I'm sure I patched everything right, on a headered ROM. I have Imzog's Multi-Steal patch applied, so I used the correct patch here for What Ails Ya - multi steal - header, so I'm not sure what's going wrong here.
The only difference between the Multi-stealing and non-Multi-stealing patches are the location to one of the JSRs because of Imzog shifting code.

Also, I don't think I ever accounted for any other patch tweaking C2/4DAF, because I didn't any other faulty code was there. :hmm:

119 bugs fixed and counting.

DrROBschiz

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Re: FF6 Improvement Project
« Reply #566 on: December 28, 2012, 07:33:26 PM »
Hey Darkmage!

When you coming back?

I just want to pop in and say how much I LOVE the re-translation patch EXCEPT that it breaks most of my custom builds!

DO you happen to know any reason why it's such a fickle patch?

TheNattak

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Re: FF6 Improvement Project
« Reply #567 on: December 28, 2012, 08:49:43 PM »
It's probably because this mega-patch uses so many different patches from people, that uses up the free space and/or other addresses in the ROM that some other things that you or others have done for your build(s) is using, and they clash? For instance, the Flawless Victory patch. It sounds like you may have to check out some addresses and relocate some data around if you want to add on stuff to this. ;)
« Last Edit: December 28, 2012, 09:16:26 PM by TheNattak »

DrROBschiz

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Re: FF6 Improvement Project
« Reply #568 on: January 02, 2013, 01:07:33 PM »
This Hatzen08 guy is pretty active

First of all I love the Runic Forever and Lucky Slot patches. They make for awesome updates to otherwise gimped characters in some of the difficulty builds that I have been making

Just saw that he did a Evasion Bugfix patch

http://www.romhacking.net/hacks/1097/

I was curious of whether you guys could shed some light on the differences between this patch and the one that has been around forever.

I mean i could just test it myself but I'm not sure i would know the difference between this and the existing one.

assassin

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Re: FF6 Improvement Project
« Reply #569 on: January 02, 2013, 06:07:09 PM »
compare the authors' descriptions:

http://www.rpglegion.com/ff6/hack/evade.htm

Terii's is a bugfix.  it makes Evade work, and it activates all the code that was skipped as a result of the Evade Bug (e.g. Beads reducing hit rate).

http://www.romhacking.net/hacks/1097/

HatZen08's fixes that bug, and also has a bit of a re-envisioning.  it apparently gives Reflect status priority over Clear.  also, it majorly changes L.X spells.  they'll end up with 255/Level_multiple as a hit rate.  however, because he never clears the top half of A before this division, the results might be gibberish.  also, with general attacks, he seems to use target Evade or MBlock as the hit rate, ignoring the attack's hit rate entirely.  that really makes no sense, so maybe i'm misunderstanding something.

bottom line is, the older one just addresses a bug, and has 11+ years of user testing.