øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf7af.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf7af.html.zx´$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/º>OKtext/htmlISO-8859-1gzip8:Öº>ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:48 GMT0ó°° ®0®P®€§²ð®³$h^ÿÿÿÿÿÿÿÿv'º> FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

Poco Loco

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Re: FF6 Improvement Project
« Reply #15 on: July 25, 2009, 10:14:39 AM »
well what I have experienced with FF3ED is not TOO major but regardless it kinda fucks with the game

when you fix up the font or dialog up, the bottom half of the WOB map is all glitchy and retarded looking

the other glitch is that the very 1st block of most character sprites have a weird looking block in their upper left forehead (that can be fixed using FF3 sprite editor)
"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

Tzepish

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Re: FF6 Improvement Project
« Reply #16 on: July 25, 2009, 10:59:33 AM »
Tzepish, which ROM version did you use for your changes, and did you do it on a fresh copy or a patched one?

I haven't read the whole thread yet, but I felt you deserved a reply (haven't checked the board in awhile).

That patch was made on the 1.0 US FF3 rom, but it is definitely not compatible with all these bug fixes.  Basically, either just apply the changes that I mention manually (in a "thanks for the idea!" sort of way), or apply them to a new rom and take a peek at the data and copy them over. :-)

Other things I think would be neat for a general "FF6 Improvement" would be to import the FF6 Advance dialog and monster/item/magic/esper names, and to expand the names for these things to allow for more letters.  Note, though, that some of the monster name changes may result in the alphabetical rage patch to list them in the wrong order (no longer alphabetical), but I believe that patch puts all monster IDs in a table that can be modified to change the order.


EDIT:  It turns out I should have read the whole thread, as I have more to say!

The biggest bug I've encountered with ff3ed is this:  In the dialog editor, if I add too much dialog, the rom becomes corrupted such that the overworld will not load.  And, if you wait too long for it to load, your save files are deleted.  Nasty.
« Last Edit: July 25, 2009, 11:06:06 AM by Tzepish »

Poco Loco

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Re: FF6 Improvement Project
« Reply #17 on: July 25, 2009, 01:55:24 PM »
Tzepish, which ROM version did you use for your changes, and did you do it on a fresh copy or a patched one?

The biggest bug I've encountered with ff3ed is this:  In the dialog editor, if I add too much dialog, the rom becomes corrupted such that the overworld will not load.  And, if you wait too long for it to load, your save files are deleted.  Nasty.



ooooo I DID NOT know that part =/
"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

Dragonsbrethren

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Re: FF6 Improvement Project
« Reply #18 on: July 25, 2009, 03:25:32 PM »
The secret to using FF3Ed is to not use it on your good ROM. Make your dialogue changes in a separate ROM, then copy the new pointers and dialogue over using a hex editor (binary dump, not by hand).

Poco Loco

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Re: FF6 Improvement Project
« Reply #19 on: July 25, 2009, 03:50:31 PM »
I got u bro, when u told me b4 that the editor was shit u weren't playing lmao
"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

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Re: FF6 Improvement Project
« Reply #20 on: July 26, 2009, 12:10:52 PM »
Quote
The biggest bug I've encountered with ff3ed is this:  In the dialog editor, if I add too much dialog, the rom becomes corrupted such that the overworld will not load.  And, if you wait too long for it to load, your save files are deleted.  Nasty.

Holy cow!  :eek:

I'm glad I wasn't planning on doing much dialogue editing yet, then. Hopefully the two (or three) things I was going to change won't corrupt the ROM so much.

Quote
The secret to using FF3Ed is to not use it on your good ROM. Make your dialogue changes in a separate ROM, then copy the new pointers and dialogue over using a hex editor (binary dump, not by hand).

I was looking over the options in Windhex, but I'm not quite sure how I could do a binary dump of any changes, especially if there WAS a significant change to the script. (Which I was actually thinking about doing after playing with FF3Ed...)

Dragonsbrethren

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Re: FF6 Improvement Project
« Reply #21 on: July 26, 2009, 01:39:51 PM »
Edit -> Dump Binary Data. Then just enter a filename, starting offset, and ending offset.

Tzepish

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Re: FF6 Improvement Project
« Reply #22 on: July 26, 2009, 05:37:53 PM »
Would it be possible to write a batch file that could do this for you?  Since you'll be using the same offsets every time, basically.  You can just run the file after every hacking session in ff3ed.

assassin

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Re: FF6 Improvement Project
« Reply #23 on: July 26, 2009, 05:50:44 PM »
John Fine's excellent PartCopy can copy partial files, and it's callable from a batch file:

http://assassin17.home.comcast.net/pcopy02.zip

NOTE: this program can also write to raw sectors on the drive and such, so using the wrong parameters could be lethal!  (under DOS anyway, Windows NT+ will probably prevent the raw writes.)

use it like this:

PARTCOPY source_file source_offset length destination_file {dest_offset}

(the brackets indicate "dest_offset" is optional; it'll default to 0.)

it's an old DOS program from 1997, so it'll expect you to use the 8+3 filenames; it won't recognize long ones.

darkmage

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Re: FF6 Improvement Project
« Reply #24 on: July 30, 2009, 02:30:39 PM »
OK, I've added some changes and updated what is known to work on the master list in the OP.

But now I've run into a couple of item name-related problems. I've edited two consumable items (Fenix Down and Soft), but now they're not appearing in the Inventory. Also, I have found that I'm not using the proper offset for spaces in names for the fixed width, as they're showing up strangely in the variable width messages (Heal 2 shows up as "Healil2", for example. I was using the "empty" space just after the "*" character as a space.) I'm pretty sure these problems are related, so I guess I have two questions:

1) Which 8x8 character should I use in front of consumable items to make sure they show up as items?

2) Which 8x8 character should I use as a space to make sure the VWF sees it correctly?

Lenophis

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Re: FF6 Improvement Project
« Reply #25 on: July 30, 2009, 03:03:31 PM »
1) Which 8x8 character should I use in front of consumable items to make sure they show up as items?
0xFE

Quote
2) Which 8x8 character should I use as a space to make sure the VWF sees it correctly?
VWF only has one space character (either 0xFF gets subtracted to 0x7F) and that's 0x7F.

119 bugs fixed and counting.

Dragonsbrethren

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Re: FF6 Improvement Project
« Reply #26 on: July 30, 2009, 05:48:43 PM »
1) Which 8x8 character should I use in front of consumable items to make sure they show up as items?
0xFE
$FF, actually. $FE is needed for spaces inside of the item name, but the game checks icon $FF when sorting.

Lenophis

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Re: FF6 Improvement Project
« Reply #27 on: July 30, 2009, 06:35:13 PM »
Oh man, talk about misreading. :isuck:

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darkmage

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Re: FF6 Improvement Project
« Reply #28 on: July 30, 2009, 08:31:42 PM »
I hate to seem dense, but I'm not sure what that address refers to...

I'm looking at it with TileMolester, and if I'm reading this right, the fixed width icons start at $489C0 with the capital "A". Looking at it from this way, I see two "blank" spots at  $48EC0 and $48ED0. Then there are some more after the magic icons between $49070 and $490B0. Then some more between $491070 and $490Bo. After that is the VWF.

I've also looked at it through FF3usME, and there's the same general fixed width icons in the Rename menu. I'm assuming the two you're referring to lie within this range, but I've tried a couple of things and so far no luck...

Lenophis

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Re: FF6 Improvement Project
« Reply #29 on: July 30, 2009, 09:07:46 PM »


The box you see would be letter $FE.

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