øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.315e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf8a7.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf8a7.html.zx¼$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0Pdå:OKtext/htmlISO-8859-1gzip@øÕå:ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:53:56 GMT0ó°° ®0®P®€§²ð®»$h^ÿÿÿÿÿÿÿÿV'å: FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

Lenophis

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Re: FF6 Improvement Project
« Reply #315 on: October 20, 2010, 09:23:09 PM »
Do you know if this has been done before
With tests, yes. It'll work just fine.

Quote
and how much lag such a big jump might add to the script?
It won't add any lag. The CPU can compute 1+1 just as easily as 1+10. Just remember that you have to start from CA.

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darkmage

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Re: FF6 Improvement Project
« Reply #316 on: October 20, 2010, 09:43:31 PM »
It won't add any lag. The CPU can compute 1+1 just as easily as 1+10. Just remember that you have to start from CA.

Well, the original call still happens in CA even with the patch. I'll give it a shot.

darkmage

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Re: FF6 Improvement Project
« Reply #317 on: October 22, 2010, 09:14:10 PM »
So I fixed one map glitch on the Phantom Train, in the caboose (last car to the right). There was supposed to be a chest in the top right corner of the floor, but it was invisible. I fixed that, and I also changed around the one room after the diner car that has two invisible chests, so you can at least get both items now.

However, I can't seem to figure out why the chests are invisible in the room. They show up in FF6LE as chests and are solid, but do not show up in the game and the tiles are walkable. The only thing I can think of is that the room is used twice on the Phantom Train and something about the second call corrupts the layout of the room. And all the rooms have a chest, so I'm pretty sure if I change the door to call a different room, it'll mess up the chest in whichever room I change it to.

But at least both items are attainable, right?  :lame:

Poco Loco

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Re: FF6 Improvement Project
« Reply #318 on: October 22, 2010, 09:17:52 PM »
well man its one step @ a time, I'm sure there is a way around this

(if anything ask The Nattack, he is really good @ map editing)
"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

Lenophis

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Re: FF6 Improvement Project
« Reply #319 on: October 22, 2010, 09:34:24 PM »
However, I can't seem to figure out why the chests are invisible in the room.
I can offer no explanation for the caboose, but I do  have one for the dining cars. If you look at the event dump...
Code: [Select]
CB/A5BC: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6A55
CB/A5C2: 73    Replace current map's Layer 1 at (20, 6) with the following (2 x 2) chunk, refresh immediately
CB/A5C7:       $71, $72
CB/A5C9:       $18, $19
CB/A5CB: B2    Call subroutine $CBA5D6
CB/A5CF: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6A4C
CB/A5D5: FE    Return
The map is being overwritten because you aren't in the WoR. In other words, these treasures are supposed to be attained only in the World of Ruin. The only time you ever get access to the train in the WoR is during Cyan's dream, which is a great indicator that the dream was supposed to have more during the train sequence.

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darkmage

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Re: FF6 Improvement Project
« Reply #320 on: October 22, 2010, 09:49:31 PM »
The map is being overwritten because you aren't in the WoR. In other words, these treasures are supposed to be attained only in the World of Ruin. The only time you ever get access to the train in the WoR is during Cyan's dream, which is a great indicator that the dream was supposed to have more during the train sequence.

OK, I'll buy that. But the items seem to have more use at the first Phantom Train part of the game than by the time you get to Cyan's dream, so it became a coding error in terms of the game.

The "73" at CB/A5C2 is what I'd want to change, then, to keep the map from overwriting L1, but I'm not sure what it should be changed to. Either that or set Bit 4 to clear, but somehow I don't think that would do very good things.

Lenophis

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Re: FF6 Improvement Project
« Reply #321 on: October 22, 2010, 10:00:16 PM »
OK, I'll buy that. But the items seem to have more use at the first Phantom Train part of the game than by the time you get to Cyan's dream, so it became a coding error in terms of the game.
Also true. In which case the C0 check should've just jumped over a B2 call, which would've prevented the yellow tint just as easily. Ahh well.

Quote
The "73" at CB/A5C2 is what I'd want to change, then, to keep the map from overwriting L1, but I'm not sure what it should be changed to. Either that or set Bit 4 to clear, but somehow I don't think that would do very good things.
Well, if you wanted to remove the map writes, you can either NOP out the map instruction, or move up the B2 call and C0 check.

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darkmage

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Re: FF6 Improvement Project
« Reply #322 on: October 22, 2010, 10:14:55 PM »
For moving the B2 and C0, you mean like so...?

Code: [Select]
CB/A5BC: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6A55
CB/A5C1: B2    Call subroutine $CBA5D6
CB/A5C5: C0    If ($1E80($0A4) [$1E94, bit 4] is set), branch to $CB6A4C
CB/A5CB: 73    Replace current map's Layer 1 at (20, 6) with the following (2 x 2) chunk, refresh immediately
CB/A5D1:        $71, $72
CB/A5D3:        $18, $19
CB/A5D5: FE    Return

I'm not familiar with the hex for the NOP instruction, so I thought I'd give choice 2 a try.   :childish:

Lenophis

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Re: FF6 Improvement Project
« Reply #323 on: October 22, 2010, 10:17:54 PM »
You're still overwriting the map, but just changing the order in which it's done. After moving up B2 and C0, move up FE. That way, the map change never happens, and the chests are always there.

My apologies, I should've been clear about that originally.

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darkmage

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Re: FF6 Improvement Project
« Reply #324 on: October 22, 2010, 10:19:43 PM »
No worries, I'm not very familiar with programming logic anyway. But that should do it. I'll implement that and give it a try.

:edit:
SWEET! You are awesome, Leno, thanks for your help getting this stuff situated!
« Last Edit: October 22, 2010, 10:29:33 PM by darkmage »

darkmage

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Re: FF6 Improvement Project
« Reply #325 on: October 22, 2010, 10:56:51 PM »
Now that those map issues which were bugging me are out of the way, I'll work on fixing the Jump Left, King of Vanity and Edgar Revealed issues. I *should* be able to do those with not much problem. In the meantime, I'm adding the latest version of the patch with the map fixes to the Submissions thread.

Keep in mind that the same issues experienced with the above-mentioned patches still apply with this release. Getting those fixed will be my next priority, and I won't focus on further changes until they're done.

Lenophis

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Re: FF6 Improvement Project
« Reply #326 on: October 22, 2010, 11:13:59 PM »
The patch size went up by 180 kb. What did you change? :whoa:

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darkmage

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Re: FF6 Improvement Project
« Reply #327 on: October 22, 2010, 11:22:45 PM »
I noticed that too...  :eek:

The only thing I did besides make the hex modification was to use FF6LE.

:edit:
I'm not sure why the patch size jumped the way it did...both the clean rom and my mod rom are reporting similar sizes, and I used the same app (Lunar IPS) to make the patch.
« Last Edit: October 23, 2010, 12:25:45 AM by darkmage »

darkmage

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Re: FF6 Improvement Project
« Reply #328 on: October 25, 2010, 04:40:25 AM »
OK, I think I've got all the changes in hex to fix the hang-spots and issues with dialogue mapped out. I am looking at the Phoenix treasure chest code now to see if I can fix the bug where it shuts once you leave with Locke. If I figure that out, I'll make that change and then start reapplying all the changes made to the game so far from the ground up. I want to see if I get the same jump in patch size that I did with v0.92.

So before I go through all this, I wanted to ask: does anyone know of any other map glitches involving improper tiles or such that I can look at? I've taken care of the White Cape chest in the Returner hideout and the invisible chests on the Phantom Train (with help, of course!).

TheNattak

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Re: FF6 Improvement Project
« Reply #329 on: October 28, 2010, 12:40:32 AM »
Just a heads-up. Mblock129's "Duncan Stays Put" patch has the same problem as all his other ones. After learning Bum-Rush, trying to go into Duncan's house will result in the game freezing forever. I'm not sure if it's dialog editing related, or if it's conflicting elsewhere.