øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1115.600e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf8db.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=8.60e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexf8db.html.zxÄ$h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0PdF4OKtext/htmlISO-8859-1gzip8:ÖF4ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 23:54:04 GMT0ó°° ®0®P®€§²ð®Ã$h^ÿÿÿÿÿÿÿÿ'F4 FF6 Improvement Project

Author Topic: FF6 Improvement Project  (Read 278338 times)

Drakkhen

  • Wing Raptor
  • *
  • Posts: 6
    • View Profile
    • Drakkhen's Patch Pages
Re: FF6 Improvement Project
« Reply #600 on: February 27, 2013, 04:11:15 PM »
In the readme, where you list my website, you list my old angelfire page, which hasn't been updated in 7 years. It would be much better to give my current address: http://drakkhen.jalchavware.com

Spooniest

  • Antlion
  • *
  • Posts: 59
  • Gender: Male
  • Coffee Warrior
    • View Profile
Re: FF6 Improvement Project
« Reply #601 on: March 02, 2013, 03:44:11 AM »
Also, the translation appears to have some rough edges I hadn't caught since my last revision - I'm fixing those as I find them.

I hate finding text bugs. Usually right after I've submitted a new version, too. I guess it's just Murphy's Law...
DID YOU ORDER THE CODE RED?

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #602 on: March 04, 2013, 12:07:06 PM »
In the readme, where you list my website, you list my old angelfire page, which hasn't been updated in 7 years. It would be much better to give my current address: http://drakkhen.jalchavware.com

I will do that, Drakkhen. Thanks for the clarification - I had been to your newer site, but hadn't noticed the different URL. The next version will have the proper address.

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #603 on: March 04, 2013, 12:11:10 PM »
Also, the translation appears to have some rough edges I hadn't caught since my last revision - I'm fixing those as I find them.

I hate finding text bugs. Usually right after I've submitted a new version, too. I guess it's just Murphy's Law...

It has to be. There were a couple of blatant misspellings, and some text that ran on into a new page that hadn't looked like it would. That's the kind of thing I tend to catch right away, so I'm not sure what happened there.

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #604 on: March 06, 2013, 01:26:09 PM »
More evidence that playtesting is always worthwhile.

Novalia Spirit's "The Sealed Door Fix v1.0" for a door in Jidoor is instead breaking the interior maps of Jidoor in a spectacular way. I noticed that his Fridgia Nova site is offline atm, so hopefully he can fix both the site and this issue. Never mind, it's loading now.

I'm making a note of this on the first page.

« Last Edit: March 06, 2013, 01:56:22 PM by darkmage »

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #605 on: March 06, 2013, 06:34:29 PM »
So is 1.07 safe to use currently or should I hold out for your next release?


assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #606 on: March 06, 2013, 09:34:57 PM »
weird.  often, map edits will result in larger patches than what he has (like thousands of bytes), because the maps use compression, and changing one tile (at least in a map editor) can wind up changing a whole string of ROM values once the new sequence of tiles is recompressed.  the fact that his patches are so small makes me think that Novalia Spirit manually edited the data, so it's possible that he misread some of the compression info.  or typoed. :P

if he had used a map editor, the chances would increase that a patch editing one area of Jidoor's interior map would conflict with a patch that edits another area of it.  however, i can't think of any other patches that alter this map.

it's worth double-checking "The Magic Bridge Fix" and South Figaro, though it's unlikely there's a problem, with that having been out 4.5 years.

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #607 on: March 08, 2013, 06:35:18 AM »
ok, Novalia's added to the patch documentation to address this.  the patch itself is unchanged, indicating he's confident it works.

i can't think of any other patches in the Improvement Project that edit Maranda's interior map (nor Jidoor's, as previously stated).  if one interprets the Readme warning verbatim, simply modifying the ROM with a map editor is enough to possibly cause clashes, even if it's a different map you're editing.

darkmage

  • Phantom Train
  • *
  • Posts: 339
  • Skating the Razor
    • View Profile
Re: FF6 Improvement Project
« Reply #608 on: March 08, 2013, 08:06:31 PM »
ok, Novalia's added to the patch documentation to address this.  the patch itself is unchanged, indicating he's confident it works.

i can't think of any other patches in the Improvement Project that edit Maranda's interior map (nor Jidoor's, as previously stated).  if one interprets the Readme warning verbatim, simply modifying the ROM with a map editor is enough to possibly cause clashes, even if it's a different map you're editing.

Hmm. That's good to know, and your previous post indicating changes made by map editors adding kilobytes to a patch size would explain why my patch size was way bigger than it should have been several versions ago. I did make a couple of map changes using FF6LE (not in Jidoor or Maranda, but it sounds like that doesn't matter), so if that's what is causing the conflict, then I owe Novalia Spirit an apology. And I won't be able to use  that patch, because I want to keep the changes I've made. Although it might be worthwhile to look into getting those changes made manually, though, if the map editors are that destructive.

So is 1.07 safe to use currently or should I hold out for your next release?

1.07 is fine; I was playtesting to evaluate the extra patches that have been put out since the last time I checked, for the next version.

TheNattak

  • Garula
  • *
  • Posts: 203
  • Gender: Male
  • Mike
    • View Profile
    • Return of the Dark Sorcerer
Re: FF6 Improvement Project
« Reply #609 on: March 09, 2013, 12:36:10 PM »
Have you tried re-importing the map in LE? If that doesn't fix it, sounds like you'll have to reinsert the map(s) data and pointers via hex editor from a clean ROM or previously working version of the hack. As to what caused it to happen, I have not a clue!
« Last Edit: March 09, 2013, 12:41:28 PM by TheNattak »

assassin

  • Bane of Retards
  • *
  • Posts: 1,033
  • space bears are not gentle!
    • View Profile
    • My Barren Webpage
Re: FF6 Improvement Project
« Reply #610 on: March 09, 2013, 09:37:09 PM »
or you could duplicate The Sealed Door Fix's change using a map editor.  shouldn't take long, though it won't do anything to address gobs of bytes being altered.

Poco Loco

  • Cagnazzo
  • *
  • Posts: 356
  • Gender: Male
    • View Profile
    • FF6hacking.com
Re: FF6 Improvement Project
« Reply #611 on: March 29, 2013, 01:04:12 PM »
out of curiosity do you think the menu blitz patch will conflict with this? I heard there was a problem with it, I'll test it out and give some feedback
"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

DrROBschiz

  • Mom Bomb
  • *
  • Posts: 112
    • View Profile
Re: FF6 Improvement Project
« Reply #612 on: April 03, 2013, 07:16:26 AM »
I really love the Menu Blitz patch (especially when playing on a phone) but no it fudges up every Battle event (along with other side effects)

I am not sure there will ever be a way to make this a stable setup without some crazy amount of work


Poco Loco

  • Cagnazzo
  • *
  • Posts: 356
  • Gender: Male
    • View Profile
    • FF6hacking.com
Re: FF6 Improvement Project
« Reply #613 on: April 03, 2013, 12:19:44 PM »
worst case scenario me and a few other people can check the actual offsets of that patch n maybe figure out what the issue is, it would be a lot easier if I could get a hold of the creator
"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

  • Siren
  • *
  • Posts: 71
  • Gender: Male
    • View Profile
Re: FF6 Improvement Project
« Reply #614 on: May 23, 2013, 07:40:42 PM »
Another fix to consider:
http://www.romhacking.net/hacks/1298/

Changing the threshold for "near-death" status from 1/8 current HP to something higher, so that it's more useful.  I agree with this hack's author that it's currently set so low that you usually die before you see it (although, I think 1/2 is a bit too high - maybe 1/4 or 1/3 is better).