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Banon's Donkey Farm > Game Modification Station
Remaining bugs in FF3us
Imzogelmo:
There are a great many bugs in FF3us, and certainly there are a lot of them with fixes available. For this thread, I'd like to discuss those bugs which do not yet have a fix. Some will have obvious solutions, and others may have debatable ones, and there may even be some that we still don't know enough about.
So, I'll get the ball rolling. Novalia Spirit's bug #5, Shadow's shadow, seems to need an additional event bit check on the map load event. While the cafe has a check for the fight of Vargas, the outside map does not have that check. I believe that adding that bit into the map load event should resolve the issue.
EDIT (Rolling List):
* Shadow's shadow - Needs to check event bit
* Returners' White Cape chest - possibly a map tile edit
* Zone Eater's Belly doorways - possibly convert event triggers to exit triggers
* Dead Terra at Returners' Hideout - Need event edit to restore Terra
* Event-based Doors - (could possibly generalize this to all event-based map edits) - Need to make map load events match the regular events once triggered
* Solitary Island Beach - Game may be using palette to determine priority over water; need to fix for characters and not mess up fish
* Non-standard Battle Endings - Needs to call some routines to clean up pending items and morph timers, possibly other things
* Setzer Hates Birds - possibly edit spell animation scripts (or the commands themselves) to make them aware of Slot-casted Esper attacks and adjust formation accordingly
13375K31C43R:
I've found a way to fix the graphical error that allows the player to see clouds through the doors in the Fanatics' Tower. It involves some tileset editing, which can be done in Zone Doctor or FF6LE.
I've also found a way to fix the door-opening errors in the South Figaro clock basement and the first floor of the Tower. Basically, the way it's done in the game is, if a certain event bit is set (e.g. the "You wound the clock" bit), a section of the map is changed upon loading of the map. The way to fix it is, instead of doing that, change the normal version of the map to what it would be after the event bit is set, and change it back if the event bit is clear instead of set. This is also doable in Zone Doctor or FF6LE, and I want to make a patch to fix both of these, but I want to do it in a way that doesn't involve rewriting the whole section of map data, which Zone Doctor has a tendency to do. I think all that's really required is to just change a few bytes where the changed tiles are supposed to be, but I don't know which bytes those are.
Imzogelmo:
--- Quote from: 13375K31C43R on February 11, 2017, 11:29:43 PM --- Basically, the way it's done in the game is, if a certain event bit is set (e.g. the "You wound the clock" bit), a section of the map is changed upon loading of the map. The way to fix it is, instead of doing that, change the normal version of the map to what it would be after the event bit is set, and change it back if the event bit is clear instead of set. This is also doable in Zone Doctor or FF6LE, and I want to make a patch to fix both of these, but I want to do it in a way that doesn't involve rewriting the whole section of map data, which Zone Doctor has a tendency to do. I think all that's really required is to just change a few bytes where the changed tiles are supposed to be, but I don't know which bytes those are.
--- End quote ---
I'm wondering what difference it makes which map is default (or does it?). Events can easily check for set or clear event bits, and map reloads are necessary to reflect any changes. But I haven't really studied those in detail. There is a similar situation in the Serpent Trench cave, where a tile of water remains if you drain the pool and then access the menu; i.e., the map load event does not completely rewrite the affected pool area in the same way the live event does. In PB, we changed the map reload event's tile replacement, which fixed that issue. It does need a standalone patch, though. I'm just wondering if the same kind of fix can be done with the South Figaro basement.
13375K31C43R:
--- Quote from: Imzogelmo on February 11, 2017, 11:55:38 PM ---I'm wondering what difference it makes which map is default (or does it?).
--- End quote ---
I don't know how it really works, either, but somehow it seems to have something to do with the fact that the map change creates a door. My fix means a door is sometimes removed as opposed to sometimes created. My experience is, without the fix, not only does the map get messed up when you return from the Main Menu after opening the door, but the door also gets closed. With the fix, the map doesn't get messed up and the door stays open.
By the way, I know there's still a bug in Zone Eater's belly, which you can see in this video; I currently don't know how to fix it.
13375K31C43R:
Here's another one I just found... sigh... :sad:
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