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Messages - Imzogelmo

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Game Modification Station / Re: New patch: Walk This Way Bug fix
« on: August 17, 2017, 08:47:56 AM »
I've been working a lot on C1 lately. Unfortunately, I don't have internet access right now (yeah, I'm writing this from work..). That is not meant to imply that I know a lot about C1's functionality (maybe 10% more than the online version) but I can optimize over 2000 bytes from the sucker, so there's that.

Game Modification Station / Re: Kefka kamikaze
« on: February 28, 2017, 08:52:35 PM »
Interesting glitch. It seems to me that it should just check party death before doing Kefka's fancy death. If the party is dead, halt everything and trigger game over.

Game Modification Station / Re: New patch: Lens Cap Glitch fix
« on: February 27, 2017, 09:04:22 PM »
I seem to recall the 3-party battle in the Narshe Snowfield being affected by it, namely if one of the non-controlled parties gets contacted by one of the enemy NPCs. But I'm really tired and not ready to look it up yet, so let's just postpone that to another time.

Game Modification Station / Re: New patch: Lens Cap Glitch fix
« on: February 27, 2017, 05:09:16 PM »
That's awesome, LeetSketcher. Is this a general fix for all instances or does it only apply to the White Drgn one? (and no, I can't remember offhand what the others were, but there are a few).

Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 21, 2017, 04:05:10 PM »
Aside from the 3 world maps, I think 64x64 is the max, but I could be mistaken.

Game Modification Station / Re: Possible FF6 event bug on game reloading
« on: February 19, 2017, 12:56:23 PM »
I don't know the maximum depth of stack usage offhand, and your suggestion that vanilla leaves a lot unused seems spot-on from what I've seen (barring bugs). Honestly, we should know, at least relatively, how deep the stack can grow in vanilla. From all tests that I've seen (again, excluding a nasty bug..), the battle engine is where the stack usage grows to its deepest point. In terms of absolute depth, the number 30 seems to come to mind, although it could be a little higher. This is definitely a topic we need to nail down, what with all the patches jumping to free space and all...

Game Modification Station / Re: Possible FF6 event bug on game reloading
« on: February 15, 2017, 10:52:37 PM »
I know what you mean about the X and Y clobbering/"clobbering" in vanilla. It's one of those things that you know when you see it, but it's hard to nail it down. Typically, I think of it as whether the game is using X or Y to count up or down through a sequence--in that case, feel free to clobber it immediately before or after such a loop. If the function has some LDA, X or LDA, Y, or LDY, X stuff (or STA, X or STZ, X ... i.e. X- and Y-indexed opcodes) going on, and you can't tell where X or Y got set (at least not easily), then leave them alone (meaning preserve them if you need to change them temporarily).  Obviously, these are two extremes and there has to be some middle-ground, gray area in between, and it is best to err on the side of caution in such cases...

I think if X or Y or upper A gets clobbered, that tends to lead to fairly devastating bugs that are hard to track, but for lower A, I would say it's almost never a big deal, since lower A is the real workhorse and never really holds anything for very long before it's needed for something else.
Stack mismatches typically manifest fairly magnificently, so those are usually easy to track (unless it's a very rarely taken branch...).
Branching errors can be avoided by using an assembler as long as the logic is sound.
Logic errors can't really be detected except by a 2nd set of eyes.

Have a glass of tranya, Balok. It will bring the necessary inspiration.

Game Modification Station / Re: Remaining bugs in FF3us
« on: February 12, 2017, 11:25:39 AM »
So the game is using palette as a surrogate priority-check? That almost seems like it would have to be hard-coded somewhere.

Game Modification Station / Re: Remaining bugs in FF3us
« on: February 12, 2017, 11:05:58 AM »
Shadow, Mog, Setzer, Cyan, and Umaro.. what's the commonality there..?

Game Modification Station / Re: Remaining bugs in FF3us
« on: February 12, 2017, 01:37:16 AM »
I was aware of the Zone Eater one, although I've never done it myself. I also have no idea how to fix it.

There are a pair of bugs, specifically the ones triggered by using Slot -> Magicite -> Palidor/Phoenix (which will cause an extra step forward/backward), that I think could be fixed by re-doing some of the animation commands. I don't know enough about that area of code to tell for sure, but it's worth investigating.

EDIT: There's one where the beach on the Solitary Island covers Cyan and Umaro, but not others... I have no idea about fixing that one either.

EDIT 2: And that White Cape chest in the Returners' Hideout-- I'm not sure how to control the openable-directions of that.

Game Modification Station / Re: Remaining bugs in FF3us
« on: February 11, 2017, 11:55:38 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.

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.

Game Modification Station / Re: New patch: Stepping Out Bug fix
« on: February 11, 2017, 10:17:59 PM »
It should fix this, I would assume:

Quote from: Novalia Spirit

At the end of Kefka's Tower, although the game normally doesn't allow this, you can drop the weights over the other parties if you have them move towards the switch and then switch parties while they do so.

Game Modification Station / Remaining bugs in FF3us
« on: February 11, 2017, 09:23:32 PM »
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

Game Modification Station / Re: New patch: Menu Malarky Bug fix
« on: February 11, 2017, 09:18:35 PM »
Yeah, just re-reading over Zed's bug guide, and I would think that Leet's new patch (other thread) should prevent the invisible stepping stone bug there.

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