So I found the culprit causing the Row window issue, and it wasn't the patch I expected...the Esper Battle Menu fix is causing this issue on a clean FF3us 1.0 headered ROM.
It's these 3 bytes here that is causing it.
C2/DE93: 02 04 COP $04
They are changed to: 8C 03 8F with the patch, for whatever the reason may be. (Leno?)
Changing them back seems to keep the Esper Battle Menu fix intact, and fixes the window, so that's good.
So changing these bytes back fixes the window issue and leaves the battle menu fix intact? That's great news! I can do that and put out a new version, so people who like using the custom window aren't left out in the cold. Thanks for sharing, TheNattak!
Regarding the item/attack bug mentioned - I tried to be as explicit as possible in what version of whichever patch I used in the improvement. I thought at one point that I may need to rebuild the improvement ROM and do a diff as I add each patch, to see what is changed, as most of the older patches don't include the changes that were made. It appears I may indeed have to do that, if for no other reason that to allow people to review the changes.
If that can be useful, I can get started on that and publish the results, per patch.
Some of the recently released patches are pretty awesome
- Runic Forever
- Swdtech Ready Stance
Any plans to implement these?
Also.. Is that guy new to the romhack scene?
I took a look through his patches, and some of them do sound awesome. The Guest Adder patch, if it's usable with the improvement, would be an awesome addition to a project!
If the Runic Forever patch works the way it's intended, then I think it's really cool, since if I was building the Runic ability from scratch, I would design it to stay active until triggered. But I don't like how it changes Retort.
The SwdTech Ready Stance one is intriguing - choose your technique and then it will charge. I think that is more elegant than the gauge speed-up...but again, I don't like what it does to Retort.
I agree with koala_knight on the True Duel patch - I don't like seeing games play themselves either, which is why I don't like the PS2 FF games. Actually, I'm on the fence with this one - it obviously breaks the original intent, but it would be a test to see if you could kill a tough beastie with one character. I could see this adding to replay value - take a "gimp" character in, and the challenge is to see if you can win anyway.
Now Lucky Slots - I'll have to take a close look at what he's done there, because if he did a good job I could possibly use that over the Slots Derigged fix. It sounds like it could be overpowered, though, so no guarantees on that.
Yeah, he has some good ideas - it's always good to encourage newcomers!