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Topics - Imzogelmo

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1
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

2
Game Modification Station / L5 Doom from Setzer fix
« on: May 28, 2016, 07:48:04 PM »
This is a very simple fix, and it fits inline easily. I don't feel like making a patch for it but I'll put it here for anyone interested. Note all ORGs are for FF3 US 1.0.

Code: [Select]
hirom
;header
ORG $C23687

SwdTech_Magic:
C23687:        LDA $B6     ; (Load spell #)
C23689:        RTS         
                           
Magicite:                   
C2368E:        SEC         
C2368F:        LDA $B6     ; (Load spell #)
C23691:        SBC #$36     ; (Subtract 54. Gives esper number as attack)
C23693:        RTS         
                           
GP_Rain:                   
C23694:        LDA $B5     ; (Load commmand #)
C23696:        RTS

Enemy_Special:
C23697:        LDA #$11     ; (Enemy special will used battle dynamics command 11 instead of 06.)
C23699:        STA $3A28
C2369C:        LDA $33A8,Y
C2369F:        STA $3A29
C236A2:        LDA $33A9,Y
C236A5:        RTS

Joker_Doom:
C236A6:        LDA #$02
C236A8:        TSB $3A46    ; (set flag to let attack target normally untargetable
                             ;  entities -- Jumpers, seized characters, etc.)
C236AB:        TRB $11A2    ; (Clear miss if death prot.)?
               ROL          ; --> New code: Now A holds #$04
               TRB $11A3    ; --> Clear "Learn if Cast"
C236AE:        LDA #$20
C236B0:        TSB $11A4    ; (Sets unblockable)

Last:
C236B3:        LDA #$00
C236B5:        STA $3A29
C236B8:        LDA #$55     ; (Joker Doom)
C236BA:        RTS
         

Blitz:
C236BB:        JSR Last     ; Just an optimization. Note the LDA #$55 doesn't matter since it gets
                            ; overwritten below. (Also note it's not really needed, as the 5 bytes are wasted)
Item:                       
C236C0:        LDA $3A7D    ; Another optimization.
           
Nada:     
C236C3:        RTS

         
               NOP          ; Woohoo, 5 bytes freed
               NOP
               NOP
               NOP
               NOP

ORG $C236C4                  ; Just in case my math is wrong
; Pointers to code
C236C4: dw SwdTech_Magic
C236C6: dw Item
C236C8: dw Magicite
C236CA: dw Nada
C236CC: dw SwdTech_Magic
C236CE: dw GP_Rain
C236D0: dw Enemy_Special
C236D2: dw Joker_Doom
C236D4: dw Blitz

3
Game Modification Station / Quick Megafix topic
« on: May 12, 2016, 12:51:54 AM »
Having a separate topic for Quick's bugs and fixes is a good idea. So....

4
Game Modification Station / Patch Idea: Gau's Catharsis
« on: May 11, 2016, 06:14:40 PM »
This is just an idea that I had. Several characters have some kind of 'upgrade' in the WoR, where they get better by dealing with some issue of their past:

  • Sabin finds his old master still alive, and learns the Bum Rush.
  • Cyan visits Doma and comes to grips with his 'demons' literally and figuratively, improving SwdTech
  • Terra beats Phunbaba, discovers love, and now Morph lasts twice as long.
  • Setzer doesn't get a battle upgrade, but hey, new airship!

My thought is that the little event where you dress Gau up for his father could have some kind of "improvement" on Gau. Maybe instead of 50/50 rages, it improves to 75/25?
This is just a thought I had, and it would be relatively easy to implement.

5
Game Modification Station / Vivify's Secret of Mana proper-caser
« on: February 01, 2013, 11:02:21 PM »
Hey everyone:

I'm not sure if anyone else is a fan of the underrated Secret of Mana, but I noticed vivify's proper-caser hack today and I just wanted to point it out to anyone that may not be aware.

It's a fun game with some glaring problems, most notably the translation. FuSoYa's variable width font hack is a great help, and I'm sure vivify's proper caser will give the menu the treatment it deserves.

Vivify mentioned that a future direction would be having lower case letters in the naming screen. I think it would be pretty fun to add lower-case letters to the names (and maybe extend it beyond 6 letters if we dare to dream). I really don't know anything about the layout of the RAM and ROM to actually do it, but assuming there is space for it, it would be a good thing.

Also, I know there are some bugs in the game that render it fairly broken at times. Again, I don't know enough about the game under the hood (as I've spent a great deal of time on FFVI, I know it is not trivial to learn such things), but perhaps someone here can answer some things for me.

1. Has anyone undertaken a study of the game to find bugs?
2. Are there any commented disassemblies for it?
3. Has anyone done a non-textual hack of it (i.e. changing code)?

I know some things have been done with its event engine; I even figured some of the event commands out myself one time from reverse-engineering some game genie codes. So SOMEONE out there has played with it a bit. I also know that there was a guy working on an editor for it at one point, but I don't know if anything ever came of it.

....Sorry for the rambling. Long story short, if you're a fan, try out these two hacks for it, and if anyone else has some info they'd like to share, or they'd like to start looking for stuff, I'm all ears. :)


6
General Discussion / Hi
« on: January 29, 2013, 02:06:48 AM »
Greetings everyone!

Sorry I haven't been around much in a while, real life and general burnout I guess got the best of me. I still pop in once in a while though, so eventually I may get back into the scene more. I hope everyone is well.

7
General Discussion / Happy Birthday Dragonsbrethren!
« on: March 12, 2011, 09:57:08 AM »
Hope you have a great day!

8
Final Fantasy V Research & Development / Maps?
« on: March 07, 2011, 03:11:55 PM »
Does anyone have a list of map labels? Like, index and a name for the map?

9
Game Modification Station / Secret of Mana
« on: January 11, 2011, 07:55:47 PM »
Anyone here ever hacked this game (aside from spcs)?

10
General Discussion / So I got a ticket....
« on: February 05, 2010, 08:31:29 PM »
...a few weeks ago. The charge? Failure to move over for an officer. He had someone pulled over in the shoulder, and I didn't move to the left lane. That part we agree on. However, the reason I didn't move over was that there was a truck in the left lane, essentially blocking my lane change.

Before I go on, let me just say, don't turn this into an "I hate pigs" topic. It's not like that at all...

But I feel like the situation of my not moving over is justifiable, since there was a vehicle in the other lane, and I did slow down to try to let him pass so I could merge, but he just slowed down as well, and it kept me from moving over before I passed the cops. And, because of that, I think I'm gonna fight it.

So, has anyone here ever fought a traffic ticket and won? Also, has anyone ever gotten or known someone who got a ticket for this? I know it's a law, but it's so obscure, and it seems very prone to... er... opinon? (for lack of a better word). The cop told me that I "had plenty of time to get over," but that's what I dispute.

I am planning to fight the ticket, but I really don't know what sort of chance I have.

11
General Discussion / Happy birthday Leno!
« on: January 30, 2010, 05:18:00 PM »
 :zemogus: :zemogus: :zemogus: :zemogus:
Happy birthday to Lenophis!
 :cybez: :cybez: :cybez: :cybez:

12
General Discussion / I miss the arcade
« on: January 29, 2010, 09:49:47 AM »
I miss the arcade.  :sad:

We used to have some fun games, but since the server change, we just don't.
Would it be possible to put up an arcade again? If not, no biggie, but I'd like to see it return.

13
Game Modification Station / Free space used by patches
« on: January 20, 2010, 08:06:49 PM »
Hi there, Imzogelmo here.

My plan is to release a new version of the patch allocation document on my website in the next few days. It's long overdue, I know.  :bah:

Now that I have the obligatory smiley out of the way...
I have a request. Patch-authors: If your patch uses free space, and it is too recent or otherwise unlisted in my document, please let me know. I'd like to avoid a release followed by a quick re-release, if possible.

I already have information on Lenophis and mblock129's newer patches. If there are any others that use free space, I'm not aware of them, so let me know.

Thanks.

14
Gaming Discussion / The Official "How to fix Quick" topic
« on: January 09, 2010, 05:16:46 PM »
Looking at all the bugs in this game, and all the corresponding fixes, it occurs to me that there are some major things that are still unattended. One of those is the Quick spell. And, from past discussions, I know why that is: Quick is very very broken and the battle time code is not fully understood.

So...

With a renewed interest in fixing bugs for this game, I'm starting this topic for all interested to see if we can't find a comprehensive fix for this spell and all its ill effects. I think it will probably end up something like assassin's Jump megafix; there are just too many interrelated issues to tackle them individually.

15
Final Fantasy IV Research & Development / FFIV bug list?
« on: September 07, 2008, 05:29:00 PM »
Does anyone have a list of bugs for FFIV? I'd like to see a comprehensive listing of known ones, as it would be cool to see and also give me something to work on when FFVI is not on the brain. :laugh:

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