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Messages - darkmage

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46
Game Modification Station / Re: FF6 Improvement Project
« on: July 01, 2011, 01:12:06 AM »
Doh! I thought I had forgotten something. I didn't see it since I already had a savestate I was using that was past that point. I'll take a look and see what's up.

47
Game Modification Station / Re: FF6 Improvement Project
« on: June 30, 2011, 11:43:47 AM »
Yes, that was an awesome idea and I greatly appreciate you making the patch! I wish I were better at coding than I am currently, then I could contribute as well.

And your comment about "standing on the shoulders of giants" - yeah, they are the ones who made this project possible. Without the great people who care enough about this game to make it better, this would just be a dream.

48
Game Modification Station / Re: FF6 Improvement Project
« on: June 30, 2011, 09:37:39 AM »
Drumroll...

Version 1.02 has been released!

Changes:
-Added Leviathan Mist's "Battle Speed Mod & Speed Overflow Fix - Faster v2" patch
-Added Ronnen's "Fanatacism - Limited" patch
-Made a previously unreachable treasure in Narshe at the beginning of the game obtainable, thanks to Dragonsbrethren for pointing it out!
-Corrected item references in the dialogue to use the proper item names

As always, test it out and let me know what you think! You can find it here.

49
Gaming Discussion / Re: Possible new project - AI script discussion
« on: June 30, 2011, 08:06:53 AM »


Areneid:


Areneid will check Terra's level; if it's sitting at 7 or higher, it will include !Numb in its AI script. They will also exclusively focus on Terra, though. Lord J's wording doesn't imply that they should, nor do I think that they should. My theory is that they'll mistakingly remember Terra as a target. Also note that Lord J includes the fact that if Terra isn't present any random character's level can be checked; without Terra though, they'll never use !Numb.

I was wondering why I would only see this if I was trying to power-level Terra before the boss M-Tek Armor scene. Now I know.  :bah:

50
Game Modification Station / Re: FF6 Improvement Project
« on: June 28, 2011, 06:08:34 PM »
Where can i download the latest version of this? I didn't see a link in the original Post.

Yeah, cos that would make too much sense, wouldn't it...?  :isuck:

Original post updated, and you can find it here as well.

51
Game Modification Station / Re: Custom Sprite Sheets
« on: June 24, 2011, 06:25:59 PM »
necro'd

I had been looking for something to do since work has been slow the last couple of weeks, and I came across the FF6hacking page with custom sprite sheets. It gave me some really good inspiration for FF6-style sprites for FF4, so here we go!

So far I've done Cecil (both flavors) and Yang, and I'm working on Cid currently (see below). Anyone can use these if they want, just do credit, etc. I tried to post these to ff6hacking, but something in my registration attempts told the site that I was a known spammer...

:edit:

Tweaked Pally-Cecil and finished Cid.

52
Game Modification Station / Re: Blitz Battle Menu Tweak
« on: June 24, 2011, 06:20:47 PM »
Wow, Ronnen! Between this and the "extra magic" commands in the ToF, you've got some good stuff going on!

 :omg:

53
Game Modification Station / FF6 ROM - headered or not?
« on: June 17, 2011, 01:19:05 PM »
I follow byuu and his work on bsnes, and while I don't agree with everything he says, his ideas on file extensions and particularly the relevance of the headers placed into ROM images make sense to me, since it takes an extra step to add $0200 to locate an address within a ROM.

So I'm considering using a non-headered image to do a refresh of FF6 Improvement, in an attempt to get rid of the patch bloat the last couple of versions have accumulated. But I started thinking about how some of the older fix patches have only one version, and I wanted to check and see if these patches will work with either headered or non-headered versions of a ROM.

:edit:
Looking back through the board, I see where this came up some time ago, and I see that assassin's patches assume a header is present. Is there any confirmation on the others, like ZED's?

54
General Discussion / Re: Google Chrome
« on: June 16, 2011, 12:02:08 PM »
I haven't used Chrome recently but it's looking pretty good now, and I like the fact that Adblock Plus is now available for it...but does it still "phone home" certain information to Google like it did in earlier versions?

55
Submissions / Re: Two FF1 (NES) patches
« on: June 16, 2011, 10:43:57 AM »
WTF, it's WarM--oh, wait...  :wink:

56
Game Modification Station / Re: FF6 Improvement Project
« on: June 16, 2011, 01:15:29 AM »
I have tested the Shadow leaves a one-man party and Airship/Game Over exploit using your complete patch, and both bugs appear to be fixed. I also looked at the descriptions for all 255 items, every magic spell, esper, lore, etc. and didn't see any bugs. I did see a bit of weirdness when talking to someone in Narshe though. There's a guy who has a word censored with symbols in the normal game, but those symbols are replaced with the wrong letters in the hack. Two screenshots are attached, one showing what it looks like in the hack, and the other showing what it looks like in the unhacked game. It looks like the @ and the % were replaced by the letters i and l respectively.

EDIT: I found another minor visual error in the Bushido list. Some of the Bushido names seem to be not aligned properly. The third screenie shows what I mean.

Good to know about the game and sequence breaker bugs. As far as the censored text, that might be due to the new VWF having different symbols in place for the opcode calling it. For example, "il" is actually one character. I'll have a look at that really quick.
:edit:
That was it. The opcode for "@" is calling "il" instead. I changed it to "/", and that will be fixed in the next release.


As far as the Bushido names on the menu, I know what caused that. I'll fix it in the next release as well.

57
Game Modification Station / Re: FF6 Improvement Project
« on: June 16, 2011, 01:11:41 AM »
On a somewhat-related topic, is there a generally recommended tool to use in making .ips patches? I've been using Lunar Magic, but the last few versions of my patch have jumped in size and I'm not sure why. I'd like to compare the results, but I don't know what's good or accepted.
If it was a spike of 2+ megabytes, you made a patch based on a headerless rom to a headered rom (source had no header, patched rom did). All of those changes will carry over, and that's bad.

Hmm. It wasn't that much - the 200k you had noticed a while ago. While I'm not seeing that big a jump, this does make me think of something to look at. My test ROM is headered, and though I believe I was careful enough to use headered versions of any patch that gave the option, I can't be 100% positive about it. That may also be the source of some of these weird glitches.

:edit:
Here is an example - the Phantom Train patch I created - on a clean ROM - changed maybe 1k worth of data total: I rearranged 1 treasure event, 2 map tiles and freed up 9 bytes in the compartment event to allow the chests to appear, yet the .ips file size using Lunar is 194k.

58
There are sprint shoes behind Arvis's house in Narshe, but you can't get to them because they're embedded in the rocks.

Interesting. And according to the website you provided, that's the only other unreachable treasure which isn't a copy for visual purposes. I might have to move that treasure...

59
Game Modification Station / Re: FF6 Improvement Project
« on: June 14, 2011, 06:01:51 PM »
Hmm. I'm not sure what would have changed so drastically between versions of my patch...I don't think I added a major change/fix patch that would account for 200k...

Do you have the most recent copy of the patch available for download? I need it if I wanna test it, I just recently got a new PC and none of my stuff is on here.

Sure, it's on my website. I haven't added your speed improvement patch yet, and there were a few things I had cleaned up (and want to clean up, like the garbled item descriptions) before I put a new version out.

60
Game Modification Station / Re: FF6 Improvement Project
« on: June 14, 2011, 05:44:54 PM »
On a somewhat-related topic, is there a generally recommended tool to use in making .ips patches? I've been using Lunar Magic, but the last few versions of my patch have jumped in size and I'm not sure why. I'd like to compare the results, but I don't know what's good or accepted.

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