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Messages - darkmage

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61
Game Modification Station / Re: FF6 Improvement Project
« on: June 14, 2011, 05:38:44 PM »
Here are descriptions of the game-breakers/sequence-breakers from the patches that fix them.

Shadow leaves a one-man party
Quote
This one fixes a bug in which Shadow can leave a party consisting of just Shadow, thereby freezing the game. To experience this (not that you'd want to!), here's what you do. After the Narshe battle (where Kefka raids Narshe and you have to fight them on the snowfield), make a party of just Gau, then go to hire Shadow's help at Kohlingen and trek back to the Veldt and ditch Gau (have him leap but then don't let him come back). Then, if you take Shadow past the gate of Narshe (or try to enter the secret passage), he will leave (as he would if you had other party members). This patch corrects that behavior by blocking Shadow's entry as usual, but you still retain control of him.

Airship/Game Over exploit
Quote
When you go aboard the airship while it is in flight, the game sets a flag that will put you in control of the airship the next time the overworld map is accessed. This flag, however, is not cleared when the game-over screen appears. As a result, it is possible to take control of the airship at any point in the game, depending on where the game is saved, and provided that the game is not interrupted once the flag is set, as it is not stored in SRAM.

There are two ways to trigger this bug. The first method involves the Floating Continent and imposes certain requirements, which are summarized as follows:

    Go aboard the airship from the overworld map, not the Floating Continent (may not be required).
    Go to the Floating Continent without going through the IAF sequence.
    Get annihilated on the Floating Continent.

These are the only two I can think of. And since I know the invisible tile fix in South Figaro works, there's no need to test the Kutan-as-Celes glitch...it isn't fixed.

I'll try to get to these tonight, and I'll PM you if I prove any of these before I hear from you. Thanks again for the assist!  :childish:

62
Gaming Discussion / Re: Final Fantasy series "teaser text"
« on: June 13, 2011, 05:47:46 PM »
It's not bad. Well written, and yeah - it beats the crap out of some of the jewel case inserts I've seen for the later FF games. Well done!

63
Game Modification Station / Re: FF6 Improvement Project
« on: June 13, 2011, 05:28:09 PM »
If you wouldn't mind, that would be awesome! I'll still be doing a playthrough, but my time during the week to play is limited.

There are a few things I had in mind to try:

  • Test some of the game-breaking fixes. Most of those have to do with Shadow in Sabin's scenario, but there's the hidden path in Locke's scenario and the Kutan-as-Celes glitch, as well as the airship Game Over exploit. The last one is a little extreme to try, but as long as you don't save normally, you could use save states to break that up. You should not be able to do any of these, so let me know if you can get them to work.
  • Test the (few) events that can be done in either the WoB or the WoR, such as buying the Magicite at the Auction House, or from the guy in Tzen. I want to see if the problem TheNattak is having is isolated, or if there is something that was changed.
  • Try to get as many items as possible, and make sure the item descriptions display properly. It was such a PITA to get those pointers done right, but still there were issues. Also, check spell descriptions and Esper bonuses to make sure they show up properly as well.

I'll be doing what I can as well, so if I get to any of these and test them I'll be sure to update the thread.

64
Game Modification Station / Re: FF6 Improvement Project
« on: June 13, 2011, 04:08:58 PM »
*sigh*
I'm having a rather large bug with the WoR Auction House, where the only two things that ever show up are the 1/1200 Airship, and the Imp Robot. Nothing else at all ever. It's very strange because the Imp-Robot is WoB only..

I'm starting to think it was one mblock129's Auction House patches because I know I have used them in the past, and had to resort to using the anti-patch for the Auction House Express one, because it was making only the Cure Ring show up forever after the 2 Espers >_< But this bug is still present after using the anti's, so I'm not too sure now.

Can anyone confirm or deny that this is a bug with the megapatch or not? And also, can someone please point me to any Auction House code that is non-event related, so I can compare data and see just what the heck is going on here? I'd really appreciate it.

mblock is correct - the only AH-related patch I included is the Zoneseek/Free Space patch. But I have not been able to do a complete playthrough to test WoR features (see post above). I should be able to start on that this evening; in the meantime, I'll go over the patch diff list to see if anything is being changed in that area.

65
Game Modification Station / Re: FF6 Improvement Project
« on: June 13, 2011, 02:51:38 PM »
Hello everyone,

I read on the project's download page that no major script revisions are being done for this project at the moment. A few years ago I was working on a synthesis retranslation - using the work of many authors (SkyRender, Lina Darkstar, KWHazit, etc.) and the original JFFVI scripts. I recently graduated from university and was considering starting the project back up. If you'd be interested in using the material, I'd be willing to make a regular commitment to this project. Let me know.

I appreciate the offer, VK, but that sentence in the description is a bit misleading.

There are two parts to the patch once it's done and everything is working (  :sad: ): the game improvement patch and the script improvement patch. The script improvement part is actually done (aside from fixing any typos or issues), and is a synthesis of the Lina Darkstar, KWHazit and FF6 Advance scripts. The problem is that this is completely dependent on the game improvement patch, which is stalled at the moment. I took a break due to the fact that whenever I would start the game up to do a comprehensive playthrough and make sure everything is working, I would pull a narco and nod off. The sleep situation has improved a bit, and I'm ready to get in here and polish this thing up.

tl;dr - I've already got one.

I'll change the description on my webpage though, and I'm sorry for any confusion.

66
Game Modification Station / Re: FF6 Improvement Project
« on: April 07, 2011, 06:17:23 PM »
Yes, I am adding this patch to FF6 Improvement.

I'll defer to assassin and Leviathan Mist on the details of how the ATB works in the various games; unfortunately I'm still not up on general coding, although it's making more sense than it did when I started this project. But it does seem like the way ATB works in VI isn't consistent with IV and V as I remember them, since the player gauge fill times do seem to change with the speed setting. Knowing that the code was set to affect enemies only is a definite change from that behavior, and makes VI an anomaly in the IV-VII range of games.

So that, and the fact that I've already added patches that add features from later games (different color for HP/MP, etc), convinced me that this is a valid addition and is in line with the spirit of the improvement.



67
Game Modification Station / Re: FF6 Improvement Project
« on: March 30, 2011, 04:48:11 PM »
I suppose it's better than there being bugs that AREN'T discovered. Hasn't this been a long process either way? If it was an easy or quick process, someone would have done this already.

Well, I must say that I didn't expect it to take anywhere NEAR this long!  :whoa:

68
Game Modification Station / Re: FF6 Improvement Project
« on: March 24, 2011, 12:12:22 PM »
Uh-oh... This might be a sign of corrupted data. Game went nuts when I was about to go for my second leap across buildings in Zozo. The whole set of building tiles suddenly and wildly scrolled diagonally across the screen while the Zozo music kept on playing. It's dead Jim.

I'm not discarding the possibility that my own ROM could be flawed, but I tried my best to find a true headless file.

It's possible that this could be due to a corrupted ROM, but I doubt it. Several of us have seen this problem before. Try the latest version and see if that isn't fixed - I reimplemented my changes on a clean ROM for 1.00, so 1.01 should be better (I hope).  Ah, didn't see the new page! Good to know that took care of it. Also:

Quote
Doh! I've just realized you're supposed to post-apply a few patches after the big one. I know it's written in the first post, but perhaps it would help others to emphasize this important step more clearly, especially on the FF6 Improvement website.

I'll add a caveat to make sure to read the readme file for important instructions on applying the patch. :wink:

In the meantime, I'm still trying to figure out the corrupted item descriptions. Once I've got that tackled, I'll release a new version.

69
Game Modification Station / Re: FF6 Improvement Project
« on: March 18, 2011, 01:07:28 PM »
Just regular cursor scrolling through the item list.

I must unfortunately report some additional visual corruption in the description field of relic items, in the item list. The "Sniper Sight" relic sometimes overwrites the description text twice, and the first letter of certain relic descriptions is sometimes overwritten by another unrelated letter. Nothing game-breaking, but reporting these is the least I can do to support this wonderful project.

Edit: Tintinabell is originally introduced as "Cat's Bell" when first obtained from the wounded soldier, after sending his letters to his lovely Lola.

Yes, I found that a few weeks ago. I was on the verge of releasing a patch which corrects item names in the dialogue script when these bugs were reported. I'm trying to duplicate the item descriptions issue but I'm not seeing any problems. Which emulator are you using, Submariner Son?

70
Game Modification Station / Re: FF6 Improvement Project
« on: March 14, 2011, 04:58:03 PM »
Thanks for reporting, Submariner Son.

So what exactly is being done when you see the text overlap?

71
What about the ones in the Cave to the Sealed Gate, which show the incorrect contents? Those appear to be invisible in those screenshots, and I know you included a patch that fixes them to display what they actually give you, but that patch doesn't make them visible does it?

Are you talking about the Grand Stairway items? I believe those are supposed to be buried, and they are events, not treasure chests, so I didn't add any chests in there. And yes, I included Imzogelmo's patch which fixes what the game gives you when you trigger those events.

72
Submissions / Re: FF3us Patch: Invisible Chests in the Phantom Train fix
« on: February 28, 2011, 02:17:08 PM »
ah, and the mere physical presence of the Fairy Ring chest now allows you to face it?  i'm not sure i ever put that together before reading your post.  nice.

as for other invisible chests, Mnrogar's screenshots show that:

http://mnrogar.slickproductions.org/screenshots/index.htm

some of these aren't truly invisible like the Phantom Train chests, but rather hidden behind another graphical layer by the game due to where they are situated.

From what I saw, you're correct - all the chests on that page are hidden, not missing. I looked through Djibriel's walkthrough and didn't see any other mention of missing chests.

73
Game Modification Station / Re: FF6 Improvement Project
« on: February 27, 2011, 04:33:46 PM »
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.

74
Submissions / FF3us Patch: Invisible Chests in the Phantom Train fix
« on: February 27, 2011, 03:15:20 PM »
On the Phantom Train during Sabin's Scenario, there are three treasure chests on the train which
are mistakenly invisible. One is in the caboose of the train, with the Impresario and the save
point, in the upper-left corner. Two are in the next passenger compartment after the fight with
Ziegfried. From Djibriel's FF3/6 Walkthrough:

Quote
The next room in the compartment appears empty, but this is not the case. See those two empty tiles to the left of the bench? The left one contains a Tent; just face it and press action. The right one contains a Fairy Ring, but you can't obtain it since you can't face it. Stupid programmers are the scourge of gaming. :(

This patch fixes all three treasure chests by making them visible.

:edit:
Version 1.1 adds the unreachable treasure in Narshe at the beginning of the game, mentioned by Dragonsbrethen further down this thread.

I changed the treasure to a Phoenix Down since having Sprint Shoes that early is  :omghax:

Link

75
Game Modification Station / Re: FF6 Improvement Project
« on: February 24, 2011, 12:26:41 PM »
I still haven't updated that patch yet. I'm in the middle of getting another patch ready for release. A big patch. :omg:

If it's what I think it is, then  :omghax:

Also, I didn't use the Summon This! patch, as angelo26 knows.  :wink:

I haven't had a chance to dig since work's been busy this week, but out of the patches I've seen named, I don't believe any of those would cause it. Since I haven't looked, I can't be sure, so I'll confirm that before I say any more.

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