well good idea tenka you are a genius
fixes to Return of the Dark sorcerer
#64
3 weeks ago
Nope, I'm having much difficulty actually with the tiger script still, getting it to work correctly. Fixing this isn't as simple as I first thought, it seems quite random and I'm not sure what the issue is exactly now. I'm under the amount of bytes where it would supposedly start to **** up monster script AI, even though I'm gonna guess FF3usME tried to fix that issue, looking at a patch report. Maybe not though since it sounds like exactly what is supposed to happen. Anyways, I thought I could 'fix' it by removing a certain amount of bytes because I was over the limit for this bug to manifest, but now it seems random - I could take off 100 or 200 or 300 bytes from one monster script and the issue would still be there, or I could take off the same amount from some others and it would be fixed. I had this same issue before with the easy difficulty AI some battle events not working, and 'fixed' it by adding MORE bytes actually... so I don't know wtf is going on. I just don't wanna go butchering my monster AI until it works if there's a better way to go about fixing this.
Tenkarider I'm not aware of any discussion from them about this, there was this thread though where Imzogelmo mentioned it:
http://www.ff6hackin...light=imzogelmo
Tenkarider I'm not aware of any discussion from them about this, there was this thread though where Imzogelmo mentioned it:
http://www.ff6hackin...light=imzogelmo
#65
3 weeks ago
Gi Nattak, on 02 April 2017 - 09:32 PM, said:
Nope, I'm having much difficulty actually with the tiger script still, getting it to work correctly. Fixing this isn't as simple as I first thought, it seems quite random and I'm not sure what the issue is exactly now. I'm under the amount of bytes where it would supposedly start to **** up monster script AI, even though I'm gonna guess FF3usME tried to fix that issue, looking at a patch report. Maybe not though since it sounds like exactly what is supposed to happen. Anyways, I thought I could 'fix' it by removing a certain amount of bytes because I was over the limit for this bug to manifest, but now it seems random - I could take off 100 or 200 or 300 bytes from one monster script and the issue would still be there, or I could take off the same amount from some others and it would be fixed. I had this same issue before with the easy difficulty AI some battle events not working, and 'fixed' it by adding MORE bytes actually... so I don't know wtf is going on. I just don't wanna go butchering my monster AI until it works if there's a better way to go about fixing this.
Tenkarider I'm not aware of any discussion from them about this, there was this thread though where Imzogelmo mentioned it:
http://www.ff6hackin...light=imzogelmo
Tenkarider I'm not aware of any discussion from them about this, there was this thread though where Imzogelmo mentioned it:
http://www.ff6hackin...light=imzogelmo
again, ask to them in case they know something more.
if that doesn't work... how 'bout battle variables? what if difficulty patch involves unused battle variables? i know the AI of your monsters use a lot of them
#66
3 weeks ago
I'm not sure how they'd know about it, unless you know of something they may have been talking about before regarding this bug that I'm not aware of. It doesn't hurt to ask though that's true. I'd probably wanna make sure it's something that's not RotDS exclusive first though.
I seemed to have 'fixed' it just now, by putting a bunch of 00 bytes (any byte(s) would work the same I'd imagine, except $FF) at the end of the normal/default difficulty ai data (the 3E0000-3EFFFF ff3usme expanded range), directly after the very last monster script data at 3E768F (which is the blue tiger) so the whole ai data struct is at least as long as the not-working-right expert & insane difficulty ai data. I have the 00 bytes going up as a buffer of sorts to 3E7FFF right before the supposed potential mentioned bug spot... Not sure if this is indeed a fix or if it just tricked it into working again, but it's working now on all difficulties.
I'll have to test other ai & battle event stuff to see if other things are now broken as a result of doing this, but so far so good. Maybe it needs to have some sort of bytes there instead of free space ($FF), and be as long as the other difficulty branches' ai script datas... yeah I have no ****ing idea lol. I can't fathom why putting extra bytes at the end of the already working correctly default difficulty ai data would fix up the other non-working correctly difficulty ai issues...? It makes no sense. Maybe the difficulty patch is causing this to happen in some way after all, or the ff3usme ai script expansion is buggy, something else...no idea.
EDIT: Annnnnnd shit now the 'Locke gets clothes from merchant' battle event is broken, for expert difficulty only. It does not trigger at all, which was what the problem was for easy difficulty a while ago... This is ridiculous. Until figuring out a real fix for this I guess I'll just add and remove bytes until they all work, but it's a tedious endeavor and pretty lame.
I seemed to have 'fixed' it just now, by putting a bunch of 00 bytes (any byte(s) would work the same I'd imagine, except $FF) at the end of the normal/default difficulty ai data (the 3E0000-3EFFFF ff3usme expanded range), directly after the very last monster script data at 3E768F (which is the blue tiger) so the whole ai data struct is at least as long as the not-working-right expert & insane difficulty ai data. I have the 00 bytes going up as a buffer of sorts to 3E7FFF right before the supposed potential mentioned bug spot... Not sure if this is indeed a fix or if it just tricked it into working again, but it's working now on all difficulties.
I'll have to test other ai & battle event stuff to see if other things are now broken as a result of doing this, but so far so good. Maybe it needs to have some sort of bytes there instead of free space ($FF), and be as long as the other difficulty branches' ai script datas... yeah I have no ****ing idea lol. I can't fathom why putting extra bytes at the end of the already working correctly default difficulty ai data would fix up the other non-working correctly difficulty ai issues...? It makes no sense. Maybe the difficulty patch is causing this to happen in some way after all, or the ff3usme ai script expansion is buggy, something else...no idea.
EDIT: Annnnnnd shit now the 'Locke gets clothes from merchant' battle event is broken, for expert difficulty only. It does not trigger at all, which was what the problem was for easy difficulty a while ago... This is ridiculous. Until figuring out a real fix for this I guess I'll just add and remove bytes until they all work, but it's a tedious endeavor and pretty lame.
#67
3 weeks ago
Gi Nattak, on 03 April 2017 - 02:58 PM, said:
I'm not sure how they'd know about it, unless you know of something they may have been talking about before regarding this bug that I'm not aware of. It doesn't hurt to ask though that's true. I'd probably wanna make sure it's something that's not RotDS exclusive first though.
I seemed to have 'fixed' it just now, by putting a bunch of 00 bytes (any byte(s) would work the same I'd imagine, except $FF) at the end of the normal/default difficulty ai data (the 3E0000-3EFFFF ff3usme expanded range), directly after the very last monster script data at 3E768F (which is the blue tiger) so the whole ai data struct is at least as long as the not-working-right expert & insane difficulty ai data. I have the 00 bytes going up as a buffer of sorts to 3E7FFF right before the supposed potential mentioned bug spot... Not sure if this is indeed a fix or if it just tricked it into working again, but it's working now on all difficulties.
I'll have to test other ai & battle event stuff to see if other things are now broken as a result of doing this, but so far so good. Maybe it needs to have some sort of bytes there instead of free space ($FF), and be as long as the other difficulty branches' ai script datas... yeah I have no ****ing idea lol. I can't fathom why putting extra bytes at the end of the already working correctly default difficulty ai data would fix up the other non-working correctly difficulty ai issues...? It makes no sense. Maybe the difficulty patch is causing this to happen in some way after all, or the ff3usme ai script expansion is buggy, something else...no idea.
EDIT: Annnnnnd shit now the 'Locke gets clothes from merchant' battle event is broken, for expert difficulty only. It does not trigger at all, which was what the problem was for easy difficulty a while ago... This is ridiculous. Until figuring out a real fix for this I guess I'll just add and remove bytes until they all work, but it's a tedious endeavor and pretty lame.
I seemed to have 'fixed' it just now, by putting a bunch of 00 bytes (any byte(s) would work the same I'd imagine, except $FF) at the end of the normal/default difficulty ai data (the 3E0000-3EFFFF ff3usme expanded range), directly after the very last monster script data at 3E768F (which is the blue tiger) so the whole ai data struct is at least as long as the not-working-right expert & insane difficulty ai data. I have the 00 bytes going up as a buffer of sorts to 3E7FFF right before the supposed potential mentioned bug spot... Not sure if this is indeed a fix or if it just tricked it into working again, but it's working now on all difficulties.
I'll have to test other ai & battle event stuff to see if other things are now broken as a result of doing this, but so far so good. Maybe it needs to have some sort of bytes there instead of free space ($FF), and be as long as the other difficulty branches' ai script datas... yeah I have no ****ing idea lol. I can't fathom why putting extra bytes at the end of the already working correctly default difficulty ai data would fix up the other non-working correctly difficulty ai issues...? It makes no sense. Maybe the difficulty patch is causing this to happen in some way after all, or the ff3usme ai script expansion is buggy, something else...no idea.
EDIT: Annnnnnd shit now the 'Locke gets clothes from merchant' battle event is broken, for expert difficulty only. It does not trigger at all, which was what the problem was for easy difficulty a while ago... This is ridiculous. Until figuring out a real fix for this I guess I'll just add and remove bytes until they all work, but it's a tedious endeavor and pretty lame.
does this stuff happen even in 1.7.0?
#70
3 weeks ago
Tenkarider, on 05 April 2017 - 12:08 PM, said:
1.7.0 i asked... still in time to not patch 1.7.1 version
I'm not sure about the tiger boss issue, but probably. The issue with the battle events like merchant or officer (getting clothes with locke) would break though yes, its been a factor since the difficulty patch came into play. I managed to do the same thing I'm doing now to correct it. Those important event ones should be working in 1.7.0 and up I did make sure to test those.
Its a pretty bad issue to have to worry about constantly, and every AI change requires testing each monster pretty much on 4 different difficulties lol...
#71
3 weeks ago
Gi Nattak, on 05 April 2017 - 02:04 PM, said:
I'm not sure about the tiger boss issue, but probably. The issue with the battle events like merchant or officer (getting clothes with locke) would break though yes, its been a factor since the difficulty patch came into play. I managed to do the same thing I'm doing now to correct it. Those important event ones should be working in 1.7.0 and up I did make sure to test those.
Its a pretty bad issue to have to worry about constantly, and every AI change requires testing each monster pretty much on 4 different difficulties lol...
Its a pretty bad issue to have to worry about constantly, and every AI change requires testing each monster pretty much on 4 different difficulties lol...
Now i know what i'll never do in my hack