Kain Stryder

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Posts posted by Kain Stryder


  1. This is the Japanese version, NOT the English version the mod is built on, keep that in mind. There is a lesser character limit and editing menus is not as well documented, as well as nearly EVERYTHING was moved around or changed/edited. ONE menu page took Lazarus 4 hours to edit. Expanded magic spells is a separate patch that dn spent hours on to get working followed by Bropedio and Serity to punch in and get working. Please understand this mod let alone rom hacking is not an easy process and isn't some simple edit and fix job like editing a notepad file.

    Changing chests are still in, as mentioned in the read me, as I stated now three times most of your questions can be found in the above files of my posts. Please thoroughly read things, I didn't write it for my health.

    I don't know the duration on Terra's Trance, play and see.

    Talk to the man behind the counter, tell him you're not a beginner, the npcs update to tell new things about the mod. If you didn't notice a difference, then you weren't paying attention. (Example: One mentions Pictomancers aka Relm can naturally learn magic now).


  2. Character limit/Magitek is not counted as spells. Magic only. Editing names/expanding windows is not as simple as just writing them in. FF6 is extremely fragile. This is a mod based on the Japanese version, not the English version, which had more character limits to compensate English using more characters than Japanese.


  3. Please read over the documentation, 2nd time saying this. Most of your questions are answered in there or again, the very first topic post of this thread. Changes html, characters html, dressing room html, read me files, look in there, I thoroughly documented/translated everything so any question anyone could have is found in the files.

    Strago's Blue Magic is not in alphabetical order. No plans to do so either, moving magic is a nightmare.

    Esper growth is gone, mentioned in first post of topic and why.

    The default vanilla sprites aren't available, as Tsushiy has edited them to his preference. If you're determined, you can replace them yourself, but we have no plans to do/offer it (I've included a few of my sprite edits for Locke/Kefka).

    Again read the documentation, but yes, it's faster.

    See above, lasts longer the more spells she knows and some other stuff.

    Stamina helps avoid special attacks/add effects.

    Dragon's Den was a mess of coding and he wanted his own original ideas thrown in. I can't answer it beyond that since I'm not the creator.

     


  4. Please don't make several topics asking questions, post them all in one or if this was a bug report, talking in the main post or even the known issues would be preferred.

    Most of your questions can be answered by reading the read me and changes html files or the main thread of this forum. Divergent Paths is not the same game as T-Edition; what bugs that mod has don't reflect in this one. That bug's not present, to answer your question.

    T-Edition doesn't really "fix" esper grinding since you're expected to do some leveling with all the new content if you feel like exploring it. If you want fast esper levels early, Intangir gives 20 AP now and the tricks to beat him still apply from vanilla. Otherwise, old fashion grinding works in WoR. It's a standard JRPG still, it expects you to work for things, not hand them to you in 5 minutes.


  5. This is a rather cryptic/poorly designed fight and one of the complaints I have personally on the mod. Below is the hints/advice:

     

    Spoiler

    The two hints for her are the old man NPC nearby (which when you try what he says, it says "miss", so your instinct is either "they translated this wrong" or "the game is broken". Neither is the case. What happens is when she starts praying, THEN you do the trick the old man tells you to stop her build-up attack.

    The other hint is when you enter the fight, she comments on how many people are there. If you bring more than 2, her script changes/she becomes much harder.

    Barring all this, the effective way to end her is use Stop, spam Siren with a high magic user and any other high-end attacks you can with a party of 4 and just call it a day.

     


  6. A new update is up featuring the previously mentioned 4-Player Mutitap feature, thanks to SirNewtonFig. The patch can be found in the new folder of the download with a readme explaining what it is/does and how you can effectively use it. So get some friends together and have some fun! I've also gone ahead and given the Japanese community on Tsushiy's forums awareness/access to it as well so they may enjoy it too.


  7. A small bug was discovered due to a patch in EX we made where the FF11 battle would softlock when entering into phase 2. I've gone ahead and fixed this/reuploaded the files, so if you've recently downloaded the game or had issues with the fight and skipped it, go ahead and download the file again and retry.


  8. 16 hours ago, ugoplatamia said:

    Hello, I've been trying to get MSU-1 working. After giving the exe file the path to the rom, the exe unexpectedly quits.

    Quoting my first post:

    if you have any errors while setting up, a quick solution is make sure your folder/directory has no - in it, or spaces (such as a file name like ff6 mod.sfc, make it ff6mod.sfc).

    If this isn't the case, you'll need to provide more details or pop into discord.

     

    Edit: On further inspection it's something on our end. He jumped into the discord and troubleshot it with us. We've fixed it and as of 8/23/2021 it's working again. If this happens to crash for anyone else after hitting Y/N on patch option, please report it. Thanks!


  9. Just a small update, but we currently (thanks to Sir Newton Fig) have a working 4-player mode for T-Edition. This will allow for multitap and Parsec (program that allows for 1 person to host a game, and others to connect to them) play, letting 4 people control 1 character each in FF6 now.

    We're still in the process of testing it to make sure we don't run into issues from when we tested it with Brave New World, but from light testing, it does work with T-Edition. This'll open up a lot of fun I feel for people who want to get friends together and each control someone in a MMO-style gameplay, tackling the game while working together. I'll make another post once we've finalized it works perfectly and release it to the public.

    Below is an example of what we hilariously referred to as "Figaro Drift" from our Brave New World run of the patch (as well as the T-Edition menu with the patch applied and you selecting your # of players). That's why we're testing it out before I release it :P

    unknown.png?width=1284&height=670

     

    unknown.png


  10. Ok, new update is up:

    - Fake Dice have been renamed to FixdDice to avoid confusion.

    - The glaring bug we were unable to pinpoint till recently that gave players garbage data as an item and the lua warns to sell asap if you obtained it, has been found and fixed. The issue was if any item with an ID of 256 or above was obtained from a treasure chest, and you didn't enter the menu afterwards, but instead fought a battle then won something, you'd get the garbage data that could/would corrupt your save data. Thanks to Mato aka Clyde Mandelin, we've patched the game now and everything's working as intended. Also thank you to Good_Guy_JDP the streamer who discovered the main cause for us as he was playing.


  11. Copied from the download file just in case anyone playing doesn't read it, but at least sees it here:

    Note: As bugs are resolved they will be removed from this list and their fix will be noted in the update notes of the read me translation file in the download.

    Also, please check the bugs readme for Mato's version (included in his download) for specific bugs related to his version only. Some stuff may only be present still in 2.9.4 or 2.9.7, such as the Gauntlet bug.

     

    Current Known Bugs/Issues

    - Sometimes the game may black screen/softlock after a battle maybe 1-2 times a playthrough. It happens on any version of T-Edition and isn't anything we know how to fix. There's just alot going on in the background of this mod and it's a miracle it all works. Just save often to counter this. You may never even see it, as it is rare.

     

    - Gau can possibly unlock his Rage achievement at 240 Rages instead of 255 if the below happens:

    The "Tonberries" rage is that last bit, for 0x8000, but it's completely unusable in the game, so it will never appear on your rage menu. So normally if you have all 255 rages, excluding Tonberries, your rage data will look like: FF FF FF .. FF FF 7F

    However, if you have Tonberries and none of the other last 14 Rages, which makes the last two bytes 0x8000 ... well, 0x8000 is equal to or greater than 0x7FFF, so the check passes. Of course, Tonberries + any other of the 14 Rages works too since 0x8C2F or whatever is still higher than 0x7FFF. The list of skippable Rages, as long as you have Tonberries fought as Gau, is Amduscia, Baalzeph, Chronos, Daedalus, DthMachi, Garm, GlasyaLa, GoldBear, InnoSent, Io, MtlHitmn, Necroman, Pineappl, RedMarsh, and Thor.


    - The achievement for 200,000 steps seems to unlock randomly. We don't know the cause of it. I've had it unlock at the start of the game, others have had it unlock between 80,000 and 180,000 steps. It will unlock normally at 200,000, but if you see it before hand, then you know why.

     

    - Upon returning to the cave from the Ancient Castle, the music will have beeps and boops in it. This is an emulator-related issue. If using MSU, it won't be a problem. We've no idea the cause of it and since Tsushiy doesn't code for anything outside of uosnes, it's not something he'll fix or be able to.

     

    - ??????'s name at the start of the game (Terra) will display as blank spaces when she levels up (         gained a level) and if she obtains the Elixir from Arvis's clock before you name her. This is just a display issue, ignore it, your game is working fine (when using the lua script).

     

    - The ending event where it shows "Terra as Tina Branford" etc has some graphical errors. This is due to our tampering with the font/adding in English. Stuff will appear blue/green/red but it won't break your game. It's apparently fixable, but we haven't determined the solution yet.

     

    - When traversing the Floating Continent in the World of Ruin, the following below teleport when taken may soft lock the game (the second pic is where you get stuck and soft lock upon taking the port in the first pic):

    https://cdn.discordapp.com/attachments/635985966573813760/933449295850516560/unknown.png
    https://cdn.discordapp.com/attachments/635985966573813760/933449296148328468/unknown.png

    It's been fixed as of 2.9.5 and 2.9.6, but still happens randomly, so be careful and save, or just don't use that teleporter if possible.

    - Biggs, Wedge, Mog during the 3 scenarios, Ghost, etc's stats in 3.0+ are all 0s or 1s. Tsushiy is aware, but uncertain if he can fix it. It doesn't really affect anything and you can clear the events they are present in with no issues. I would treat this as a display issue and just ignore the numbers you see as everything works fine.

     

    - The Eidolon list for the lua will sometimes look wonky and display MP cost/mastery for empty slots. This will fix itself as you fill in the list and is due to clashing code from Tsushiy's changes and Laz's 1 column list change.

     

    - Similar to the above, due to the 1 column row for Eidolons, when checking progress on the main menu by hitting the (X) Button, your equipped Eidolon may have a different name (such as Siren equipped but shows Phoenix). This is a known issue and due to the 1 column row we created for full names to be displayed. If we ever revert it, this will fix itself. Sorry for this (3.0+ only).

     

    - In 2.9.4/7 sometimes when equipping the Gauntlet relic you may auto-equip a very powerful weapon the character can't normally use or you don't legit have. This has been fixed for 3.0+ but is a bug that persists in older versions. If this happens to you, and you feel it's unfair to have such a strong/random weapon, simply sell it or don't use it.

     

    - Sometimes when clearing an achievement the statue won't appear. We don't know the cause of this or if it's also on the JP side of things, but for the lua version it seems rare and currently we've only documented one instance of it happening, but it can be fixed. If the final achievement you need is the New Game+ one (starting NG+ gives the statue), and you've cleared the EX mode, it seems to remove the EX statue. However, loading your file into the JP version fixes this. Once loaded, save your game, then reload the save file into the lua version and you'll be set. Check the optional patches folder for the JP patches for your version if this happens for you. In the event this does not fix the statues, please report it and I will notify Tsushiy to troubleshoot.


  12. We've discovered the cause of what we thought was just a random very rarely occurring bug that is currently persisting until further notice.

    Basically, if you open a treasure chest or get an item with ID above 256: Hero's Ring, Guard Bracelet, Dead Spirit, Prayer Beads, Black Belt, Dragon Horn, Celestriad, Master's Scroll, Bacchus's Bracer, Safety Bit, Mime's Dictionary, Bracer, Tetra Elemental, Embroidered Tippet, Soul of Thamasa, Zeidrich, Flame Cape, Wind Corsage, Earth Greaves, Water Cuffs, Maiden's Prayer, Imp's Feelings, Piggy's Badge, Experience Egg

    and don't open your menu after getting it, then enter a battle and win an item, it will result in you getting a garbage data item (with the lua warning you to toss/sell it asap to avoid glitches). We discovered this bug via a streamer doing a battle after picking up the Experience Egg (it can happen with any of the above items as we determined, it just happened to be with the egg when we found out) where the boss dropped its item as garbage data. With some testing by not getting the egg, he dropped his normal item. Getting the egg again and re-fighting the boss caused the glitch. Checking the memory when getting the Experience Egg before/after determined the bug.

    I've reported this to Tsushiy so any fixes or updates will happen hopefully soon. In the meanwhile, just check your item inventory (opening the menu is enough) and you'll be fine.

    Once more, simply just opening the menu screen will fix the issue as weird as it may sound. Failing to do so then entering a battle/winning an item will give a random item not intended, possibly even corrupted things.

     


  13. Small update: If you've previously installed the MSU, please go ahead and reselect your rom and pick option 4 in the exe. We've fixed a bug that was listing a random Rage for Gau way down past the Z names in his menu based on what song was playing. If you're just now downloading the MSU, go ahead and ignore this. No additional download is necessary for anyone wanting to fix their game; just reopen the exe, pick a new rom and hit option 4. Sorry for the inconvenience.


  14. If you're unfamiliar with what MSU-1 is, it's easier to just Google SNES MSU-1 and read up or Youtube some examples, but loosely it allows for high-quality music (CD, etc) to be ran on SNES games. This will completely bypass the SNES audio RAM limitations, especially for this mod, allowing the music to play how Tsushiy intended it to be on the uosnes emulator. Other emulators had severe issues playing most of the music without a patch that kind of fixed some of the problems. Please note the music is not intended to sound like CD-quality or ripped from their respective games; it is meant to sound how it was coded on the FF6 sound font by Tsushiy. This frees the mod up to be ran on SNES9x, BSNES, and hardware/flash carts or whatever else can support MSU-1. Below is the zip file for FF6 T-Edition's MSU-1:

    Click here to download the MSU-1 files (5mb or so, read below or read the readme included).

    Make sure if you have any problems installing the MSU-1 or get errors to first run/install this:

    https://www.microsoft.com/en-us/download/details.aspx?id=52685

    Also if stuff for any reason doesn't start, make sure your folder and file name has no spaces or - in it.

    Currently, sometimes when sleeping at an inn or some other place with quick music jingle, the music goes silent right after. This is known and is fixable by just entering a new area/menu/loading a new song up, don't worry. Some inn music jingles and victory fanfares will still sound off due to MSU-1 not touching them. The most glaring is FF5's which plays in Kohlingen's Inn.

    Also there is a slight error where the scene prior to fighting the cranes in Vector will play a song not intended. This is due to MSU-1, but since it's for a brief dialogue moment, it's not a big deal (it should just be crane noises but instead it's Xenoblade - You Will Know Our Names).

    Note: If you're playing on SD2SNES or Everdrive, hardware etc, there's a current issue with saving. More information can be found here:

    https://github.com/mrehkopf/sd2snes/issues/80

    For the SD2SNES, if you save your game then turn the system off, it doesn't save to the .srm and acts like you never saved period. To bypass this, simply save your game, then open the SD2SNES menu (SuperNT menu not the fxpak pro
    menu), THEN turn your system off. You'll then have your files saved. Keep in mind this may not be needed for some, as we've had reports of it not an issue for one person, but please just take precaution so you don't lose your work. As far as Everdrive goes, if you have multiple copies of a game, say FF6 vanilla and FF6 T-Edition, playing one then the other will overwrite each other's saves so back up your work or just don't play vanilla while doingT-Edition.


    Setup Instructions:

    Simply unzip the FF6_T-Edition_msu_installer and place all the files into a new folder, then open the exe file. Follow the instructions on screen, selecting what quality of music you'd prefer. It will prompt you for your rom, so once you're all set and patched with any optional patches/ready, do what it says and the program will begin downloading the music for you into a new folder. When finished, the exe will close. Check the folder for your rom (make SURE it's in the same folder as the music files, which will have the same file name as the rom; example being if your rom is called FF6T.sfc, the music will be called FF6T-35.pcm etc etc).


    If using the lua version of the patch:

    Afterwards, simply load the emulator up, select the rom from the folder, load the lua script and play! Make SURE your rom is in the same folder as the music or it will NOT work. The music will now be of uosnes quality, bypassing SNES9x or any other emulator's limitations. This will work for anything that supports MSU-1, however at this time the lua only works on SNES9x-rr, so if you play on console, you won't be able to use the lua scripting (unless using sd2snes which apparently now supports it).


    If using Mato's patch:

    Loading the rom from the msu folder should work on BSNES/Higan/Byuu or any recent version of snes9x without difficulty. If you intend to play on a sd2snes or fxpak pro device, copy the *entire* contents of the msu folder onto the SD card.  If you have an early version of the sd2snes (does not apply to fxpak pro) prior to revision H, you may need to update the device's firmware and enable the volume boost option at +12 dB for music to play correctly. This is due to a hardware issue with the device itself and all other means of playing work correctly with the existing tracks.


    Testing MSU-1 Tracks with Either Patch:

    If you want to be positive the MSU-1 is working, go into the menu in game and go to Config, put the cursor on the Sound option and press the A Button (or whatever you have confirm set to). This will open the in-game music player. Simply select any non-FF6 song and then try restarting it. If the song doesn't restart, MSU-1 is working. If it does restart the song, you did something wrong, so please re-read the above instructions and try again, or feel free to contact us.

    Note: If at anytime you need to repatch your rom and update it, such as a new translation update etc, simply just patch the msu.ips file onto that rom and place it into the msu folder. No need to redownload the music or setup once you've done it the first time.

    Updated by iwatchgamessometimes as of 11/27/21 to remove some deprecated info due to an update to the patcher, and to clarify some of the differences in application involving the different English version patches available now for FF6 T-Edition.

    Additional Note: If you have tried all the above and the MSU-1 flat doesn't work or even crashes after you select Y/N for patches, please alert me on discord or on here so we can fix the issue. Thanks!


  15. After a 2.5 year long hiatus, Tsushiy has popped back and updated the mod to version 2.9.3 and 1.6.2 for EX.

    We've gone ahead and added everything to the English version for this update already, and the update notes can be found in the history.html file. The following stuff is a rundown on what was added:

    - Various bug fixes, including the item 255 ID bug (completely this time).

    - Leveling up 2 or more times with 1 character in a battle was causing stat errors and has been fixed.

    - Due to the above, Experience Egg has been readded to the mod. The 2 locations for it are a reward from a new battle on the Floating Continent and a treasure chest in the WoR's new tower area.

    - A color cycling patch thanks to Leet Sketcher has been added, now cycling the colors of buffs/debuffs on your characters, allowing you to see Protect, Shell, Haste, etc all at once instead of just 1 color.

    - Flare Star and Wave Cannon's effect values have been reduced from 45->42 and 88->77 respectively.

    - Setzer's default outfit has been changed. With this, I've gone ahead and added his older sprite as an optional patch in the event people may prefer it over the new one. An image of the new sprite is below.

    - Locke's default sprite has had a few dots corrected.

    - Intangir's AP total has been changed.

    - Numerous other things have been changed slightly or weren't documented by Tsushiy, so if we discover anything substantial, we'll make a note of it (things like if all achievement statues are unlocked, they now animate and pose).

    Your old save files SHOULD work for 2.9.3, just make sure to rename your .srm file and make a back up before loading the emulator and always load a hard save, not a save state.

    In other news, MSU-1 for the music should be available relatively soon, so when that happens I'll make a seperate forum post about it and the process to use it.

     

    setzer2.png


  16. Another small update is up, this time with a Locke sprite edit. This one replaces his base costume with a more Amano/Nomura artwork look, made by myself. This one was much harder than Kefka since Tsushiy has split the field/battle sprites, effectively allowing for ANY sprite to be edited without it affecting others, which is really nice. Since Kefka isn't separated into 2 sheets (field/battle), that's the reason he's got a darker blue look in battle. Locke however, was fixable, though I was unable to use red/pink, so I changed his back design to more what the Dissidia Locke has on his jacket (Nomura's artwork). The field sprite is my own little touch with the Phoenix. This can be found in the Optional Patches folder. Enjoy!

    On a smaller note, we are currently working on a MSU-1 for the game's music to unmuddle/fix it to how Tsushiy intended with uosnes. I'll post more info once it's finished with complete details.

    lockesprite.png


  17. Small little update up. Happy New Year/Holidays to everyone, I hope this year finds everyone much, much better than 2020.

    - I added a custom-made sprite edit for Kefka that I made in the editor via NAOKI's design from the sprite files. This sprite of Kefka is more Amano-like and fits with the rest of the cast's new look. It's been placed in the optional patches folder if you'd like to use it. Here's some pictures of it in action; please note his battle sprite's light blue arms/pants are instead a dark blue/black due to how the game displays sprite colors in battles (it's a small side effect but I think it looks nice, and since he's so rarely seen in battle it doesn't really matter a whole lot).

     

    kefka4.png

    kefka1.png

    kefka2.png

    kefka3.png


  18. Another update, with another optional patch:

    - A brand new costume system (OPTIONAL) has been added into the Optional Patches folder. This is a rewrite of the costume stats that adds a bit more fun/replay value and strategy to the game, making each costume now more viable based on your play style with some beefy stat boosts. 60 points have been allocated per costume. Please check the read me file in the folder within for a better explanation to the new patch. This does NOT replace the base game, as it's an optional patch and you can even revert the changes at any time. We just wanted to give a new outlook and some options for most of the costumes to see use and to make you feel like unlocking them was more worth it. The stats may change at a later date, as well as we release a "do it yourself" method to customize the stats to your own liking, further adding to the gameplay value, but for now, please enjoy!


  19. Been a good while, but a nice update is now up. Along with the above that Serity posted about, there's this:

    - The in-battle magic menu showcased months ago is now unofficially added. Lazarus was not originally wanting to add it due to a graphical bug persisting and being a professional, he wanted to have it fixed first. However, after months of trying and some talented people attempting to fix it, we were unable to. I decided though to release it as a stand-alone ips patch in the Optional Patches folder of the download until, if ever, we can "officially" add it to the ROM itself. That and for those of you who don't care about a slight graphical bug and don't want to look at Pzna, Thng, Slog, etc spell names. The other reason this is a stand-alone ips patch is in the event it breaks anything. Thanks to Bropedio, we were able to add it in and check how it'd work, but some very glaring issues arised quickly with it. Serity managed to tweak and fix it but stuff MAY still break, so proceed with caution. From some light testing, it works WAY better than it did and SHOULD behave, but we'll see.

    Currently, we're aware there's some slight graphical bugs with this patch, but that's all it is; graphical. It won't crash your game or hinder you, and only happens in a handful of battles we've noticed so far (an example being for all of the Soul Shrine fights, it happened in 2 battles, but I've seen it personally in about 3-4 outside of that, the worst being a Fanatic's Tower random battle). The graphics will just disappear or not fully display a sprite (or one of your party members just completely disappears; it could be costume related or just too much going on with the screen display, we don't know). Again, nothing game breaking, just slightly annoying, but don't be alarmed.

    Thanks to dn on the amazing menu work, it was his coding that got this all nice and fancy looking. Bropedio again for adding it in and Serity for tweaking it.

    magic4.png