seibaby

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About seibaby

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  1. No idea, since I don't use a mac or asar. If the table file is correct and correctly named as specified in the asm file, all I can think of is weird file permissions, or Mac xkas expecting a mac formatted text file as a table or something. Did you open the tbl file in an editor and save it?
  2. The idea of treating multi element attacks as several mini single elemental attacks and summing the result was discussed earlier, due to the fact that such a patch already exists. This simpler approach was deliberately requested, I assume for its simplicity. The Separation of Powers patch also consumes a fair chunk of free space; Think's patch is more frugal.
  3. All will be explained. Edit: this replaces Reflect's expiration timer with a mechanic to have Reflect be randomly dispelled when activated, much like the way Image works.
  4. Oh, and you asked for my patch for Quake not removing Vanish from Floating targets; I posted that code here: https://www.ff6hacking.com/forums/thread-3569-post-35380.html#pid35380
  5. @BTB, you asked for it, and here it is. It's been a while since I mucked around with it but I believe it's finished. @Synchysi may wish to hand edit the pointers for small battle captions (message boxes). http://ge.tt/3For7Aq2
  6. That's an emulator issue, commonly seen in Zsnes. Try Snes9x or higan.
  7. As far as I know, it works but not as intended. Nowea and I tested it and it does seem to raise the floor, but like I said, it doesn't preserve the original encounter rate.
  8. The encounter rate is what it is, if you get an unlucky streak of RNG you might have a string of encounters all within a handful of steps. It should never be less than two steps though, so if that happens, something is indeed wrong. The overall encounter rate should be something like five encounters per 100 steps or so; I forget exactly. Applying my encounter patch should raise the floor a bit, as well as lowering the encounter rate somewhat. I'm uncertain whether BTB intends to include it in the next update in its current state.
  9. Sounds like the targeting method used doesn't bother to check for whether a character is in the air. Or the unblockable specials code doesn't check for it, or both.
  10. Posting this here so it won't get lost "The addresses Dancing Mad uses for its own state are $1E20-$1E26 and $7EF001." I suspect $1E20 and onwards are used for the Esper bank system, if I remember correctly that's where Bushido names are stored in the Japanese version (where you could rename them). Do you have a list of the RAM locations used in BNW? @Synchysi
  11. Everything not in the original game is in an unused area of the ROM, obviously. It's quite probable that patches conflict because new code has to go somewhere. It's unlikely that the music hooks conflict with BNW's changes though, so it would be possible to move the code used in the MSU-1 patch to an unused area of BNW by modifying the source supplied with the patch.
  12. The True Knight layering issue has been fixed, patch is available here.
  13. Free space usage might be an issue, but that is pretty simple to work around since the source is available for the MSU-1 patch. I don't know how the extra music was added, but unless it changes the IDs of the other tracks, it should be fine. It'll just play with the SNES's sound chip like normal if the PCM audio is missing.
  14. Those are really nice!
  15. This thread is for bug reports, not suggestions. EDIT: post those in this thread instead.