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Everything posted by seibaby

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. The True Knight layering issue has been fixed, patch is available here.
  7. 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.
  8. Those are really nice!
  9. This thread is for bug reports, not suggestions. EDIT: post those in this thread instead.
  10. Field palettes are set via event upon character creation or other events (merchant/soldier Locke, Gerad, etc). So yeah, you need to hex edit the event(s) that set Shadow's palette. He's first seen in South Figaro, but is not a guarantee that you first run into Shadow there. In fact is possible to skip ever seeing him until he joins you in Albrook. Have a perusal of the event script available at the FF6h wiki.
  11. I'm enjoying this Let's Play, funnyman. Keep 'em coming. Glad you decided to go full in on trying out Stamina builds for cover and counter, too.
  12. Updated the random encounter mod for further testing.
  13. You probably haven't bricked your ROM, but if you did, congratulations on taking the first step on the path of the modder. Now start clean and break some more stuff! Just FYI, the random encounter patch v3 is broken and doesn't work. I'll be updating the thread soon with v4 which should work as intended.
  14. The Headerizer is used to modify IPS patches, not ROMs. If your patch is for headered ROMs, and your ROM doesn't have a header, or vice versa, the Headerizer can produce a patch that's compatible with your ROM.
  15. Good day to you good sirs, have you invited the salvation of Leet Sketcher's Headerizer program into your lives yet? Allow me to spread its gospel.
  16. That sounds like @Think0028. If you can't get ahold of the patch, you can easily edit the Blitz commands yourself using FF3usME.
  17. Which dungeons have you observed this in?
  18. Tfw when the bug tracker lights up and it's just people talking about dog training.
  19. I have tried in the past to figure out how to set the parent map for Warp in Ancient Castle/Cave to the Figaro prison, to no success. Not to say it's impossible, but there may be another way; an event driven Warp point like the one in Phoenix Cave.
  20. Ancient Castle is one of the few WoR dungeons where it makes no sense to be able to Warp out, since you would then be stuck on the overworld with Figaro Castle submerged and the airship inaccessible.
  21. Exceptional quality testing, @Deschain. I'll look into the Muddle issue. Oh, and... (I'm just going to assume that means "yes, it's fixed!")
  22. Not likely since the new cover code overwrites most of the monster cover functionality. When I wrote it, I asked BTB if I should preserve it (the functionality is there in vanilla, but unused) and the answer was no.
  23. I know ninja said on Discord this was considered a while back, and I'd just like to bring it up again, here on the forum. Please enable HTTPS connections to the site. You don't even have to pay for certs if you use Let's Encrypt!
  24. That should work. Tthere might be other issues that crop up with the ending fix, since it clearly wasn't tested properly, but if that happens you can just switch ROM again. I don't think it should make any difference which patch you apply first, but I would apply BNW first and the PAL patch after. Note that the IPS changes a whole lot more than what is described in the code, so you're probably best off sticking with the code patch I posted. I'm not entirely sure what the issue is that the ending fix is supposed to fix. It disables the "wait for music" event command. My hypthesis is that, due to running the game in 50 Hz, the event queue and music becomes desynchronized, meaning that the "wait for music" event command hangs the game, or something. I've never seen the ending glitch in action. I'm not sure why disabling the command causes the Opera to hang, but who knows with FFVI. EDIT: re-reading that thread, I don't think the issue is that the Opera HANGS, so much as that the events don't follow the music because the "wait for music" event command is disabled. Desynchronization between music and cutscenes is to be expected from running the game in 50 Hz anyway, there's really not much that can be done about that except rewriting all the cutscenes to be shorter.
  25. You can remove the ending fix from the patch by commenting out the relevant code, namely lines 45-67. Also, seeing how it's easier for me to just rewrite the patch for compatibility with my favored assembler instead of learning how to use WLA-DX, I went ahead and did just that. You can copy the following into a new textfile and save it as xkas-palfix.asm (for example), then download xkas 0.06 from here and follow the above procedure, except you don't have to search documentation for commandline syntax. Just type "xkas xkas-palfix.asm ff3.smc" (assuming your ROM file is named ff3.smc).