seibaby

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Everything posted by seibaby

  1. Tfw when the bug tracker lights up and it's just people talking about dog training.
  2. It was inevitable, so here we go. While fixing my broken random encounter patch, I discovered a little bug with Random Number Good: overworld encounters are not using Think's RNG. What should have been a call to the RNG to determine whether an encounter should be triggered, is instead a static number, causing overworld encounters to happen with astounding regularity. I forgot how the vanilla RNG worked; it does in fact return a different number each time, but it's using a tainted version of vanilla's RNG system (since Think's code overwrites part of the random number table vanilla used). It may still be random "enough" for encounter purposes, but it's not what it should be. The fix is just one byte long, but I'll let think share an updated version of the patch here for inclusion in the next point release. I'll instead share a set of updated patches for the random encounter mod, with the fix baked in, so that it can be properly tested this time. Non-headered (updated to v3) Headered (updated to v3) Apply directly to your 1.9. EDIT: With Nowea's help, I re-jiggered some numbers and also went ahead and applied the encounter mod to the overworld as well. This should have the effect of setting the minimum number of steps before an encounter to 9 in dungeons and 5 on the overworld (excepting high encounter areas like forests and WoR deserts). Obviously, this will also fix the faulty overworld encounter logic, so you should notice a difference in overall encounter rate there (increased, according to Mishrak). Dungeon encounter rates should remain the same.
  3. 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.
  4. 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.
  5. 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!")
  6. 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.
  7. 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!
  8. 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.
  9. 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).
  10. I will maintain that, while the Dragon's Den was a shitty dungeon, the Soul Shrine, for all it's flimsy pretext, was a fun boss rush that brought something unique. I have it on record that BTB admits sequential fights are the most interesting fights in the game. So... staff pls put sole shrien in
  11. By the way, here's some more info on the PAL patch; it seems it may have some issues? Have you tried it and verified it works with vanilla FF3us? https://www.ff6hacking.com/forums/thread-3460.html I recommend modding your SNES to play at 60 Hz; that's what I did to play FFVI as a kid.
  12. Don't worry, that comment just seems to be wrong. The assembler directive is correct; 48 banks times 64 kB = 3072 kB, or 24 Mbit. WLA-DX is an assembler. It's a program you use to transform human-readable assembly code like that text file into machine-readable byte code like what's in the ROM. Since you found the program and the documentation, you're well on your way to figuring out what to do. If you found only the source code for WLA-DX, I can understand your confusion. What you want is the compiled program, found here: http://www.villehelin.com/wla-win32.html Basically what you need to do, is put the WLA-DX exe, your ROM, and the .asm file all in the same folder, open up a command prompt (in explorer, shift-right click in the folder), and type in the command to tell WLA-DX to patch your ROM with the .asm file. I can't guide you step by step, because I've never used WLA-DX, but the command syntax should be explained in the documentation.
  13. That patch is unfortunately incompatible with BNW as-is. It requires free space in the menu code, which is used by BNW for its esper bank system. It can be solved by opening up the .asm file included in the archive in notepad, and changing the offset at line 31 from F091 to F6F0. Then use WLA-DX to assemble the patch. I don't believe it requires any other modifications to be compatible.
  14. So I heard you like condensed spell lists. Hopefully Synchysi can push out a new patch, but until then, you can apply this to RC11 to enjoy that sweet lack of empty slots in your spell lists. For good measure, I went ahead and edited all the consumables so they don't kill your undead characters anymore.
  15. https://www.ff6hacking.com/forums/thread-3532-post-35127.html#pid35127 This post has the latest version of the spell list hack. The one after that is a mod to work with one of assassin's patches, which I don't think you use.
  16. There's a faulty branch at C2/232C that branches too far, it should be F0 17, not F0 1A. This is what causes physical attacks to always miss. Not sure why you changed this... Leftovers from testing/debugging? EDIT: here's a hotfix for now.
  17. Version 9 of Cover Knight - Disables dog block when covering - Adds 50% evasion penalty when covering (removes bonus to attackers hit rate from previous versions) Requires 91 + 20 + 9 = 120 bytes of free space. You can set the defines individually in case there's no 120 byte block of free space available.
  18. Hello everyone. Since there's a new major release planned (1.9) and quite a few patches going into it I figured I'd make this thread to collate them all to make life easier for the devs. Here are my contributions: Seibaby's Lifehack and Blow Fish Mod Battle for Narshe Lineup Menu MP Restore Stamina Counter Stamina Cover EDIT: new link to code is below @Think0028, @darknil, I invite you to post your patches here so everything is in one place.
  19. Ah yes. I've done some work on Cover Knight v9. Not at computer right now, but I will post it later tonight. You'll have to edit the defines because free space requirements are changed, but otherwise it's ready to go.
  20. You just need to change the $66 at CB/F0B9 to $68 instead, since you changed the event command pointer to $68.
  21. This thread is not for suggestions.
  22. I need to update Cover Knight to fix a few things. Dog block shouldn't synergize with Cover, and in order to fix that, I need to poke into the Hit determination code and add some Cover checks there. While I'm at it, I might as well amend that code to properly halve Evasion when Covering rather than doubling attacker Hit Rate, and whatever else we agreed on in the Cover discussion thread. I'll have time to work on that next week.
  23. Relm event Hardcoded item index stuff (including Omega Weapon/Soul Sabre, etc) Zephyr Cape and whatever else that needs fixin' with regards to hardcoded spell IDs after the rejiggering of the spell list Interceptor can still interfere with Cover All I can think of right now.
  24. Sounds like something wrong with the Relm Life event hack.
  25. Changes to hardcoded item IDs for optimize exclusion and to display battle power as "???" in the extended item menu for some items.