seibaby

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Everything posted by seibaby

  1. 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. Patches (updated to v4) 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.
  2. @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
  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. That's an emulator issue, commonly seen in Zsnes. Try Snes9x or higan.
  6. 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.
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. The True Knight layering issue has been fixed, patch is available here.
  12. 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.
  13. Those are really nice!
  14. This thread is for bug reports, not suggestions. EDIT: post those in this thread instead.
  15. 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.
  16. 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.
  17. Updated the random encounter mod for further testing.
  18. 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.
  19. 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.
  20. 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.
  21. That sounds like @Think0028. If you can't get ahold of the patch, you can easily edit the Blitz commands yourself using FF3usME.
  22. Which dungeons have you observed this in?
  23. Tfw when the bug tracker lights up and it's just people talking about dog training.
  24. 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.
  25. 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.