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Posts posted by seibaby
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I've updated Cover Knight to add functionality. I've also updated Lineup Menu MP Restore to fix a bug. I took the time to test each hack (tested with 1.8.6) to ensure they work right, but I haven't had time to test all the nuances of Cover Knight. Oh, and the Golem nerf is in there as well.
Here's a ge.tt link for all the files so @Synchysi can include them in the next RC. You can replace all the patches in this thread with the ones here.
http://ge.tt/2VSxpWm2 (EDIT: updated Cover Knight to v0.8)
Synchysi, please ensure you double check which space is used by each of these patches, I've just stashed them wherever I found free space in 1.8.6 and it might conflict with your changes to 1.9. Stam cover now eats up a whopping
9099 bytes!EDIT: I've updated Cover Knight AGAIN. I wasn't satisfied with the bodyguard visually remaining in the "Defend" stance after Defend is cleared by activating Cover, so I fixed it.
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I've observed some targeting issues with Relm's Brushes when she's uncontrollable. This may be an older issue, I don't think it's something that cropped up now in the 1.9 beta.
Normally, Brushes target allies by default. But when Relm is under a status that makes her uncontrollable, the targeting is as follows:
- Muddle - Targets Allies
- Berserk - Targets Enemies
This seems backwards. Muddle normally reverses targeting, and Berserk doesn't.
I haven't yet tested what happens with Relm wielding a Brush in the Colosseum, or under the effects of Charm or Zombie, but the expected behavior is:
- In Colosseum, target allies
- When Charmed, target enemies
- When Zombied, target enemies and allies randomly
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To be more precise, the battle engine seems to crash at the early stages of battle, but not always at the same time. I had two different battles with the Narshe guards that crashed and reset the game, one immediately (the battle screen wasn't even lit up yet) and one after a few seconds.
I'm looking through the code for my latest additions to ensure I didn't screw anything up, since the only changes from RC5 to RC6 were both my code. I did test them, so I hope it's just a patch conflict caused by moving patches around or something equally simple.
Meanwhile, I happened to open RC6 in FF3usME and noticed the "Safe/Shell/Reflect" tiles are missing from the fixed-width tileset. It seems Status Display was omitted from RC6.
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I meant as a browsable mirror, not just a downloadable archive. So you can link to stuff.
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Well, it's settled then. Will NG+ be hosting that archive of ID that allegedly exists?
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The issue with bodyguards not taking target's statuses into account has been fixed. I've updated the link to the code in the patch thread.
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Thanks @Deschainand @Satarack. I went full ham in removing code I thought wasn't needed, which caused the issue with characters covering enemies. The issue with bodyguards in critical health covering healthy allies was due to me forgetting to upload the correct version, so an older version made it into RC4. I'm working on a fix, will post the new code and notify Synchysi as soon as it's verified.
EDIT: Everything seems to work correctly now. I posted the updated code in the patch topic.
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Looks like Quicksteal is still missing.
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The Life hack patch appeared broken, and I can't really understand dn's code, so I made my own. Although I'm sure dn can fix it, this has the advantage of not consuming free space.
Seibaby's Life Hack:
hirom ;header ;Spell Effect $1A - Blow Fish org $C24315 dw blowFish ;Spell Effect $22 - Stone org $C23E11 dw lifeStone ;Stone ;Now Damage = rand(250..500) org $C23922 lifeStone: TDC ;A = $0000 PHA ;Push to stack LDA #$FB ;251 JSR $4B65 ;Random number 0..250 PHA ;Push rand(0..250) JSR $3F54 ;Pearl Wind (sets 16-bit A, clears Carry, sets no split loss and ITD) PLA ;Pull 16-bit rand(0..250) ADC #$00FA ;Carry is clear, so add 250 JMP storeDamage ;Blow Fish ;Now Damage = Spell Power * 50 org $C240FE blowFish: LDA $11A6 ;Spell Power PHA ;Push to stack LDA #$32 ;50 PHA ;Push to stack JSR $3F54 ;Pearl Wind (sets 16-bit A, clears Carry, sets no split loss and ITD) PLA ;Pull 16-bit A JSR $4781 ;Spell Power * 50 JMP storeDamage ;Modify Pearl Wind to also clear Carry org $C23F5C REP #$21 ;Step Mine (not modified, but used) org $C23EC6 storeDamage: STA $11B0 ;Store Damage RTS
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Quicksteal just sounds like it's missing. EDIT: Confirmed, it's not in there.
I've replicated the issue where Banon gives you 99 Healing Shivs and 97 Cat Hoods before the Battle of Narshe. I took out the MP-Restore patch, and it still happens,
so I don't know what causes it.@Synchysi EDIT: It's the Narshe two-party patch.Here's a fix:
;Change Narshe three-party battle to a two-party battle hirom ;header ;Change number of parties to 2 org $CCC665 db $99,$82,$00,$00 ;Invoke party selection screen (2 groups) (force characters: [$0000]) ;Change starting position of party 1 ;Before Kefka's arrival org $CCC69B db $D5,$13,$0A ;Set vehicle/entity's position to (19, 10) ;After Kefka's arrival org $CCC85D db $D5,$13,$0A ;Set vehicle/entity's position to (19, 10) ;Change starting position of party 2 ;Before Kefka's arrival org $CCC6AA db $D5,$15,$0A ;Set vehicle/entity's position to (21, 10) ;After Kefka's arrival org $CCC86C db $D5,$15,$0A ;Set vehicle/entity's position to (21, 10) ;Remove event script bytes pertaining to the unused third party org $CCC6B3 padbyte $FD : pad $CCC6C2 ;$FD = event script equivalent of NOP org $CCC875 padbyte $FD : pad $CCC884 ;$FD = event script equivalent of NOP
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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
EDIT: new link to code is below
@Think0028, @darknil, I invite you to post your patches here so everything is in one place.
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Stop still halts other timers. :P
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The background you're talking about, SuperHario, is unfortunately not a battle background. I like the idea of the trench becoming wetlands too, but in order to do it right, it needs a new battle background at least and ideally new overworld map tiles, too. At that point it'd make more sense to add beaches, although with expansion, both are possible. Nice ideas but probably best to store in the 2.0 locker along with other expansion stuff.
I agree it makes no sense for Ultros to fight you underwater if he's hanging out in the Colosseum. They don't even have a pool.
Hm...what about having an enemy that uses Dance? If the background changes to underwater, and you then win the battle, perhaps Mog could learn Water Rondo that way.
Edit: The solution is obvious. Rematch with Ultros, Ultros uses Dance. If you win, you get to respec (at a cost).
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Talk to Ultros to spar with him for a bit, in an underwater arena? Sort of like Spekkio fights in CT.
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I would prefer the Phantom Forest stays unique. There are swamp backgrounds from other FF games that could be appropriated.
Another option is to teach the dance via event somewhere/from someone.
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I'm participating quite a bit in BNW development and I'm always using Dropbox to host test patches for BNW. It'd be better if those could be hosted on the site itself to prevent link rot.
My suggestion is to either enable .zip files in attachments for those who need it; it could be restricted by forum and/or role.
My other suggestion is to have a section for "extras" like unofficial patches, alternate sprites, beta patches, etc. for each mod. It could either work as
A) a file dump with upload permissions given by the mod owner, where you can just host a file and link to in a forum post, or
B) as some kind of aggregator for forum attachments, possibly using a tag system. Eg. any attachment in a BNW forum post using the tag "addon" would end up listed in this section as well, assuming the poster has permissions. The mod owner could tag posts/attachments for inclusion in this section, or give permissions to members.
I imagine it as a simple list of files, with links to the post in which they were attached, and possibly sorted using tags. The mod owner could edit this list at will to include or remove attachments.
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EDIT: there was a problem with the patch, causing items to be wrongly added to the inventory. I've updated the patch and it seems to work correctly now, although it might still require more testing. Testers, please be on the lookout for any unexpected happenings after you name a character or access the lineup menu.
Here's a patch that does that and changes the battle to two parties instead of three, as per @BTB's wishes. The event command that restores HP to full now also restores MP to full. I've looked through the event bank and I haven't found any places where it would matter - full HP restore commands are typically accompanied by full MP restore commands, and in the cases where they aren't (character recruitment, mostly), the characters don't even have a Magic command or visible/accessible MP yet. I'd recommend a playthrough from the beginning up to the Narshe battle, to consider this thoroughly tested.
Can't access my Dropbox at the moment so I hope Discord works.
- Mirror 1 (discordapp.com) (v2)
- Mirror 2 (ge.tt) (v2)
Code for the Lineup Menu MP restore fix:
Spoiler;xkas 0.06 hirom ;header org $C0AED5 JMP $AF3E ;After restoring HP, also fully restore MP
Event code for changing the 3-party battle at Narshe to a 2-party battle:
Spoiler;Change Narshe three-party battle to a two-party battle ;Change number of parties to 2 org $CCC665 db $99,$82,$00,$00 ;Invoke party selection screen (2 groups) (force characters: [$0000]) ;Change starting position of party 1 ;Before Kefka's arrival org $CCC69B db $D5,$13,$0A ;Set vehicle/entity's position to (19, 10) ;After Kefka's arrival org $CCC85D db $D5,$13,$0A ;Set vehicle/entity's position to (19, 10) ;Change starting position of party 2 ;Before Kefka's arrival org $CCC6AA db $D5,$15,$0A ;Set vehicle/entity's position to (21, 10) ;After Kefka's arrival org $CCC86C db $D5,$15,$0A ;Set vehicle/entity's position to (21, 10)
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This is less of an issue than described. The lineup menu restores everyone fully except for MP, so you'll always start the battle with full HP at least.
It would look better if everyone were restored via event before you regain control of Terra. Having the lineup menu restore MP is also an option.
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Adding a background would require finding space for the background tile graphics, and for a new background tilemap, as well as relocating and extending the pointer tables for those two sets of data. Not saying it's impossible, just a fair bit of work. How much free space does BNW still have, anyway?
Are you considering adding a set of "swamp" tiles to the WoR world map tileset, too?
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How about some kind of event where the modders on this site play/stream succession games of each other's mods?
Non-modders invited too, of course.
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*prays for zero gamebreaking bugs*
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No. This is not the official 1.8.6 release.
1.9 Beta Bug Reporting Thread
in Final Fantasy VI: Brave New World
Posted · Edited by seibaby · Report reply
Hoi chummers,
I just wanted to post the results of my testing of the new hacks I've written for 1.9, and let people know what needs more testing.
These are all my latest versions, which I've sent to Synchysi. They were all tested with 1.8.6.
Golem Nerf (v1)
Party MP Restore (v3)
Life Hack (v2)
Battle for Narshe (v2)
Cover Knight (v8)
Attacking self while Zombied: Disabled (Untested)
Attacking self while Charmed: Disabled (Untested)
Attacked by teammate with a healing weapon while Zombied: Disabled (Untested)
Attacked by teammate with a healing weapon while Charmed: Disabled (Untested)
Attacked by teammate with absorbed/nulled element while Zombied: Disabled (Untested)
Attacked by teammate with absorbed/nulled element while Charmed: Disabled (Untested)
Attacked by Zombied teammate: Enabled (Untested)
Attacked by Charmed teammate: Enabled (Untested)
Note that some of the above were tested briefly but I would like independent verification from beta testers, even on the items marked as tested and functional.
EDIT: I fixed the Defend bug.