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Found 18 results

  1. This thread is for the devs. There are a lot of assembly patches going into 1.10.0 2.0, let's collect them all in one place. @BTB@Synchysi TASKS: @seibaby Pincer/Back/Side probabilities - DONE Vindictive targeting fix - DONE Encounter Rate - DONE Reflect Timer - DONE Melee Counter - DONE MP low counter - DONE Runic ignores Clear - DONE N. Cross rebalance - DONE Mind blast mod - DONE Tank & Spank 1.0 - DONE ATB colors - DONE Quake/Vanish Fix - DONE Modified Pincer/Side/Back attack probabilities - DONE Lack of back attack damage stack hack - DONE Exploder Multplier (for Gau) - DONE Retreat Is Faster - ABANDONED New status screen - WIP @darknil ??? Update - (to be PM'ed directly to Synchysi) Status Display Update (Cycling Auras) - DONE Status Display Update (Regen/Rerise) - DONE Doomstick Bugfix - DONE Relics Block Stop - DONE Shop Preview - DONE Spell Dot Display - DONE @GrayShadows Weapon Swap in Combat - WIP/TENTATIVE Max HP/ATB toggle - DONE Inventory Index Fix - DONE @Think0028 Defend/Row 1/2 Turn - WIP/TENTATIVE EsperXP Display Bugfix - PENDING BETA FEEDBACK Elemental Mixing - DONE @madsiur SrBehemoth OpCode Update - DONE Aero Speed Hack - DONE @Gi Nattak Booty Fix - DONE Leet Sketcher Imp Skimp - HERE Assassin Genji Glove BatPwr Display Fix - ??? Rage list re-order - HERE Optimize Fix - HERE Poco Loco WoR BGM Fix - HERE Bydoless Tritoch Animation Fix - HERE Deschain Phunbaba Event Tile Fix - HERE (disclaimer) Just clarifying: this isn’t a discussion thread so any non dev post stuff will be purged. - Mish
  2. We're testing some new Mind Blast behavior; if you have the time please ensure this works properly. Intended behavior is that Mind Blast will set up to five statuses distributed randomly among any living party members, with each infliction having a Stam% chance to land. This shit is hard to test due to randomness, so I suggest to grab FF3usME or a save editor to ease testing. Patch is for non-headered Brave New World 1.9. https://cdn.discordapp.com/attachments/160253567012306945/487967470230175747/Mind_New_Blast_1.9.0-N.ips
  3. This lets Celes (or Gogo) remain invisible when catching spells with Runic. Barely tested, as usual. Beta testers, have at it. Apply to non-headered Brave New World 1.9.0. https://cdn.discordapp.com/attachments/266957262075985920/485068823960223755/Runic_New_World_1.9.0-N.ips
  4. Somebody test this please. Changes: Cover should no longer activate on healthy allies in the front row (allies in Near Fatal status should still be protected) Cover should no longer activate while Dancing Download: https://www.dropbox.com/s/st4i4umubqzvpl9/Cover New World 1.9.0-N.ips?dl=1 Apply to non-headered Brave New World 1.9 (or use Headerizer).
  5. This came up over in the Discord. Patch is built on an otherwise unmodified 1.9. Assembly .asm and .ips patch both included. What it does: Dispel now removes inherent Safe, Shell, and Rflect statuses from monsters. https://www.dropbox.com/s/dhxahgi75oavx1o/strongdispel.zip?dl=0
  6. Hack to allow preview of equipment in shops. Headered Unheadered ASM for synch: https://www.dropbox.com/s/6vvay7b6k4zdkza/gear_stats_BNW.asm?dl=0
  7. @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
  8. https://drive.google.com/file/d/1uTrUOsoFmSDj6OEUV4SbCEUFPw1N5SRE/view?usp=sharing Here's a new beta patch. All I've verified right now is that it doesn't crash immediately, so heads up. The goal of this patch is to shuffle around how resistances are calculated with attacks with multiple elements. Basically what it does is look at each element and do a rolling sum: 1) If it's absorbed, the attack is absorbed and the rest skipped. 2) If it's nulled, add 3 to the resist count. 3) If it's resisted, add 2 to the resist count. 4) If it's one they're weak against, subtract 2 from the resist count. Then, if 2 or more elements were used in the attack, the resist count is cut in half, rounded down. Then: 1) If the count is negative, take double damage. 2) If the count is 3 or greater, take no damage. 3) If the count is 1 or 2, take half damage. For some concrete examples: Fire+wind attack (Merton): Null fire, neutral wind : resist Null fire, weak wind : resist Absorb fire: absorb Resist fire resist wind: resist Resist fire neutral wind: resist Null fire resist wind: resist Code:
  9. 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.
  10. Like the other Steal patch, this is the result of a drunken Nowea, half mad from sleep deprivation, pitching an idea half almost entirely in jest, which upon closer examination actually turned out to be rather good. After Nowea sobered up, he pitched it to BTB, whose fancy was also tickled, enough so that he wanted it included in 1.8.6. I'll accept a modest credit for actually coding it, but otherwise, blame Nowea, that lovable idiot savant of accidental game design. So what does it do? Nothing fancy - it simply makes it so a successful Steal attempt doesn't cost you a turn. It works with Mug (and Switchblade) too, so it actually improves Mug to the point of almost being useful. This is scheduled for inclusion in the upcoming 1.8.6, but if you'd like to test it out right now, I'd appreciate the bit of extra QA. Get it here: header | non-header Finally, from the shit nobody cares about department, here are (spooky voice) Tales From Dev Chat. Although the idea arose from a joke about Steal buffing Locke with Quick, it has nothing to with Quick; that poor, disease-ridden mechanic was taken out back and shot long ago. It doesn't stop time or anything; just prevents the ATB gauge from resetting after a Steal turn, keeping it in the golden "ready" state. If you're super interested in the mechanics: the Steal function now sets a flag upon a successful Steal attempt, which is later checked by the function which increments the ATB gauge. If the flag is set, it skips ahead to the part where it sets the character into the "ready for action" state. If you know how to code, you can make any attack set this flag... Fun fact: the original name I came up with for this patch was inspired by the colloquialism used by Magic: the Gathering players to describe cards like these. It was promptly shot down by BTB (deservedly so, I'll admit). Nowea suggested Stealing Is A Free Action as a replacement, which I kind of like. In the end I think Quicksteal has a nice, simple elegance to it. Call it what you will, at least Steal sucks a little less now. We know you are sensitive about your art, Locke. Code:
  11. Just something I've had lying around for a long while, and finally decided to clean up and release. Something for you lazy Gau lovers out there. This patch has pretty much equal functionality as Think's Learnable Rage patch, with the exception that you still actually have to Leap Gau to learn Rages. The kicker is that you can do so anywhere, and Gau will be right back in your party after you win the battle. You will still only be able to Leap enemy formations that actually appear on the Veldt, but you no longer have to hike all the way out there to do so. Consider it a middle ground between Think's patch and vanilla BNW behavior, although it's still cheating, since you're getting Rages early. You cheater, you! Get it here! Headered and nonheadered patches are included. See the documentation (leap-anywhere.txt) for version A/B differences. Should work with both 1.8.5 and 1.8.6 pre-beta. Let me know if it breaks the universe or something. Non-obligatory but still well deserved plugs: Rage Reference Sheet by @Nowea Learnable Rage by @Think0028
  12. For everyone's convenience, here's a single patch containing all the bug fixes and other changes slated for inclusion in the upcoming 1.8.6 release. Apply over a fresh Brave New World 1.8.5. ROM (not included). Archive contains both headered and non-headered patches. Brave New World 1.8.6 pre-beta (updated to version 2) Contributors: dn, Seibaby, Think0028, Nowea The following bug fixes are included: Fix for the Quartrstaff/Doomstick crash issue. Fix for the Y-Equip Relics patch incompatibility issue. Fix for the Dice/Fixed Dice glitch/crash issue. Correct stats for the Kagenui. Fix for the issue with X-Fight and Dual Wield damage penalties not stacking (no standalone release yet). The following balance tweaks are included for beta testing: Speed Tweak (character-only version) Initial ATB tweak Master Thief Quicksteal
  13. Another patch from the old forum - I got mad that Terra and Celes didn't have pants. Here are alternate sprites that have pants. Two versions of each - one my own, one with extra modifications from Bauglir. https://drive.google.com/drive/folders/0B1p7kkoK6jG-eHVqSWpMbk40YjQ?usp=sharing
  14. One of my last patches that hasn't been either integrated to mainline or made irrelevant: Learnable Rage! It makes it so Gau learns rages as long as the encounter can possibly show up on the Veldt and Gau is present. https://drive.google.com/drive/folders/0B1p7kkoK6jG-dHpBOTJ1a28tbk0?usp=sharing Headered and unheadered patches.
  15. Hey, looks like it's patch day errday, err... today. Nowea suggested. BTB approved. I coded. Here you go: Master Thief! What this does is allow a character's Speed to raise the chance of gaining the rare Steal from a successful attempt. Formula is (Chance rare item slot will be checked) = Speed / 256. Code:
  16. Hello folks, here's a new patch that's in consideration for the upcoming version 1.8.6, that's in need of beta testing. Nakar recently brought up the issue that, at battle start, the initial ATB gauges of characters and monsters are really inconsistent. This patch changes the initialization of ATB gauges for characters and monsters to be more in line with their Speed and reduces the randomness. In effect, faster characters will more often start off their ATB gauges at full or near full, while slower characters will more consistently have a longer wait for their first turn. You may consider this the complement to Nowea's Speed Rebalance patch; while that patch buffs slower characters and nerfs faster ones, this patch does the opposite. For an example of the patch in action, have a look at this stream by Nakar. Here's the patch: Headered Unheadered And here are the details: New formula: Initital ATB fill% = ([(Speed * 2)..(Speed * 3 + 29)] + [(0..9) * 4] + G) * 256 / 65535 Where G = (10 - Number of entities in battle) Original formula for comparison: Initital ATB fill% = ([Speed..(Speed * 2 - 1)] + [(0..9) * 8] + [G * 16]) * 256 / 65535 And the code:
  17. Suikoden 2 Bug Fixes

    Version 2.01

    540 downloads

    Available Bug Fixes For This Patch: Audio Bugs - Only required by US version. Fixes all audio including, but not limited to the bugs listed in the guide. Badeaux Issue Castle Armory Bug Castle Farm Bug Chaco Bug Chant Bug Forgiver Sign Bug Guardian Deity Plans Bug Inn Bug Join at 99 Bug Kindness Rune Bug Knife-thrower Issue Lamb Bug Luca Battle Bug Matilda Gate Glitch McDohl Name and Castle Name Bug Recipes Bug Rune Unite Bug Scroll Shop Bug Sound Set Bug Tenzan Pass Enemies Issue Window Set Bug Additionally, applicable versions have translation fixes for several items, like the Gozz Rune and True Holy Rune. The US version also includes a translation fix for the Trade Gossip, which always shows up as gibberish in that version. This patch was created by Pyriel over at the SuikoSource forums. If you're a Suikoden fan or enjoy these fixes, please visit them at https://www.suikosource.com/ and show them some love.
  18. Update! See this post. Hello folks! I know nobody asked for this (except me) but me and Nowea did some work this morning and figured we would release it to any interested parties. We made an eye candy patch. Terra casting Rasp on a reflective Relm, and using an Ether on Cyan (and yes, I made these using vanilla saves, hence the insanely high numbers which you would never see in BNW) This patch (re-)redecorates the less-than-aesthetically-pleasing Rflect barrier that results from using Imzogelmo's Color-coded MP Digits patch. The barrier is now a pleasant blue recolor of the green vanilla version. As a byproduct of eliminating the dark grey color from the palette, the MP healing colors (blue) look somewhat brighter and have a nice glow to them. The MP damage numerals (pink) were recolored to match. It has been (very, very briefly) tested with Brave New World 1.8.0 and vanilla FF3us 1.0. Please report any bugs you find to Seibaby on the ID Discord channel or here in this thread. Please be especially on the lookout for anything that is pinkish-maroonish but looks like it should perhaps be a dark grey. Thank you for downloading this patch and please enjoy! -- Seibaby (aka Cakes) Gonna post this up for testing or something? I demand top billing -- Nowea (If you're wondering about the distribution of work here - Nowea did all the creative stuff and Seibaby did all the hacking stuff - yay teamwork!)