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MP Cost - The Lost 3rd digit

#11
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My hard drive crashed and I wont have access to hacking tools anytime soon...
I was also about to release the names patch for darkmages hack, I only needed to fix some instances where GP was spelled, instead of gil.

Im so sorry about this, please bear with me for a while.
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#12
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Son of a submariner! I blame the dog. XD


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#13
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(11-25-2011, 03:40 PM)Angelo26 Wrote: My hard drive crashed and I wont have access to hacking tools anytime soon...
I was also about to release the names patch for darkmages hack, I only needed to fix some instances where GP was spelled, instead of gil.

Im so sorry about this, please bear with me for a while.
Don't be sorry, it's not like it happened on purpose. I hope you get things up and running soon, good luck.


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#14
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5-27-13 UPDATE

I discovered today that there is yet another instance of a missing 3rd MP digit. In the spell list if you press the 'Y' button, the MP cost of the spells pop up! In all my years of playing this game I've never known about that little feature. Anyways I applied the same fix to that as well and updated the patch on the 1st page.


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I don't know if it's related to the patch but the MP display in combat will not show the middle number if the MP cost is 200 (eg: 2 0mp), I didn't test with higher numbers tho.
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#16
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Very interesting. I see it is a bug in the original game. I will have to see if I can do something about that as well!


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#17
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Re: the missing middle digit, there's a fix for it w/r/t Step Mine over here:
http://home.comcast.net/~assassin17/patc...3digit.zip

I haven't gone into the code at all, but from his description, the game blanks out a second-digit 0 in MP costs -- which makes sense for spells from 1-9MP (instead of displaying 01-09MP), but breaks when Step Mine goes over 100MP, or with hacked spells that cost that or higher. His fix blanks it only when both third- and second-digit in the cost are 0. Presumably that would either already affect high-cost spells beyond Step Mine, or could easily be tweaked to affect those as well.

EDIT: Get the patch here instead: http://assassin17.brinkster.net/patches.htm#anchor32
Called: Step Mine's missing digit fix


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#18
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are all previous problems fixed now?


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#19
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Well yes and no, it's as fixed as possible basically, just as long as you use assassin's Step Mine's missing digit fix which solves the issue of spell digits in battle if they go over two digits. I was thinking about including that fix in this patch, but I never did just to avoid stepping on anyone's shoes so to speak. And it's easy enough to apply it separately.

And there will still be the out of battle ability name window bug present, unless you use Angelo's restored ability names patch which includes a fix for that issue:
https://www.ff6hacking.com/forums/showth...p?tid=1127

If you do not want to use that patch, what you'd need to do to solve that issue is re-point the ability names to free space and add blank spaces after the names if needed to the max character limit so that visual bug cannot happen.


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#20
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Too much changes that patch... could you give me more details on how to do it manually? like where's the address of ability names(spells or commands?) and how much spaces should i have to add, i mean... i still have to stay in the max number limit of characters of vanilla?


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