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C. V. Reynolds Bug-Fix Compilation and Script Fix

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(10-30-2018, 01:13 PM)CVReynolds Wrote: I've planned to split the bug-fix into sections for a while (to make it modular), but never got around to it. I may still do that. Of course it would go faster if someone else did the research. I'm so slow after all.

I'm happy to help with this. Your bugfix handles 5 main things.

1. Battle System
2. Battle Animations
3. Events
4. Dialogue
5. Maps

1, 2, and 3: For compatibility, Battle System, Animations, and Events are fairly easy. Patches to these change individual bytes, and leave everything else alone. They only conflict if the patch they are combined with has edited those exact same bytes. You could even combine Battle System and Animations, as the 2 play into each other so much.

4. Dialogue - Major compatibility issues. Adding a single byte changes the entire pointer table. If a single patch in the package contains a dialogue change, it is rendered mostly incompatible with every other dialogue patch. One alternative to releasing an IPS patch would be to export the script from FF3usME.

5. Maps - The biggest for compatibility issues. Maps are compressed, meaning that changing one tile changes the compression of multiple maps. Map edits are, to my knowledge, entirely incompatible with one another.

If I were releasing the patch, I would release it in 3 parts.
1. Battle System and Battle Animations (This patch would probably be used by 80% of the hack projects out there)
2. Events and Dialogue (two very different things, but they go hand-in-hand)
3. Map Corrections (including Battle Maps)


Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
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[-] The following 1 user says Thank You to PowerPanda for this post:
  • CVReynolds (11-04-2018)



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RE: C. V. Reynolds Bug-Fix Compilation and Script Fix - by PowerPanda - 10-30-2018, 06:27 PM

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