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Final Fantasy VI: Restored Ability Names - Printable Version

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RE: Final Fantasy VI: Restored Ability Names - Angelo26 - 11-01-2011

(11-01-2011, 07:23 AM)McPhizzle Wrote: I really want to use both patches, I can't choose one over the other.

Lol, thanks! Laugh

As you kind of figured, the problem is that darkmage's patch moves the code around the rom, and applying this patch to his rom simply won't work. The only way to make them both work is, to go around tracking the code in hex and making the changes manually. I did this once (no patch), and only for the FF6: Return of the Dark Sorcerer Hack.

I -could- try to work on a second patch, just give me some time. Check back with me in ~ two weeks, as I'm working on a custom event on the start of the game for the FF6: ROTDS hack.


RE: Final Fantasy VI: Restored Ability Names - pjmcphee87 - 11-01-2011

(11-01-2011, 08:12 AM)Angelo26 Wrote:
(11-01-2011, 07:23 AM)McPhizzle Wrote: I really want to use both patches, I can't choose one over the other.

Lol, thanks! Laugh

As you kind of figured, the problem is that darkmage's patch moves the code around the rom, and applying this patch to his rom simply won't work. The only way to make them both work is, to go around tracking the code in hex and making the changes manually. I did this once (no patch), and only for the FF6: Return of the Dark Sorcerer Hack.

I -could- try to work on a second patch, just give me some time. Check back with me in ~ two weeks, as I'm working on a custom event on the start of the game for the FF6: ROTDS hack.

Wow, thanks! This is more than I expected Laugh. I can't wait!


RE: Final Fantasy VI: Restored Ability Names - Aegis Rstone - 11-01-2011

Uhh... I already made a bunch of changes to the dialogues... will that corrupt my rom? And then make me have to do it all over again?


RE: Final Fantasy VI: Restored Ability Names - SSJ Rick - 11-01-2011

your best bet is to export your dialog

after that or anything else

make a solo patch for ur dialog n patch it afterwards


RE: Final Fantasy VI: Restored Ability Names - Aegis Rstone - 11-01-2011

(11-01-2011, 04:53 PM)Poco Loco Wrote: your best bet is to export your dialog

after that or anything else

make a solo patch for ur dialog n patch it afterwards

Tried exporting the script and then using a 1.0 rom that was clean of fixes and then patched the GBA font, then ...

Oh... I got major errors because I didn't remove the header first. :x

Edit: I was wrong. I removed the header, and I still get these errors AFTER applying the GBA font patch after applying the name fix patch:
Messed up Text In FF3usME 6.7 (32bit)
Effect on the Rom

If I'm not supposed to use FF3usME for anything anymore, that's a problem as the the lower case "w" looks... wrong (I had to fix it, no offense, Poco Loco), and I also fixed the gauge bars. :S What do I do?


RE: Final Fantasy VI: Restored Ability Names - SSJ Rick - 11-02-2011

the dialog font patch was created for a rom with a header (I dont think I labeled it ugh srry)

if you want, I'll manually change the font for u

it'll take me some time though (a day @ most I just have to find the time 2 do it)

but if anything add me on skype n u can send it to me there

pocoloco211


RE: Final Fantasy VI: Restored Ability Names - Aegis Rstone - 11-02-2011

That'd be great. I'll add you.

Also, is it possible to add the GBA font patch, then remove the header, and THEN add the restored names patch? And it'll work?


RE: Final Fantasy VI: Restored Ability Names - Angelo26 - 11-02-2011

I've been thinking to re-add the header so it's not a problem to most people anymore.


RE: Final Fantasy VI: Restored Ability Names - Aegis Rstone - 11-02-2011

That would be very nice indeed.


RE: Final Fantasy VI: Restored Ability Names - pjmcphee87 - 11-02-2011

(11-02-2011, 06:45 PM)Angelo26 Wrote: I've been thinking to re-add the header so it's not a problem to most people anymore.

What should be done is having everyone not using a header, forget they ever existed, but I can't see that happening anytime soon Smile