Pony Fantasy VI Remake - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Dragons' Den (https://www.ff6hacking.com/forums/forum-13.html) +--- Thread: Pony Fantasy VI Remake (/thread-3106.html) Pages:
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RE: Pony Fantasy VI Remake - DrakeyC - 12-01-2016 So, what would cause this? Event is unchanged, checked against vanilla. RE: Pony Fantasy VI Remake - madsiur - 12-01-2016 The correct branching from event trigger is here. Check first if all this is the same as original: Code: CB/2A5B: C0 If ($1E80($172) [$1EAE, bit 2] is set), branch to $CA5EB3 (simply returns) The problem is with character $31, party character 0. Check this event which is called in the code I posted: $CAC6AC. Basically what it does is taking the first character present from Terra to Umaro and set the character as party leader. The 3 other spots are left empty. Check if your character 0 subroutine that set him as leader is correct (see $CAC6AC). Finally in the code I posted there is a call to $CB2E34, check this too. Basically it enable all 4 character to pass through objects. What should happen is your leader doing the $CB2A69 queue, which is facing right on the event trigger. RE: Pony Fantasy VI Remake - DrakeyC - 12-02-2016 Compared your posted code and the three supplied addresses to vanilla, all are the same. RE: Pony Fantasy VI Remake - madsiur - 12-02-2016 Well if it only happen only to some characters combination and party set up, maybe try to replicate it? If it only happen certain time with the specific setup, it would be interesting to see when the bug happen: 1) The value of $1EB4-$1EB5 and value of Y by setting an execute breakpoint on $C0BAAE and having a log up to $C0BAB5. Those event bits might be corrupted in some specific case which would be to be determined. 2) A full log of the event command $3C. When you trigger the bug, set a breakpoint at $C09D6D and stop logging at $C09DAA. If command $3C does not break, the problem could be somewhere in the ASM code executed by event command $DE or $BE at $CAC6AC. RE: Pony Fantasy VI Remake - DrakeyC - 12-02-2016 I asked the guy if he can test it for me. In the meantime checked out the two LPers doing the game, when they enter the base with Terra/Twilight in the lead, no problem. Their report, names changed to the vanilla. Quote:The party combination I used when it happened was Setzer, Gau, and Edgar. It didn't matter what position Terra was, although having her in the lead prevents the glitch. RE: Pony Fantasy VI Remake - madsiur - 12-03-2016 (12-02-2016, 11:44 PM)DrakeyC Wrote: I asked the guy if he can test it for me. In the meantime checked out the two LPers doing the game, when they enter the base with Terra/Twilight in the lead, no problem. The best would probably he send you a save state or save file before the camp when the bug happen so we could do some debugging on this. RE: Pony Fantasy VI Remake - DrakeyC - 12-04-2016 I honestly don't have time to debug it personally, though. RE: Pony Fantasy VI Remake - DrakeyC - 12-08-2016 Another item being ignored by Optimize. Looking back at the solution before: Code: change: The item in question to fix is the Thornlet, item 130, Hex 82. So I remove the 82 from the first bit and FF the spare byte at the end, and then make the 8 in the second bit a 7. Yes? Repeat steps appropriately to make other items work with Optimize properly? RE: Pony Fantasy VI Remake - madsiur - 12-08-2016 (12-08-2016, 01:59 PM)DrakeyC Wrote: So I remove the 82 from the first bit and FF the spare byte at the end, and then make the 8 in the second bit a 7. Yes? Yes it make sense and should work. RE: Pony Fantasy VI Remake - DrakeyC - 01-13-2017 A minor thing. My Blue Dragon replacement is supposed to randomly scan the entire party for beneficial statuses and then do Rippler on them. Apparently though he only does his Rippler stuff once on his second turn and then never again. Code: [script #-1] ; orig idx=338, "Squirk", nb. bytes=207 |