Patch: Restored Ability Names (Update) - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Hacks, Resources and Tutorials (https://www.ff6hacking.com/forums/forum-1.html) +--- Forum: Jidoor Auction House (https://www.ff6hacking.com/forums/forum-4.html) +---- Forum: Patches, Bugfixes, Tweaks (https://www.ff6hacking.com/forums/forum-15.html) +---- Thread: Patch: Restored Ability Names (Update) (/thread-3141.html) |
Patch: Restored Ability Names (Update) - SilentEnigma - 02-19-2016 author: SilentEnigma (updates), Angelo26 (original implementation) current version: 2.1 (2023-11-01) Download Hi folks, With Madsiur's approval I have made a big update to Angelo's Final Fantasy VI: Restored Ability Names patch, with the following new features:
This ought to make it much simpler for people to apply Angelo's patch and use it in their personal projects. Additional modifications:
New in version 2.x:
See the readme and name comparison doc for more details. RE: Patch: Restored Ability Names (Update) - madsiur - 02-19-2016 These are pretty cool changes. I agree that class names are a bit intrusive and having them in a single but most appropriate spot is a good idea. I think for anyone using this credits to both Angelo and silentenigma would be welcome. RE: Patch: Restored Ability Names (Update) - SilentEnigma - 02-20-2016 Madsiur, I found a small visual flaw in my patch (I'd forgotten to realign the cursor along with the spells list in the Esper menu). Everything should be fixed now. If you want to update the hosted file, the updated patch can be found here. Thanks! RE: Patch: Restored Ability Names (Update) - Kugawattan - 03-13-2016 Hi! Um, I seem to have a small issue using this patch. It is a problem with my ROM and not the patch itself: I seem to have issues installing it on my currently-under-progress hack. I've been working for quite a while on my hack, and just now I've decided to use this patch (not being able to use usME to edit he names scared me). I apply it, and it seems to run just fine, until I checked out the WoB map... It is completely blank white. I can still encounter monsters, check the menu, everything else seems to be fine. A quick look at the Level Editor brings me this message... "System.ArgumentOutOfRangeException: The value of '15' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'. Name of the parameter: Value in System.Windows.Forms.NumericUpDown.set_Value(Decimal value) in FF3LE.Levels.InitializeSubtile() in FF3LE.Levels.InitializeTile() in FF3LE.Levels.RefreshLevel_ProgressChanged(Object sender, ProgressChangedEventArgs e) in System.ComponentModel.BackgroundWorker.OnProgressChanged(ProgressChangedEventArgs e) in System.ComponentModel.BackgroundWorker.ProgressReporter(Object arg)" Now, the WoB map is the only thing apparently affected. This doesn't happen on a clean rom, so I obviously messed something up. Thing is, I can't figure out what did I do. I not done any asm, and mostly limited myself to small event edits, not changing anything if I didn't know what it did. Do you (or anyone for that matter) know what can cause this to happen, and how can I fix this? For the record, installing Angelo's patch also causes this for me. Thanks in advance. RE: Patch: Restored Ability Names (Update) - madsiur - 03-13-2016 (03-13-2016, 08:39 PM)Kugawattan Wrote: Hi! Um, I seem to have a small issue using this patch. It is a problem with my ROM and not the patch itself. This is right. I'm wondering why you post here... You seem to have a tile graphic problem. 1) Apply the patch to a clean ROM and produce an IPS report. If WOB is garbage; the problem is the patch. 2) Use a backup of your hack that is working. Create a patch of your hack. Apply the patch to a clean ROM and produce a IPS report. 3) Apply the name patch to your working hack and produce a report. 4) Cross reference report #2 and #3 (and maybe #1 as well though it should be very similar if not the same to #3) for offset ranges that are the same. 5) Check all three reports for changes in the following ranges (headered values). It is normal ranges will be affected on report #2 if you modified the WOB for your hack: Edit: Note that the actual code handling map is located in bank $EE I think. You might want to look for changes there too. Code: 2E9D14 2E9F13 MAP World of Balance Tile Properties RE: Patch: Restored Ability Names (Update) - Kugawattan - 03-13-2016 Dunno. Felt this would be a good place since this patch gave me issues. World map of clean ROM is fine. IPS Reports: 1) Namepatch to clean ROM report http://pastebin.com/tW5YSi9Y 2) Hack to clean ROM report http://pastebin.com/dYxR5jTk 3) Namepatch to Hack report http://pastebin.com/LVSvNV09 Found conflicts between 2 and 3 Code: 021C46 RE: Patch: Restored Ability Names (Update) - SilentEnigma - 03-16-2016 Kugawattan, it looks like your hack expands the ROM, right? Angelo's hack expands it as well, and the only way to do that in an IPS patch is to write data to the whole expanded section - so a lot of your stuff was probably overwritten by filler bytes because of that. The solution would be to restore your hack data in the expanded section of the ROM (offset 300200 and up) from a backup after you've applied Angelo's patch. I also see you listed a conflict at 3201FE, (a.k.a. F2/01FE) - that's where spell name data is stored from Angelo's hack... not to mention the other conflicts. So I think your troubles are just beginning with this, and they probably go beyond the world map issue. It's probably going to take studying both hacks in detail, relocating Angelo's expanded data, and assembly hacking in order to fix everything. And at that rate, you'd probably be better off implementing this hack yourself from scratch. Good luck on whatever you decide, sorry for my lack of optimism! RE: Patch: Restored Ability Names (Update) - seibaby - 04-13-2016 Hey, @silentenigma, you wouldn't happen to have an assembly source file for this? I'd love to take a look. I'm currently elbow-deep in an exploration of C3 and it would be a big help. RE: Patch: Restored Ability Names (Update) - SilentEnigma - 04-17-2016 Hey seibaby, are you looking for a full disassembly of the C3 bank for the patched ROM? Because I've included most of the highlights for this hack in the readme - I'm guessing you've seen that. DUDE could probably get the job done for you if you want a full disassembly. RE: Patch: Restored Ability Names (Update) - DrakeyC - 08-21-2018 To get around the lack of MP cost for Espers in the menu, I decided to hijack the Esper bonus string, since my hack doesn't use Esper bonuses. Code: Fork: Draw esper bonus message At the bolded line, C3/5A56, I jump to an empty spot in the C3 bank to try and implement the Esper MP cost code in some measure. Here's the entirety of that code, but I don't use all of it. Code: Draw esper's name and MP cost Unfortunately these efforts have been unsuccessful, the ID for the Espers isn't called properly and the code defaults to Ramuh's MP costs for all the Espers. Does anyone have an idea for what to do? |