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FFVI: Divergent Paths - Printable Version

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RE: FFVI: Divergent Paths - Tibrious - 05-19-2021

I used v99.2, I've just configured vers 99.3. I also use ZSNES.


RE: FFVI: Divergent Paths - PowerPanda - 05-20-2021

(05-19-2021, 06:17 PM)Tibrious Wrote: I used v99.2, I've just configured vers 99.3. I also use ZSNES.

The only thing that won't carry over to your save then is that Edgar's tools are unbreakable until after the Military Camp. The rest of the changes are in the code itself. You don't need to worry about updating your save file.

As I've been recording for my Youtube channel, I noticed that Tools are still breaking way too often. I've switched from a CMP calculation back to an AND, even though it's more complicated. This seems to be getting it right.


RE: FFVI: Divergent Paths - Slowmo - 05-22-2021

Is there an issue with the imp armor quest?  I have the 4 pieces of imp gear, but the imp is still waiting for something.---- Edit: Just figured it out

(05-20-2021, 03:49 PM)PowerPanda Wrote:
(05-19-2021, 06:17 PM)Tibrious Wrote: I used v99.2, I've just configured vers 99.3. I also use ZSNES.

The only thing that won't carry over to your save then is that Edgar's tools are unbreakable until after the Military Camp. The rest of the changes are in the code itself. You don't need to worry about updating your save file.

As I've been recording for my Youtube channel, I noticed that Tools are still breaking way too often. I've switched from a CMP calculation back to an AND, even though it's more complicated. This seems to be getting it right.

Did you calculate the same way for Steal?  Stealing seems to be harder than vanilla.  Not sure if that's on purpose or not.


RE: FFVI: Divergent Paths - PowerPanda - 05-22-2021

Stealing uses the same calculation as vanilla. AFTER it calculates a successful steal, you have a 7/8 chance of getting a common item, and a 1/8 chance of getting a rare item. This remains true even if you have gotten one of the two items, so getting the rare item means you'll fail quite a bit.

I know that Tools have been getting most of the focus lately, because Subtraction developed the ASM for me something like 2 days before the v0.99 release, and it has required more fine-tuning than I anticipated. Anyway, I have decided to alter the Tool progression. The Debilitator, as one of the 2 tools that is unbreakable, has swapped places with the Chainsaw in every spot. So the Debilitator's in the chest in Zozo (which means you can get it before going to the Magitek Lab), and Chainsaw shows up in the shop when you reach the WoR. You can snag a WoB Chainsaw by stealing from the right bosses. Opening the chest in Zozo does not affect the shop in Figaro. However, getting the Flash in the Military Camp WILL cause it to be available in shops on the Phantom Train. For the 6 breakable tools, here is when they will be available:
Beginning of Game: Noise Blaster, Bio Blaster
After the Battle of Narshe: Auto Crossbow, Flash
After the Magitek Lab: Drill
World of Ruin: Chain Saw
Only Found in Chests or through Rare Steals: Debilitator, Air Anchor

I am also dropping the price of Shadow's Skeans by a bit to maintain balance.


RE: FFVI: Divergent Paths - nobodyimp - 05-23-2021

Encountering a problem in Cyan's dream.

After the first screen with Cyan and the stooge, going to the next screen to the south takes my party into an infinite loop. It goes to the screens I attached to this reply. There is only one exit in each screen, and the exits take me back to the previous screen, forever.


RE: FFVI: Divergent Paths - Gi Nattak - 05-23-2021

Don't you just need to go



RE: FFVI: Divergent Paths - nobodyimp - 05-23-2021

(05-23-2021, 01:31 AM)Gi Nattak Wrote: Don't you just need to go

Oh, gosh. Is the new dream a "haunted forest" kind of thing?


Alright then. I'll take another look. Thank you.


RE: FFVI: Divergent Paths - PowerPanda - 05-23-2021

I'd have to double check, but I think it was like that in vanilla too.


RE: FFVI: Divergent Paths - LordSutebenu - 05-23-2021

Perhaps I have bumped my pretty little head and lost all sense of how to do this properly but I cannot seem to get this working. I have downloaded the patch, downloaded lunarips and made sure to get a clean headered rom that is 1.0 (using ff3 usa 1.0 headered) I have tried 8 different roms from different places and when I play the rom unpatched it works like a charm, but when I patch it with lunar and play, I get a bad checksum error and the screen stays black while playing terra's theme. I've used snes9x and retroarch to the same effect.


RE: FFVI: Divergent Paths - nobodyimp - 05-23-2021

(05-23-2021, 08:31 PM)LordSutebenu Wrote: Perhaps I have bumped my pretty little head and lost all sense of how to do this properly but I cannot seem to get this working. I have downloaded the patch, downloaded lunarips and made sure to get a clean headered rom that is 1.0 (using ff3 usa 1.0 headered) I have tried 8 different roms from different places and when I play the rom unpatched it works like a charm, but when I patch it with lunar and play, I get a bad checksum error and the screen stays black while playing terra's theme. I've used snes9x and retroarch to the same effect.

I had the same problem, complete with the black screen with Terra's theme. I solved it using SNESRomUtil to patch it and create a new file instead. The file I used was "Final Fantasy III (U) (V1.0) [!]" if that helps.

Not sure why this worked and the other methods did not, but it did the trick.