Final Fantasy VI: Revised Old Style Edition - 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: Completed Hacks (https://www.ff6hacking.com/forums/forum-27.html) +---- Thread: Final Fantasy VI: Revised Old Style Edition (/thread-3979.html) |
RE: Final Fantasy VI: Revised Old Style Edition - SilentEnigma - 09-14-2020 (09-12-2020, 07:38 PM)Rythian Wrote: Hello. First of all, I love this hack, it's so nice to have a proper translation and full item/ability names. I can't imagine going back. I think the only thing that really stood out to me as weird was Daryl asking Setzer if he liked to look at her ass. While not vulgar by any means, it didn't feel as natural as the rest of the text, given how much the rest of the script generally avoids even mild language like that. It also stops becoming a double entendre referring to the back of her ship entirely. Maybe just change it to "my behind"? Hi Rythian, thanks for the kind feedback. I'm glad you've had a good time with this! Overall language-wise, believe it or not, I aimed to be roughly on par with FF7's NA release.* Not sure how I would classify the original Daryl taunt, as FF6j does use a literal word for buttocks. From what I can tell, it is one of the cleaner variants of that word, which might explain GBA's "lovely behind" choice. There could be an opportunity for a true double entendre, though -- I'm thinking "rear end". I have been gradually going through the script again and making minor tweaks, so I'll take a closer look at this line for sure. (09-12-2020, 07:38 PM)Rythian Wrote: I just climbed the Fanatic's Tower with Molulu's Charm and noticed that I didn't have to open the secret door for the Air Anchor - it was already open. In fact, once I looted the chest and stepped to the room above and flicked the switch, the entire room below disappeared and wouldn't reopen again. It's like it was all reversed, starting open and the secret switch closed it. (09-13-2020, 06:08 PM)advanceblog Wrote: I can also confirm the Air Anchor bug. This appears to be an issue with LeetSketcher's "Map Mishap" bugfix. I have notified LeetSketcher, and will be investigating further as well. Update: Found the bug. (09-12-2020, 07:38 PM)Rythian Wrote: I also saw the Debilitator gibberish message, but that's already been reported.Turns out I'm missing a null terminator on "Now weak against water!" ... (09-13-2020, 06:08 PM)advanceblog Wrote: There is a bug with the new status menu. If L/R is pressed to switch from a character with normal status to a character that is KOed or has some other status, the class-name of the previous character is partially visible. This should be fixed in v1.02. *sans flagrant blasphemy. RE: Final Fantasy VI: Revised Old Style Edition - vivify93 - 09-21-2020 (08-22-2020, 04:50 PM)kamesennin Wrote: So after some playing around and checking the IPS log for vivify93's patch, it looks like these bytes need to be changed: Hi, I'm sorry for the late reply but SilentEnigma made me aware of this. The code he suspects corrupted Total Graphics was corrected and I implemented his Silence Graphic patch to the newest version. https://www.romhacking.net/hacks/3813/ RE: Final Fantasy VI: Revised Old Style Edition - SilentEnigma - 09-23-2020 (09-21-2020, 09:51 PM)vivify93 Wrote: SilentEnigma made me aware of this. The code he suspects corrupted Total Graphics was corrected PSA: The above is ultimately in response to kamesennin's post: (08-22-2020, 12:59 PM)kamesennin Wrote: I tried vivify93's full graphics patch, but it didn't apply cleanly to my rom and I got some garbled monsters. When I reviewed Total Graphics v1.00, I did not see any indication that it should cause problems with clean ROM. However, there was some rearranged data in v1.00 that may be incompatible with some hacks. kamesennin, depending on the nature of your project, it may be worth trying again with vivify93's v2.00 if you wanted more than just the Silence graphic. RE: Final Fantasy VI: Revised Old Style Edition - SilentEnigma - 10-11-2020 The hack has been updated to version 1.03.
RE: Final Fantasy VI: Revised Old Style Edition - advanceblog - 10-14-2020 If the Behemoth King (living) is killed while an imp, the undead form's sprite will not appear, and the game will freeze if a Phoenix Down is used to kill the undead form. Is this an original FFIII bug? RE: Final Fantasy VI: Revised Old Style Edition - SilentEnigma - 10-15-2020 Hi advanceblog, very nice catch. I have confirmed the issue, caused by LeetSketcher's Imp Skimp patch. I'll see what I can do! RE: Final Fantasy VI: Revised Old Style Edition - Gi Nattak - 10-15-2020 Ah looks like this one was caught earlier in the year as well!: https://www.ff6hacking.com/forums/thread-4014.html?highlight=imp+skimp In case it somehow helps ¯\_(ツ)_/¯ I don't remember this patch, was it one he released on his site? I don't see it on slickproductions.. RE: Final Fantasy VI: Revised Old Style Edition - SilentEnigma - 10-16-2020 Imp Skimp is released on LeetSketcher's site, and it's also on Romhacking.net. From the Readme: Quote:The game does a lousy job of updating monsters in Imp status. The only way to change a monster's sprite to an Imp is via the Imp spell, but this always changes the sprite as long as it hits, even if the monster doesn't actually gain the status. This can happen either with immunities or with enemy Runic. Also, other spells that can grant Imp status to monsters, such as Rippler and Sour Mouth, don't update the sprite. The Pugs, if they've been turned into Imps, will revert upon stepping back despite still having Imp status. Finally, if Celes absorbs the Imp spell via Runic, she will still transform into an Imp, then abruptly change back. This patch fixes all of these bugs. The patch periodically compares each enemy's "displayed" Imp status with its "actual" Imp status, and if the two disagree, then the displayed sprite is updated accordingly. The problem is, sometimes the status bit for the "actual" Imp status is not up to date, leading to at least two issues:
Code: Executes upon new enemy appearing (i.e. SrBehemoth; start of battle) I am not sure if this removes any of the helpful functionality of the patch. Are there any cases where a reappearing enemy is supposed to have Imp status? An alternative fix may be to identify a more responsive bit for monsters' Imp status than the one used by the patch. Thanks for the tip, Gi. That thread didn't get very far with the Imp Skimp problem, but it does raise the potential issue Assassin identified with his Unaffected Rows patch -- also in ROSE via the C. V. bug-fix comp. I will look into that next and see if Assassin's solution works. Edit: Done. Findings posted here. Looks like I have a few places to share the above info, and hopefully get some loops closed. RE: Final Fantasy VI: Revised Old Style Edition - SilentEnigma - 02-22-2021 The hack has been updated to version 1.04. And how! Highlights:
Most notable are the following:
RE: Final Fantasy VI: Revised Old Style Edition - SilentEnigma - 02-27-2021 The hack has been updated (again) to v1.05. The new version fixes a bug that prevented Deathgaze encounters whenever the A/B button config was set to "Swapped". The bug affected all previous ROSE versions 1.00 - 1.04. My apologies to any players who flew around for hours in vain trying to find Deathgaze. |