Error in Imp affecting call monster sprite - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: Error in Imp affecting call monster sprite (/thread-4014.html) Pages:
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Error in Imp affecting call monster sprite - doofenH - 06-19-2020 After applying several Leet Sketcher's patches, testing and not crashing the game. I thought it went well until I discover that if I cast Imp on Live Sr Behemoth and kill it, the death version sprite that came out is corrupted. RE: Error in Imp affecting call monster sprite - madsiur - 06-19-2020 Well the easiest fix is removing the patche(s) that cause this problem. Testing if the game doesn't crash is a good start but it doesn't mean there won't be more problem. You may also have a patch conflict that use the same free space and this is the result. I would inform leetsketcher when you find the culprit.. RE: Error in Imp affecting call monster sprite - doofenH - 06-19-2020 (06-19-2020, 10:22 AM)madsiur Wrote: Well the easiest fix is removing the patche(s) that cause this problem. Testing if the game doesn't crash is a good start but it doesn't mean there won't be more problem. You may also have a patch conflict that use the same free space and this is the result. I would inform leetsketcher when you find the culprit.. Found the problem in using V1.0 us rom. If I apply Leet's Imp Skimp & Unaffected Rows from http://assassin17.brinkster.net/, then undead sprite is corrupted. So I just need to unpatch one of them. RE: Error in Imp affecting call monster sprite - assassin - 06-20-2020 no interactions between the patches jump out at me, and i can't say the following necessarily relates to the problem, but this:
Code: LDA #$01 can't be doing what i intended, given the target function promptly clobbers A to preserve $B1 (a late-stage addition). :/ if $B1 holds 20h, i'll be calling some bogus pointer instead of a ($2E93, X) table entry. if it holds 00h, the toggle i'm attempting will fail. try changing C2_2E75_helper's LDA $B1/pha/.../pla/sta $b1 to: ldx $b1/phx/.../plx/stx $b1 . if we're worried about altering X's value from vanilla, we can probably edit only the first 2 instructions. another alternative is to leave all 4 instructions untouched, change "JSR $2E75" to "JSR $2E77" (or "JSR $2E74"), and the caller's "LDA #$01" to "LDX #$02" (or "LDX #$01"). RE: Error in Imp affecting call monster sprite - SilentEnigma - 10-17-2020 Howdy, Gi Nattak referred me to this thread when the same bug was reported in ROSE, which has both Imp Skimp and Unaffected Rows. (10-16-2020, 09:51 PM)SilentEnigma Wrote: 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. To fix the above, revert these two subroutine calls to the original: Code: Executes upon new enemy appearing (i.e. SrBehemoth; start of battle) I will be posting any further developments to this solution in the FF6:ROSE thread or the C. V. Bug-Fix Compilation thread. I have also looked into Assassin's solution above for Unaffected Rows, and have found the following:
(06-20-2020, 01:36 AM)assassin Wrote:
Code: > Unaffected Rows v0.20: UPDATE 2020-10-21: My original post erroneously reported the original FF3us 1.0's C1/9369 and C1/93C5 as the following: Code: C1/9369: 20 25 7C Sorry for the confusion! The error was is pointed out by Gi Nattak in the following post. This post has been updated to fix the error. Always remember your endianness, friends! RE: Error in Imp affecting call monster sprite - Gi Nattak - 10-21-2020 Just a slight heads up, when reverting these two lines' values here: Code: C1/9369: 20 25 7C JSR $257C the offset bytes appear to not have received the 'reverse-byte' treatment, and should be: Code: C1/9369: 20 7C 25 JSR $257C Not sure if C.V. Reynolds caught that as well before updating his patch! RE: Error in Imp affecting call monster sprite - SilentEnigma - 10-21-2020 Oh, no! And I posted that all over the place! Thanks, Gi. Will be fixing that pronto. RE: Error in Imp affecting call monster sprite - Dev J - 03-12-2021 Wondering if anyone could update Imp Skimp with the fix, to a standalone patch? Or, short of that, make available the Unaffected Rows patch, which is BeheRows.zip, since Assassin17's site is permanently gone. I'm using Dr. Meat's Relocalization overhaul, which has the Rows patch included, so I can't get rid of it without the anti-patch that's supposedly included in Assassin's original zip. My only other option is to get rid of Imp Skimp, which I'm loathe to do since I love that patch. But it does seem to be causing problems when characters are imped, the game can freeze at times. Regardless of that issue, it seems like Imp Skimp & Unaffected Rows can't be used together without Skimp being fixed or Rows removed, so if anyone can help, I'd appreciate it. EDIT: I finally figured out the freezes were caused by my particular usage of Geiger's Select Any Command patch. Sometimes I give a character 4 battle commands and leave out the item command. And I substitute Mug for Attack on everyone. So when they're imped, the game freezes since there's no Item or Attack command: the only 2 you can use as an imp. So that was my bad, not any patch. Unaffected Rows has now been removed and things are going well so far with imp issues, though I expect to encounter some later with Behemoths while still using the unfixed Imp Skimp, if I understand the above posts correctly. RE: Error in Imp affecting call monster sprite - assassin - 03-12-2021 Quote: Or, short of that, make available the Unaffected Rows patch, which is BeheRows.zip, since Assassin17's site is permanently gone. permanently gone, you say?! why am i always the last to know?! :'( it was up 3-4 days ago, so it's a wee bit premature to call the current issue more than a momentary lapse. anyway, i think that SilentEnigma determined the flaw with Unaffected Rows to be unrelated to what DoofenX was encountering with Imp Skimp. at any rate, BeheRows.zip is attached. we've only just met, and yet this Unsubscribe hits me hard for some reason. RE: Error in Imp affecting call monster sprite - Dev J - 03-12-2021 Thanks so much for taking the time to put up that file. Sorry I presumed the site was dead; that happens so frequently with older FF3 hacking sites that I got used to using Wayback to try to get access to files. In this case it could access the main page but the files were not cached. Usually when I see that, the site is dead, but I guess it's just a temp outage. |