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Final Fantasy VI: Revised Old Style Edition
04-02-2023, 08:23 AM
(This post was last modified: 05-02-2023, 01:23 AM by SilentEnigma.)
29th anniversary of FF6, 3rd anniversary of this hack, I believe we're quite due for a rev!
The hack has been updated to version 1.12 1.13.
The biggest news is that I found a solution for the infamous SwdTech gauge mechanic that's (IMO) unintrusive enough even to put into the mainline ROSE patch. So I did.
Standalone patch coming soon. (If you're partial to Hatzen's approach, that patch should still be compatible.)
What's new:
EDIT: A game-breaking bug with using the Item menu in battle was reported & confirmed -- likely related to the Bushido feature. (So much for "unintrusive"...) I will be fixing & posting a new rev ASAP.
Until then, v1.11 will be available for download at the project webpage.
Stay tuned!
EDIT 2: The bug has been found and (as far as I can tell) fixed -- viva la v1.13!
So, the Bushido mod currently requires 4 bytes of RAM to work. The trouble was my assumption that none of the "unused local battle variables" $7E3ECB-$7E3ED3 would be written by the vanilla game after being initialized to 00 at the start of battle. Unfortunately, I chose $3ECB - $3ECE for my 4 bytes, and $3ECB & $3ECC do get written whenever the player accesses the equipment swap window.
Version 1.13 uses $3ED0 - $3ED3, which appear to be working out better. In the long term, we'll see!
If anyone knows of a better place to add a 4-byte array in battle, especially for the upcoming standalone patch, I am open to suggestions.
EDIT 3:
Welp, coming full circle...
Was doing a little R&D for future revs and realized that those $3ECB & $3ECC bytes are getting written... by yours truly. Not vanilla. It's for the vertical equipment swap layout.
The hack has been updated to version 1.12 1.13.
The biggest news is that I found a solution for the infamous SwdTech gauge mechanic that's (IMO) unintrusive enough even to put into the mainline ROSE patch. So I did.
Standalone patch coming soon. (If you're partial to Hatzen's approach, that patch should still be compatible.)
What's new:
- Updated C. V. Bug-Fix Compilation to v2.7.
- Added ability to switch characters from the Bushido gauge window mid-charge with X/Y
- Made ~112 edits to the field dialog script (#1500 - #1899 focus)
EDIT: A game-breaking bug with using the Item menu in battle was reported & confirmed -- likely related to the Bushido feature. (So much for "unintrusive"...) I will be fixing & posting a new rev ASAP.
Until then, v1.11 will be available for download at the project webpage.
Stay tuned!
EDIT 2: The bug has been found and (as far as I can tell) fixed -- viva la v1.13!
So, the Bushido mod currently requires 4 bytes of RAM to work. The trouble was my assumption that none of the "unused local battle variables" $7E3ECB-$7E3ED3 would be written by the vanilla game after being initialized to 00 at the start of battle. Unfortunately, I chose $3ECB - $3ECE for my 4 bytes, and $3ECB & $3ECC do get written whenever the player accesses the equipment swap window.
Version 1.13 uses $3ED0 - $3ED3, which appear to be working out better. In the long term, we'll see!
If anyone knows of a better place to add a 4-byte array in battle, especially for the upcoming standalone patch, I am open to suggestions.
EDIT 3:
Welp, coming full circle...
Was doing a little R&D for future revs and realized that those $3ECB & $3ECC bytes are getting written... by yours truly. Not vanilla. It's for the vertical equipment swap layout.
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