FFVI: Divergent Paths
Is there a way to merge Divergent Paths with the Dancing Mad MSU-1 patch, so improved music is also included?
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Probably not outright since there are additional songs included for Divergent Paths, which most likely required changing some song pointers and ids around, or adding more. I can’t exactly remember. It would require work by both parties I’d imagine.
We are born, live, die and then do the same thing over again.
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The current release of Divergent Paths should, in theory, work with MSU-1. Leo's theme replaces the sound effects from the crane arms being raised in Vector, so as long as you know that gotcha, it'll be fine.

That being said, I'm working on a new version right now that adds in 3 more songs, and it required rewriting both the pointer and instruments table. I'm not sure if MSU will work once I release it.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
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I figure you guys probably already know this, but just in case, the ASM for MSU-1 is actually up on Github: https://github.com/Dizzy611/DancingMadFF...ff3msu.asm

Dunno how much modification would be required to make it work, though; assembly's not my thing.
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Well, with the addendum included, Divergent Paths should become more compatible with most other patches: https://www.ff6hacking.com/forums/thread-4320.html

I remember expanding it a few years ago, and while it's not the most flexible build, it does respond to other patches well enough with a little fiddling. Although I wasn't able to play the ver past Sabin's Intro just before the Opera Scene... I think I was using ver 1.2? I can't remember. The current ver is 1.4... Of course, everyone is still waiting for the merger between Divergent Paths and Brave New World. That'd be dope. And, what about including the Dragon Shrine or even New Game+? I fear the planet's axis might flip with a patch that includes all of those things.
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There's a moderate bug present in Divergent Paths' Three Scenarios segment that has recently come to light in the Beyond Chaos Community Edition randomizer (which was based on an early version of your hack).  I've just checked version 1.4 and the event code there has this same bug.

Here are the details:

(1) Avoid talking to Shadow before Locke's scenario, thereby triggering the naming screen DURING the scenario.
(2) Do Locke's scenario first.
(3) Speak to Shadow while disguised.
(4) REFUSE Shadow's assistance in the millionaire's basement.

Actor object $03 is created during the naming event, but--unlike the other three spots where he can be named--this object is never deleted.  As a result, Shadow will appear over and over again in other screens, including in the other scenarios.  Depending on where he's drawn on screen, he may even block a doorway or freeze the game if he spawns in the Lete River (I'm not sure what determines his position on each individual screen).  You won't start seeing him appear like this until you get rejected at the gate at Narshe; I suspect it makes calls to show and render solid object $03 which would otherwise be ignored by the event engine were Shadow absent.

To fix this bug, the event code can be tweaked in-line to replace a redundant call to turn Locke south with a call to delete actor $03 like the other naming spots.
Code:
CB0AAA: {01-82}               Begin action queue for character $01 (Actor in slot 1), 2 bytes long (Wait until complete)
   CB0AAC: {CE}                  Turn object downward
   CB0AAD: {FF}                  End queue
           
           [THIS IS A BUG!  The game never deletes object $03 in this variant of the Shadow naming code.]
           [To fix the bug, replace this with:
            CB0AAA: {3E-03}                Delete object $03
            CB0AAC: {45}                    Refresh objects
            CB0AAD: {FD}                    NOP]
That's 3E 03 45 FD at address B0AAA.

Hope this helps and sorry it came up, I know how much it stinks when a bug surfaces years later on a finished project.
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(07-23-2025, 03:36 AM)C-Dude Wrote: There's a moderate bug present in Divergent Paths' Three Scenarios segment that has recently come to light in the Beyond Chaos Community Edition randomizer (which was based on an early version of your hack).  I've just checked version 1.4 and the event code there has this same bug.

Here are the details:

Thank you, C-Dude! I've actually been slowly working on a 2.0 version. No ETA, but I'll include a fix in there.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
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