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C. V. Reynolds Bug-Fix Compilation and Script Fix

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- yes, both.
- iirc, xkas doesn't want to accept absolute parameters for relative branches, so you've got to put labels at the desired addresses, like so:

Code:
; put before "high_priority" section

org $C222B3
lbl_22B3:

org $C222B5
lbl_22B5:

then trivially edit the 3 branches as needed.

orgs are necessary because my code doesn't actually edit the target addresses.

----

- both of these changes are largely untested (or unassembled, as you see here; haha), a big contrast from my released patches.  so unless you're willing to BE the beta tester for these, i'd hold off on putting them in a compilation patch.
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Back. Never think I forgot about this or you all. :3 I think my thunder was "stolen" a couple of times (no offense intended to any peeps). But I still want to finish this. Depression and other business kept me away again. But I have continued working on the project. It's very close to done now. Pretty much I only need to check for quality and errors. I also have updates to the other patches coming up. At least there's something I'll need to change in the bug-fix patch for sure. I MIGHT update the old script fix too. But I've not decided yet. I'm not sure what the point would be once the new one is out. Would anyone still want the older one?

Assassin: I trust in your code enough that I might put it in the patch anyway. I can always change it later. I'm going to play through the game again soon. Seems a good way to test everything. But I admit I still don't understand how to do the assembly thing. "Trivially edit the 3 branches" and "labels" just goes right over my head. I'm a writer, not a coder. ;P But I'll keep looking into this stuff.
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#43
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Hi CV!

(07-21-2020, 05:22 PM)CVReynolds Wrote: I MIGHT update the old script fix too. But I've not decided yet. I'm not sure what the point would be once the new one is out. Would anyone still want the older one?

As others have said in this thread, I like the idea of a basic typo/grammar fix patch for the whole script alongside the bugfix compilation. Two patches, and you have a great pseudo-vanilla FF3us.

(05-18-2020, 06:12 AM)assassin Wrote: - both of these changes are largely untested (or unassembled, as you see here; haha), a big contrast from my released patches.  so unless you're willing to BE the beta tester for these, i'd hold off on putting them in a compilation patch.
(07-21-2020, 05:22 PM)CVReynolds Wrote: Assassin: I trust in your code enough that I might put it in the patch anyway. I can always change it later. I'm going to play through the game again soon. Seems a good way to test everything. But I admit I still don't understand how to do the assembly thing. "Trivially edit the 3 branches" and "labels" just goes right over my head. I'm a writer, not a coder. ;P But I'll keep looking into this stuff.

I am interested as well in the refined vanish/doom & sketch fixes, but I agree with Assassin's suggestion here.
It would be good to see these tested and released as individual patches -- just a little more legwork is needed. I'd like to help if I can.

CV:
See the attached .asm file (zipped) for the new vanish/doom, which has the necessary edits as per Assassin's directions earlier.
I chose the 16 bytes of free space at C2/A65A for the new subroutine "high_priority".  This should be compatible with your own compilation patch.


I'm doing some preliminary testing now, and the fix appears to work as advertised.
I will look at the Fenix Down + Undead tweak next, followed by the sketch fix.

Has anyone else ever done any testing with these?

Assassin:
Once testing is complete, would you interested in releasing the new fixes as patches?
If not, may I release them on your behalf?


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  • CVReynolds (08-07-2020)

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The script-fix is done! After so long, it's ready to launch like a HEAVY TROOPA... Meaning there will be a slight delay, of course. I still need to finish making the readme file. I'll upload it when that's done.

In the meantime, I updated the bug-fix comp. Clap-clap-clap...

Change list:

Updated "Magicite - Strength to Vigor". Yes, my own patch. It seems my old version was a little broken maybe? And nobody realized or told me? Sad

Modified "Grand Stairway". This version doesn't edit the script, so it'll be friendlier to those who don't want the script edited in a bug-fix comp. Yes, I still plan to split the comp into sub-comps at some point. Been working on that a little. Anyway, the only difference is "Water Edge" is erroneously called "Water Skean" in the script in this version.

Removed "Incoherent Gungho" The issue isn't a bug, it's bad translation. I don't think the problem should be fixed this way anymore. Fixing the broken script should suffice in fixing this the right way. My script-fix will address this.

Removed "Shadow Is Not a Girl". Indeed, Shadow isn't a girl. But the problem is with the script, and so I don't think this patch addressed the issue properly. My upcoming script fix will handle this by avoiding gender pronouns in that scene.

I didn't add the Assassin assembly in this update, but I should in the next one. I don't think it'll make the game explode. ;P

If anyone knows of any errors or compatibility problems, please let me know quick. :3

Script-fix update coming soon! See you then.
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  • madsiur (08-07-2020)

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Script-Fix ("Translating the Name" Edition) is now uploaded! Thank you to everyone for all the support. I know I'm late for this, but I still wanted to do it. And I wanted to share it with anyone who would want it.

And I'm open for suggestions. Some of the stuff might be awkward to you. I already know that my use of "Deities" might not sit right with everyone. But I didn't want to use Goddesses because one of them is actually named Goddess. Certainly I'm not considering this project closed. I might update it for changes and error fixes anytime. :3
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