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

#71
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Just a quick "I haven't forgotten" message. I recently recovered from Covid-19 and I'm angry that there were obstacles preventing me from getting vaccinated before I became infected. But I won't get into that further here.

I have an update to this comp with the new stuff in it. It's ready, but I didn't put it up yet for one reason: It removes Siegfried and Chupon appearing on the Veldt from the comp. And I kinda wanted to release a separate patch first that would be MY version of the whole Siegfried/Chupon thing. Complete with simple new scripts for when you encounter them on the Veldt. But I've been dragging my feet, so soon I'll update the comp again anyway with the new fixes.

(It's an oversight to have Siegfried and Chupon as Rages. But the mistake lies in having them as Rages in the first place, rather than them not appearing on the Veldt. All these years later and I'm still baffled by that. Why them but not ProtoArmor? Prometheus? Mega Armor? But it's THIS game, so...)

As for the comp splitting project? Well, it's sort of... done. I've separated all the patches into categories and it's almost ready. There are only two things that stopped me from making a release of this new format:

1: I made no documentation for this. Probably shouldn't be too hard. Need to set aside some time.

2: I'm VERY unsure of my sorting. I can almost guarantee there's some mistake somewhere. I haven't checked yet to see what places in the rom the patches write to. And I'm not even sure how much that matters. I only want max compatibility with hacks.

I'll see about making a list later so I can ask for input. But if people don't expect me to vanish for months at a time at this point, I don't know what to say. :/ I won't forget, though. :3
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#72
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Hey, welcome back! Glad you're doing okay.

I've always looked at your project as the best purist oriented patch out there. We all know FFVI is a buggy, sometimes badly designed, game. I like that there's a patch out there that only aims to remove obvious bugs and errors in execution, and not veer into attempting to "correct" design flaws territory. Chupon and Siegfried being Rages and whether or not they appear on the Veldt is in my opinion, a design error, and as such things are highly subjective, I'd err on the side of purism and leave them as vanilla. My subjective opinion is that they have no business being Rages at all, unlike Pugs, the omission of which looks more like a failure in execution.
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#73
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Hello. After a much too long delay, I've returned with the new update. It is depression and a lack of motivation that makes this late, more than anything.

But I also had difficulty in deciding how to handle the Siegfried/Chupon issue. I ended up removing their patch, as I said I planned to. I haven't solved the matter in another way yet, so for now, you'll need to apply that "fix" yourself if you want them on the Veldt. Said fix is flawed, though. It allows Siegfried and Chupon to pincer attack the player, and their scripts are nothing but Battle and Sneeze respectively. So I made my own modification of the fix. My own version enhances their scripts a little and includes my "Rage Addendum" fix (which does nothing but make Siegfried/Chupon not pincer attack your party). But it's not ready for release yet. I might release it when I release the rest of my rudimentary fixes. They could use a new release on this forum, I think. But enough of that. Onto the update.

UPDATED Everybody Gets a Chocobo! by PowerPanda. I don't remember what was changed anymore, but finally it is here.

REMOVED Rage, by Terii senshi. The Siegfried and Chupon thing might be resolved at a later date. I dislike this oversight, but I don't think this is the way to fix it now.

REMOVED Rage Addendum, by C. V. Reynolds. It only made it so Siegfried and Chupon couldn't do solo pincer attacks. It's pointless without the above patch, so...

ADDED Allo Ver Fix by Master ZED. Because the "Rage" patch that added Siegfried and Chupon isn't included anymore. I didn't forget that patch included an Allo Ver fix, too. So Allo Ver is still in. :3

UPDATED the Vanish + Doom fix by Assassin to include the Fenix Undead change. Now undead foes immune to instant death can't be killed instantly with Life/Fenix Down and the like. In the plain-flavored FF6 this only affects a single monster... Hidon. But this could be useful for hacks. Yes, I'm aware that some might not consider this to be a bug. But I always have and I'm glad to add this fix.

And according to my patch update dates I remade the Wild Cat/Mag Roader patch at some point. I have no idea why or whether something changed. Did I discover a prior existing error and fix it? I don't know. Did I screw something up before or now? I doubt it. But... MAYBE.

Sadly but predictably, I don't yet have the list ready for the big patch split thing. But It's still in the cards, because I do have the patches organized. So maybe soon if I'm feeling okay. But... MAYBE. Forgive me. Sad

Take care, everyone.

EDIT: To clarify: any future Siegfried/Chupon fix will be optional. There's no "proper" way to fix this oversight in a straight-up bug-fix compilation. Hmm... Actually, I do think it would be acceptable if upon fighting Siegfried/Chupon in the Colosseum, Gau gets their Rages automatically and they never appear on the Veldt. That, I think, would be a superior fix because it doesn't interfere with anything else, even if it's a bit weird.
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#74
 
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Hey CV!
I should start off by saying that I know nothing about hacking. I also have only just arrived at the world of ruin in ff6. Meaning I actually have not beaten the game yet… I literally made this profile because I wanted to respond and give input on some of these amazing projects. (Like a screaming five-year old in the back seat of a car). Anyway, it seems like you are having trouble with deciding what to do with Siegfried/Chupon. 

The problem from what I understand is that Siegfried/Chupon are learnable rages for gau, but they do not appear on the veldt; thereby making them unobtainable. From what seibabey says, they were never intended to be rages in the first place. If my objective was to clean up the bugs and support the initial intentions of the original developers, I would probably go with this decision and remove them as rages entirely. Also, your opinion on the vanish + doom fix indicates to me that you align more with cementing the intent of the original developers rather than trying to preserve the OG ff6 “experience”.

I could also see you including them as rages and putting them on the veldt. This would give the hack a little more content and would be nice for gau. Also, it seems like in previous iterations of this patch you have included them as rages? I’m not sure. In which case, removing them could feel like you are cutting content. I can understand not wanting to do that. The thing I’m a little confused about is the idea of not putting them on the veldt and having them obtainable through the coliseum. From what I understand, gau can only learn rages on the veldt. While this would work, the solution seems to deviate heavily from the original rage mechanic intent. In my subjective opinion, that may be the least desirable option. Not from a pragmatic stance, rather from a stance of keeping the original game mechanics consistent (as flawed as they might be at times).

Ultimately, in my opinion, I think the choice comes down to including them as rages/putting them on the veldt, or not doing that. I don’t know if this warrants two separate patches. It doesn’t “seem” like it is that divisive, but I haven’t beaten the game so what do I know?

I’m sorry that you have not been feeling well. I just made this profile, so forgive me if I am overstepping any boundaries. The task in creating a compilation of all these bug fixes must be quite taxing. Having to deal with the aforementioned life issues on top of stuff like COVID is understandably a burden. If I could give any advice, it would probably be to reach out to people for support. I can’t speak much to your personal life (IMO), but the community here seems to be very supportive. I’m sure if you asked for help on your hack, plenty of people would be willing to lend you their aid wether it’s organizing, debugging questions, opinions about execution, etc. The bottom line is that if all this work is putting a strain on your ability to be happy, then let others share in your burden so you can be content in life. (Sorry for all the sap, also sorry for using the word “intent” so much).
 
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#75
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Hi CV, thanks as always for the new release. Allo Ver Fix makes a triumphant comeback!

Re: timing -- Your last update was in June, right? If you ask me, that's like a week ago in FF6 Hacking years. Tongue
What's most important is that you enjoy whatever time you spend on the project, take care of you first (obviously), and the rest can fall into place from there.

...Besides, I'd rather pick on @assassin for treating his recent (aka 5 years old) not-quite-finalized work as anything but an ongoing international crisis. As if hacking were some kind of nonbinding hobby! Sir, I'm going to need a refund for that missing readme.txt!

(10-06-2021, 01:00 AM)CVReynolds Wrote: They could use a new release on this forum, I think.

I recently had the occasion to go digging for this stuff, and I must admit it feels like I'm holding onto contraband now.
Perhaps I've said too much. Laugh

(10-06-2021, 01:00 AM)CVReynolds Wrote: UPDATED Everybody Gets a Chocobo! by PowerPanda. I don't remember what was changed anymore, but finally it is here.

The new version fixes a few miscolored pixels inherited from the Banon Riding sprite.
[Image: banon-sprite-fix_2021-06-30.png]

(10-06-2021, 01:00 AM)CVReynolds Wrote: UPDATED the Vanish + Doom fix by Assassin to include the Fenix Undead change. Now undead foes immune to instant death can't be killed instantly with Life/Fenix Down and the like. In the plain-flavored FF6 this only affects a single monster... Hidon. But this could be useful for hacks. Yes, I'm aware that some might not consider this to be a bug. But I always have and I'm glad to add this fix.

A solid add in my opinion.
FYI: This also affects Karkass & Lv.10 Magic.

(10-06-2021, 01:00 AM)CVReynolds Wrote: And according to my patch update dates I remade the Wild Cat/Mag Roader patch at some point. I have no idea why or whether something changed. Did I discover a prior existing error and fix it? I don't know. Did I screw something up before or now? I doubt it. But... MAYBE.

Whatever it was, it seems to be testing out all right on my end.
(Maybe just a different FF3usME version?)

(10-06-2021, 01:00 AM)CVReynolds Wrote: To clarify: any future Siegfried/Chupon fix will be optional. There's no "proper" way to fix this oversight in a straight-up bug-fix compilation. Hmm... Actually, I do think it would be acceptable if upon fighting Siegfried/Chupon in the Colosseum, Gau gets their Rages automatically and they never appear on the Veldt. That, I think, would be a superior fix because it doesn't interfere with anything else, even if it's a bit weird.

I agree with REDTITAN & Seibaby that the rages were probably left out intentionally. Possibly last minute during development.
If so, the bug is just the fact that they still have open spots on the field menu's Rage list.

I think I'll try doing a quick patch to remove those blanks, so that can be one option for your consideration.
It's probably going to be a ripoff of one of @assassin's patches (a released one).

Cheers!
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#76
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What's the "Fenix Undead" exactly? it is referring to Life/Phoenix Down unable to target enemies? Also any download link for this patch? Thanks.



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#77
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@Warrax,

This post has an explanation and the .asm used for CV's patch:
https://www.ff6hacking.com/forums/thread...l#pid39349

No .ips patch has been released as yet. This is a C.V. timed* exclusive!

Origin of the tweak is here.



*indefinitely. The offer still stands, @assassin Objection!
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