I want to say from my testing the Final Fantasy III (SNES) Bug Fix and Scrip fix are now working. I am using the most resent versions. I applied the Bug Fix first and then the Script fix second to unheadered rom and they are both working good together. The spell descriptions corruption I mentioned before is gone now and displays fine. Whatever was done by CV Reynolds to remedy this seems to have worked. I have also tried both patches separately and they work as intended standalone. The visual errors mentioned by another person during the Terra Narshe caves flashback with kefka and the Terra using magic for the first time in front of Edgar and Locke didn't happen when I tested that scene. Everything was working like the unpatched version. I am using SNES9X EX Plus v1.5.74 on my phone to test because it is easier, my phone is with me almost all the time.
Well oddly enough, I re-downloaded a fresh original rom and a fresh patch, and now the graphical glitches are gone. I guess maybe I created a borked patched rom
06-22-2025, 02:39 PM (This post was last modified: 06-23-2025, 01:26 PM by Lilpuddy31.)
Hey CV, I just came across a nasty bug. I have made it to Zozo for the first time. Now when jumping between the buildings, I can jump to left as intended, no problem. But when I need to jump to the right, the game sorta locks. My character just stands there unable to move and I cannot even access the menu, but the game world is still active. I can send you my save/state files if you need me to...
06-25-2025, 07:48 AM (This post was last modified: 06-25-2025, 07:49 AM by CVReynolds.)
Hello. Thank you for your continued support. :3
Fortunately my end-game save can still access Zozo. So I can test this with my own save.
Even still... I really don't want to seem like I'm always dismissing you, because I appreciate all the help I can get... but I just can't get this bug to activate. I can jump back and forth in the Zozo windows with no issues at all, and have done so repeatedly. Everything is working as intended on my side. And I'm using bsnes.
I tried downloading my linked file to see if it corrupted when I uploaded it. But it has not. I tried setting bsnes to less accurate settings, but I still can't reproduce this bug. I don't know what else to try.
If you link your save file, I'll be sure to try it, though. Just to rule out any save file problem if it's at all possible. Perhaps I can check your bsnes config file as well?
06-26-2025, 10:32 AM (This post was last modified: 06-26-2025, 10:44 AM by CVReynolds.)
Hello again. Sorry for the delay.
I don't know if this is good news or bad news, but I still can't trigger the bug at all on my side. I used your save file and config file with the patched game and can still make the leap back and forth fine on my system. I have an idea what the problem could be. And that idea would unfortunately place it on the emulator side. What version of bsnes are you using?
I don't know why or how this problem could be happening to ANY version of bsnes. But you can test something for me. Download and test the patch included in this post. Apply it to whichever patched rom you're already using. Then try the window jumping on the emulator you've been trying to use. Does it still lock-up?
I hope we can fix this for you soon, either way.
EDIT: Additional note: The anti-patch is not a proper fix. It's for testing purposes and I'm not currently considering using it in the Bug-Fix Comp.
Also, my apologies for the bsnes link I had up here before. It's expired. Good grief... I'll upload my copy (the most recent build from November) if that isn't against the rules.
Actually, I just found out what the problem was, and I'm throughly embarrassed...
After I patched the game with the bugfix patch, I used FF3usME to change Vicks' name to Biggs where applicable. As it turns out, doing something as small and trivial like changing his name causes issues
06-27-2025, 02:33 AM (This post was last modified: 06-27-2025, 02:45 AM by Gi Nattak.)
(06-27-2025, 02:09 AM)Lilpuddy31 Wrote: Actually, I just found out what the problem was, and I'm throughly embarrassed...
After I patched the game with the bugfix patch, I used FF3usME to change Vicks' name to Biggs where applicable. As it turns out, doing something as small and trivial like changing his name causes issues
Sorry for the false alarm CV
That’d be mblock129’s patch, ‘The Miraculous, Always Facing Left Zozo Jump Patch’, or some name close to that. mblock129 used space that FF3usME blanks out each time it is saved with, thus erasing his event code change. If you want to change Vicks to Biggs, you could do it with a hex editor, easily since it’s the same amount of letters. I’d say just reapply mblock139’s patch after using FF3usME, but you’d have to reapply his other ones also, if they’re included in this comp, because they are also in that reserved usME ROM space. The only other option would be to change the subroutine jump he did to some other free space and relocate his event code change there, so it does not become overwritten by usME.
We are born, live, die and then do the same thing over again.
(06-27-2025, 02:09 AM)Lilpuddy31 Wrote: Actually, I just found out what the problem was, and I'm throughly embarrassed...
After I patched the game with the bugfix patch, I used FF3usME to change Vicks' name to Biggs where applicable. As it turns out, doing something as small and trivial like changing his name causes issues
Sorry for the false alarm CV
That’d be mblock129’s patch, ‘The Miraculous, Always Facing Left Zozo Jump Patch’, or some name close to that. mblock129 used space that FF3usME blanks out each time it is saved with, thus erasing his event code change. If you want to change Vicks to Biggs, you could do it with a hex editor, easily since it’s the same amount of letters. I’d say just reapply mblock139’s patch after using FF3usME, but you’d have to reapply his other ones also, if they’re included in this comp, because they are also in that reserved usME ROM space. The only other option would be to change the subroutine jump he did to some other free space and relocate his event code change there, so it does not become overwritten by usME.
What about changing the name before applying the bugfix comp patch?
That just might work. Unless the bug fix patch also alters the names in any way, like lowercasing them. I can’t remember if it does that. But yeah that’s a clever workaround!
We are born, live, die and then do the same thing over again.