Users browsing this thread: 1 Guest(s)
Final Fantasy VI: Revised Old Style Edition

#91
Posts: 3
Threads: 0
Thanks Received: 1
Thanks Given: 1
Joined: Nov 2024
Reputation: 0
Status
None
Update: After many attempts, I am sad to say I couldn't find a solution to this issue. I did use the correct ROM named "Final Fantasy III (v1.0) (U)" with matching CRC and MD5, and I attempted to apply the patch to both the unheadered version and the headered version by using this tool (https://www.marcrobledo.com/RomPatcher.js/). At first, adding a header to the ROM appeared to fix the problem and I was able to make it through the intro at Narshe, but once I entered the overworld, the issue resurfaced and the random screen fades returned.

Unfortunately I couldn't find a solution, hope this post proves helpful to anyone with the same issue. I used ROSE version 2.01.
  Find
Quote  

#92
Posts: 216
Threads: 3
Thanks Received: 1
Thanks Given: 12
Joined: May 2013
Reputation: 0
Status
None
That's some weird issues, are you sure this is related to that hack alone? have you tried on other hardware/emulator?



  Find
Quote  

#93
Posts: 3
Threads: 0
Thanks Received: 1
Thanks Given: 1
Joined: Nov 2024
Reputation: 0
Status
None
(12-03-2024, 11:12 AM)Warrax Wrote: That's some weird issues, are you sure this is related to that hack alone? have you tried on other hardware/emulator?

It's hard to say, because it happens so randomly in this case. I tested with Kirby Super Star, Super Mario World, and FF6 vanilla. It occurred one time in 15 minutes when playing Kirby, and never in Mario World or FF6 vanilla.

I do know these "pulses" of black screen occur very frequently while playing the FF6 romhack, sometimes once per minute. I tried using RetroArch and Snes9x standalone emulators, it happens in both. 

Here is the weirdest part: I tested out the romhack using Snes9x EX for Android and it ran perfectly fine there. Zero issues.

Someone on Reddit said check appdata folder and config folder files, there could be something there that's causing issues.


Final Update: Thanks to everyone for the help, it turns out the issue was some libraries/files in RetroArch were corrupted. I deleted the whole directory and reinstalled fresh, now it's playing perfectly fine. I am so happy to be able to play this wonderful hack, huge thanks to SilentEnigma for an amazing job! Yay!

  Find
Quote  
[-] The following 1 user says Thank You to nasirsky for this post:
  • SilentEnigma (03-02-2025)

#94
Posts: 9
Threads: 1
Thanks Received: 1
Thanks Given: 0
Joined: Feb 2025
Reputation: 0
Status
None
You say this patch uses a lot of additional switches in your save file so it's not compatible with a vanilla save file.
Does that have any effect on the chest memory bits?
If I were to combine it with this hack that uses additional chest memory bits from 1E60:3 through 1E62:0 would that cause problems?

Btw, I'm playing through now and had some comments:

I like what you did with the MMMMMagic scene.  It's a great compromise between the GBA and SNES version with a hint of the Japanese original.  Also, I, for one, am happy to not have "loaded for bear".
But, it's kinda odd seeing Edgar talk about "sorcerous powers" instead of magic.  Also, his scholars talk about "mages" instead of "magi" (or "mage knights").  I suppose it's Island of the Mages now?

As for the kids in the rich man's house in South Figaro, I kinda wish it retained the "General Le...  I mean, generally..." thing.

The Blitz tutorial is pretty redundant.  I'm a little surprised it hasn't been cut down or edited at all in this hack.

Also kinda sad to see Suplex has been replaced with Meteor Strike.  I mean, sure, it's a better name for the move, but..

Also, not really a fan of Kefka calling Leo a loser. I like that the GBA script removed that. He could show just the tiniest bit of restraint here.

The change to the bushido move seems very unreliable. I've seen it work a few times, but most of the time it doesn't seem to be doing anything. The bushido move goes back to inactive when I switch back to Cyan.
  Find
Quote  

#95
Posts: 186
Threads: 24
Thanks Received: 35
Thanks Given: 12
Joined: Feb 2016
Reputation: 10
Status
Enlight
Hi squirbo, thanks for playing and thanks for the feedback!

(03-02-2025, 07:53 AM)squirbo Wrote: You say this patch uses a lot of additional switches in your save file so it's not compatible with a vanilla save file.
Does that have any effect on the chest memory bits?
If I were to combine it with this hack that uses additional chest memory bits from 1E60:3 through 1E62:0 would that cause problems?

I am not aware of anything in ROSE that uses those bits. It does use SRAM $1F5F:0 and $1FF7 - $1FFA.

(03-02-2025, 07:53 AM)squirbo Wrote: But, it's kinda odd seeing Edgar talk about "sorcerous powers" instead of magic.

In FF6j there is a distinction between the intangible ability 魔法 usually translated as "magic" and the more tangible substance/power 魔導 translated in some contexts as "Magitek". In non-Imperial contexts, official translations use "magic" and "magic power", blurring that distinction, while ROSE uses "sorcery" and "sorcerous power" (credit to kWhazit).

(03-02-2025, 07:53 AM)squirbo Wrote: Also, his scholars talk about "mages" instead of "magi" (or "mage knights").

The main trouble I found with Slattery's "magi" is the implication that there is a 1:1 association between the sorcerers mentioned here (魔導士) and the belligerents of the War of the Magi, when there is no such implication in the Japanese (魔大戦, lit. "Great Magic War"). Woolsey uses "Mage Knights/Warriors", with the "Knights/Warriors" part being somewhat invented. The most congruent translation here would be "sorcerers"; however, ROSE uses "mages" to be more familiar with respect to the official translations.


(03-02-2025, 07:53 AM)squirbo Wrote: Also kinda sad to see Suplex has been replaced with Meteor Strike.  I mean, sure, it's a better name for the move, but..
Bum Rush also got the boot, tragically. Sad
I should put out an addendum patch "restore all memes", lol.

(03-02-2025, 07:53 AM)squirbo Wrote: Also, not really a fan of Kefka calling Leo a loser.  I like that the GBA script removed that.  He could show just the tiniest bit of restraint here.

Yeah, you're not wrong.
Sometimes the bit of whiplash you get out of Woolseyisms like that is a good thing. This one might be a little past the sweet spot.

(03-02-2025, 07:53 AM)squirbo Wrote: The change to the bushido move seems very unreliable.  I've seen it work a few times, but most of the time it doesn't seem to be doing anything.  The bushido move goes back to inactive when I switch back to Cyan.

I'm aware of issues with this in older versions, but not since v1.14. Not sure what might be going on there.
Quote  

#96
Posts: 9
Threads: 1
Thanks Received: 1
Thanks Given: 0
Joined: Feb 2025
Reputation: 0
Status
None
SwdTech reset can stop working, both with ROSE and as a standalone patch.  You can get it to work again by saving and resetting and loading again though, or by changing who's in your party.  I posted my findings on the SwdTech Suspend thread.  It's very strange that choosing to shop at a merchant breaks it...

Thanks for engaging with my feedback!  I really like the idea of this project.  It's also very cool that you have the whole script as a side by side comparison to browse through.  I'll do a full read-through and offer my thoughts.

A Meme Restoration patch would be neat.  As long as it's not loaded for bear Tongue.

Btw, have you tried T-Edition?  It has adorable personalized messages for each character finding an item.  Since you're already making heavy use of character-based dialog switching, I wonder if you'd consider including something like that?

Btw, porting the dragon den would be awesome Tongue.  I'd love to try playing through that with the Comprehensive ATB Enhancement patch applied to make combat a little less cheesy.
  Find
Quote  



Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite