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Random Encounters Menu Option
01-30-2022, 10:44 AM
I updated the hack to v1.1a. The free space used in bank $C3 for the on/off options hack is now 118 bytes instead of 186 bytes. I also added a patch for the multi options hack that use Divergent Paths random encounters incrementor values (75% of the vanilla values). The previous multi options hack remain unchanged. See original post for the updated readme and download.
01-31-2022, 03:39 AM
This is a fantastic addition! Would it be compatible with Brave New World? They removed the Moogle Charm from that hack, but there were times I just wanted to move on without getting stuck in battles all the time. This would've helped wonders!
(01-31-2022, 03:39 AM)Ok Impala! Wrote: This is a fantastic addition! Would it be compatible with Brave New World? They removed the Moogle Charm from that hack, but there were times I just wanted to move on without getting stuck in battles all the time. This would've helped wonders!
Thanks! I doubt the patches are compatible with BNW. But if the hack has some contiguous free space in bank $C3 ($BA bytes for the 4 options hack), you could change "!FreeSpaceC3 = $C3F091" to that free space and try it by assembling the ASM files. Same goes for bank $C0, but the hacks require much less free space there.
Edit: Now that I think of it, BNW does some heavy work in the config menus so the hack might not be compatible at all.
02-24-2022, 12:26 PM
I've been getting a lot of messages from folks that would want a version compatible with TWUE as well as it seems to have some issues. I haven't tested it myself, and I wonder if the compatibility might be due to the 255 clock or the Class Names being added.
Experience is the benchmark to maturity.
Final Fantasy VI - Ted Woolsey Uncensored Edition:
http://www.romhacking.net/hacks/1386
Final Fantasy IV - Namingway Edition:
http://www.romhacking.net/hacks/2337
(02-24-2022, 12:26 PM)Rodimus Primal Wrote: I've been getting a lot of messages from folks that would want a version compatible with TWUE as well as it seems to have some issues. I haven't tested it myself, and I wonder if the compatibility might be due to the 255 clock or the Class Names being added.
Yesterday I answered someone regarding this on the rhdn Discord server. I think there is a conflict in the free space used at $C3F091. If this is the only issue it won't be hard to make it compatible if you have 186 ($BA) bytes of free space in bank $C3 for the 0%/50%/100%/150% hack (the on/off hack use less free space). I know you also have an optional music player patch so ideally the compatibility patch should not interfere with this as well as it also use free space in bank $C3. I'll look into it today or Saturday.
So, I tested this a bit and it seems to work now with TWUE. What need to be changed in the main assembly file of any of the two hacks is this:
As suspected, there was a conflict in the original free space at $C3F091. $C3F530 has a large block of unused bytes. I tested with the following two patches applied:
I tested most of the menu and was able to play the intro and disable encounters in Narshe Mines with the 0%/50%/100%/150% hack. I included the two patches in attachment. Note that there is a possibility of conflict in the code with the config 1 music player menu option, I did not look into this.
Code:
!FreeSpaceC3 = $C3F530
As suspected, there was a conflict in the original free space at $C3F091. $C3F530 has a large block of unused bytes. I tested with the following two patches applied:
Code:
Final Fantasy VI (TWUE 3.06) + Bug Fixes & Add-Ons.ips
TWUE - Music Player Main Menu A.ips
I tested most of the menu and was able to play the intro and disable encounters in Narshe Mines with the 0%/50%/100%/150% hack. I included the two patches in attachment. Note that there is a possibility of conflict in the code with the config 1 music player menu option, I did not look into this.
encounters-twue-nh.zip (923 bytes, 16 downloads)
The following 3 users say Thank You to madsiur for this post:
• automaton (07-26-2024), qaplus (10-08-2023), Rodimus Primal (02-26-2022)
• automaton (07-26-2024), qaplus (10-08-2023), Rodimus Primal (02-26-2022)
04-18-2022, 08:36 PM
Cool patch. Know anyone who manage to add "higher encounter rate" on relic?
04-19-2022, 10:48 PM
03-18-2024, 11:38 PM
Quote:A final note; if you use one of the three hacks you'll need to restart a new
game to have it work correctly, because the correct SRAM initialization is
done at the beginning of the game. An alternative is to use bsnes+ debugger,
load a game and before entering the main menu go to debugger -> memory editor,
then type 7E1E1F and edit the value there to a value between 00 to 01 for
the on/off options hack and 00 to 03 for the multi options hack.
What happens if you do not start a new save? I'm about 10 hours into a TWUE playthrough, and I applied the on/off options hack, and it seems to work fine as far as I can tell. I was just wondering if this will cause issues later on?
03-19-2024, 07:41 PM
(03-18-2024, 11:38 PM)buvk Wrote: What happens if you do not start a new save? I'm about 10 hours into a TWUE playthrough, and I applied the on/off options hack, and it seems to work fine as far as I can tell. I was just wondering if this will cause issues later on?
iirc, that unused memory byte has a value of 0x55 throughout the game. If it's the case, the hack won't be able to handle that value correctly because it needs to be 0 or 1. If the hack is working as intended no need to worry though, it can't have other side effect.
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