1.9 Beta Bug Reporting Thread

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StarterMishrak
Started2017-09-03 16:29 UTC
Posts recovered169
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Please be as detailed as possible when explaining your bugs.  Also please make sure you're using a clean rom to patch.  If you do make a post, please edit your post rather than make a new one.

1) Per Discord - Flails are proccing the wrong thing: 

[1:26 AM] ClarkThe2nd: in moogle sequence in narshe the flail moogle was setting some kind of web proc with every hit, he attacked 4 times, am I just getting lucky with procs?

[1:26 AM] ClarkThe2nd: aren't weapon procs like 1/4 chance?

[1:26 AM] BTB: Flails shouldn't proc net

[1:26 AM] BTB: Sounds like I muxed up the Kagenui proc and the ITD weapon proc

2) Quicksteal isn't working

I stole the Rename Card from the Marshall in the intro sequence and it consumed Locke's turn. - 1.9RC2

3) There's an invisible enemy on the Soul Train - spooky

https://puu.sh/xqK7U/1682008b09.avi

This is the only place I've encountered this.  Everything else seems fine.

4) Items are getting confused.

I noticed I had 3 healing shivs and a cat hood in my inventory, and was short an iron helm at Kefka @ Narshe.  The likely culprit is the healing event there.

3 and probably also 1 are my boo-boos and easy fixes. Seibaby will need to look at 2.

4 is a side effect of the patch that restores your MP prior to the battle of Narshe. Propose ditching it and just have Banon heal you if you talk to him during the fight.

Y-equip seems to have gotten a bit glitched:

When you go into the equip menu, and then Y-equip switch to the relic menu and try to change the top relic, the "new stats" pane shows your new stats as if you are unequipping the weapon in the top weapon slot. If you try to change the bottom relic, it shows your new stats as if you are unequipping the weapon/shield in the second slot.

 

Conversely, if you go into the relic meu and then Y-equip switch to the equip menu, the third and fourth slots don't show the new stats, and the first and second slots double-count themselves. As in, if you go to relic then switch to equip and try to equip an Iron Shield over an Iron Shield, it will show your defense increasing from 80 to 100, and if you try to equip a Buckler over an Iron Shield, it will show your defense increasing from 80 to 95.

Screenshots attached.

Spoiler

Equip to relic screen.pngRelic to equip, second slot.pngRelic to equip, fourth slot.png

That looks like the original problem where it conflates the left and right hand slots with the two relic slots.  Could be that the unfixed version of the hack was used or something.

Quicksteal just sounds like it's missing. EDIT: Confirmed, it's not in there.

I've replicated the issue where Banon gives you 99 Healing Shivs and 97 Cat Hoods before the Battle of Narshe. I took out the MP-Restore patch, and it still happens, so I don't know what causes it. @Synchysi EDIT: It's the Narshe two-party patch.

Here's a fix:

 
;Change Narshe three-party battle to a two-party battle
hirom

;header ;Change number of parties to 2 org $CCC665 db $99,$82,$00,$00    ;Invoke party selection screen (2 groups) (force characters: [$0000]) ;Change starting position of party 1 ;Before Kefka's arrival org $CCC69B db $D5,$13,$0A        ;Set vehicle/entity's position to (19, 10) ;After Kefka's arrival org $CCC85D db $D5,$13,$0A        ;Set vehicle/entity's position to (19, 10) ;Change starting position of party 2 ;Before Kefka's arrival org $CCC6AA db $D5,$15,$0A        ;Set vehicle/entity's position to (21, 10) ;After Kefka's arrival org $CCC86C db $D5,$15,$0A        ;Set vehicle/entity's position to (21, 10) ;Remove event script bytes pertaining to the unused third party org $CCC6B3 padbyte $FD : pad $CCC6C2    ;$FD = event script equivalent of NOP org $CCC875 padbyte $FD : pad $CCC884    ;$FD = event script equivalent of NOP

I'm using Celes to Life Setzer/Edgar/Sabin. It's consistently restoring 170-190 to Setzer and Sabin, but 1400+ to Edgar. This is true even if they're all naked.

(Note: I used FF3USME to give them all 90 stamina/magic and 255 MPower, that may be affecting it.)

Also, empty enemy encounters happening in Gogo's save room too.

More updates: Gogo has Throw even if Shadow dies

Soul Box does halve MP on sword procs

The printme lists Giga Volt as lightning, but it's actually wind/lightning

3 hours ago, Deschain said:

The printme lists Giga Volt as lightning, but it's actually wind/lightning

Huh, good catch. That error has been in there for a *long* time.

And to everyone reporting empty encounters, this is because I asked Synchysi to enable encounters in a few rooms that didn't have them before but forgot to specify a pack. I've already fixed this in my ROM.

The Life hack patch appeared broken, and I can't really understand dn's code, so I made my own. Although I'm sure dn can fix it, this has the advantage of not consuming free space.

Seibaby's Life Hack:

 
hirom

;header ;Spell Effect $1A - Blow Fish org $C24315 dw blowFish ;Spell Effect $22 - Stone org $C23E11 dw lifeStone ;Stone ;Now Damage = rand(250..500) org $C23922 lifeStone: TDC            ;A = $0000 PHA            ;Push to stack LDA #$FB       ;251 JSR $4B65      ;Random number 0..250 PHA            ;Push rand(0..250) JSR $3F54      ;Pearl Wind (sets 16-bit A, clears Carry, sets no split loss and ITD) PLA            ;Pull 16-bit rand(0..250) ADC #$00FA     ;Carry is clear, so add 250 JMP storeDamage ;Blow Fish ;Now Damage = Spell Power * 50 org $C240FE blowFish: LDA $11A6      ;Spell Power PHA            ;Push to stack LDA #$32       ;50 PHA            ;Push to stack JSR $3F54      ;Pearl Wind (sets 16-bit A, clears Carry, sets no split loss and ITD) PLA            ;Pull 16-bit A JSR $4781      ;Spell Power * 50 JMP storeDamage ;Modify Pearl Wind to also clear Carry org $C23F5C REP #$21 ;Step Mine (not modified, but used) org $C23EC6 storeDamage: STA $11B0      ;Store Damage RTS

There were a few patching issues on my end as well, which is why some of the 1.8.6 fixes didn't make into the 1.9 beta. This will be fixed for the next beta release, which I'm hoping to push out tomorrow.

RC3 is crashing on the first battle in the tutorial.

The battle start noise plays, it fades to black and stays black as the howling winds background music continues playing.

Video in spoilers

Spoiler

 

 

 

 

 

UPDATE: I transferred save files over to test random encounters.  Those crashed the same way.  Also checked the headered patch and got the same crashing behavior.  I also cross patched headered and non-headered on the "maybe but probably not" chance that the files were mislabled.  They weren't, both crashed immediately.

I'm a little late with this post, but here are some things to look out for.

You can now prevent Atma Weapon from re-buffing by casting Dispel pre-emptively; you'll get a message the first time you Dispel him after he powers up indicating that his defenses are down and subsequent messages indicating that A) he is storing power again and B) you have removed that stored energy whenever you Dispel him again (i.e. a different message than if you Dispel him after he re-buffs). The re-fight with Atma does *not* exhibit this behavior as I did not have enough A.I. space.

With cover now being more prevalent since it's attached to stamina and to spears, I'm curious to how a multiple bodyguard situation will work. Let me know.

The Life spell should be fixed now. Please test extensively.

The Demonsbane is now anti-undead instead of holy damage and it should proc 50% of the time. Do a run through the sealed Cave with it and let me know how it performs.

Please continue to test how stamina defends against status ailments set my enemy "special" attacks; it should prevent the status (but not the damage) some of the time.

Looks like Quicksteal is still missing.

Quicksteal is there, but my patcher is telling me that it isn't making any actual changes to the ROM.

I'll look into it tomorrow. 

Still has the same bug with Y-equip I posted about higher up

Some quirks I've found with cover so far:

When you muddle an enemy, and that enemy is attacked by another muddled enemy, you cover the muddled enemy. That is: Enemy #1 and #2 are both confused. Edgar has Knight Cape. Edgar will block attacks from enemy #2 onto enemy #1, or from enemy #1 onto enemy #2. Edgar will NOT block attacks from an ally onto enemy #1 or #2.

Allies who are in critical will cover allies who are not.

Recording of characters covering confused enemies from other enemies.

Spoiler

 

 

Thanks @Deschainand @Satarack. I went full ham in removing code I thought wasn't needed, which caused the issue with characters covering enemies. The issue with bodyguards in critical health covering healthy allies was due to me forgetting to upload the correct version, so an older version made it into RC4. I'm working on a fix, will post the new code and notify Synchysi as soon as it's verified.

EDIT: Everything seems to work correctly now. I posted the updated code in the patch topic.

Should be multiple issues with cover fixed, actually - near-fatal allies protecting healthy ones and allies protection enemies from muddled enemies. Check for both issues, please.

Looks like the RC5 patch is 404ing.

That's annoying. I noticed I made a typo in the link, so I edited to fix it - but evidently all that did was update the link text and not the actual URL.

It should work now.

RC5: Mt Koltz, Terra had Knight Cape on and had clear. Edgar had Spear. Edgar covered an attack targeting Terra.

Just replicated, Terra w/clear and Locke covered (with knight capes on both)

The issue with bodyguards not taking target's statuses into account has been fixed. I've updated the link to the code in the patch thread.

What statuses does cover check for?  Image and clear should not be covered, probably muddle too (since the muddled character could end up killing  your own team, or you might want to attack the character with a brush or shiv to break muddle).

Another thought, could an attack with a spear against a teammate be covered by the attacker (a rather impressive maneuver)? That should probably be nixed too.  

Thinking a bit more on it, maybe all attacks from teammates should be ignored for cover purposes.  You could have an odd strategy of e.g., flameguard and flametongue to heal.  Also makes muddle a bit more detrimental as a status ailment.

5 hours ago, SuperHario said:

What statuses does cover check for?  Image and clear should not be covered, probably muddle too (since the muddled character could end up killing  your own team, or you might want to attack the character with a brush or shiv to break muddle).

Another thought, could an attack with a spear against a teammate be covered by the attacker (a rather impressive maneuver)? That should probably be nixed too.  

Thinking a bit more on it, maybe all attacks from teammates should be ignored for cover purposes.  You could have an odd strategy of e.g., flameguard and flametongue to heal.  Also makes muddle a bit more detrimental as a status ailment.

Check the Readme - everything is explained there.

Short answer is that everything you're suggesting should already be the case, and we're just running into issues that have arisen from rewriting the code.

RC6 - Battle blackscreens on load, music plays still. Replicated by @seibaby

 

To be more precise, the battle engine seems to crash at the early stages of battle, but not always at the same time. I had two different battles with the Narshe guards that crashed and reset the game, one immediately (the battle screen wasn't even lit up yet) and one after a few seconds.

I'm looking through the code for my latest additions to ensure I didn't screw anything up, since the only changes from RC5 to RC6 were both my code. I did test them, so I hope it's just a patch conflict caused by moving patches around or something equally simple.

Meanwhile, I happened to open RC6 in FF3usME and noticed the "Safe/Shell/Reflect" tiles are missing from the fixed-width tileset. It seems Status Display was omitted from RC6.

So Smoke Bomb sometimes kills undead characters in the Soul Train boss fight. Video in spoilers

Spoiler

 

 

 

 

 

The thing is, it doesn't always kill Cyan.  I've reset the fight several times, each time using Smoke Bomb on Cyan right away, and getting different results.  Often he's killed, but sometimes it gives him Image.

So the cause has to be something random.  Maybe it's Evil Toot glitching the game?

Oh, and yeah it can happen on Shadow or Sabin as well, if they have a Ghost Ring equipped.

Edit: I've been testing it on random encounters, and it sometimes happens there as well.  One theory I tried was seeing if the run away animation was involved.  But I've seen both results from running away versus not running away during the smoke bomb.

 

EDIT 2: Seibaby asked me to check RC4 and 1.8.6; it happened in both.  So this has probably been a bug for a while.

I've observed some targeting issues with Relm's Brushes when she's uncontrollable. This may be an older issue, I don't think it's something that cropped up now in the 1.9 beta.

Normally, Brushes target allies by default. But when Relm is under a status that makes her uncontrollable, the targeting is as follows:

  • Muddle - Targets Allies
  • Berserk - Targets Enemies

This seems backwards. Muddle normally reverses targeting, and Berserk doesn't.

 

I haven't yet tested what happens with Relm wielding a Brush in the Colosseum, or under the effects of Charm or Zombie, but the expected behavior is:

  • In Colosseum, target allies
  • When Charmed, target enemies
  • When Zombied, target enemies and allies randomly

 

Confirmed with Think that the Smoke Bomb bug can be fixed on my end by changing its special effect flag. Apparently it's calling the anti-undead effect where it's at now (which I find hilarious for some reason).

Hoi chummers,

I just wanted to post the results of my testing of the new hacks I've written for 1.9, and let people know what needs more testing.
These are all my latest versions, which I've sent to Synchysi. They were all tested with 1.8.6.

Golem Nerf (v1)

  • Golem takes more damage compared to 1.8.6: Yes

Party MP Restore (v3)

  • Lineup screen restores MP: Yes
  • Cure-casting kid in Vector restores 1 HP, MP unaffected: Yes
  • Spikes in Phoenix Cave deals HP damage, MP unaffected: Yes

Life Hack (v2)

  • Life restores 250..500 HP in battle: Yes
  • Life restores 250..500 HP out of battle: Yes
  • Mindblow deals Spell Power * 50 damage: Yes
  • Blow Fish deals Spell Power * 50 damage: Yes

Battle for Narshe (v2)

  • You form 2 groups: Yes
  • Positions are changed and consistent between scenes: Yes
  • Bug: Items added to your inventory after you say yes to Banon: Fixed

Cover Knight (v8)

  • Cover frequency affected by Stamina: Untested
  • Cover disabled in back row: Yes
  • 100% Cover rate if target Near Fatal: Yes
  • Cover is disabled if Golem is active: Untested
  • Cover disables Defend: Yes
  • Bug: Defend stance isn't reset (graphical only): Fixed
  • Cover disabled on KNIGHT'S status:
    • Blind: Untested
    • Berserk: Untested
    • Image: Untested
    • Magitek: Untested
    • Muddle: Untested
    • Sleep: Untested
    • Death: Untested
    • Stone: Untested
    • Zombie: Untested
    • Clear: Untested
  • Cover disabled on TARGET'S status:
    • Image: Untested
    • Magitek: Untested
    • Death: Untested
    • Stone: Untested
    • Zombie: Untested
    • Clear: Untested
       
  • New behaviour of Smart Cover, in order of priority:
  1. Attack initiated via player input: Disabled (Untested)
  2. Attacking self while Muddled: Disabled (Untested)
    Attacking self while Zombied: Disabled (Untested)
    Attacking self while Charmed: Disabled (Untested)
  3. Attacked by teammate with a healing weapon while Muddled: Disabled (Untested)
    Attacked by teammate with a healing weapon while Zombied: Disabled (Untested)
    Attacked by teammate with a healing weapon while Charmed: Disabled (Untested)
  4. Attacked by teammate with absorbed/nulled element while Muddled: Disabled (Untested)
    Attacked by teammate with absorbed/nulled element while Zombied: Disabled (Untested)
    Attacked by teammate with absorbed/nulled element while Charmed: Disabled (Untested)
  5. Attacked by Muddled teammate: Enabled (Untested)
    Attacked by Zombied teammate: Enabled (Untested)
    Attacked by Charmed teammate: Enabled (Untested)

Note that some of the above were tested briefly but I would like independent verification from beta testers, even on the items marked as tested and functional.

EDIT: I fixed the Defend bug.

On 9/9/2017 at 11:06 AM, seibaby said:

To be more precise, the battle engine seems to crash at the early stages of battle, but not always at the same time. I had two different battles with the Narshe guards that crashed and reset the game, one immediately (the battle screen wasn't even lit up yet) and one after a few seconds.

I'm looking through the code for my latest additions to ensure I didn't screw anything up, since the only changes from RC5 to RC6 were both my code. I did test them, so I hope it's just a patch conflict caused by moving patches around or something equally simple.

Were you ever able to track this down? It's entirely possible it's something I omitted.

So, I'm in the process of reordering most of the grey magic spells since the condensed spell list in battle is looking to be a thing. This means a few things. One, it means that anyone who has actually gotten far enough into the RC to get spells will have to go back to before that or else you're going to have a lot of wrong spells. Two, it means that I have to do a lot of moving stuff around and need everyone to double-check my work.

-Make sure everyone learns the spells they're supposed to
-Cast every grey spell to make sure they're working properly and have the right animations, cost the correct amount of MP, etc.
-Make sure the in-battle spell display looks like it should
-Make sure the Float spell works out of battle like it should
-Make sure the Safety Glove and Zephyr Cape (which now sets Haste on low HP) have the correct effects.

All right, I sent a new ROM off to Synchysi. Changes:

-Gray magic has been resorted
-Zephyr Cape now sets Haste on low HP instead of Safe/Shell
-Celes now learns Demi at level 18 instead of Life
-Relm now learns Life naturally when you first acquire her instead of from Ifrit
-Ramuh now teaches Life, Kirin now teaches Demi, Ifrit now teaches Drain (back to the way it currently is in 1.8.6)
-Setzer and Shadow can learn just regular Cure from the Healing Shiv
-Gau now has a new line if you take him to the IMTRF
-The Dragon bushido now has a 2/3 chance of setting stone instead of 1/2
-Aquilas no longer have MP (this was an incorrect setting)

In addition, Seibaby is currently looking into having cover no longer work for enemy counter-attacks and I am hoping to get the compact in-battle spell menu into the next RC.

9 hours ago, Synchysi said:

Were you ever able to track this down? It's entirely possible it's something I omitted.

I wasn't. I confirmed all my (and Think's) patches are working with 1.8.6, however. Due to the nature of the crash I'm thinking it's just a patch conflict or a header issue.

^ Confirm, at the Narshe cave section after Whelk with solo Terra, when I choose Cure and cast it on her outside battle I get a similar graphic glitch.

3 hours ago, Synchysi said:

That was a stupid patching job on my part. This one should work.

http://synchysi.firefish.org/ff6p/BNW_v1.9-RC8.7z

(If you're getting a 404 not found link when you click this, change RC7 to RC8 in the URL)

I really dislike the way this forum handles links.

Thanks for the heads up. I've fixed the URL.

Is the random encounter patch in this? I've kinda lost track of a few things, myself.

Yeah, everything posted in the 1.9 patch thread should be included. 

RC8 Zephyr Cape still procs Safe on critical. 

7 hours ago, Mobray said:

RC8 Zephyr Cape still procs Safe on critical. 

Fixed for RC9. I'll put it out tomorrow if nothing else comes up.

I'm gonna put up a new ROM that switches the indexes of the Omega Wepaon and Soul Sabre, since the Soul Sabre's index is currently hard-coded to be treated like how the Omega Weapon should be (shows up as ??? BatPwr, is ignored by optimize, etc.)  This will just simplify everything so that the only change necessary on YOUR end is to switch the suit of armor in the Figaro Castle Basement from item #22 to item #23.

Looks like Seibaby is just going to send you a fix.

RC8: Event at Esper Mountain. Battle fails to trigger, freezes or results in graphical glitch similar to above. SRM and Snes9x State enclosed

 

Edit (addition): Ahead of Thalmasa, I had ran a few battles to teach Shadow Cure (healing shiv working, maybe could use a growth rate boost?). I had a knight cape on shadow and noticed that I was getting dog block covers. In addition, I don't think I got a single cover counter (appropriately equipped) through the entire run. 

Sounds like something wrong with the Relm Life event hack.

Confirmed it myself on my own set of rom/patch, so it's definitely a thing. Cancel previous comment about encounter stuff, I was mixing shit up. 

So, Relm event and Zephyr Cape fix for RC9. Are we missing anything else?

  • Relm event
  • Hardcoded item index stuff (including Omega Weapon/Soul Sabre, etc)
  • Zephyr Cape and whatever else that needs fixin' with regards to hardcoded spell IDs after the rejiggering of the spell list
  • Interceptor can still interfere with Cover

All I can think of right now.

I need to update Cover Knight to fix a few things. Dog block shouldn't synergize with Cover, and in order to fix that, I need to poke into the Hit determination code and add some Cover checks there. While I'm at it, I might as well amend that code to properly halve Evasion when Covering rather than doubling attacker Hit Rate, and whatever else we agreed on in the Cover discussion thread.

I'll have time to work on that next week.

 

All physical attacks that rely on any sort of accuracy Miss in RC9. Magic works just fine.
Relm has life though. So that works. So does the Ultros fight, despite that.
Also, Strago's Lore's do not toggle on/off depending on if he has the MP or not. (He has less than 24 MP for Aqua Rake, but allows it to be used). According to Satarack, it is a Vanilla bug from when MP drops below the needed MP threshold from using an MP Crit weapon.

This may be related to Seibaby's cover fix: if I remember correctly, he changed something about hit detection when he made his fix to halve evasion while covering.

9 hours ago, Synchysi said:

There's a faulty branch at C2/232C that branches too far, it should be F0 17, not F0 1A. This is what causes physical attacks to always miss.

Not sure why you changed this... Leftovers from testing/debugging?

 

EDIT: here's a hotfix for now.

Brave New World: Stormtroopers vs. A-Team edition

Minor bug with equipping relics. Happens all the time with relics, but doesn't seem to happen with equipping armor.

Spoiler

unknown.png?width=501&height=282

equip a relic

unknown.png?width=501&height=282

goggles are now equipped, but the stats don't update and the relic doesn't show as equipped until you hit cancel or change screens

unknown.png?width=501&height=282

 

6 hours ago, seibaby said:

There's a faulty branch at C2/232C that branches too far, it should be F0 17, not F0 1A. This is what causes physical attacks to always miss.

Not sure why you changed this... Leftovers from testing/debugging?

Left over from trying to solve a patch conflict, I think.

http://synchysi.firefish.org/ff6p/BNW_v1.9-RC10.rar

RC10, game time displays as 0:00.

Also, Deschain's relic equip bug is in RC10.

Relic bug still exists, too. Looks like something in the menu screen got messed up with RC9, and my gut is telling me it's related to Y Relic Equip.

EDIT: the good news is that timed sequences seem to work properly. So the lack of a timer is a fun feature.

Confirmed that RC8 does not have the relic bug and does not have the timer bug, while 9 does, so the changes from 8 to 9 is what introduced both of them

4 hours ago, Nowea said:

RC10, game time displays as 0:00.

Also, Deschain's relic equip bug is in RC10.

Yeah, RC10 was just supposed to make the game playable by fixing the evade issue.

I'm hunting down the relic and timer problems now.

Quick update - I did find the offending patch, but I haven't had time to fix the problem. I'll try to get to it today so I can put out the next RC.

50 minutes ago, Synchysi said:

Quick update - I did find the offending patch, but I haven't had time to fix the problem. I'll try to get to it today so I can put out the next RC.

My hero <3

What patch is doing it?

http://synchysi.firefish.org/ff6p/BNW_v1.9-RC11.rar

4 hours ago, BTB said:

What patch is doing it?

Think's RNG patch, despite having not been touched in ages, was conflicting with another patch that also had not been touched in ages.

So yeah. Dunno how that happened, but the relic menu and game timer should both work in RC11.

That's weird. Hopefully I don't have to reverify that RNG patch. 

Doubtful. I just had to find a different block of free space at the end of C3 (of which there is plenty)

It appears that neither the spell condensing patch nor the random encounter patch is in RC11.

The random encounter patch is definitely in.

I'll have to hunt down the other one. I don't seem to have it. It also wouldn't surprise me if there were a few others missing - the status symbols one, for instance.

Why would you be missing the status symbols hack...?

Likely a result of the fact that I can't find it on my hard drive.

It was also mentioned a while back that it was missing from a previous beta.

You're talking about the hack that D sent you, right?

Should still be in your email history since you never delete anything.

Would you be able to confirm everything is in the next RC please?  It's really hard to test it if it's missing stuff. 

I'll do what I can, but so much stuff has been added lately that I've had no hand in (whether the decision or the implementation) that it's gotten difficult to keep track of.

Also, please confirm if you're Duffy Duck under that hood or not. It's been years and the suspense is killing me.

I can neither confirm nor deny that.

Status hack seems to be in the latest RC. Only thing missing is the condensed spell menu from what I’m hearing. 

I don't appear to even have the patch that condenses the spell menu. I imagine it got eaten by the demise of ID.

Remember how Smoke Bombs were killing undead characters.  Well something we overlooked was that smoke bombs weren't the only items that used Extra Effect FF as a "nothing" effect.  Nearly all the consumable items use it.

I just had Gau die from using a Green Cherry on him, and looked through the list of consumable items, and with a few exceptions (Elixir and Dried Meat, for example), nearly all of them used extra effect FF.

To recap, extra effect FF somehow applies the anti-undead effect to the items (I don't know the details, only that that's what's happening).  First noticed when Smoke Bombs killed undead party members, the solution was simply to change the extra effect ID to 00.

From what I can see, these are the currently affected items:

  • Spoiler

     

    • Tonic
    • Potion
    • X-Potion
    • Tincture
    • Ether
    • X-Ether
    • Phoenix Down (maybe, it might always miss because they're alive; but i'll test it)
    • Holy Water
    • Antidote
    • Eyedrops
    • Snake Oil
    • Remedy
    • Green Cherry
    • Phoenix Tear (same maybe as Phoenix down)
    • Red Bull
    • Slim Jim

     

     

So I heard you like condensed spell lists. Hopefully Synchysi can push out a new patch, but until then, you can apply this to RC11 to enjoy that sweet lack of empty slots in your spell lists. For good measure, I went ahead and edited all the consumables so they don't kill your undead characters anymore.

HasteX is causing sprite palette changes during its animation, where the top most character in the party goes gray.  Example:

Spoiler

Final Fantasy III (n, 1.9 RC11)003.png

 

Comparing HasteX animation data in earlier versions and vanilla; there's one byte difference between Vanilla and RC11.  Changing HasteX to match vanilla fixed the problem.  It appears that spells were recently rearranged.  HasteX was at a different index in 1.8.6, and was moved to be next to Haste in the spell list.  Slow was at that index, and the discrepancy between Vanilla and RC11 matches Slow's data.

It looks like HasteX's animation data didn't get completely copied over when it was relocated.

It is my opinion after having observed the latest RC in action that the random encounter patch should be omitted in future builds until it can be further tested independently (and preferably by someone familiar with ASM and a debugger handy).

So, summary of issues with the current patch:

-Spell condensing hack is missing (link to it has been provided earlier on in this thread)
-Quartrstaff/Doomstick patch is messed up (Seibaby?)
-Random encounter patch doesn't seem to work and I recommend removing it for further external testing
-Items may kill undead Gau (existing issue from 1.8; new ROM sent to Synchysi with a fix)
-Bug with the Soul Fire script (existing issue from 1.8; new ROM sent to Synchysi with a fix)
-Whatever the fuck this is: https://cdn.discordapp.com/attachments/160253567012306945/381173416067203092/Final_Fantasy_III_n_1.9_RC11001.png

Quote

Right, so the "h" on the bottom left corner of the status screen appears if you enter the Magic Menu.  It will keep showing up in the Status screen until you completely exit the menu.  I tested other menus (Esper, Blitz, Bushido, Lore, Items, etc.) to see if others cause the "h" to appear, but the Magic menu appears to be the only one that does it.

5 minutes ago, Satarack said:

Right, so the "h" on the bottom left corner of the status screen appears if you enter the Magic Menu.  It will keep showing up in the Status screen until you completely exit the menu.  I tested other menus (Esper, Blitz, Bushido, Lore, Items, etc.) to see if others cause the "h" to appear, but the Magic menu appears to be the only one that does it.

What versions does this exist in? It's weird enough that knowing exactly when it showed up is the best way we'll have to figure out what's causing it.

It's not in 1.8.6.  The earliest 1.9 RC I have is RC2 (IIRC RC1 was dead on arrival).  It happens in RC2.  Looks like it was introduced at the very start of the 1.9 beta.

I also have RC3, 4, 5, 8, 9, and 10.  I can check those as well, but since it was in both RC2 and RC11 I'd assume it's been in every RC.

http://synchysi.firefish.org/ff6p/BNW_v1.9-RC12.rar

Fixes:

  • Spell condensing hack included.
  • Quarterstaff/Doomstick patch included.
  • Random encounter patch removed.
  • Undead Gau should no longer be victimized by friendly item fire.
  • Soul Fire script fix.

The "h" thing isn't game-breaking, so I haven't looked at it yet. It'll be addressed for the next RC.

Spell condensing is working, but there's a weird bug with Gau's rages. I don't know if this is from using a save from RC11 (I patched RC12 onto a vanilla ROM and then used my RC11 save) but this is happening, and definitely didn't happen in RC11:

Spoiler

Gaurage1.png

Gaurage2.png

 

 

Gaurage3.png

Gaurage3.png

His Rage list on the Skills screen is a little messed up too. Not as messed up, the only thing that's repeating is Conjurer, so I'm not sure why Soldier/Bomb are also repeating in the battle menu.

Gaurage3.png

Also confirmed, both sets of rages are functionally identical. Choosing the Bomb at the top or the Bomb at the bottom both cause him to become a bomb.

I'm starting over a fresh save file (instead of a file from RC11) to see if it still happens.

Edit: Confirmed, started fresh file, got only Conjurer. Skills page and battle menu both have it listed twice.

Gaurage4.png

A minor error with Gogo's Status screen.  When using L or R to switch between characters, the EP needed for next EL from the previous character persists on Gogo's Status screen.

Spoiler

Gogo status screen.gif

 

EDIT:  This does not happen in 1.8.6.

I went out of bounds in Thamasa and softlocked.

Spoiler

 

 

I'm gonna call that one a feature >.>

Can you duplicate that?

I'm pretty sure I mentioned this to BTB way back, but I never did any out of bounds stuff with it.  I just knew you could still move around during the dialogue box.  This is probably as old as that cutscene.

It's not a very good feature.

I've duplicated it, it appears to happen every time with the cutscene.

I see the problem. It'll be fixed for the next RC.

Honestly, the only issue that concerns me is the rage list, and I'm betting anything it's tied to the spell condensing patch.

Yeah, I'm going to remove that as well for the next RC.

Did you confirm that the two were related?

Not yet, but I'm working under the assumption that they are.

I'm assuming it's a conflict with either Assassin's alphabetical rage patch (most likely) or D's rage menu hack. I've posted this in the thread on FF6Hacking so hopefully GrayShadows sees it and can offer some insight.

So is that Rage bug just a graphical error? Or are the duplicates taking up slots and preventing other Rages from showing?   

It's cosmetic up until the point that the duplicates start bumping actual rages off of the list.

I've already moved the spell condensing stuff to where we have free space in BNW. I guess I'll double check that.

Looking at the Alphabetical Rage patch, it looks like the conflict stems from overwriting the first 32 bytes of the alphabetised Rages data table at the end of C2. (calculateMPDeduction starts at C2/FAB0  and runs through C2/FAEF, the data table from Alphabetical Rage starts at C2/FAD0.) That could/would easily cause duplicate and mis-ordered entries in the Rage list in both battle and the field menu, because they both draw from that same table. 

Did you leave the print commands in the .asm file when you patched it on? If so, did you happen to notice what address it said it ended on?

I've moved it again and it doesn't seem to occur on any of my test saves (though I have none with even a moderately full rage list).

For the record, here's what I'm using now. We'll see on the next RC if it's still causing issues.

Quote

Replacement Function updated_4F08 starts at: c24f24
Replacement Function updated_4F08 ends at: c24f3c and used 24 bytes of space.

New function CondenseSpellLists starts at: c265ce
CondenseSpellLists ends at: c2661b and used 77 bytes of space.

New function CalculateMPDeduction starts at: c2676f
CalculateMPDeduction ends at: c267af and used 64 bytes of space.

 

The duplication issue seems to occur with even a minimal amount of rages, so that's a good sign.

Was asked to repost this from the Discord.

Doing a 1.9RC12 run in Phoenix cave and had a strange bug occur that I was able to duplicate. Got into a Side Attack with Cyan in the bottom right slot with 2 Revenants and 2 Witches. When the last Revenant died and death cast Raze on Cyan it would pop up a Reflect graphic then the game would lock up with music playing and no more animations. Occurred 3/5 times that I reloaded save state on the fight and got the death Raze to hit Cyan. It was suggested that it's related to Cover (Or a Wand swing from a dying Witch - Wand thing is broken too always miss-spams itself). Though Cyan is the only one that has a Cover item equipped and the target was himself. It didn't seem to trigger unless Cyan was the target and not all the time..

I also had this happen on 1st Lete river when Banon got a Reflect graphic then the game black screen locked with end of battle music playing. Was not able to recreate this as I did not have a save state. I repatched after that Banon one with a fresh rom and download of 1.9RC12 just in case (This was well before the Cyan one). Feel free to disregard this  Banon part because I could not confirm it was not a patch issue. Just wanted it down on paper in case it happens again or to someone else.

Quick summary of things that have changed on my end since the last RC:

• The "Leader" battle with Cyan no longer interrupts his theme
• Unchecked "can't run" from Mammoths
• The Demonsbane now does holy damage in addition to being anti-undead
• Fixed an error in the HasteX animation
• The Healing Shiv no longer teaches Cure
• Corrected a typo in the dialogue
• Corrected the Blizzard animation
• Adjusted the power of the Wind Slash/Aero sword procs

Glad to see Cure taken off of the Shiv.

Holy damage & anti-undead, huh? Sounds brutal.

jUYjFyj.jpg

A 4 day weekend seems like another fun time to do an atma weapon RTA.  Or my community meme play through of 1.9. Just saying.

DB1FE939-49AD-4205-8E07-EBEF0CF5F51B.png

I'm off work for two weeks starting Friday and am ready to make sure the next RC is Gau-rage-and-other-bugs-free!

http://synchysi.firefish.org/ff6p/BNW_v1.9-RC13.rar

Changes:

  • The "h" menu thing should be fixed, thanks to GrayShadows.
  • Gau's Rage list should work properly.
  • After examining Leo's gravestone in Thamasa, it should no longer be possible to walk around before closing the dialogue box.
On 12/15/2017 at 3:54 PM, BTB said:

• The "Leader" battle with Cyan no longer interrupts his theme
• Unchecked "can't run" from Mammoths
• The Demonsbane now does holy damage in addition to being anti-undead
• Fixed an error in the HasteX animation
• The Healing Shiv no longer teaches Cure
• Corrected a typo in the dialogue
• Corrected the Blizzard animation
• Adjusted the power of the Wind Slash/Aero sword procs

I didn't look at the issue where EP to next level was carrying over to Gogo's status screen (purely a visual bug). I'll cover that for the next release. So... around May-ish?

54 minutes ago, Synchysi said:

I didn't look at the issue where EP to next level was carrying over to Gogo's status screen (purely a visual bug). I'll cover that for the next release. So... around May-ish?

I lied: http://synchysi.firefish.org/ff6p/BNW_v1.9-RC14.rar

Preliminary testing has shown everything to be good so far. Gogo's screen looks correct, no issues with the Rage menu, and the in-battle spell menu condenses correctly.

So, @Synchysi, it was mentioned that the "ignores defense" property on flails is ignored when jumping, which according to Think may be due to the hack you have to remove the "throw" effect while jumping. Since the Gungnir hasn't had that property in ages, I would propose just removing that hack (assuming that it fixes the problem).

2 hours ago, BTB said:

Since the Gungnir hasn't had that property in ages, I would propose just removing that hack (assuming that it fixes the problem).

Could that make throwables proc on other characters when jumping via Palidor, or does that use a different routine for jumping?

It would make throwables proc from palidor, yeah. The animation wouldn't change, but the extra damage would be there.

So...we're going to have Boomerangs always Throw when Jumping for Mog, right? >_>

idgaf.jpg

Played through everything up to Fanatic's Tower. No bugs so far, except the following:

Specifically when using the X-Zone proc from the Doomstick, dead enemies still counter-attack. This happens whether they died from X-Zone, or whether they died earlier in the fight. So, for example, if you are fighting a pack of 2 Cerberus, you kill one on turn 1 with Doom, then a few turns later, you attack with a Doomstick and it procs X-Zone, both Cerberus will counter-attack from the X-dimension.

This does not happen with the actual X-Zone spell, just the rod proc.

Cerberus counter.png

Is it possible that it's just the one Cerberus counterattacking twice? They're double hitters, if I recall, just can't recall if they double hit as a spell counter.

I noticed a couple of really minor hiccups yesterday when playing through Locke's scenario that I didn't recall noticing before. Both were in the rich family's house — the first was a brief pause (maybe 0.5-0.75 of a second?) as I entered the drafty bedroom, and the next was right after that when I got downstairs. They almost seemed like they could have been music-related, as I think they coincided with the BG music transitions to and from the wind track. Playing on snes9x for Mac, if it matters. Not likely worth fussing over, but thought I'd put it out there anyway.

Stamina cover seems to be working.

Method: Changed Cerberus to be level 1 so it does 1 damage, put Regen on all characters so they were always at max HP.

Cyan with 81 stamina covered 54 attacks out of 150, or 35%

Cyan with 36 stamina covered 31 attacks out of 135, or 22%

 

Stamina counter seems to be working as well:

Cyan with 64 stamina countered 39 out of 50 attacks, or 78%

Cyan with 36 stamina countered 33 out of 57 attacks, or 57%

 

6 minutes ago, SirNewtonFig said:

Is it possible that it's just the one Cerberus counterattacking twice? They're double hitters, if I recall, just can't recall if they double hit as a spell counter.

I noticed a couple of really minor hiccups yesterday when playing through Locke's scenario that I didn't recall noticing before. Both were in the rich family's house — the first was a brief pause (maybe 0.5-0.75 of a second?) as I entered the drafty bedroom, and the next was right after that when I got downstairs. They almost seemed like they could have been music-related, as I think they coincided with the BG music transitions to and from the wind track. Playing on snes9x for Mac, if it matters. Not likely worth fussing over, but thought I'd put it out there anyway.

No, because it happens even when fighting a Cerberus and a Nastidon. If you kill the Cerberus early, then use an X-Zone proc on the Nastidon, the Cerberus still counters or uses Red Fang from beyond the grave.

The X-Zone Cerberus issue is due to D's rod-proc hack force-targeting the entire enemy party, including those that are already dead. Interestingly, X-Zone won't prevent counters if it hits something that's dead.

S.Figaro stuff during Locke's scenario is a known issue and has been since probably 1.5.

X-Zone not preventing dead enemies from counterattacking is strangely fitting.

Hmm, was planning to abuse Doom Rod Mogoon shenanigans for randoms weeping. Extra counterattacks will be frustrating. All the more reason to grab Terrato early I guess. (Running Terrato Sabin).

I just noticed in the Fidor/Trooper formations in the battle at Narshe that when the Trooper casts HasteX, Fidor might counterattack with Pounce. Comically, the Trooper might then respond with Bayonet.

I have tested every piece of cover, except Magitek and Charm. Here is what I found:

     Cover frequency affected by Stamina: Yes
    Cover disabled in back row: Yes
    100% Cover rate if target Near Fatal: Yes
    Cover is disabled if Golem is active: Yes
    Cover disables Defend: Yes
    Bug: Defend stance isn't reset (graphical only): Yes
    Cover disabled on KNIGHT'S status:
        Blind: Yes
        Berserk: Yes
        Image: Yes
        Magitek: Untested
        Muddle: Yes
        Sleep: Yes
        Death: Haha, yes
        Stone: Yes
        Zombie: Yes
        Clear: Yes

    Cover disabled on TARGET'S status:
        Image: Yes
        Magitek: Untested
        Death: Yes
        Stone: Yes
        Zombie: Yes
        Clear: Yes
         
    New behaviour of Smart Cover, in order of priority:

    Attack initiated via player input: Disabled (yes)
    Attacking self while Muddled: Disabled (yes)
    Attacking self while Zombied: Disabled (yes)
    Attacking self while Charmed: Disabled (Untested)
    Attacked by teammate with a healing weapon while Muddled: Disabled (yes)
    Attacked by teammate with a healing weapon while Zombied: Disabled (yes)
    Attacked by teammate with a healing weapon while Charmed: Disabled (Untested)
    Attacked by teammate with absorbed/nulled element while Muddled: Disabled (yes)
    Attacked by teammate with absorbed/nulled element while Zombied: Disabled (yes)
    Attacked by teammate with absorbed/nulled element while Charmed: Disabled (Untested)
    Attacked by Muddled teammate: Enabled (no)
    Attacked by Zombied teammate: Enabled (yes)
    Attacked by Charmed teammate: Enabled (Untested)

So, basically, the only thing that was not working as intended is the following:

When a muddled ally attacks a non-muddled ally, then the knight is supposed to block it. However, the knight will only block it if BOTH the attacker and defender are muddled, and will not block it if only the attacker is muddled! So it's the opposite of the intended behavior. But only in that case. Everything else, as far as my testing shows, is working as intended.

Exceptional quality testing, @Deschain. I'll look into the Muddle issue.

 

Oh, and...

Quote

Bug: Defend stance isn't reset (graphical only): Yes


:alone:

(I'm just going to assume that means "yes, it's fixed!")

So, I've officially called the current RC 1.9 official. I'll put up a new version with the proper version number when it releases, otherwise feel free to continue using the RC.

Do you want to fix this?

On 12/27/2017 at 11:01 AM, SirNewtonFig said:

I just noticed in the Fidor/Trooper formations in the battle at Narshe that when the Trooper casts HasteX, Fidor might counterattack with Pounce. Comically, the Trooper might then respond with Bayonet.

I think a quick test of the jump ignore defense change is in order as well.

I don't have any free space to fix it, plus the idea of abused animals turning on their owners kind of amuses me.
As for the jump/defense thing... that's just one of D's hacks you have to remove, yeah?

Yeah, that's a known issue. Animation errors like that are a royal cumtwat to track down since they're some weird combination of spell index, enemy sprite, and fucking voodoo.

No, I'm not removing it. Just modifying it.

Are you going to modify it to retain disabling boomerang throws on jump or something?

I want my boomerang throws on jump.

I actually kinda want boomerangs to always throw on jump. >_> It gives Mog a legit reason to jump with boomerangs. <_<

Yeah, removing that hack entirely instead of modifying it would (in theory - unless there's something that Synchysi knows that I don't) result in that behavior.

We'll get Throw on Jump, but we won't get always Throw on Jump. >_> Oh well. Shame Gungnir doesn't Throw anymore; I liked Throw Jumping with Gungnir.

I simply don't have any interest in further delaying 1.9 over something so trivial. If removing D's hack will result in the desired behavior, I say let's test it real quick and be done with it. If not, I really have no qualms putting it on hold and dealing with it whenever someone figured out how to make the Atma/Omega Weapon respect Jump.

Oh, I agree completely.

http://synchysi.firefish.org/ff6p/BNW_v1.9-RC15.rar

Only change is that weapon effects should no longer be ignored when jumping. Should be a small, simple fix, but I've had enough of those go wrong to want a bit of testing on this one before deploying it.

Did you just remove D's hack or did you end up modifying it?

Just modified it. It was part of a greater hack dealing with the blind status while jumping, so I couldn't just remove the whole thing.

Hmm... I didn't think disabling throw procs on jump was part of that hack. The blind jump hack was pretty recent, but we disabled throw on jumping AGES ago... unless I guess that wasn't the actual problem.

They got rolled into the same hack since they modify the same function.

Man eater: doubles damage against humans while jumping

Zantetsuken: cleave still happens while jumping

Monet Brush: jumping heals and casts shell on the enemy

Switchblade: steal happens while jumping

Boomerang: does 3x damage against flying enemies while jumping, but this does NOT stack with the 1.5x damage from jumping. That is, if a Boomerang Fight does 200 damage, and a Boomerang Fight Throw does 600 damage, the Boomerang Jump will do 300 damage, and the Boomerang Jump Throw will still do 600.

After testing from Deschain we confirmed the following with throw + jump:

A non throw proc with a jump is a 1.5x modifier.

A throw proc with jump is a 3x modifier as if the weapon was thrown (vs floating) but it did not get the jump modifier.

The same occurs with a non floating enemy except it’s 2x as if the weapon was thrown.

Also there’s an animation bug with jump + throw proc vs non floating enemy:

Deschain:

basically when it's doing the throw animation against a non-flying enemy, instead of doing the "return jump" animation, he does the throw animation... from where his sprite usually is on the battlefield

so he just never does the returning jump animation

 

15 minutes ago, Mishrak said:

Deschain:

basically when it's doing the throw animation against a non-flying (?) enemy, instead of doing the "return jump" animation, he does the throw animation... from where his sprite usually is on the battlefield

so he just never does the returning jump animation

 

 

This happens against all non-flying enemies, but does not happen against flying enemies. So it ends up with an invisible Mog on the battlefield. He can still attack and be attacked, and he can even do the blocking animation, but his sprite isn't there. If he then Jumps again and gets a non-throw, his sprite will return.

That's enough to convince me to re-institute stripping weapon effects from jump attacks. If BTB is fine with that, I should be able to put out 1.9 proper tomorrow.

Ice rod/fire rod/quarterstick are all working, as is fire sword, but doomstick doesn't appear to be using X-Zone anymore, just Doom. I've hit 18 Doom procs in a row, and 0 procs of X-Zone

Did the doomstick / quartrstaff hack get left off again?

Never mind it’s working fine. 

3 hours ago, Synchysi said:

That's enough to convince me to re-institute stripping weapon effects from jump attacks. If BTB is fine with that, I should be able to put out 1.9 proper tomorrow.

Yeah, just toss it back on and let's ship it out.

We ran into a couple of last second issues that needed to be resolved so it's a few days late, but I just sent 1.9.0 to BTB for full release.