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Romhacking => Personal Projects => Topic started by: PowerPanda on June 01, 2021, 10:05:49 PM

Title: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 01, 2021, 10:05:49 PM
PROJECT PAGE: http://www.romhacking.net/hacks/5997/ (http://www.romhacking.net/hacks/5997/)

After 4 years of development, detailed on FF6hacking.com, I am nearing completion and release of Final Fantasy VI: Divergent Paths. Beta versions of this patch have been played by several members of the community, and a Let's Play was even streamed of the beta version. I am posting here to let people know of the imminent release, and to give a forum for asking and and answering questions about the project.

First off, what is Divergent Paths, in bullet point format?

What is it not?

Here are a few screenshots from the game: https://imgur.com/gallery/N8F7o61 (https://imgur.com/gallery/N8F7o61)
And here is a video where I explain in further detail what to expect from this hack. It is part of a playlist of my developer's commentary through the World of Balance: https://youtu.be/ok7fvgVEkzw (https://youtu.be/ok7fvgVEkzw)

Below is the text of the intro video:
Another day, another Final Fantasy VI hack. Why should Divergent Paths be any different than the others?

Divergent Paths is, at its heart, a re-arrangement of the story of Final Fantasy VI. Many people forget what games were like in the 90s. When Squaresoft released FFVI, they had no idea that it would become one of the most beloved games of all time. They had just one year to make the game and get it out the door, and there is evidence in the code that the production schedule got the better of them. Adding the final layer of polish to the story... re-arranging content to flow better and enhance character development... such things were not possible.

The inspiration for Divergent Paths comes from another famous 90s JRPG, Lunar: The Silver Star. When the game was ported from Sega CD to Sega Saturn, the original development team was given a chance to not just port it, but revise it. They took the opportunity to fix what they thought the two most glaring parts of the story were: Luna's lack of presence, and Ghaleon not being sympathetic. So, when they came to the scene where Luna bids farewell to Alex and Ramus at the dock, they rewrote the scene to have her jump aboard the boat at the last moment. From that one small change, much of the rest of the plot fell into place.

What changes would be made to Final Fantasy VI if Squaresoft had been given the same chance? Divergent Paths is the answer to that question. It begins with a simple change. Edgar, reunited with his brother after years apart, sees Sabin knocked off the raft, floating down the river. He doesn't wave goodbye... he does what any sane brother would do: jumps in after him! Thus begins a series of small changes to the familiar events of FFVI that make each beat of the story more in service of its beloved characters. The small changes cascade upon each other, peaking with a very different series of events in Thamasa. Everyone's favorite general survives the attack, and is given a chance at redemption. Even in the World of Ruin, the echoes of the events are still felt, leading to several changes that close off many characters' arcs in a more satisfying way.

Leo surviving in Thamasa will immediately draw comparisons to the famous "General Leo Edition". Divergent Paths owes a debt of gratitude to this earlier mod. FedoraJoe showed that the best way to get Leo on your team was not to revive him, but to change events to keep him alive. However, Divergent Paths has several key differences. First, no characters are demoted to guest status. Leo is added as a fully-playable 15th character, and Shadow remains playable. There's even a 16th character hidden somewhere in the World of Ruin, allowing for a complete roster.

Second, Leo has a fully fleshed-out character arc that is interwoven with other characters. By repurposing existing content that was not tied to any specific character (like the Wounded Soldier sidequest), and stitching it together with a handful of brand new key scenes, Leo becomes as central to the plot as any other main character.

While story is the main purpose of Divergent Paths, it is not the only change. In addition to the added playable characters, it includes almost every bugfix released, and utilizes dozens of other small improvements made by the community to make the game play smoother than ever before. This includes 1 new Esper, 10 new spells, and a lower random encounter rate to smooth out the pacing and keep the players on their toes without altering the base difficulty of the game. Divergent Paths even includes a new song, composed by William Kage, to add to the soundtrack. Each change has been tested wholistically with all of the others to ensure that it never stops feeling like the Final Fantasy VI that you know and love.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on June 01, 2021, 11:24:46 PM
when this goes live i'd be willing to do a hack showcase stream showing off the redesign of the 3 "divergent paths."
Title: Re: Final Fantasy VI: Divergent Paths
Post by: ZE on June 02, 2021, 09:07:41 AM
i wish square'd do something like this.....

remake the game, with all the same content, but add in a few changes based off ingame choices.  Edgar could either be confident in his brother's survival, or have genuine worry to the point where he makes an attempt to rescue him based off ingame choices or seeing an otherwise hidden scene. 

not just that, but also things like actually being able to save locke's girl, or leo as in this, a huge stretch would be being able to save Owain as it is a catalyst for the inclusion of Cyan, but who knows.

i'd buy that for a dollar
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 02, 2021, 09:56:46 AM
Quote from: kaine23 on June 01, 2021, 11:24:46 PM
when this goes live i'd be willing to do a hack showcase stream showing off the redesign of the 3 "divergent paths."

I'd love for you to do that. You may also want to stream the events from the Cave to the Sealed Gate to the end of the Thamasa events, as that is where the bulk of the other storyline changes from the World of Balance take place. There are plenty of chagnes in the World of Ruin as well, but as the WoR tends to be piecemeal due to the game structure, it's harder to pinpoint a section that should be streamed.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on June 02, 2021, 01:56:13 PM
Once this goes live i can start prepping for it. Normally I'd just play it on my own till i get to those spots, or get save file(s) at those points from one the devs and stream from there, then do my review on my blog (been doing that for ff4 ultima).
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 05, 2021, 04:56:41 PM
In my playthrough, I have made it to the World of Ruin, where I am re-recruiting all of the characters. This part of the game has been tested recently and extensively, so I'm hopeful that it'll be smooth sailing right to the end.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Vanya on June 05, 2021, 11:53:39 PM
Sweet! I remember when you posted this on FF6hacking.
Been looking forward to it.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on June 09, 2021, 08:53:23 AM
so the one live on the site is the full hack?
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 09, 2021, 09:39:11 AM
Quote from: kaine23 on June 09, 2021, 08:53:23 AM
so the one live on the site is the full hack?

It's the open beta. I'm fixing bugs that are reported and ones that I find in my own full playthrough, and posting weekly-ish updates. I just found another bug this morning, where the Purify spell is not selectable in the menu. That being said, the version on ff6hacking.com is fully playable from start to finish.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: andrewclunn on June 12, 2021, 01:56:29 PM
I had a weird glitch occur when a trooper reached Bannon in the Narshe conflict.  Let it happen again, and nothing went wrong.  Wondering if maybe it's a specific trooper that caused it.  Will report back later, but trying to recreate.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 12, 2021, 05:29:17 PM
Quote from: andrewclunn on June 12, 2021, 01:56:29 PM
I had a weird glitch occur when a trooper reached Bannon in the Narshe conflict.  Let it happen again, and nothing went wrong.  Wondering if maybe it's a specific trooper that caused it.  Will report back later, but trying to recreate.

Can you describe the glitch? Did the background start scrolling? Did something just freeze? Did you get garbled graphics? Knowing this will allow me to more quickly find the issue.

As a general update, I am going to start Kefka's Tower within the next hour or so. I've been fixing up bugs as I go, and we're probably a week out from the full release!
Title: Re: Final Fantasy VI: Divergent Paths
Post by: andrewclunn on June 14, 2021, 11:43:57 AM
I had a party standing right by the spot as a guard so that if anyone were to reach Banon, they'd have to fight that team first.  Somehow the game over sequence fired off first.  I thought, "huh, did the priority change form the normal game?"  So I did a similar set up and it worked without a hitch.

EDIT -
I am trying this multiple ways with fast forward and a game sharked out team to try and see if it's a particular soldier / subset for which the rules work differently.  But I need a block of time free to make sure I check all instances, which I likely won't have until Wednesday.

June 16, 2021, 10:35:27 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Okay, try as I might, I cannot recreate the bug, so perhaps I am just nuts and didn't position my character where I thought I had?  That said I have played through the first section (up to the Narshe conflict) numerous times now and have two bugs and one typo fix to report:

With Cyan when fighting Kefka in the Narshe battle once he had done a retort, dispatch suddenly changed, and now #1 would have him fire off a retort instead of a dispatch at Kekfa.  MUCH more powerful.  Not sure if intended, but this effectively makes getting one counter, then just spamming #1 with Cyan super broken OP.

Also with Cyan, the bracers.  I could not equip two weapons at once.

The last is an original script statement that should be updated.  When the ghost leaves it says, "shall we be off" because there might have been two ghosts in your party.  Now it's always only going to be one, should consider changing that to shall "I" be off.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 17, 2021, 10:07:29 AM
The issue with Banon sounds like something I don't need to look into. Cyan is only able to use the Bracers with a handful of weapons--none of the Katanas can be dual-wielded. the "Shall we be off" is an awkward line from the original script, as it's never clear who is saying it. However, I don't plan on changing it at this moment. I'm hoping someone merges my changes with a retranslation sometime in the future.

The Cyan bug is something I'll look into. Thanks for reporting it! EDIT: Not able to reproduce this. Bushido is working as it should on my master version.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Vanya on June 18, 2021, 11:01:10 AM
Is the hack still compatible with any of the editors?
Just wondering because there are some simple changes I always like making to my personal copies.
There are also, some enhancement patches I like using, are those still compatible? Specifically, patches that change how commands work.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 18, 2021, 10:17:49 PM
Quote from: Vanya on June 18, 2021, 11:01:10 AM
Is the hack still compatible with any of the editors?
Just wondering because there are some simple changes I always like making to my personal copies.
There are also, some enhancement patches I like using, are those still compatible? Specifically, patches that change how commands work.

Possibly, but I don't claim compatability. You'd need to use an IPS checker to see if they conflicted. That being said, I have made several edits to commands to make them work better. You may want to play first to see what you need.

I'm setting a release date of Sunday the 20th, 2 days from now. I am trying to get documentation together over the weekend.

EDIT: I forgot to note this, but the patch remains compatible with editors. You can view all of the info in ZoneDoctorCE, and make edits in FF3usME and FF6LE.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Shinespark on June 19, 2021, 11:55:59 AM
Ok, I'm gonna try to beat the game tonight. Got all the characters, just gotta raid FT and KT.
I gotta say, Gau learning rages immediately has been a blast and he hasn't left my party the whole time. How long did that feature take to make?
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 19, 2021, 06:43:45 PM
Quote from: Sarah Shinespark on June 19, 2021, 11:55:59 AM
Ok, I'm gonna try to beat the game tonight. Got all the characters, just gotta raid FT and KT.
I gotta say, Gau learning rages immediately has been a blast and he hasn't left my party the whole time. How long did that feature take to make?

That was incorporated from a different patch, here: http://www.romhacking.net/hacks/1371/ (http://www.romhacking.net/hacks/1371/)

There is another version of this from SilentEnigma that allows you to Leap anywhere, removing Gau from the battle but learning the Rage anyway. However, as you know from playing, I needed Gau to have an open slot on his command list for him to learn Fight. Anyway, thank you so much for your notes as you played through. They really helped me finish strong.

I have just submitted the final version of the patch to RHDN. It should be posted within a couple of days.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Shinespark on June 19, 2021, 07:47:20 PM
Congratulations! Glad I could be of service  :beer:
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on June 19, 2021, 11:26:42 PM
woohoo!!
Title: Re: Final Fantasy VI: Divergent Paths
Post by: 8.bit.fan on June 20, 2021, 12:37:17 AM
Hi there,

Just want pop in here to say congratulations!
I've been quietly following this project and anticipating its release. Looks like it's finally here! I'll definitely be checking this out!

Thanks for your hard work! Being able to play Leo is going to be awesome!

Cheers!! :beer:

8-bit fan
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on June 20, 2021, 11:18:37 PM
how do I fix this in the menu screens in snes9x?
https://ibb.co/Q6VcB67 (https://ibb.co/Q6VcB67)
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 21, 2021, 05:32:10 PM
It looks like you have background layers 1 & 2 turned off on the emulator. Check your hotkeys to see what button you have assigned to toggle them on/off. The defaults on v1.6 are the number keys 1 & 2.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Red Soul on June 21, 2021, 10:16:53 PM
FF6 is one of my favorites, and this pretty much a bugfixed and expanded version of it, so what's not to love?
Congrats on your release!
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on June 22, 2021, 10:38:34 PM
oh this looks great! i'm doing a showcase of this tonight i hope!
Title: Re: Final Fantasy VI: Divergent Paths
Post by: aml435 on June 24, 2021, 01:35:17 AM
Any chance of this one day having the uncensored graphics from the Japanese version?
Or compatibility with either the Total Graphics Uncensorship hack or the Ted Woolsey Uncensored Edition?

Just starting out playing through this one, but it'd be nice to one day have the best of both worlds.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 24, 2021, 08:58:49 AM
Quote from: aml435 on June 24, 2021, 01:35:17 AM
Any chance of this one day having the uncensored graphics from the Japanese version?
Or compatibility with either the Total Graphics Uncensorship hack or the Ted Woolsey Uncensored Edition?

Just starting out playing through this one, but it'd be nice to one day have the best of both worlds.

If you check the manual, I give people permission to use Divergent Paths as a basis for their own project. I actually used the uncensored graphics in an earlier version of this patch (unreleased), but the more I played with them, the more I found I actually preferred the censored versions, particularly with Siren. I find them to be more tasteful from an artistic standpoint. This carries over to the script changes. The Nikeah barmaid especially stands out as a scene where the censored version is better. I recognize it's personal opinion though, so if someone wants to make an uncensored version, go for it.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: andrewclunn on June 24, 2021, 11:41:30 AM
It seems odd that Leo is able to learn magic (even from magicite), considering the templar mythos you expand upon here.  There are several different ways to address this, but everything else you've done appears to improve upon the world building and character development of the cast.  This inconsistency just sticks out to me a bit.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 24, 2021, 12:20:42 PM
Quote from: andrewclunn on June 24, 2021, 11:41:30 AM
It seems odd that Leo is able to learn magic (even from magicite), considering the templar mythos you expand upon here.  There are several different ways to address this, but everything else you've done appears to improve upon the world building and character development of the cast.  This inconsistency just sticks out to me a bit.

Magicite is very different than a Magitek Infusion. I think all of the main cast would have refused the infusion, even Celes if she had been awake. The Magicite, however, was gifted to the party, and for a man like Leo, that makes all of the difference. Him being a Templar is not mutually-exclusive to him using magic; it was his way of matching the power of a Magitek Knight without having to get the infusion. There's also the gameplay to think of. Having Leo not learn magic would have been pretty lame.

I mean, at least I didn't kill the worldbuilding by HAVING YOU FIGHT AND KILL LEVIATHAN TO GET HIS MAGICITE like they did in the Advance and Mobile Ports. :banghead:
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on June 24, 2021, 03:26:26 PM
had a very successful stream last night showing off the new 3 scenarios and the changes with kefka in Thamasa. Review on my blog going live tomorrow.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Shinespark on June 24, 2021, 06:32:37 PM
Quote from: PowerPanda on June 24, 2021, 12:20:42 PM
I mean, at least I didn't kill the worldbuilding by HAVING YOU FIGHT AND KILL LEVIATHAN TO GET HIS MAGICITE like they did in the Advance and Mobile Ports. :banghead:
Although, I imagine it'd be really badass to fight Bahamut for HIS magicite instead of Doom Gaze. First in 4 games that you don't have to fight him. But yeah, Leviathan deserved more than that.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 24, 2021, 09:03:27 PM
Quote from: kaine23 on June 24, 2021, 03:26:26 PM
had a very successful stream last night showing off the new 3 scenarios and the changes with kefka in Thamasa. Review on my blog going live tomorrow.

It was fun to watch. Though if you're going to write a review, you should start from the save file that is right outside of the sealed gate. There's a lot of new stuff from there all the way through the end of the World of Balance.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on June 25, 2021, 12:10:20 AM
oh wow you were there! video going to yt tomorrow along with review going live sometime tomorrow also. I'm gonna have to check that out myself now! I was also trying not to spoil all the changes between the stream and review.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Rodimus Primal on June 25, 2021, 12:21:51 PM
Congrats on all of your hard work PowerPanda! This looks to be a lot of fun to try out FF6 in a new way. Adding new storylines and features sounds awesome. I wonder if your efforts might entice the community to add things that the GBA version has (Espers, dungeons, Bestiary, etc).

I've seen a lot of people talk about combining our projects and that does sound cool too. If it were done, was there a lot of text changes to Divergent Paths to the base translation or was it just the parts that expanded the story?
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 25, 2021, 12:40:15 PM
Quote from: Rodimus Primal on June 25, 2021, 12:21:51 PM
Congrats on all of your hard work PowerPanda! This looks to be a lot of fun to try out FF6 in a new way. Adding new storylines and features sounds awesome. I wonder if your efforts might entice the community to add things that the GBA version has (Espers, dungeons, Bestiary, etc).

I've seen a lot of people talk about combining our projects and that does sound cool too. If it were done, was there a lot of text changes to Divergent Paths to the base translation or was it just the parts that expanded the story?

I was able to add Leviathan, Flood, and Graviga from the GBA version. Leviathan is not gained by battling him though. See my lore rant above. I had ideas for implementing Valor, but it's far more complicated than just adding a new spell.

The dungeons are no problem on an expanded rom, but the extra Espers and Enemies will require expanding the data tables to include them. I got around this in DivergentPaths by creating space elsewhere. For example, Leviathan is actually written in Raiden's spot, and Raiden is not in the game (I merged him with Odin). The 4 new enemies were created by combining other enemies together (Soldier/Grunt and Cadet/Templar were combined, as they are almost identical, and the invincible Guardian was removed from the game. This created space for 3, and the 4th was put in over the top of Czar Dragon).

For the items, I don't even know how you would accomplish it, as the item ID is currently a 1-byte identifier, allowing for a max of 255 items. More items means changing to a 2-byte identifier, which is a nightmare I don't want to consider.

For combining our scripts, it's not too hard. Notepad++ will allow you to compare 2 text files to find differences. So you use that function to just skip straight to the lines that need to change, and you keep running it until it finds no differences. You are more than welcome to do that and release it as an addendum to DivergentPaths. I had originally done it myself, just for the script, but I decided I didn't want to get into the endless battle that is which translation to use. I would leave that to someone else if they wanted to, and just stick with the original. Note that I am aware of at least 2 people right now who are planning to merge DivergentPaths with a retranslation. One is doing an original rewrite, and one is trying to put in the GBA script.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on June 25, 2021, 01:00:18 PM
using the new esper/magic system from BNW would be dreamy. I'd happily help playtest that.

and my review on my blog is out:
https://kainetertainment.home.blog/2021/06/25/rpg-hack-showcase-final-fantasy-6-divergent-paths-snes/
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 25, 2021, 01:17:18 PM
Quote from: kaine23 on June 25, 2021, 01:00:18 PM
using the new esper/magic system from BNW would be dreamy. I'd happily help playtest that.

To be clear on this. Barring any game-breaking bugs, I am finished with Divergent Paths. I've been working on it for 4 years, 5 months of which were an open beta where I accepted suggestions and improvements. I made a big push in the past 6-7 months to complete it, and it meant loosing a lot of sleep that I couldn't really afford to lose while I juggled 2 jobs and 4 kids. I am very proud of how it turned out, but I won't be taking on any projects of this scale for quite a while.

I am open with people using it as a basis for further hacks. If others want to merge it with Brave New World's battle system, or with TWUE or another script, I consider it a badge of honor. It means my work inspired you to want to put your mark on it, and that is awesome. I will answer questions where I can, but I will not be a member of the project.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on June 25, 2021, 01:25:53 PM
Quote from: PowerPanda on June 25, 2021, 01:17:18 PM
To be clear on this. Barring any game-breaking bugs, I am finished with Divergent Paths. I've been working on it for 4 years, 5 months of which were an open beta where I accepted suggestions and improvements. I made a big push in the past 6-7 months to complete it, and it meant loosing a lot of sleep that I couldn't really afford to lose while I juggled 2 jobs and 4 kids. I am very proud of how it turned out, but I won't be taking on any projects of this scale for quite a while.

I am open with people using it as a basis for further hacks. If others want to merge it with Brave New World's battle system, or with TWUE or another script, I consider it a badge of honor. It means my work inspired you to want to put your mark on it, and that is awesome. I will answer questions where I can, but I will not be a member of the project.

You've done an amazing job PowerPanda and I salute you.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: atlanta40 on June 25, 2021, 02:28:10 PM
Hi Powerpanda.  First off, thank you for all your hard work as this is absolutely wonderful.  So far I've found one issue that I'm not sure you're aware of.  In the WoR at Owzer's house in Jidoor, if you attempt to read the letter on the floor near the front door, it freezes the game forcing a reset.  I tried it several times and get the same result.  I just skipped over it and soldiered on.

I'm playing this rom hack on a 1.0 SFC rom file on a SD2SNES if that helps any.

If I come across anything else then I'll post it here.

Other than that, it plays great.  Such a great job!  :)
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 25, 2021, 08:26:12 PM
Quote from: atlanta40 on June 25, 2021, 02:28:10 PM
Hi Powerpanda.  First off, thank you for all your hard work as this is absolutely wonderful.  So far I've found one issue that I'm not sure you're aware of.  In the WoR at Owzer's house in Jidoor, if you attempt to read the letter on the floor near the front door, it freezes the game forcing a reset.  I tried it several times and get the same result.  I just skipped over it and soldiered on.

Did you start playing the game on one of the non-final versions, like RC1? I can't figure out how that letter is showing up for you, since the event where you read it in the WoB:
1. Is required for progression, and
2. Deletes the letter.

You would have had the same problem in the original version, since that event requires Locke and Celes in your party.

EDIT: SOOO sorry. You are right. The letter reappears if you exit and re-enter Owzer's house. I have fixed it, and that is a big enough bug that it will warrant a 1.1 version. Sigh. I was hoping to avoid that. I'm not going to release it quite yet because I will take the opportunity to fix a couple of small things first.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: atlanta40 on June 25, 2021, 09:21:28 PM
Well you've worked hard enough I'm sure you could definitely use a break.  I would just make a notation letting players know to just skip it and all is well until you get around to fixing it.  That's what I did and I'm far past it now with zero issues.  Actually doing the Cursed Shield grind at the moment with the new playable character now that I got all his armor pieces. :)
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on June 27, 2021, 04:10:24 PM
Thanks Atlanta. After sitting down yesterday trying to figure out how to fix these various bugs, that's exactly what I decided to do. I am going to take a break for a few weeks before looking into any bugs. I just need to rest. For now, here is the list of known issues:

1. The Letter in Owzer's house re-spawns and causes a softlock. (Fixed in the master copy) For now, just ignore the letter upon subsequent visits.
2. Some characters freeze in a pose during events - this is actually the same thing as the Mog sprite glitch, and I have no idea what's causing it. A better hacker than me will need to take a look, I'm afraid. It doesn't affect the gameplay, but if you run into it, just load from a save or rewind (if using an emulator).
3. Strange behavior with Tools. This was reported by Leqesai, and then Gi Nattak figured out a way to reproduce it. There is some sort of memory leak when using breakable tools that comes to a head between 13-16 uses. It will add glitched items to the inventory, and cause your next tool to break without displaying a message (even unbreakable Tools!). This needs a thorough investigation. For now, just limit your breakable tools to 12 times or less per battle. I know that's not ideal.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: atlanta40 on July 03, 2021, 04:12:22 PM
Hey I found another issue I'm not sure you're aware of in the Fanatics Tower in the WoR.  At the top after you get the offering and go back out side, it soft locks when the fanatics all come up.  It says Kefka's treasure, return it now and it just locks up exactly like Owzer's house.  Guess I'm completing the game without the Offering.  Bummer.  :'(
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on July 03, 2021, 09:08:12 PM
Quote from: atlanta40 on July 03, 2021, 04:12:22 PM
Hey I found another issue I'm not sure you're aware of in the Fanatics Tower in the WoR.  At the top after you get the offering and go back out side, it soft locks when the fanatics all come up.  It says Kefka's treasure, return it now and it just locks up exactly like Owzer's house.  Guess I'm completing the game without the Offering.  Bummer.  :'(

This didn't come up in any of the playtests, including my own. Try a different party and see if it works. You can use the Moogle Charm to get right to the top. I'll take a look when I'm done with my break.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: atlanta40 on July 04, 2021, 12:59:37 AM
Hey Powerpanda.  Okay, I took your advice and looked at my party.  It originally consisted of Terra, Celes, Locke and Leo.  I removed Leo, went in with the those three and the bug went away.  So it appears to be Leo related.  I haven't tried it with Kappa yet.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: DeathlesSNESs on July 04, 2021, 05:46:28 AM
Hello, I see you are taking a break from working with this project, but in the meanwhile just wanted to report a couple of bugs/glitches I found while playing.

First it was in the three scenario selection screen. Not sure if this happens to everyone, but that's how the Mog's sprite looked for me the first time:
(https://i.imgur.com/e5xzISM.png)
Not a serious glitch because it breaks nothing; the selection screen works as intended regardless. And once you complete one of the scenarios the second and third time the sprite looks fine, no glitches.

The second is a more serious one, thought. It happens in the Imperial Camps in the Sabin & Edgar scenario. There are some tiles in a left corner where you may get stuck in and, when this happens you can't move anywhere, no matters what direction you press. I recorded a short video and converted to gif to show this.
(https://i.imgur.com/gF5h69R.gif)
Maybe a problem with a tile's passability? I never tried hacking this game but it probably wouldn't be extremely hard to fix the map or the tile's properties. And it's easy to avoid when you are aware of it: just be careful when moving to certain tiles on this map.

Now I'm in the "Terra is fled to Zozo" part, and really enjoyed the hack so far. If I find any more bug or glitch or whatever I'll report here if that's okay.

Thanks for the hard work and have you a well deserved rest :)
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on July 05, 2021, 02:46:26 PM
Thanks for the short video. That made it immediately clear. That tile had a wonky colission on it. It was an easy fix.

For the Fanatic's Tower, it's actually a glitch that has occurred elsewhere too. Having characters 14 (Leo), 15 (Kappa), or 16 (Umaro) in your party causes the 17th NPC on a map to not create correctly. On this map, that just happens to be the Magimaster. I would love to fix the source of that glitch, but to mitigate it, I have switched the Magimaster to be NPC #1, and have made NPC #17 one that does not need to appear. So if you come to this map with Leo, Kappa, or Umaro, you'll get 1 less fanatic, but it will otherwise work as normal.

I'm seeking some expert help on the Tools glitch, and then I'll release v1.1.

Also, since these questions are everywhere, let me address a couple of things:
1. There are only 2 rages that changed. Stray Cat and ChickenLip. Both were changed because my changes to Gau made them overpowered (like, 1-shotting WoR bosses overpowered). NO OTHER RAGES HAVE CHANGED, AND I WILL NOT BE PROVIDING A GUIDE ON THIS.
2. A few Colosseum items have changed, mainly surrounding the Imp's Armor, since the Imp's Armor is now necessary in a sidequest. The Cat Hood can be obtained by wagering a Back Guard or Gale Hairpin. The Imp's Armor just goes in a loop.
3. The Illumina CANNOT be obtained from the Colosseum. The Excalibur takes its place, should you try to wager a Ragnarok. There is another way to obtain the Illumina. If you want it spoiled for you, check the Spoilers folder for the text file labeled "Gaining the Illumina".
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Ballz on July 06, 2021, 02:11:12 PM
I don't remember if it was in the original translation or not, but there's a typo in the description for the True Knight relic: it says "memebers" instead of "members".
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on July 08, 2021, 10:21:52 PM
Thank you everyone for your encouragement, your enthusiasm, and your patience. I had hoped that 1.0 would be the final version of this hack, but there were 3 bugs big enough to warrant a 1.1. It has been submitted, and is awaiting approval by the mods.

Here is the changelog.

MAJOR FIXES
* The breakable tools had 2 bugs. The first was that their actual rate of breakage was 1 in 8. This has been changed to 1 in 32. The second was that using Tools 12 or more times in a battle could cause the item buffer to overflow, adding garbage items to your inventory, and causing any Tools used after that (even unbreakable tools) to be removed from your inventory. This was discovered to actually be a bug in the vanilla game that had a very low chance of occurring. Thanks to a herculean effort involving Subtraction, Gi Nattak, Serity, Seibaby, Bropedio, SirNewtonFig, and especially C-Dude, this bug has been resolved.

SOFTLOCK FIXES
* Setzer's Letter in Owzer's House respawned, causing a softlock if you read it without Locke and Celes in your party. This has been resolved.
* Depending on your party makeup, the Fanatics' Tower Roof had a despawned NPC (The Magimaster), which could lead to a softlock. The NPCs have been shifted around so that if an NPC needs to be despawned, it is an NPC of little consequence.

SMALL FIXES
* All single-enemy formations have had "Pincer Attack" disabled.
* There was 1 tile in the Doma Military Camp that could cause your character to get stuck. This has been corrected.
* Desperation attacks now have a 1 in 8 chance of occurring, as they should.
* A few small typos were fixed as they were reported.

OTHER CHANGES
* Banon's Chocobo Riding sprite was edited by SilentEnigma to include more consistent shading.
* The Auction House in the World of Ruin has better items. You can buy one set of Marvel Shoes for 50000 GP, and as many Hero Rings as you would like for 10000 GP.
* It is now possible to rare steal a Cat Hood from a Pug.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Vanya on July 09, 2021, 06:07:27 PM
Groovy!
I was wondering, off the top of your head, do you know if I can change the Coin Toss relic to change a different command in any of the editors and if not what address(es) to modify to change it manually?

And I'll bug you with one more thing. Do you, or anyone for that matter, remember there being a patch that replaced Cyan's Bushido and/or Sabin's Blitz into a simple 8 option command sub-menu like Mog's Dance command uses?

Back on topic...
Is the Summon command used anywhere in Divergent Paths?
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Gi Nattak on July 09, 2021, 08:27:20 PM
Quote from: Vanya on July 09, 2021, 06:07:27 PM
Groovy!
I was wondering, off the top of your head, do you know if I can change the Coin Toss relic to change a different command in any of the editors and if not what address(es) to modify to change it manually?

And I'll bug you with one more thing. Do you, or anyone for that matter, remember there being a patch that replaced Cyan's Bushido and/or Sabin's Blitz into a simple 8 option command sub-menu like Mog's Dance command uses?

Back on topic...
Is the Summon command used anywhere in Divergent Paths?

You can edit the command-changing Relics with FF3usME, in the Item Editor, the 'Special 1' set of flags. But if you want to edit them further to swap in any other commands, you'd need to change some values in C2 and C3 - check out the existing disassemblies and goto: C2/5452-C2/545B & C3/6198-C3/61A1, you'll see the data for the 'commands that can be replaced with other commands due to relics', which you can change the values of. DP has these edited already to suit the mod, so keep that in mind if/when changing them.

You can find the blitz menu patch here, by LightPhoenix, the site can take a while to load these days: http://slickproductions.org/forum/index.php?topic=1902.0
Check out the very last post, where they updated the link. I don't believe there to be a similar one for Bushido, and no idea if it's compatible with DP.

And no, the normally unused Summon skill is not used in DP afaik.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on July 09, 2021, 09:16:55 PM
Quote from: Gi Nattak on July 09, 2021, 08:27:20 PM
And no, the normally unused Summon skill is not used in DP afaik.

Thanks Gi. I think I applied the aim fix, because why wouldn't you? I did not do anything else to the command though. I didn't want to devote an entire character ability to just being able to multi-summon the same Esper. I tried to hook into the code for the Slot spell that summons a random Esper, but I found out Summon is not ACTUALLY unused in the game. It is the command that you switch to when you actually summon an Esper. Editing the command edits it for EVERY character.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Vanya on July 09, 2021, 11:57:02 PM
Thanks, Gi!

@PowerPanda: Now that you mention that, I think I recall reading about that before.
If I were to try to add it, I'd want it to be a new relic or something.
I just wish I could figure out a way to add the relic commands to the menu instead of replacing a command.
But I digress, and I wanna go play DP now.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on July 10, 2021, 12:24:25 AM
Quote from: Vanya on July 09, 2021, 11:57:02 PM
Thanks, Gi!

@PowerPanda: Now that you mention that, I think I recall reading about that before.
If I were to try to add it, I'd want it to be a new relic or something.
I just wish I could figure out a way to add the relic commands to the menu instead of replacing a command.
But I digress, and I wanna go play DP now.

You should definitely pay Duncan a visit in the WoR. ;)
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Vanya on July 10, 2021, 01:56:59 AM
Will do!

b_(^.^)_d
Title: Re: Final Fantasy VI: Divergent Paths
Post by: tjsmith3 on July 12, 2021, 04:41:45 PM
I ran into a glitch. When I go to the opera house in WOR the Impresario starts the dialogue about how Setzer is coming to kidnap Maria and we have to be ready. Then the game freezes. Also, the letter from Setzer is still in Owzer's house. If I read it the game freezes. I think what happened is that the letter appeared again in Owzer's house after I finished the Opera event in WOB balance. I read the letter again and I got the dialogue about setting the trap for Setzer again.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: atlanta40 on July 22, 2021, 09:17:00 AM
Hey Powerpanda.

I took the new 1.1 version and applied it to a fresh FF3 1.0 unheadered rom.  However, when I load in my previous save it still has some of the issues from the prior version.  What would I be doing wrong?
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Shinespark on July 22, 2021, 09:41:17 AM
Quote from: atlanta40 on July 22, 2021, 09:17:00 AM
Hey Powerpanda.

I took the new 1.1 version and applied it to a fresh FF3 1.0 unheadered rom.  However, when I load in my previous save it still has some of the issues from the prior version.  What would I be doing wrong?
If you mean you used Load State and it's still there (like the Owzer's House letter), try saving in-game and re-loading. If it's still messed up, you should use an earlier save or restart.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on July 22, 2021, 09:58:05 AM
The letter in Owzer's House is stored in the SRAM, not the ROM, so there's no fix for it if you have already reached that point in the story. The softlocks that were fixed should stay fixed as long as you don't load a savestate on that map. For example, if you made a save state at the top of the Fanatics Tower, that savestate already has the bug loaded. You would need to load a save state either in the Gem Box room or on the staircase maps.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: tjsmith3 on July 24, 2021, 07:46:09 PM
Quote from: PowerPanda on July 22, 2021, 09:58:05 AM
The letter in Owzer's House is stored in the SRAM, not the ROM, so there's no fix for it if you have already reached that point in the story. The softlocks that were fixed should stay fixed as long as you don't load a savestate on that map. For example, if you made a save state at the top of the Fanatics Tower, that savestate already has the bug loaded. You would need to load a save state either in the Gem Box room or on the staircase maps.

So that means that there is no way for me to get into the opera house in WOR to fight the dragon or anything else there?
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Shinespark on July 26, 2021, 09:52:06 AM
Quote from: tjsmith3 on July 24, 2021, 07:46:09 PM
So that means that there is no way for me to get into the opera house in WOR to fight the dragon or anything else there?
Probably not unless you want to hex edit your save file.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Ballz on July 26, 2021, 01:10:53 PM
I've been playing this off and on, enjoying it overall.  The only bug I've really encountered is the Mog graphics glitch.

While it doesn't sound like there are plans for another update, just in case if you do, here's a list of typos I've stumbled across (I'm pretty most of these are from the original game):

Three instances where "assassin is misspelled:
-He's an assasin!
-That guy's an assasin!
'Till a moment ago, an assasin sat over there!

-We're just small potatos compared (should be "potatoes")
-Maybe economy will make a recovery! (missing "the" before "economy")
-You'll never win! We'll Return this world to its people! ("return" is capitalized)


Title: Re: Final Fantasy VI: Divergent Paths
Post by: Shinespark on July 26, 2021, 02:16:35 PM
Yeah I figured "assasin" was vanilla text that simply didn't get touched.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on July 26, 2021, 03:14:33 PM
Quote from: Ballz on July 26, 2021, 01:10:53 PM
I've been playing this off and on, enjoying it overall.  The only bug I've really encountered is the Mog graphics glitch.

While it doesn't sound like there are plans for another update, just in case if you do, here's a list of typos I've stumbled across (I'm pretty most of these are from the original game):

Three instances where "assassin is misspelled:
-He's an assasin!
-That guy's an assasin!
'Till a moment ago, an assasin sat over there!

-We're just small potatos compared (should be "potatoes")
-Maybe economy will make a recovery! (missing "the" before "economy")
-You'll never win! We'll Return this world to its people! ("return" is capitalized)

Thanks for the report. I'm considering doing a v1.2, and if so, I'll take these into account. One note is that the capital R in that last line is intentional.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Ballz on August 22, 2021, 11:45:29 PM
I'm still playing through here and there. Some more things to report if you do eventually make a v1.2:

(https://i.imgur.com/f72k9R8.jpg)
Line spacing issue with "No"

(https://i.imgur.com/zvdgMid.jpg)
Line break should be before Relm's name

(https://i.imgur.com/ozR3pnN.jpg)
This is technically a contraction, so an apostrophe is needed before the s.

I didn't get screenshots of it, but in the little vignettes in the WoR with Cyan and Owain, Owain says both "Yipee" and "Yippee" at different points ("Yippee" is the correct spelling).

Lastly when Locke rejoins you in the WoR after getting Phoenix, the dialogue says he's giving you an Elixir, a Flame Shield, and a Valiant Knife. When you check your inventory you actually have an X-Ether instead of an Elixir.

I'll let you know if I run into anything else.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on August 23, 2021, 11:03:53 AM
Thanks. I'm pretty sure that all of those are vanilla typos, with the exception of Relm's name. Technically, that's a vanilla typo, but the line break is in a weird place because I changed the font.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: GeoX on September 16, 2021, 07:20:33 PM
So I was really loving this mod (seriously, this is amazing work), but alas, I just ran headfirst into a weird, game-breaking bug.  This manifested itself right after I recruited Leo on Mt. Zozo.  After that, I warped outside, and everything's normal...as long as I stay on the world map.  I can even fly around on the airship if I want to.  But as soon as I enter any town or cave or anything (including switching to deck view on the airship), a text box appears in which Celes declares that "Narshe will be stained with blood regardless."  After I dismiss it, I'm frozen.  I can change the direction I'm facing (except on the airship, where I can't even do that), but I can't move or call up the menu or do anything else.  I was playing via SNES9x on an Android device, if that's relevant.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on September 17, 2021, 04:03:31 PM
That is very odd. Do you have a save file you can send me?

You should be able to use any of the save files in the Extras folder to play through to the end if you want to.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Iunnrais on September 22, 2021, 04:42:55 AM
Hey, just wanted to stop in and say I *love* the story changes I've encountered so far (just the three paths so far, but I plan to keep going of course!)

I also want to say that this hack, so far, has been fully compatible with Dancing Mad (the MSU-1 audio hack), so that's a plus!

Now we just need someone to merge this with Brave New World for gameplay improvements to go along with the story improvements.  But what with Celes having Jump instead of Runic, Leo being a thing, and all the map edits and script edits, I'm betting that's not going to be a trivial merge at all... if it was just text I could probably manage it, but I don't think I could manage the assembly hacking.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Shinespark on September 22, 2021, 11:40:39 PM
Quote from: Iunnrais on September 22, 2021, 04:42:55 AMNow we just need someone to merge this with Brave New World for gameplay improvements to go along with the story improvements.  But what with Celes having Jump instead of Runic, Leo being a thing, and all the map edits and script edits, I'm betting that's not going to be a trivial merge at all... if it was just text I could probably manage it, but I don't think I could manage the assembly hacking.
I kinda remember this coming up on the NGPlus discord (https://discord.com/invite/bsuKp5A), you should ask to join #brave-new-world and ask around. But yeah, lots of design and balance decisions to make... let alone AI for the Vector bosses, FC escape, and how BNW is already using up a lot of monster attacks... and dialogue space... and AI space. It'd all have to be hand merged and tested. Might have more fun less effort with BNW just trying the randomizer Beyond Chaos Gaiden.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Iunnrais on September 23, 2021, 10:07:24 AM
I bet the only way to do a merge would be to forget about maintaining ability to be used on an original cart, and expand the rom size somehow.  Alas.

That said, doing so would probably make it possible to bring back things like the old desperation attacks in addition to everything BNW offers.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on September 23, 2021, 10:27:58 AM
Quote from: Iunnrais on September 23, 2021, 10:07:24 AM
I bet the only way to do a merge would be to forget about maintaining ability to be used on an original cart, and expand the rom size somehow.  Alas.

That said, doing so would probably make it possible to bring back things like the old desperation attacks in addition to everything BNW offers.

Brave New World took a completely different approach than Divergent Paths. If someone wanted to merge them I'd be all for it, but *my* project is finished, and I'm not going to take on another project on par with Divergent Paths for quite some time. At some point in the future, after I've finished up a non-video game project I've been contracted for, I'm going to hop back into Divergent Paths to investigate some of the bugs people have been reporting. I'm guessing that most of them are patching issues (ie - people applied v1.1 on top of their already-patched v1.0), but I want to make sure.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Iunnrais on September 24, 2021, 04:42:09 AM
Oh, please don't get me wrong!  I already read in this thread how you aren't going to do this yourself, and I'm not asking you to!  It's MORE than fair to say that your project (or your part in the project) is complete (minus final bug fixes if any)!  Just hoping someone else with the skill and inclination might come along.  I'm also lamenting that my own programming skills stop at C, and don't think I have quite the head for assembler.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: heyboots on October 05, 2021, 12:49:18 PM
I just got to the Vargas fight and after actually reading the manual and seeing that you gotta do Suplex instead of Pummel, the XY⬇⬆ input doesn't seem to be working. Did the input change in the patch?

If it didn't, maybe Sabin came in too low level because I had the Moogle charm equipped after I got it in Narshe and haven't been leveling up?

EDIT: Oh it did change, I completely forgot the game tells you how to do Blitz after you do some damage to Vargas because I've always just hit him with the Blitz immediately since I've been playing this game for over three decades.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on November 15, 2021, 03:06:30 PM
Putting divergent paths with BNW would be *chef's kiss*
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on November 25, 2021, 01:09:35 PM
Happy Thanksgiving. Version 1.2 is released! All of you can thank Gi Nattak for this, as without his help, it might not have happened. He's the one that cataloged the bugs, offered solutions for around half of them, and then did the testing on the final release.

MAJOR FIXES
* Gi Nattak believes he has figured out and fixed the Mog Sprite glitch, where Mog is stuck facing forward, and his bottom half looks like MissingNo. Both Gi and I have played through the World of Balance, and neither of us has seen the sprite glitch. Fingers crossed, it is fixed. Note that this glitch affects the save file itself, so it will only be fixed on new games. The Save File Archive included with this release does not have it fixed.
* The calculation for Desperation Attacks (Limit) has been corrected, so that they will only occur 25% of the time when you are low on health. The 2nd DA (LimitBreak) that some of you found is still in the game, but it is much harder to trigger.

MINOR FIXES
* Opera Lyrics don't run over if you fail to make a selection for the 3rd stanza.
* Celes does not sometimes get stuck facing left in the Razing of Vector intro scene.
* The Ultros fight in the Espers Cave (Relm's intro) plays boss music, and not the normal battle music. This is a bug from vanilla.
* Banon doesn't start KOed if Kamog falls in the Moogle Battle.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on November 25, 2021, 01:11:04 PM
Gi's an amazing member of the community! Great job on update!
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Volcannon on December 08, 2021, 03:49:22 PM
Some questions.

1. Is there a way to get back to the Veldt? I left the airship near cresent isle to learn dances for mog.
2. Just a tiny nit pick, but we are not cool with having Cat Scratch because it's overpowered, but totally okay with Nightshade's Charm, yes?
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on December 09, 2021, 10:07:29 AM
Quote from: Volcannon on December 08, 2021, 03:49:22 PM
Some questions.

1. Is there a way to get back to the Veldt? I left the airship near cresent isle to learn dances for mog.
2. Just a tiny nit pick, but we are not cool with having Cat Scratch because it's overpowered, but totally okay with Nightshade's Charm, yes?

Yes. Here is the route that will get you back.
1. If you're in the Narshe/Figaro area, head to the Returner's hideout and go down from Banon's room. This will take you on the Lete river, which will spit you out near Doma.
2. Once you're anywhere between Doma and Nikeah, go to the Barren Falls entrance (It's a cave south of where Sabin's scenario started). Jump over the falls, and you'll be back on the Veldt. As a tip, Nikeah has Chocobos which should allow you to ride over the top of the Phantom Forest.

And goodness, the number of questions I've gotten about Cat Scratch. I thought, "surely no one will notice if I change 1 out of the 255 rages." I underestimated people's memory of this game. Yes, Cat Scratch was extremely overpowered. It is actually the same power level as the Intangir's attacks. In the World of Ruin, there is optional content for Gau that powers him up a bit. After this, Bracers + Offering + Cat Scratch was one-shotting WoR bosses. So I changed the Stray Cat rage to something else.

I also powered down the Mantis enemy on the World of Ruin world map, since I'm nearly certain its strength stat (which is double the final boss) was a typo.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Pyre Of Word Salsa on May 18, 2022, 09:42:02 PM
Quote from: GeoX on September 16, 2021, 07:20:33 PM
So I was really loving this mod (seriously, this is amazing work), but alas, I just ran headfirst into a weird, game-breaking bug.  This manifested itself right after I recruited Leo on Mt. Zozo.  After that, I warped outside, and everything's normal...as long as I stay on the world map.  I can even fly around on the airship if I want to.  But as soon as I enter any town or cave or anything (including switching to deck view on the airship), a text box appears in which Celes declares that "Narshe will be stained with blood regardless."  After I dismiss it, I'm frozen.  I can change the direction I'm facing (except on the airship, where I can't even do that), but I can't move or call up the menu or do anything else.  I was playing via SNES9x on an Android device, if that's relevant.

On my second run right now in version 1.3 (1.2 was my first run), and I've hit the same issue. Whenever Leo gets recruited, Celes's dialogue that "Narshe will be stained with blood regardless" appears and the game locks up. I've attached three SNES9x save files to this post: one of them is from the save point in Mt. Zozo, the second is a save state right before the dialogue box pops up, and the third is a save state right before recruiting Leo.

Save (https://drive.google.com/file/d/1sIe9XtGOk9qKv_L3DKatwrNn9eT3R2HP/view?usp=sharing)
Save State 1 (https://drive.google.com/file/d/1smVsVp8OCxC3l8W22cpjR4jsCVbYbEQC/view?usp=sharing)
Save State 2 (https://drive.google.com/file/d/1aGMqEMHxklBhzll--4k9EEgtTlAItnTK/view?usp=sharing)
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Gi Nattak on May 19, 2022, 01:11:55 PM
Quote from: Pyre Of Word Salsa on May 18, 2022, 09:42:02 PM
On my second run right now in version 1.3 (1.2 was my first run), and I've hit the same issue. Whenever Leo gets recruited, Celes's dialogue that "Narshe will be stained with blood regardless" appears and the game locks up. I've attached three SNES9x save files to this post: one of them is from the save point in Mt. Zozo, the second is a save state right before the dialogue box pops up, and the third is a save state right before recruiting Leo.

Save (https://drive.google.com/file/d/1sIe9XtGOk9qKv_L3DKatwrNn9eT3R2HP/view?usp=sharing)
Save State 1 (https://drive.google.com/file/d/1smVsVp8OCxC3l8W22cpjR4jsCVbYbEQC/view?usp=sharing)
Save State 2 (https://drive.google.com/file/d/1aGMqEMHxklBhzll--4k9EEgtTlAItnTK/view?usp=sharing)

Just to be sure, you patched 1.3 over a clean ROM, right? As in not patched over the v1.2 ROM.
EDIT: Nevermind found/solved solved the issue.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on May 20, 2022, 12:41:14 PM
Yes, thank you to Gi Nattak for finding the bug and finding a fix for it before I even got a chance to look at it! :beer: It only happens if you recruit Cyan BEFORE you recruit Leo. The code that skips the line telling you where to find Cyan jumps 1 byte too far, putting you in the middle of a function. I'll work at getting patch 1.31 together over the weekend, but if you have a hex editor, you can fix this right away.

1. Open your Divergent Paths rom in your hex editor.
2. Go to address 0Cx4273 in an unheadered rom, or 0Cx4473 in a headered rom.
3. Change the value from 7B to 7A and save.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Pyre Of Word Salsa on May 20, 2022, 10:10:43 PM
Quote from: Gi Nattak on May 19, 2022, 01:11:55 PM
EDIT: Nevermind found/solved solved the issue.

Quote from: PowerPanda on May 20, 2022, 12:41:14 PM
1. Open your Divergent Paths rom in your hex editor.
2. Go to address 0Cx4273 in an unheadered rom, or 0Cx4473 in a headered rom.
3. Change the value from 7B to 7A and save.

Looks like it worked. The issue's gone now. Thanks to the both of you!

If you're working on a v1.31, I've also run into a bug where casting Ice 3 (might not be Ice 3, don't really remember) in the Phoenix Caves glitches out all the sprites and softlocks the game. But I couldn't get a save state of this, unfortunately.

I did repatch the hack on my end before posting about the Cyan issue, just in case it was a problem with a bad dump or something. Prior, it was a clean v1.3 patch.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Gi Nattak on May 21, 2022, 11:51:27 AM
Which sprites became glitched out, characters or monsters? How did it look?
I noticed from the save you provided that it was set to 'multiplayer' in the settings, were you playing multiplayer when this happened?

So far I've been unable to trigger this bug, I'd imagine if anything it'd be from one of the new/added spells instead of one of the originals like Ice 3, but they all seem okay. I did try testing them in the Phoenix Cave, but this really shouldn't matter.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Pyre Of Word Salsa on May 22, 2022, 12:10:34 AM
All of the player sprites glitched out to the point where they looked like Missingno/staticky. Yes, I was playing multiplayer when it happened.

Flood was used at several points in the Phoenix Caves. Unfortunately, it doesn't look as if I can reproduce it either.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on August 23, 2022, 12:04:51 AM
There have been 2 recent reviews that made mention of the 16th character, Kappa, being a little underwhelming. So I want to clarify a few things about her inclusion.

1. There was never room for another story character. Literally. I used up almost every free byte in this rom. The scene where Kappa is recruited, and the ending given to her, were basically the only event code I could afford to give. That's less space in the rom than even Gogo or Umaro got. Even 1 more event scene that gave character development couldn't fit.

2. The 16th character would not get their own ending. They HAD to share with someone else.

3. Addding another sprite was also completely out. It would have required ROM expansion, which would have sacrificed compatibility with flash carts. That meant that the only options were: Imp, Soldier, Merchant, or Banon.

4. Note: Banon was never a possibility. He plays an important role in the storyline changes to Divergent Paths, and I did not want his role to feel cheapened.

5. Speaking of space, the custom code added for Kappa's ability was trivial. All I did was turn one of the 3 unused monster spells in the game to Morph, and mapped that over the top of Banon's Health command (which, previously, just cast Cure 2). Everything else is pulled straight from the esper Ragnarok. There were 32 bytes to give Kappa natural magic, and another 10 or so to turn her human when Imp is cast on her. Aside from that, her data footprint is almost non-existant.

6. In the original code that I used, the 16th character would not have been able to change equipment. They would have been like Umaro in the original game, only able to change relics. The Imp's Armor seemed like a great way to lean into that limitation, rather than apologize for it. When I figured out how to expand the code to make all 16 character equippable, I made Kappa female to give her access to female-only equipment. That also allowed me to make her introduction more memorable.

7. It was also impossible to do a recruitment dungeon for the character. When I realized that the imp's armor had to be collected from wandering the overworld, which you have no reason to do since you get the Falcon from the outset, it really just seemed to fit.

All of that coming together is to say that Kappa didn't "replace" another option. For a ton of different reasons, she really was THE only option. So you can rest easy knowing that a mascot character with a quirky ability didn't oust a more interesting prospect.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: Oinkaments on September 18, 2022, 03:48:36 PM
Hi Panda, this is Oinkaments from youtube. As per you asked, we can continue the conversation regarding a few bugs found in divergent paths.

Just as a recap, the bugs i found are the following:

A level 99 char that can deal 9999 in one swing, will only do 600 damage if they equip Gauntlet
A level 99 char that equip Hero Ring or Atlas Armlet, will get his physical damage output reduced instead of increasing it.

I have a feeling that some other relics could be broken at high level, I have not playtested all of them though.

I have tried with a few different chars to make sure it's not glitched to a specific char.

Also, I know this is intended in your version, but Atma Weapon can no longer be used with Bracers (Genji Gloves) and the reason is that you consider it a greatsword. You also said in your previous comments that Ragnarok was a greatsword. I can equip Ragnarok with Bracers and not with Atma so either Ragnarok is not considered as a greatsword, or your forgot to nerf it as well (I'm not asking for a nerf of that weapon btw) I personally prefer that bracers should work with any type of sword, including greatsword and any weapon for that matter (Even spears or Katana's).

If the char can hold a greatsword in 1 hand and a shield in the other, I don't see why they couldn't be able to dual wield when using an item that is designed to dual wield. It kills many agreeable end game combo when you like to max stats in your characters.


Also on different note, there are no esper that give a 50% MP boost since you replaced crusader with 100% which in a way is not a bad idea at all. But when maxing stats using a perfect spreadsheet, the 50% MP boost is lacking and the 100% HP boost is not helping that much and there's a reason

The reason is that on level 69-70 and 71, you get a big HP boost and this is when you should equip bahamut and be insured of having 9999 HP at level 99. Now what happens with Crusader is that you use it for level 69-70 instead and you save 1 level but you are still over 50% that is useless. This is true for any character in the game.

On the other hand that 50% MP is used for rounds 47-48-49-50-51. (It's different from a char to another, Terra only needs 3 of them). But you can see that for a perfect max stats, lacking that 50% MP makes it much less efficient. You could leave that 100% on him but change an esper that gives 30% to give 50% instead for nerds like me.

Overall your work is great, I really enjoyed how you fixed the story and made Leo available. The only issues that are within the game are technical, but very important imho.






Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on September 19, 2022, 12:10:11 PM
Thanks, Oinkaments. A lot of the battle system hacks are implemented from other hackers, so I didn't test them as closely as changes that I had made. I am workign on version 1.4 right now. Here's my checklist.

BUGS
1. Leo's WoB recruitment scene - gets softlocked if you've recruited Cyan first
2. Gauntlet spillover damage
3. Whatever's going on with Atlas Armlet and Hero Ring
4. Figure out what's happening with the MP+50% levelup bonus. My notes file says that 1 esper has this, so I need to see which one it should go to.
5. Look at Atma Weapon/Ragnarok. I feel like I did things the way I did them to bypass another bug, but I'll have to check my notes. One of the two of them is wrong. (EDIT: Atma Weapon is wrong. I was getting this hack mixed up with my Final Fantasy Tactics hack, where the distinction between swords and greatswords is more pronounced.)

IMPROVEMENTS
1. I'm looking into making Sketch/Control use the stats of the caster, rather than the monster.
2. I want to see if I can use one of the Colosseum improvement patches to make it easier to see which item will be won.
3. I'm considering importing the TWUE script, just for dialogue.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: PowerPanda on September 24, 2022, 11:18:42 PM
I did some work on the bugfixes today. Here's what I found.

1. Leo's WoB recruitment scene
>> Easy fix, already listed above.

2. Gauntlet spillover damage
>> So this is actually a VANILLA bug, not something introduced with Divergent Paths. Assassin specifically called it out in his battle system disassembly. However, at this point, no fix has been made widely available. Thus, it is not part of the CV Reynold's Bugfix Compliation, which Divergent Paths incorporates into the battle system. I will incorporate a fix if someone codes it or points me to it, and contact CV Reynolds to do the same. (EDIT: found one by Drakkhen!)

3. Whatever's going on with Atlas Armlet and Hero Ring.
>>I tested this with my Level 40 in-game characters, and everything is working as it should. I tried with every possible combination of relics (8 possible combinations), and tested Earrings as well. I think that you're actually hitting the same bug as above, with spillover damage. There is no bug specific to Atlas Armlet or Hero Ring.

4. Figure out what's happening with the MP+50% levelup bonus. My notes file says that 1 esper has this, so I need to see which one it should go to.
>> It was supposed to go to Ragnarok, as listed in the manual I included. However, Ragnarok had a duplicate of Odin's "Speed + 2" by accident. I have corrected this, and will release it with the next version. Thanks for pointing it out.

5. Look at Atma Weapon/Ragnarok.
>> I checked my notes, and actually, nothing is incorrect here. Atma Weapon was excluded from Bracers because the game already excludes it from Gauntlet. I assume this is because the Atma Weapon uses a different damage calculation than other weapons. Because the Atma Weapon is excluded from use with the Gauntlet in vanilla, I plan to keep Divergent Paths the same, restricting it from use with dual wielding as well. If anyone would like to change this, open the rom in a hex editor and go to 18x555B. Change this value from 82 to C6. You will now be able to equip Atma with both the Gauntlet and the Bracers. (I reached out to Oinkaments on Discord and sent him a patch for this.)

I will work on improvements sometime soon.
Title: Re: Final Fantasy VI: Divergent Paths
Post by: kaine23 on September 27, 2022, 01:38:55 PM
wow sounds great!