Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 3.06)

Started by Rodimus Primal, May 31, 2013, 09:20:23 AM

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Chronosplit

Doublepost update, False Knight seems to work.   Not adding it to the list just yet but I don't see any reason why any conflicts would happen (the only bugfix concerning Knight's Code is Flaky True Knight Protection, and there should be no problems there).  This would go in with the rest of Sketcher's stuff.

Digitsie

My brain hurts reading the Leet Sketcher stuff. No particular order there? When you say 'check the readme', WHICH readme are you referring to?



Rodimus Primal

I'm thinking that once you have compiled the list together to ensure compatibility completely is to either directly add it to the readme or include a document noting what patches are compatible. I think that's probably the best solution instead of updating and adding patches each time. However, I do want to test out the SwdTech Renaming patch as that would be the final thing restored that was removed from the Japanese version. I wonder if at that time if the Vanilla version (no bugfixes) of Ted Woolsey Uncensored would be considered a translation instead of a hack. 

Chronosplit

Quote from: Digitsie on December 29, 2016, 04:33:18 PM
My brain hurts reading the Leet Sketcher stuff. No particular order there? When you say 'check the readme', WHICH readme are you referring to?
No order in Sketcher's stuff is really needed, as long as Dead Hare is early and you use the compatible patches (he has patch versions that are compatible with other patches, to fix conflicts.  It's less complicated than it sounds, just note what you've applied before.)  I mean the readme files included with the patches; names are listed there as well as version differences (for Zombie/Rippler, Soul Saved, and Zombie/Tapir.)  I'll be sure to clarify what's in the write-up a little more.

If you can't get around it shoot me a PM.

Quote from: Rodimus Primal on December 29, 2016, 07:03:38 PM
I'm thinking that once you have compiled the list together to ensure compatibility completely is to either directly add it to the readme or include a document noting what patches are compatible. I think that's probably the best solution instead of updating and adding patches each time. However, I do want to test out the SwdTech Renaming patch as that would be the final thing restored that was removed from the Japanese version. I wonder if at that time if the Vanilla version (no bugfixes) of Ted Woolsey Uncensored would be considered a translation instead of a hack. 
I'm thinking that for it to be in the readme, a list of what doesn't work would be a good idea to not make it hugelong.  I can agree with this solution though.  There are only a few patches I see that "preserve the feel" so to speak, and I think the majority of these have been made (outside of patch updates that is).

All I really need is a second opinion that will find things I probably won't, so if you guys want to yell at me about being wrong somewhere it's definitely OK to do so.  It's the combination of patches that is the remaining hurdle (I'm pretty sure that I've about nailed it in this respect though; this seems to be in line with CV Reynolds's setup which last I checked is more-or-less cooperating outside of newer patches, but making sure is the thing.  Shoot me later if this is wrong.)

January 02, 2017, 02:55:01 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Bland Entrance: like Wrong Way Idiot, it should be no problem with nearly any patch at all because it's very small (like, only nine records) and there are very few modifications in that area.  No text edits so all is well.

Rodimus Primal

Pretty much sums up why I don't think it's completely necessary to keep adding in every bugfix that comes out when they do. Has anyone had the chance yet to play test SwdTech renaming with Woolsey Uncensored? I may have to take the time to do so myself.

Chronosplit

I haven't yet, but I'll look into it (if you don't do the new save you need to take a look at the readme, one might say it breaks them a little).  I know that it checks out fully with patch checker at least, for both TWUE and the pastebin stuff (Thanks to Headerizer, I've found that it's 99.9% good, I can show you the reports but it's only a few bytes difference.  Looking at the updated post stuff I think the skill names might be the only run-in?)

I'm merely guessing, but I'm betting the second and sound patch are the ones we want.

January 02, 2017, 07:48:34 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I brought up a save and used the reset patch first, as I am supposed to.  Predictably, text problems occur.  The Bushido names in the skill menu are seriously messed up.  When I did it without (the wrong way to see what's up), I found out that it does mess with the original Bushido names by putting back to the original SNES ones, which might be the reason for that.  On the bright side everything else seems to work in battle and out, so maybe if the original skill names are redone after patching everything will be fine?  I'm not sure.

Both patches share the same thing, but this may be just when using an old save.  Playing until obtaining Cyan would provide the answer.

EDIT: In the meantime... http://pastebin.com/7dLsMtPU

-Completely rewrote the Leet Sketcher section, it's more clear while also not a huge list of every fix known to man.  Since every new one added has worked, I'm sure that we're good here.  It also means I don't necessarily need to update every single patch, future-proofing it for whatever happens.
-This could signal a sort of final version, unless something pops up that needs addressing/update is needed for new versions (I'll need to take out the last part of the iffy patches depending on where Rodimus goes with renaming).

January 03, 2017, 06:37:59 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Spoke too soon.  Apparently that bug with Imp Skimp was Magitek Armor related and it's been fixed.  I'll get that updated sometime after it makes it through the queue.  Fixed the link in this post.  Rodimus, if you're going to insert info use what's contained in this pastebin.  I'm pretty sure this is it.

Rodimus Primal

So I wrote up an additional Notepad document to be included with downloading the patches with all of your information in it. It's been submitted to the site but you also have it there in the pastebin as well. Thanks a LOT Chronosplit!  :woot!: :cookie: :woot!:

Digitsie

How possible is it to fix up the run-button to be re-assigned to B every time there's a change to the button config? Like, you assign a function to B, then add the run  feature as well?

FranF

I absolutely love these definitive hacks, as someone who gets so bothered by censorship and errors it'll put me off a text-heavy RPG, but appreciates a solid localization, these are amazing to me :)

Chronosplit

Quote from: Rodimus Primal on January 03, 2017, 10:55:24 PM
So I wrote up an additional Notepad document to be included with downloading the patches with all of your information in it. It's been submitted to the site but you also have it there in the pastebin as well. Thanks a LOT Chronosplit!  :woot!: :cookie: :woot!:
You're quite welcome!  :beer:

Quote from: Digitsie on January 04, 2017, 10:52:00 AM
How possible is it to fix up the run-button to be re-assigned to B every time there's a change to the button config? Like, you assign a function to B, then add the run  feature as well?
I'm not really sure how you could make it jive with the dash.  I wonder if there's a way to lump the dash into Cancel, nipping the whole problem in the bud?

Rodimus Primal

I decided to try out the reassigning patch and see how it works. From my testing, I switched B with OK and A with Cancel, and switched Y and X for Party and Menu. B is still assigned with run, but with that set up if you run into someone you will automatically talk to them. So people can use it but B is still assigned to dash.

Quote from: FranF on January 04, 2017, 11:24:20 AM
I absolutely love these definitive hacks, as someone who gets so bothered by censorship and errors it'll put me off a text-heavy RPG, but appreciates a solid localization, these are amazing to me :)
Thank you for the kind words. Hope you enjoy this project!

Chronosplit

Quote from: Rodimus Primal on January 04, 2017, 10:41:49 PM
I decided to try out the reassigning patch and see how it works. From my testing, I switched B with OK and A with Cancel, and switched Y and X for Party and Menu. B is still assigned with run, but with that set up if you run into someone you will automatically talk to them. So people can use it but B is still assigned to dash.
Sounds about like I was thinking.  It works, you just don't want to map the B Button to the menu or whatever.  I'm assuming the same thing goes for Y Equip Relics, but I haven't used that patch ever.

FlamePurge

I'm impressed with the amount of dedication you've put into making this the definitive version of Final Fantasy VI. Thank you so much for all your hard work. :)

Edit - Where does one find Novalia Spirit's patches? I went to his site http://novaliaspirit.99k.org/ and it's just not there anymore.

Also, if it's not too much trouble, what in the world are the relationships between Leet Sketcher's patches? I did see that the text file noted that some patches need to be applied in a certain order, but when all was said and done, Leet Sketcher's step of this process contains 55 patches, and to be blunt I don't have the time to look through the readmes.
Check out and discuss my projects

Digitsie

Given how many patches there -are-, my vote would be that once Rodimus settles on what is to be included in his next patch, there be a Chronosplit 'recommended compilation patch' of bugfixes that can be added as well. Whether separately or as an addendum, don't care. With that many -patches- to go through that apparently requires specific orders, it'd be better, frankly, to make sure that what's already been discovered to be a good order should be done.  I imagine all you have to do is basically compare the end result (nonheadered) vs the non-headered TUE-patched rom for a patch anyway.

Trying to piece together the exact order to do the 55 L33tSketcher patches and finding all the patches is the current issue I'm having with the list, so a compilation patch or a more documented process would probably be most helpful here.

Chronosplit

Quote from: vivify93 on January 05, 2017, 04:35:20 AM
Edit - Where does one find Novalia Spirit's patches? I went to his site http://novaliaspirit.99k.org/ and it's just not there anymore.
I got them from Madsiur, I'll send a PM.

QuoteAlso, if it's not too much trouble, what in the world are the relationships between Leet Sketcher's patches? I did see that the text file noted that some patches need to be applied in a certain order, but when all was said and done, Leet Sketcher's step of this process contains 55 patches, and to be blunt I don't have the time to look through the readmes.
What's up is that many of his patches have versions that are compatible with other patches, otherwise they would conflict.  IE there's a version of Imp's Retort for each version of the Jump Megafix.  You need to look in the readme for the patch listings of each one, or else you might accidentally screw things up.

A good few of these are cosmetics or minor issues/annoyances if you're playing it as intended, to speed the process up here's a shortlist of essentials the way I see it:
-All the patches dealing with Imp, Petrify, and Zombie (Stone faced, Zombie/Tapir, etc.)
-Anything having to do with 0 HP (Dead in the Air, etc.)
-Item/Magic Counter
-Game Over just in case.
-Self Sneeze
-Ultimate Damage Fix
-Half Knife
-Chance Offering if you use dice.
-Anonymous Attack unless you find it really funny.

Quote from: Digitsie on January 05, 2017, 09:41:32 AM
Given how many patches there -are-, my vote would be that once Rodimus settles on what is to be included in his next patch, there be a Chronosplit 'recommended compilation patch' of bugfixes that can be added as well. Whether separately or as an addendum, don't care. With that many -patches- to go through that apparently requires specific orders, it'd be better, frankly, to make sure that what's already been discovered to be a good order should be done.  I imagine all you have to do is basically compare the end result (nonheadered) vs the non-headered TUE-patched rom for a patch anyway.

Trying to piece together the exact order to do the 55 L33tSketcher patches and finding all the patches is the current issue I'm having with the list, so a compilation patch or a more documented process would probably be most helpful here.
As far as Sketcher's patches are concerned: keep a list of what you've used beforehand, then use Dead Hare.  You're golden as long as you glance for the 'fix patch for a non-headered SNES ROM file with ________'s "_______" patch applied' patches and you saved these for last.  Use that instead of a normal patch.  From then on, there's no specific order outside of that.

I'm... not really sure if I can recommend outright outside of "this is cosmetic" though, at least outside of what's already included.  It's kind of hard to judge; they are all bugfixes after all except the rage patch, minimap enhancement, and perhaps stuff like Half Knife and Gogo and the Cursed Shield (depending on opinion).  I'm afraid that I can be much more detailed outside of what I have and what the readmes state, unfortunately.

FlamePurge

Check out and discuss my projects

Chronosplit

No problem. :D

Also here's a pastebin with less typos and a little more on the Sketcher side of things, hopefully my scant few words will help relieve any confusion: http://pastebin.com/XfvJbqDX


Digitsie

I'd love to get those patches too. I'll try my hand at assembling a compilation set of bugfixes.

I do have a question about the Rage patch mentioned - does that count as 'restoring content' or were they dummied out because they weren't intended to be kept?

Chronosplit

Quote from: Digitsie on January 06, 2017, 02:19:20 PM
I'd love to get those patches too. I'll try my hand at assembling a compilation set of bugfixes.

I do have a question about the Rage patch mentioned - does that count as 'restoring content' or were they dummied out because they weren't intended to be kept?
I'll be sending.

Good question.  Death Warden was 100% a bug (TWUE fixes that) but they jury's out on the rest.  The Advance version only fixed Death Warden too, but nowadays there's also a patch for that and they never left the data.

Joehiyo

So I've patched my unheadered ROM using "Final Fantasy VI + Bug Fixes & Updated Opera.ips" but the evade fix doesn't seem to be working correctly. Is this a known issue? None of my characters seem to be blocking any attacks, and during the river sequence everyone was blinded and nobody missed a single attack (a supposed side effect of the evade bug.)

EDIT: False alarm! Did more testing and it seems ok. Maybe just fighting enemies with always-hit attacks or something.