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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Digitsie

It's not, and I think auto - fight, which is what he was suggesting, is pretty much out of scope for what Rodimus Primal's goal was.

I'd say that request, though, is probably a lot more doable on that FF6 hacks site.

Madsiur

Quote from: megapopito on January 28, 2017, 08:31:50 AM
- The GBA Two bonus dungeons are added: the Dragons' Den and the Soul Shrine ?
- Four new espers were added: Leviathan, Gilgamesh, Cactuar and Diabolos.
- A bestiary ?
- An auto-battle function ?

Bonus Dungeons: It is possible with FF6LE Rogue CE that can do map, Tilemaps, NPC, Event triggers, Exits and chest expansions. For the Soul Shrine it would be hard to Trigger consecutive battles without exiting the battle screen but with events you can trigger consecutive battles but you will see the victory dance and battle intro between each.

New Espers: This require menu rework, some data relocalization, code modifications and spell expansion. In three words lots of work but it's not impossible.

Bestiary: Possible. Easiest way is via the rage menu, where clicking on a monster name would open a window with his stats.

Auto-battle: Possibly the hardest of all four things to implement. I know too little about battle code to speculate more.

Spooniest

Quote from: Madsiur on January 31, 2017, 11:10:49 AM
Bestiary: Possible. Easiest way is via the rage menu, where clicking on a monster name would open a window with his stats.

On the subject and while you're in here Madsiur, I always thought "why can't the names of Monsters in 'cleared-for-the-veldt' formations appear "greyed out" in the Rage menu, before they are then Leapt and learnt by Gau, and then appear white once learned?"

That seems a simple thing to add...?
Yamero~~!

SCO

Although i would prefer every DS version enhancements already mentioned here, i have to ask: Any chance of getting the music player hack into this? I've read some people here were trying to make it more modular/easier to reuse.

Madsiur

Quote from: Spooniest on January 31, 2017, 11:22:51 AM
I always thought "why can't the names of Monsters in 'cleared-for-the-veldt' formations appear "greyed out" in the Rage menu, before they are then Leapt and learnt by Gau, and then appear white once learned?"

Novalia Spirit made recently a hack that does exactly this. I've seen screenshots but I'm unsure if he released it here. Slick Forum is down ATM so I can't link the post.

Quote from: SCO on January 31, 2017, 03:22:01 PM
i have to ask: Any chance of getting the music player hack into this? I've read some people here were trying to make it more modular/easier to reuse.

Well with the ASM files it's already modular. You can have your song titles separated from the bank $C3 menu code and strings are what takes the most space. There is also 3 different implementations, two in the config screen and one in the main menu. The core of the player have its own file reused in all implementations.

If Rodimus Primal wants, I can make it work on TWU. I suspect it's a simple free space conflict and it wouldn't be more than an hour or two of work start to finish / tested. I could patch the latest TWU version and try it next weekend if there is an interest of having the music player in the hack. Rodimus Primal only need to tell me where he wants the option (see the 3 options here) and if the song names / order are ok for him (see here).

Rodimus Primal

Quote from: Madsiur on January 31, 2017, 04:25:20 PM
Novalia Spirit made recently a hack that does exactly this. I've seen screenshots but I'm unsure if he released it here. Slick Forum is down ATM so I can't link the post.

Well with the ASM files it's already modular. You can have your song titles separated from the bank $C3 menu code and strings are what takes the most space. There is also 3 different implementations, two in the config screen and one in the main menu. The core of the player have its own file reused in all implementations.

If Rodimus Primal wants, I can make it work on TWU. I suspect it's a simple free space conflict and it wouldn't be more than an hour or two of work start to finish / tested. I could patch the latest TWU version and try it next weekend if there is an interest of having the music player in the hack. Rodimus Primal only need to tell me where he wants the option (see the 3 options here) and if the song names / order are ok for him (see here).

From my testing with the Music Player, you just have to add a Header to TWUE for the Music Player to work and I happened to test it with the Config version. It was your first release that didn't work. The only thing I would do is change a couple of track names slightly towards the end. The second Kefka is the final dungeon (Kefka's Tower is what I think the OST calls it) and the ? (which is basically the title screen but shorter to introduce the final form of Kefka) is part of Dancing Mad so I would rename Dancing Mad 2, and rename Dancing Mad 4.2 as just 3. I could easily HEX edit it I believe.

I tell you what. I wouldn't mind having an add-on patch that includes the Music Player if there was a way to somehow implement a Bestiary down the line too. The extra dungeons, Espers, and Auto-battle functions wouldn't be something I would be interested in adding in though.

SCO

Headers are never needed for snes ips patches compatibility. You can always just use ipsbeheader on any ips that requires a header, if both patches are otherwise compatible.

In fact, i don't even understand why RHN doesn't do this automatically for any snes ips that requires it other than 'it's always been this way'. Even the notion to 'archive the originals' can the mantained by offering both versions.

It would certainly reduce confusion and user errors. I know about it very well and still trip myself occasionally, besides being a waste of precious minutes.

Spooniest

Quote from: Madsiur on January 31, 2017, 04:25:20 PM
Novalia Spirit made recently a hack that does exactly this (greyed-out rage menu entries for checklisting purposes - ed). I've seen screenshots but I'm unsure if he released it here. Slick Forum is down ATM so I can't link the post.

This will be a great step forward in Final Fantasy/Pokemon Fanbase Relations

Let us pop open the champagne and celebrate this great step forward in the diplomatic process between video game fans

:D I am mayor sailor suit cat and I approve of this frivolity
Yamero~~!

Chronosplit

Quote from: SCOIn fact, i don't even understand why RHN doesn't do this automatically for any snes ips that requires it other than 'it's always been this way'. Even the notion to 'archive the originals' can the mantained by offering both versions.

It would certainly reduce confusion and user errors. I know about it very well and still trip myself occasionally, besides being a waste of precious minutes.
That wouldn't change anything, and in fact FFVI proves it.

The majority of patches aren't even present on RHDN (even though it's a common complaint about all the patches that are present, it's quite the number), and most of those here have no-header versions.  Everywhere else is almost all header, and what's more new code tends to prefer a header more often than not.  If anything at all, requiring no-header would make the confusion worse because I'd have to make two phases of headering and no-headering to get the patching done.

SCO

I'm writing specifically about SNES hacks. In those every new hack i've seen (or at least every i can remember) uses no-intro as a basis and thus requires no header. There is a sizable backlog of SNES romhacks that do require a header (or a badly dumped rom that is not equal to the no-intro version). It's the confusion between these two i'm writing about.

When many addedum to some headered patches require no header it would be good if the previous patches had a no-header version on the site (it would be good anyway imo with tools like ipsbeheader)...

The one thing i think would be a problem is the readmes would be wrong, mentioning wrong requirements, sizes or crc, so a alternative like this would need to be idiot proof.
Oh well, i can just keep applying ipsbeheader as required. I just find the waste of manhours (years if you count everyone downloading) this caused over the years tragic.

Chronosplit

Pastebin related note: Stuck in a Pose was found to have an obscure-ish bug inside, I'm going to leave it to you guys if you want to leave it in the list or leave a bug since I can't really get it done. :P

Rodimus Primal

Quote from: Chronosplit on February 06, 2017, 11:10:26 AM
Pastebin related note: Stuck in a Pose was found to have an obscure-ish bug inside, I'm going to leave it to you guys if you want to leave it in the list or leave a bug since I can't really get it done. :P

What does it cause? I've never used it myself. Also I want to test out that Blitz naming patch.

EDIT - I just tested out the Naming Blitz patch. Turns out that it won't work unless you patch a clean ROM first, then apply Woolsey Uncensored. But then something real interesting happens. When I was first making this project, I simply renamed everything within the limitations that where available. I then used assassin's patch to extend the names of everything, so they are in different places in the ROM. Because of this, the named Blitzes in the menu are named according to my original renaming. There are only two solutions to make this work. Either the code would need to point to the new locations of the naming (which might not fit in the menu itself) or I'd have to change the names in the original locations to look better than they are.

Spooniest

I want a mod that makes FF6 have realistically proportioned characters that, within the size constraints of the SNES sprites for FF6 characters, resemble Amano artwork

Actually that would be pretty cool, I thought of trying it once but you're talking about painting little lithe thin characters like that in such a tiny space with pixels that are, proportionally, the size of softballs.

Hrm...I dunno, do you think it would be interesting? Would eyes be able to be kept distinguishable with such proportions? :/ I wish I knew more about proportional anatomy drawing...
Yamero~~!

Rodimus Primal

Quote from: Spooniest on February 06, 2017, 10:53:14 PM
I want a mod that makes FF6 have realistically proportioned characters that, within the size constraints of the SNES sprites for FF6 characters, resemble Amano artwork

Actually that would be pretty cool, I thought of trying it once but you're talking about painting little lithe thin characters like that in such a tiny space with pixels that are, proportionally, the size of softballs.

Hrm...I dunno, do you think it would be interesting? Would eyes be able to be kept distinguishable with such proportions? :/ I wish I knew more about proportional anatomy drawing...

Well there's always the terrible Mobile/Steam sprites. Personally I'd like to see a mod that changes Celes in the World of Ruin into a more Amano artwork looking sprite. Since Cid wore yellow I thought it would be fitting.

Digitsie

l33tSketcher continues to modify his patches to not use free space, so more and more looks like they may not clash with anything.

Ho boy.

Keeping up with this is going to be like a full time job.

Spooniest

Has anyone ever asked the question "Why is FF6 the most modded FF?"

It is, I think. Why is that? It wasn't exactly a big seller, though FF4 and 1 were not TV advertised in the States as it was. FF7 came right after and was the hit, but PSX isos are a bit more difficult to work with, and hold more text...

Is FF6 at some weird singularity focal point for romhacking? It seems like it to me sometimes.
Yamero~~!

Chronosplit

Quote from: Rodimus Primal on February 06, 2017, 06:58:42 PM
What does it cause? I've never used it myself.
Stuck in a Pose fixes a small graphical error where after an event, your sprite may end up stuck in a walking pose by adding a check.  It incidentally did also fix some other little misc. errors related to that.

The bug involved is actually pretty funny: in an out of the way NPC talk during the river poisoning event in Doma, it would trigger a battle with 4 Terras. o.O

Quote from: Spooniest on February 07, 2017, 03:19:36 PM
Has anyone ever asked the question "Why is FF6 the most modded FF?"

It is, I think. Why is that? It wasn't exactly a big seller, though FF4 and 1 were not TV advertised in the States as it was. FF7 came right after and was the hit, but PSX isos are a bit more difficult to work with, and hold more text...

Is FF6 at some weird singularity focal point for romhacking? It seems like it to me sometimes.
Probably the same reason as "why do people still mod Doom when it's over 20 years old" except less bug fixes: extensive research, good tools/resources, a community still going at it, and for FFVI many many documented places for improvement that (most) people can agree on.  I'm not sure if the hacking's brought in new fans or not, but I think I can safely say it's bigger than when it was being sold.

Rodimus Primal

Quote from: Chronosplit on February 07, 2017, 07:05:06 PM
Stuck in a Pose fixes a small graphical error where after an event, your sprite may end up stuck in a walking pose by adding a check.  It incidentally did also fix some other little misc. errors related to that.

The bug involved is actually pretty funny: in an out of the way NPC talk during the river poisoning event in Doma, it would trigger a battle with 4 Terras. o.O

So I will have to change the Txt document to say do not use that patch. At least for now.

I have also changed the original location names for the Blitzes so that they reflect the names used in battle. This way if Naming Blitz is applied, they at least work as shorthand descriptions.

I also shortened Rage Fist's (Pummel) description because of how it overlays when as two lines. The new description says "Pummel an enemy w/ flurry of fists" I also updated Razor Gale's description to "Slashes enemies with cutting wind" and Meteor Strike to "Suplex an enemy into the ground."

I want to test a little further with the Naming Blitz as well as the Music Player. I think that they may only work on clean ROMs because when I used the Music Player on top of TWUE, switching characters bugged out the game.

EDIT- On a clean ROM, applying Music Player and then TWUE will crash the game when you go to enter the menu. Patching Music Player on top will cause the game to switch to another map with no visible character if you go to switch parties. Naming Blitz seems to work just fine either way.

Here's how it will look now if you apply Naming Blitz to my update coming soon:


Chronosplit

Nix the text warning.  Apparently Stuck in a Pose has been updated to fix the bug and lessen the size, so far it's working (thank goodness for both ROM patcher and Unipatcher, I was actually able to do a rare test.)

That screen shot looks awesome by the way!

Digitsie

I located it at the ff6romhacking thread, but the patch is still dated 2-20-2016.  Where did you get the updated one?

(Man, there's a number of updates for a bunch of these patches here that weren't posted...!)