News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.06)  (Read 193179 times)

Rodimus Primal

  • Hero Member
  • *****
  • Posts: 1017
    • View Profile
Did you end up updating the Opera lyrics to match the English performances?

I made a ROM with the lyrics changed to match, however when I made the patch it wasn't compatible with the ROM made from the MSU-1 Installer. I haven't tested yet, but I am going to try and make another that will match the words better. Also, I don't know if you intend to fix the names in the Music Player.

edale

  • Full Member
  • ***
  • Posts: 122
    • View Profile
I made a ROM with the lyrics changed to match, however when I made the patch it wasn't compatible with the ROM made from the MSU-1 Installer. I haven't tested yet, but I am going to try and make another that will match the words better. Also, I don't know if you intend to fix the names in the Music Player.
What's wrong with the names in the music player? IIRC the music player patches in the MSU mod are fine.

Rodimus Primal

  • Hero Member
  • *****
  • Posts: 1017
    • View Profile
What's wrong with the names in the music player? IIRC the music player patches in the MSU mod are fine.

The actual player isn't the issue, it's the song titles. The spacing in the ROM incorrectly places 3 end song bytes to the apostrophe. So now, songs like Locke's Theme or Kefka's Tower are cut off just saying Locke or Kefka. I corrected this with the Music Player included with TWUE, but to my understanding you are using a modified version to be compatible with the MSU-1 mod.

This can be easily remedied by editing it and making a new patch for the Music Player. I can do it but the MSU-1 Installer still uses Version 2.00 of TWUE instead of 2.01. Once that's made I CAN make a patch with the live English performances that should work if I test it out.

edale

  • Full Member
  • ***
  • Posts: 122
    • View Profile
The actual player isn't the issue, it's the song titles. The spacing in the ROM incorrectly places 3 end song bytes to the apostrophe. So now, songs like Locke's Theme or Kefka's Tower are cut off just saying Locke or Kefka. I corrected this with the Music Player included with TWUE, but to my understanding you are using a modified version to be compatible with the MSU-1 mod.

This can be easily remedied by editing it and making a new patch for the Music Player. I can do it but the MSU-1 Installer still uses Version 2.00 of TWUE instead of 2.01. Once that's made I CAN make a patch with the live English performances that should work if I test it out.
I'll need to check, but I think those fixes are already in the MSU music player.

*edit- Hmmm, nope. Those tracks are displaying with the problem you described.

*edit2- https://mega.nz/#!iZ5HySCC!6BlSleNSEm50EkOQ5_X-qlOkphgO_M8a-eDpxAMsDjY
That's a link to the modified Music Player, including ASM files. Should make fixing the issue simple.
We only use the main menu versions in the Dancing Mad installer.
« Last Edit: May 20, 2018, 03:39:13 am by edale »

Madsiur

  • RHDN Patreon Supporter!
  • Full Member
  • *****
  • Posts: 174
  • FF6 hacker
    • View Profile
I dunno the cause of these apostrophes bugs in song names. Maybe the ASM file text encoding is the cause or maybe it's an xkas thing or something related to my PC but assembling the hack on my PC (and same for you?) cause this bug. The apostrophe is part of the table, just change the 3 bytes in a hex editor, it should be fairly simple.

Isao Kronos

  • Hero Member
  • *****
  • Posts: 1229
    • View Profile
How shifted are values regarding Gau's Rages? I missed Stray Cat so I was going to maybe look into hex editing it into my srm's inventory or something when I get Gau back. I found a set of AR codes but they modify more than one rage at a time for some reason.

EDIT: Turns out I wasn't too far, had to do the Veldt loop before going to Kohlingen.
« Last Edit: June 09, 2018, 01:24:40 am by Isao Kronos »

Digitsie

  • Sr. Member
  • ****
  • Posts: 283
    • View Profile
Is this something significant enough for you to look at?

https://www.romhacking.net/hacks/4084/

Chronosplit

  • Hero Member
  • *****
  • Posts: 1339
    • View Profile
Is this something significant enough for you to look at?

https://www.romhacking.net/hacks/4084/
IIRC, TWUE already has Bannon Riding.  I forget, would this add in anything that you'll actually see in-game on a chocobo?

Digitsie

  • Sr. Member
  • ****
  • Posts: 283
    • View Profile
From reading the description, it's not compatible with the Bannon riding thing, and it fixes up sprites of other things as well.

Quote
In Final Fantasy VI, there is a semi-famous bug called the “Chocobo Riding Glitch”. Though it is only possible to trigger this glitch with Banon in an unhacked game, it can actually affect any sprite beyond the Main Characters, Vicks/Wedge, and the Imp. It affects not only Chocobos, but Magitek armor as well.

This patch completes the spritesheets of the 5 guest characters that are controlled by the player over the course of the game, allowing anyone who is ever in your party to ride a chocobo or use Magitek. The expanded sheets are Leo, Banon, Ghost, Merchant, and Esper Terra. A full explanation of how it was done is provided in the readme.

It also fixes a few other issues present in the game: (1) Esper Terra now has a tent, and her eye shading was fixed on 2 rarely-used sprites. (2) The Ghost’s tent was recolored to bone-white. (3) The “surprised” face for the Soldier Sprite (never used in the base game) has been redrawn so as not to look like a glitch. (4) The Formation Palettes for Esper Terra and Kefka, which were incorrect in the base game, have been corrected.

This hack is intended to be used by anyone who is tinkering with Final Fantasy VI, whether it’s as small as using a save state editor to change the character graphics, or as large as writing a hack to add in new characters.

It is not compatible with any other patch that attempts to fix the chocobo riding glitch, including CV Reynolds Compilation and Bugfix Patch or LeetSketcher’s Banon Riding Patch.

edale

  • Full Member
  • ***
  • Posts: 122
    • View Profile
Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)
« Reply #649 on: September 03, 2018, 10:38:33 pm »
The version of TWUE included in the Dancing Mad installer has finally been updated to the 2.01 version, along with a lot of other but fixes and improvements to the installer.

Full list of changes with the new update: http://www.romhacking.net/forum/index.php?topic=22929.msg363436#msg363436

Rodimus Primal

  • Hero Member
  • *****
  • Posts: 1017
    • View Profile
Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)
« Reply #650 on: February 19, 2019, 01:46:57 pm »
I know its been a while since I last did an update for Woolsey Uncensored, but since Mato recently did his translation analysis for FFVI, I've been thinking about going through the script with his notes to make a few tweaks like I did with Namingway Edition. Before I do so, I wanted to get some input on things people may have noticed so I can compile and fix those issues first.

laserlambert

  • Jr. Member
  • **
  • Posts: 22
    • View Profile
Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)
« Reply #651 on: February 19, 2019, 02:26:27 pm »
I remember that umaro's special spell when he has the orb was called "holy sword" or something like that, that seems like a mistake.

Masaru

  • Jr. Member
  • **
  • Posts: 35
  • i want to know diasm and c++
    • View Profile
Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)
« Reply #652 on: February 19, 2019, 02:30:21 pm »
This is something curious that i don't know why no one fixed it in the SNES version

in the Japanese version of the game, the esper battle window display the MP next to the digits, in the US SNES version this was removed and it wasn't fixed until the PSX version

I wanted to know if this nitpick could be fixable or don't


Rodimus Primal

  • Hero Member
  • *****
  • Posts: 1017
    • View Profile
Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)
« Reply #653 on: February 19, 2019, 03:07:41 pm »
This is something curious that i don't know why no one fixed it in the SNES version

in the Japanese version of the game, the esper battle window display the MP next to the digits, in the US SNES version this was removed and it wasn't fixed until the PSX version

I wanted to know if this nitpick could be fixable or don't



There is a hack from Lenophis that fixes that and its included in Woolsey Uncensored. If you read over the Read Me, it is listed as one of the MANY bug fixes added in.

 

darthvaderx

  • Full Member
  • ***
  • Posts: 152
    • View Profile
Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)
« Reply #654 on: February 19, 2019, 03:13:13 pm »
The enemy counter has also been removed from the American version...



...as well as the control customization , but there is already a patch to fix this.




Rodimus Primal

  • Hero Member
  • *****
  • Posts: 1017
    • View Profile
Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)
« Reply #655 on: February 19, 2019, 03:21:47 pm »
The enemy counter has also been removed from the American version...



...as well as the control customization , but there is already a patch to fix this.



The reason I did not add the control customization back in is because of the B Button Dash being hard coded to the B Button. That hack is fully compatible with TWUE, but B is still dash no matter what you assign the control to.

As for numbers of enemies, I think that was done because of spacing for enemy names which is probably why no one has attempted to change that.

Is there anything script related within TWUE that you know of that needs attention?

Chronosplit

  • Hero Member
  • *****
  • Posts: 1339
    • View Profile
Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)
« Reply #656 on: February 19, 2019, 03:44:29 pm »
Yeah, unless the dash routine is made to be an option in the control settings (or made to work with the cancel option instead of just the B button) you're going to need to settle for emulator control settings the original controls.

In script related things, I noticed Umaro's Holy Sword of Yetiness.  I only got to see it once because I really don't use him, though.  Can't really tell what causes it.  There's nothing else that I can see.

darthvaderx

  • Full Member
  • ***
  • Posts: 152
    • View Profile
Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)
« Reply #657 on: February 19, 2019, 03:53:44 pm »
The reason I did not add the control customization back in is because of the B Button Dash being hard coded to the B Button. That hack is fully compatible with TWUE, but B is still dash no matter what you assign the control to.

As for numbers of enemies, I think that was done because of spacing for enemy names which is probably why no one has attempted to change that.

Is there anything script related within TWUE that you know of that needs attention?

I just wanted to complement the information from the previous post, as for TWUE I'm already more than satisfied, thank you for all your hard work to give us the definitive version of FFVI. :thumbsup:
But contradicting my sentence above (as always every human being is never completely satisfied), there are two things that I still hope to have in hand the definitive version of FFVI (but that does not depend on you):

1) The correction of that bug that in a certain part of the end the image leaves synchronization with the audio and you have to stay pressing the control button to advance the dialogue and follow the scene. (This is relative to Snes9x? I've never tested it on another emulator.)

2) In the Zeldix forum, someone gave a suggestion to add the opening and closing scenes in FFIV, FFV and FFVI from the PS1 just like they did with the Chrono Trigger hack, if they ever managed to do it, I do not need anything else in the life... :beer:


Rodimus Primal

  • Hero Member
  • *****
  • Posts: 1017
    • View Profile
Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)
« Reply #658 on: February 19, 2019, 04:08:55 pm »
I just wanted to complement the information from the previous post, as for TWUE I'm already more than satisfied, thank you for all your hard work to give us the definitive version of FFVI. :thumbsup:
But contradicting my sentence above (as always every human being is never completely satisfied), there are two things that I still hope to have in hand the definitive version of FFVI (but that does not depend on you):

1) The correction of that bug that in a certain part of the end the image leaves synchronization with the audio and you have to stay pressing the control button to advance the dialogue and follow the scene. (This is relative to Snes9x? I've never tested it on another emulator.)

2) In the Zeldix forum, someone gave a suggestion to add the opening and closing scenes in FFIV, FFV and FFVI from the PS1 just like they did with the Chrono Trigger hack, if they ever managed to do it, I do not need anything else in the life... :beer:

1) Are you talking about the line with Strago and Relm? I believe you or someone else mentioned this before and I had it corrected in an update previously.

2)I think this would have to be something added in using the MSU-1 hack if possible much like the Chrono Trigger hack that adds the cutscenes. I'm not sure if the folks who made the Dancing Mad hack have looked into doing this. Personally, I think the ONE thing I wish could be added to TWUE would be a Bestiary. But that's a whole project into of itself.

Chronosplit

  • Hero Member
  • *****
  • Posts: 1339
    • View Profile
Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)
« Reply #659 on: February 19, 2019, 05:51:21 pm »
FMV is 100% MSU-1 territory.  While I don't know the limits of the chip's capability, I don't see why it wouldn't be doable.  Thing is though, unlike CT the only sources for the FMVs are the PS1 version.  The quality may or may not take a drop.