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Author Topic: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.09)  (Read 282526 times)

Chronosplit

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #220 on: October 17, 2016, 09:41:15 pm »
Another dialoge-related fix, have you considered the Incoherent Gungho dialogue fix?

Gerad and Sabin should definitely go in. It goes along the idea of restoring content.

As for the rest of LeetSketcher's bugfix patches, they should go in the bugfix version given they don't interfere with any other fix. But knowing the author, he usually make sure his fixes do not interfere with existing one from those who fix bugs as well.
The question isn't really if they play nice with other fixes, but more if they play nice with TWU.  I've done some testing on this, and the patch with every bugfix on the 'net doesn't play nice with a TWU with no bugfixes.  So while most patches do appear to work, some won't and it's smart to be careful with applying stuff.
« Last Edit: October 17, 2016, 09:46:36 pm by Chronosplit »

Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #221 on: October 17, 2016, 10:50:25 pm »
Another dialoge-related fix, have you considered the Incoherent Gungho dialogue fix?
The question isn't really if they play nice with other fixes, but more if they play nice with TWU.  I've done some testing on this, and the patch with every bugfix on the 'net doesn't play nice with a TWU with no bugfixes.  So while most patches do appear to work, some won't and it's smart to be careful with applying stuff.

So this would of course need to be tested to make sure it plays nice. I know that there are SO MANY bugfixes for this game that many actually have overlapped before and new ones had to be made to make sure they do. It's one of many reasons I didn't include every bug fix known to man even in the bugfix version. But because this is actually fixing content that is in game it's worth adding so long as it works. It's been so long since I have played the GBA version. Can anyone confirm if that extra bit of dialogue is there in that version?

Chronosplit

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #222 on: October 18, 2016, 12:16:23 am »
As far as GBA goes Leet Sketcher did update a few of the applicable patches for use in GBA.  This one wasn't one of them, so that leads me to believe that it's not needed for that one onward.  I never went through the GBA game with the requirement in question so I don't know for certain, however.

Madsiur

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #223 on: October 18, 2016, 12:47:34 am »
The question isn't really if they play nice with other fixes, but more if they play nice with TWU.  I've done some testing on this, and the patch with every bugfix on the 'net doesn't play nice with a TWU with no bugfixes.

The good method is using a tool like the following and compare if two patches (one being the TWU patch) change the same offsets: http://www.romhacking.net/utilities/1080/

It's not a 100% guarantee that two patch don't conflict though. As an example, two gameplay patches affecting the same parameters or technical aspect but altering two different ROM regions can conflict with each other in a fundamental way. However using a patch conflict finder is a very good start.

There is also a console application version of the utility made by zephyr129: https://web.archive.org/web/20141227210629/http://zephyr129.brinkster.net/patchconflict.html

Chronosplit

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #224 on: October 18, 2016, 09:44:27 am »
Huh, all this time when patch comparing I've just been guessmaking with IPSPeek.  This will be very handy, thank you!

Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #225 on: October 18, 2016, 07:00:32 pm »
So I've got the go ahead from him and I plan on implementing it.  Just need to make sure it works with no overlaps, make the line fixes needed and go for it.

Chronosplit

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #226 on: October 20, 2016, 12:01:07 pm »
This also might be notable for restoration, just popped in today: http://www.romhacking.net/hacks/3148/

Basically, the Japanese version of VI had the ability to change controls like VII.  Of course, I haven't much of a clue if this changes around the dash assignment so I'm not 100% sure about compatibility here.
« Last Edit: October 20, 2016, 01:36:09 pm by Chronosplit »

Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #227 on: October 20, 2016, 06:50:41 pm »
This also might be notable for restoration, just popped in today: http://www.romhacking.net/hacks/3148/

Basically, the Japanese version of VI had the ability to change controls like VII.  Of course, I haven't much of a clue if this changes around the dash assignment so I'm not 100% sure about compatibility here.

That could cause a conflict if the B button were changed to OK. It would need to be playtested first. I'm going to have to mess around with these over the weekend. I'm suprised someone hasn't been able to restore the renaming menu for Cyan's Skill.

Chronosplit

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #228 on: October 20, 2016, 07:39:08 pm »
I agree that this is pretty useless if the B button can't be remapped due to conflicts. XD

Another worth mentioning is the tritoch animation fix, it appears to be 100% compatible as-is.  We've been getting a steady stream of potentially useful material lately.
« Last Edit: October 20, 2016, 08:18:25 pm by Chronosplit »

Madsiur

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #229 on: October 20, 2016, 11:36:38 pm »
Another worth mentioning is the tritoch animation fix, it appears to be 100% compatible as-is.

I fixed another small graphic bug that assassin pointed out to me: http://www.ff6hacking.com/forums/showthread.php?tid=3347

However it's not a good patch if you already changed the Cafe sign to "Pub" as an example...

Digitsie

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #230 on: October 20, 2016, 11:40:51 pm »
I'm looking at the 'Frozen Terra' fix and wondering if that's worth the trouble, as I remember running across it -once- long ago during one of my SNES play through somehow.

Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #231 on: October 20, 2016, 11:58:20 pm »
I fixed another small graphic bug that assassin pointed out to me: http://www.ff6hacking.com/forums/showthread.php?tid=3347

However it's not a good patch if you already changed the Cafe sign to "Pub" as an example...

That was one of the first things I did since I was after uncensoring. That and the monster sprites.

I agree that this is pretty useless if the B button can't be remapped due to conflicts. XD

Another worth mentioning is the tritoch animation fix, it appears to be 100% compatible as-is.  We've been getting a steady stream of potentially useful material lately.

That's a good one to add as well along with the Froze Terra fix. There does seem to be a lot of little fixes here and there worth adding. Other than text errors, they will be added to the Bugfix patches.

Madsiur

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #232 on: October 21, 2016, 01:28:57 am »
I'm looking at the 'Frozen Terra' fix and wondering if that's worth the trouble, as I remember running across it -once- long ago during one of my SNES play through somehow.

In my opinion, the fix is bigger than fixing the wounded returner event. This might be the only place where that non-reset RAM do damages but there could be other instance where a reset followed by an event repetition could lead to weird behaviors. Given in vanilla ROM bank $C3 has 0x1000 bytes of space at the end, those 17 bytes worth their place. But hey, it's the patch creator talking here so don't mind me :P

Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #233 on: October 24, 2016, 01:38:13 am »
In my opinion, the fix is bigger than fixing the wounded returner event. This might be the only place where that non-reset RAM do damages but there could be other instance where a reset followed by an event repetition could lead to weird behaviors. Given in vanilla ROM bank $C3 has 0x1000 bytes of space at the end, those 17 bytes worth their place. But hey, it's the patch creator talking here so don't mind me :P

Interesting. So do you think that adding that would cause conflicts with anything within TWU? I probably won't add that at all unless it's play tested.

Alright so here's the list of changes to be made next update so far:

-fix the Ox line to ox on the Phantom Train.
-Add Gerard and Sabin. Since this restoring content, this is going in all versions.
-Add Tritoch graphical fix to all versions. Again restoring content.
-Add Shadow's Status to the bugfix patches.

Is there anything else I should look into while I'm working on it so I can release an update?

Chronosplit

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #234 on: October 24, 2016, 11:23:04 am »
Since it plays with RAM I'd certainly be extremely careful.  Maybe wait it out for an update just in case bugs rear up?

I think this list looks fine and dandy!
« Last Edit: October 24, 2016, 11:46:40 pm by Chronosplit »

Digitsie

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #235 on: October 24, 2016, 01:21:12 pm »
Chronosplit mentioned an Incoherent Gungho fix earlier - what is that about?

I'd also look at the rest of Leetsketcher's patches, as I recall a few more 'restore content' patches.

Frozen Terra for sure, I think, just to prevent the weirdness that made things unplayable.


Chronosplit

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #236 on: October 24, 2016, 01:23:45 pm »
Chronosplit mentioned an Incoherent Gungho fix earlier - what is that about?
Basically, in a mistake the original screws up a couple of his lines.  Since the script was gone over however, that's probably fixed already.

EDIT: As for the rest of Leet's patches, I don't really see anything that outright restores content.  Good news is however, none of them are in the territory to harm TWU at all (from what I've seen over time at least) so they can be self-patched.  It's probably better that way since they're still being updated on a regular basis anyway (plus in cases like the zombie status patches and jump megafix, there are different versions applicable to personal taste).
« Last Edit: October 24, 2016, 03:28:14 pm by Chronosplit »

Digitsie

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #237 on: October 24, 2016, 04:11:08 pm »
Better to at least mention the lines that were messed up instead of assuming it was fixed?

Chronosplit

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #238 on: October 24, 2016, 06:22:59 pm »
Better to at least mention the lines that were messed up instead of assuming it was fixed?
Ah, you're right!

From the patch description:
Quote
When first meeting Gungho in Thamasa in the WoB, there are two conversations that can take place: one without Strago in your party, and one with.  There's a line of dialogue from Gungho in both versions where he addresses Strago in the second person, that doesn't make sense when Strago's absent.  There's also a seemingly extra line of dialogue in the Strago-present version, where Gungho inexplicably speaks of him in the third person.

Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 1.87)
« Reply #239 on: October 24, 2016, 10:26:40 pm »
I'm trying to remember because when I first was researching all of the patches for this game, I know I looked up assassin's website and his super list of patches. I'm going to look at the lines again because if I remember correctly I may have switched the lines around to MAKE them consistent instead of using his patch.