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Author Topic: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.01)  (Read 137235 times)

Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #600 on: February 18, 2018, 03:37:46 pm »
Grats on the release.

Question, Is there a way to have "Final Fantasy VI (TWUE).ips" regular version with the Add-Ons Patch?

I have no intentions of making one, but you can patch each of the add-ons individually. Still, I do recommend the Bug Fixes though.

If you want to patch them, here's the list:

Blitz Screen

Rewards Display (this one requires you to add a header)

Y Equip Relics

Mini-Maps Upgrade

Special

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #601 on: February 18, 2018, 06:24:12 pm »
So because I don't wanna screw this up, steps are...

Patch a clean Rom with "Final Fantasy VI (TWUE).ips"

Then "Blitz Screen", then add a header with Tush, then Patch "Rewards Display", then remove header with Tush, then patch "Y Equip Relics", then patch "Y Equip Relics", then lastly "Music Player Config 2"?




Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #602 on: February 18, 2018, 07:29:16 pm »
So because I don't wanna screw this up, steps are...

Patch a clean Rom with "Final Fantasy VI (TWUE).ips"

Then "Blitz Screen", then add a header with Tush, then Patch "Rewards Display", then remove header with Tush, then patch "Y Equip Relics", then patch "Y Equip Relics", then lastly "Music Player Config 2"?

Exactly. You can even do the Rewards Display last since you can worry about the Header at that point.

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #603 on: February 18, 2018, 09:17:43 pm »
Cool, think I got everything working now, at least it seems so with the equip/relic switching and music player.

Cahos Rahne Veloza

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #604 on: February 19, 2018, 12:09:44 am »
Perhaps make more ROM hacks,

If I may make a suggestion, however bold and stupid it may be, how about trying your hand at touching up the NoProgress patch for Dragon Quest VI as that thing desperately needs finishing up. I hope I'm not overstepping my boundaries here though.

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Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #606 on: February 19, 2018, 09:23:12 pm »
What about the multiple fonts hack?

https://www.ff6hacking.com/wiki/doku.php?id=ff3:ff3us:patches:madsiur:multiple_fonts?

I myself have not tested it, but I don't think it would be compatible due to some of the name changes I made in places. It would need to be modified since I used some of the unused text space in the Fixed Width Font.

Chicken Knife

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #607 on: February 20, 2018, 01:22:40 pm »
Just read the new changelog for the update. I had my fingers crossed that you were going to include the invis/death bugfix but I see you opted to not close the exploit. I really think this should be included. I'm a little OCD but the active presence of a major bug like this is hard to get over. I've played through and contrasted this version along with the Relocalization hack. While that version doesn't have the invis/death bug present, it speeds Cyan's swordtech meter far too much and leaves me just as bothered. Fingers crossed this gets patched in for the next update and I can play something that makes me 100 percent happy.   

Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #608 on: February 20, 2018, 01:33:36 pm »
Just read the new changelog for the update. I had my fingers crossed that you were going to include the invis/death bugfix but I see you opted to not close the exploit. I really think this should be included. I'm a little OCD but the active presence of a major bug like this is hard to get over. I've played through and contrasted this version along with the Relocalization hack. While that version doesn't have the invis/death bug present, it speeds Cyan's swordtech meter far too much and leaves me just as bothered. Fingers crossed this gets patched in for the next update and I can play something that makes me 100 percent happy.

I have no intentions of adding it for several reasons and you can choose not to even take advantage of it during your own play-throughs. I figure by NOT adding it, the fix is open for those who want it closed or not.

However, you can still add that if you so desire to by downloading this patch, but you must add a header to your ROM before applying.


Chicken Knife

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #609 on: February 20, 2018, 01:51:50 pm »
I have no intentions of adding it for several reasons and you can choose not to even take advantage of it during your own play-throughs. I figure by NOT adding it, the fix is open for those who want it closed or not.

However, you can still add that if you so desire to by downloading this patch, but you must add a header to your ROM before applying.

Thanks Rodimus. Adding a header to your project prior to manually applying the individual fix should be no problem.

One other thought: while this is probably outside the scope of your project, have you ever thought of adding a couple of end game super mobs to test the mettle of a high level party with the best end game EQ? FFV, VII and onward all have these and it always seems like a waste that VI does not. I could play the GBA version for this but there are too many compromises. It's very curious that Intangir is the closest thing FFVI has to Shinryu or Omega even though he's located in the world of balance.

Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #610 on: February 20, 2018, 02:45:13 pm »
Thanks Rodimus. Adding a header to your project prior to manually applying the individual fix should be no problem.

One other thought: while this is probably outside the scope of your project, have you ever thought of adding a couple of end game super mobs to test the mettle of a high level party with the best end game EQ? FFV, VII and onward all have these and it always seems like a waste that VI does not. I could play the GBA version for this but there are too many compromises. It's very curious that Intangir is the closest thing FFVI has to Shinryu or Omega even though he's located in the world of balance.

The Czar Dragon (Kaiser Dragon in the GBA/Mobile/PC version) was dummied out of the game and is an extreme boss, but I had to erase the battle quotes it has to make room in TWUE. I know that there already is the "Ultimate Czar Dragon Challenge" patch, which is BEYOND an unfair beast and I don't believe is compatible with TWUE.

If someone wanted to make this a real end game optional boss specific to Ted Woolsey Uncensored, that would be cool. Just make it match the later releases version. They would just have to find a place for its battle quotes, and a place to face the monster.

In fact, any added extras at this point should be something open to the community. If there was a way to add in the extra content into Ted Woolsey Uncensored Edition (extra bosses, dungeons, and Espers, Bestiary) I would be all in favor of it. The ROM is already expanded to 4MB so there should be plenty of free space.

edale

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #611 on: February 22, 2018, 01:05:08 am »
In fact, any added extras at this point should be something open to the community. If there was a way to add in the extra content into Ted Woolsey Uncensored Edition (extra bosses, dungeons, and Espers, Bestiary) I would be all in favor of it. The ROM is already expanded to 4MB so there should be plenty of free space.
A prime example: https://github.com/Insidious611/DancingMadFF6/releases
The FFVI Dancing Mad MSU-1 mod. I fair amount of effort on multiple peoples parts went in to making sure it was fully compatible with the Ted Woolsey Uncensored Edition patch, along with the related Music Player patch.

It lets you play FFVI with a fully orchestrated and/or remastered CD quality soundtrack (many audio sources selectable in the installer).

The new beta release from a few days ago even includes TWUE 2.0 (only bugfix, updated opera, and addons version, if you want another version you'll need to apply it manually) as an optional component in the installer; and a copy of Madsiur's Music Player patch re-coded to work with the MSU-1 mod.

Chronosplit

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #612 on: February 23, 2018, 08:10:40 pm »
As for Ultimate Czar Dragon, I think that due to just how much that spans we'd be better off making an addendum for UCD that updates the names and such for a smoother save transition.  Making a Shinryu-style superboss addon isn't a terrible idea though.  FFVI has free bytes still in it at the end of the ROM, but I kinda feel like the main hurdle would be putting together an event for it (even if it is a monster trap, and IDK about that).

I cannot really do any of this however, as Wineskin tends to hate FF3USME's guts.
« Last Edit: February 24, 2018, 12:09:06 am by Chronosplit »

vico

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #613 on: February 25, 2018, 10:57:53 pm »
Did you have plans to add GBA font as a optional integrated patch?

Rodimus Primal

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #614 on: February 25, 2018, 11:36:02 pm »
Did you have plans to add GBA font as a optional integrated patch?
I do not. That font hurt my eyes personally but I know some love it. I much prefer the original game's font. Also, the game would need some tweaking because the font doesn't line up the same way.

The game is still compatible with FF3USME and anyone could import it if they wish.  Just be aware there is a small portion of the Fixed Width Font that uses some extra tiles and you would need to alter them as well. I used the free lettering to make room for certain monster names.

A prime example: https://github.com/Insidious611/DancingMadFF6/releases
The FFVI Dancing Mad MSU-1 mod. I fair amount of effort on multiple peoples parts went in to making sure it was fully compatible with the Ted Woolsey Uncensored Edition patch, along with the related Music Player patch.

It lets you play FFVI with a fully orchestrated and/or remastered CD quality soundtrack (many audio sources selectable in the installer).

The new beta release from a few days ago even includes TWUE 2.0 (only bugfix, updated opera, and addons version, if you want another version you'll need to apply it manually) as an optional component in the installer; and a copy of Madsiur's Music Player patch re-coded to work with the MSU-1 mod.

I tried this out and I noticed that the manifest it makes names the ROM ff3 and I'm reluctant to change it. If I did would it matter? Also I noticed that the wind sound is missing from the intro. If I only wanted the spoken English version of the Opera and the rest of the soundtrack be the original, which one do I choose?

As for Ultimate Czar Dragon, I think that due to just how much that spans we'd be better off making an addendum for UCD that updates the names and such for a smoother save transition.  Making a Shinryu-style superboss addon isn't a terrible idea though.  FFVI has free bytes still in it at the end of the ROM, but I kinda feel like the main hurdle would be putting together an event for it (even if it is a monster trap, and IDK about that).

I cannot really do any of this however, as Wineskin tends to hate FF3USME's guts.

That's not the only thing that would need to be modified in order to work with TWUE. I'd love it if the B-Button Dash was mapped to the Cancel button instead of just B. This would make the Control mapping patch compatible. Then of course, is the Cyan SwdTech/Bushido naming patch which we discovered doesn't work at all.
« Last Edit: February 25, 2018, 11:44:38 pm by Rodimus Primal »

Spooniest

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #615 on: February 26, 2018, 12:42:32 pm »
...Change the Goddess sprite to look like a Terra with green tunic and red hair, and make Dark Terra a boss, and Terra a required party member to encounter it.

The perfect place to put this is in the Cave To The Sealed Gate, a midgame location where Terra is required to be in the party.

Make it as hard as you want. The challenge is, do you have the patience to spend enough time grinding intangirs and boostable stats in the WoB to defeat it.

Do the math of how many HP of damage could be practically done to a Monster in the time it takes that many turns to occur between party and monster, and adjust monster speed to desired frenzy pace taste.

...How's that?

If you would open the gate_
Defeat me and prove your worth!

vico

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Re: Final Fantasy VI SNES Woolsey Uncensored Edition (Updated - Version 2.00)
« Reply #616 on: February 26, 2018, 08:38:40 pm »
I do not. That font hurt my eyes personally but I know some love it. I much prefer the original game's font. Also, the game would need some tweaking because the font doesn't line up the same way.
*Insert sad boys meme here*

I tried this out and I noticed that the manifest it makes names the ROM ff3 and I'm reluctant to change it. If I did would it matter? Also I noticed that the wind sound is missing from the intro. If I only wanted the spoken English version of the Opera and the rest of the soundtrack be the original, which one do I choose?

In MSU-1 in general you can replace only desired sounds, the others you can just ignore and the default sound from the ROM will be played. So, for example, you can add only the .msu from opera and leave all other sounds without a corresponding .msu and then the vanilla sounds will play.

edale

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I tried this out and I noticed that the manifest it makes names the ROM ff3 and I'm reluctant to change it. If I did would it matter? Also I noticed that the wind sound is missing from the intro. If I only wanted the spoken English version of the Opera and the rest of the soundtrack be the original, which one do I choose?
What emulator are you using? I'd recommend SNES9x v1.55, it doesn't require manifest files at all and is the most up-to-date as far as MSU-1 mods go.

Theoretically, you should be fine renaming the ROM, you just need to rename the rest of the files to match, and edit the manifest file with the new filenames.

For that music setup, you'd want to select custom for the music selection. It should default to have OST selected for everything, but if not click the OST radial (the official remaster of the SPC soundtrack, alternately you can manually select "SPC" for every track to not download a PCM, which will default it to the SPC audio) at the top, then click 'load'.

About 1/2 way down the list of tracks is "2-07/2-08/2-09 The Opera" Select "OTH" for this one.

A thing to note, the vocalized opera included in the mod atm is Game Music Concert 4's release, which is in Japanese (still AMAZING).

To my knowledge, there are 2 professionally done English versions of the Opera out there:
-The Distant World's cover, which I haven't gotten around to converting yet.
-The "More Friends" Album's cover.
I actually need to closely listen to these 2 versions to see if they're actually different versions, or the same.

I have converted the More Friends cover of the Opera. I'd be more than happy to give you a link to this one, but I need to check over it first to make sure the timing for everything still matches up, I converted it a while ago.

All of the Opera versions should make it into the installer eventually, though Insidious said it'd require coding a whole new page into the song selection, since he can't add multiple "OTH" columns, so they didn't make it into the current release. Hopefully in the next one.


Now scroll down to the bottom for "Sound Effects and Miscellany". This is the selection that includes the sound effects like the burning house's audio effects (quite proud of that one, took a lot of effort to get the sound just right, ended up combining several fire effects together to get the right balance of crackles and pops and such to really sound like you're walking through a burning building), as well as the ocean waves sound you get on the desolate isle at the start of WoR (another one I'm proud of, took some work to find a good track, with no animal sounds or other background noises at all, and even then it took some work before I got to the point I thought it really sold the feeling of hopeless desolation for that part of the game), and a few others. The only options are "OTH" and "SPC", and they're all grouped together, so select OTH to include those effects.

That last option actually doesn't include the wind sound from Narshe in it atm, but there's actually a reason for that. That wind effect is called at several points in the game, and one of those is the wind sound you hear in the Rich Man's House in Locke's Scenario to locate the hidden path. This particular instance relies very heavily on fading, gradually getting louder as you get closer to the bookcase, and has volume adjustments to the wind effect going all the way to when you enter/exit the first floor of the house from outside. Fading is the one big hurdle with this project Insidious hasn't managed to tackle yet.

We actually did spend some time trying to isolate the wind track called in the Rich Man's House, so that could remain SPC, while every other call of the track would get the PCM, but we couldn't manage it, so we had to pull that track. If you don't mind the wind track blaring full volume from the second you enter the Rich Man's House, until you enter the Corridor before Celes' cell during Locke's Scenario, then I can give you a link to the wind track so you can pop it in your game, it plays properly everywhere else it's called.


March 01, 2018, 08:14:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
FFVI Opera, More Friends album (English) MSU-1 tracks:
https://mega.nz/#!6MB0mTbA!351WXB6xDpbAwaC5E025-i3j9Mzur5UgCN4aaI8fwRE
https://mega.nz/#!nYREHQTL!FuvrBjtOhUOChpa8KeAonCukCRtYG9NZzNu0uDPBsIE
*fixed up several of the tracks. The voiced sections were fine, but the non-voiced non-looped sections were a mess. Everything lines up now, and the 'actors' match up with the musical cues now.

FFVI Wind effect MSU-1 track:
https://mega.nz/#!eJhD2QLD!nvDkzPAXHXBk5orTa15APP9N6Wm3gHTBAPsRwBd3wWw

So here's the English version of the Opera I converted, along with Narshe's wind effect. The Opera seems to be a mix of the SNES and GBA (+TWUE) opera lyrics, unless I'm mistaken, the first Draco part is the SNES lyrics, the Aria is the GBA lyrics, and the second Draco part is a mixture of the two.

Just drop these files into the folder with the rest of the PCMs for the mod and you're good to go.
« Last Edit: March 15, 2018, 03:51:13 am by edale »

Rodimus Primal

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What emulator are you using? I'd recommend SNES9x v1.55, it doesn't require manifest files at all and is the most up-to-date as far as MSU-1 mods go.

Theoretically, you should be fine renaming the ROM, you just need to rename the rest of the files to match, and edit the manifest file with the new filenames.

For that music setup, you'd want to select custom for the music selection. It should default to have OST selected for everything, but if not click the OST radial (the official remaster of the SPC soundtrack, alternately you can manually select "SPC" for every track to not download a PCM, which will default it to the SPC audio) at the top, then click 'load'.

About 1/2 way down the list of tracks is "2-07/2-08/2-09 The Opera" Select "OTH" for this one.

A thing to note, the vocalized opera included in the mod atm is Game Music Concert 4's release, which is in Japanese (still AMAZING).

To my knowledge, there are 2 professionally done English versions of the Opera out there:
-The Distant World's cover, which I haven't gotten around to converting yet.
-The "More Friends" Album's cover.
I actually need to closely listen to these 2 versions to see if they're actually different versions, or the same.

I have converted the More Friends cover of the Opera. I'd be more than happy to give you a link to this one, but I need to check over it first to make sure the timing for everything still matches up, I converted it a while ago.

All of the Opera versions should make it into the installer eventually, though Insidious said it'd require coding a whole new page into the song selection, since he can't add multiple "OTH" columns, so they didn't make it into the current release. Hopefully in the next one.


Now scroll down to the bottom for "Sound Effects and Miscellany". This is the selection that includes the sound effects like the burning house's audio effects (quite proud of that one, took a lot of effort to get the sound just right, ended up combining several fire effects together to get the right balance of crackles and pops and such to really sound like you're walking through a burning building), as well as the ocean waves sound you get on the desolate isle at the start of WoR (another one I'm proud of, took some work to find a good track, with no animal sounds or other background noises at all, and even then it took some work before I got to the point I thought it really sold the feeling of hopeless desolation for that part of the game), and a few others. The only options are "OTH" and "SPC", and they're all grouped together, so select OTH to include those effects.

That last option actually doesn't include the wind sound from Narshe in it atm, but there's actually a reason for that. That wind effect is called at several points in the game, and one of those is the wind sound you hear in the Rich Man's House in Locke's Scenario to locate the hidden path. This particular instance relies very heavily on fading, gradually getting louder as you get closer to the bookcase, and has volume adjustments to the wind effect going all the way to when you enter/exit the first floor of the house from outside. Fading is the one big hurdle with this project Insidious hasn't managed to tackle yet.

We actually did spend some time trying to isolate the wind track called in the Rich Man's House, so that could remain SPC, while every other call of the track would get the PCM, but we couldn't manage it, so we had to pull that track. If you don't mind the wind track blaring full volume from the second you enter the Rich Man's House, until you enter the Corridor before Celes' cell during Locke's Scenario, then I can give you a link to the wind track so you can pop it in your game, it plays properly everywhere else it's called.


March 01, 2018, 08:14:32 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
FFVI Opera, More Friends album (English) MSU-1 tracks:
https://mega.nz/#!6MB0mTbA!351WXB6xDpbAwaC5E025-i3j9Mzur5UgCN4aaI8fwRE

FFVI Wind effect MSU-1 track:
https://mega.nz/#!eJhD2QLD!nvDkzPAXHXBk5orTa15APP9N6Wm3gHTBAPsRwBd3wWw

So here's the English version of the Opera I converted, along with Narshe's wind effect. The Opera seems to be a mix of the SNES and GBA (+TWUE) opera lyrics, unless I'm mistaken, the first Draco part is the SNES lyrics, the Aria is the GBA lyrics, and the second Draco part is a mixture of the two.

Just drop these files into the folder with the rest of the PCMs for the mod and you're good to go.

Interesting. I'll have to try them out when I get some spare time.

Chronosplit

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Rodimus, you might want to update one of your patches: http://slickproductions.org/forum/index.php?topic=2046.0