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Lufia-Patches by Artemis

Started by FlamePurge, September 01, 2015, 04:42:13 AM

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Artemis

http://www.mediafire.com/file/ac5tbshy557zyd1/Lufia-Patches_v3.zip

Here's the update with Snoomy included.


About the Ferim Tower walk glitch. I tried reproducing it, but I couldn't. So I guess it's like that Dragon Mountain issue where got some different factors have to come together in order for it to happen. Therefore, I think it's totally not worth it - especially considering that the potential fix if it's more complicated might cause even more problems than it fixes.

So I'd say, you may look for Dragon Mountain or Ferim Tower once, but if you cannot find anything or if it's not trivial to fix, just skip these ones.

There's also to consider that there probably are a lot more of these 'special condition boundary issues', so it's really not worth it!
My silly RPG Maker 2k game (German language, and be warned: it's as trollish as Kureji Lufia):
https://www.mediafire.com/file/fe11rhmcd5ldo4o/Flannida_Tales_-_TPoD_-_v1-2.zip/file

rainponcho

Pot fix
http://s000.tinyupload.com/index.php?file_id=00792750998735028853


Prevents Maxim from picking up objects if a monster shares same tile. This is cleanest way to avoid the problem. It's a programming glitch but a hard one to solve other ways.

Artemis

My silly RPG Maker 2k game (German language, and be warned: it's as trollish as Kureji Lufia):
https://www.mediafire.com/file/fe11rhmcd5ldo4o/Flannida_Tales_-_TPoD_-_v1-2.zip/file

rainponcho

To me, I'm done. At least for v3.0.

There's just the Ancient Cave. Which will take forever.

I was interested in restoring Ancient Tower 2F X -> O puzzle, which is turning out to be a monster pain - they ripped out asm code and changed tiles around. Not even sure it can be restored. Reminds me of Lufia I description restoration. Like AC, not going to make v3.0.

Level up glitch - that can wait. Really not important and you have to "intentionally" make it happen. Seems harmless also.

Same for Dragon Mountain and Ferim Tower - same status as that Arek glitch or hook sound bug. If it doesn't happen to me, not that interesting.


I'm (un)officially done working on more updates for 3.0

Artemis

#204
I'll put it together then.

Any more detailed instructions for beta-testing?

November 03, 2016, 06:19:49 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Also, would you say the pot patch is stable and should work without any problems? So everything it does is preventing picking up pots when monsters are on the same tile - and absolutely nothing else? There's nothing else that might go wrong there, right? (Like preventing to pick up stuff in some other situations as well...)
My silly RPG Maker 2k game (German language, and be warned: it's as trollish as Kureji Lufia):
https://www.mediafire.com/file/fe11rhmcd5ldo4o/Flannida_Tales_-_TPoD_-_v1-2.zip/file

rainponcho

Wrote to check for 2 conditions on exactly same tile: monster flag (01) and pot,bridge flag (08). Not sure what else can be picked up. If someone somehow accidentally puts it in a wall (20), it can be picked up again.

Artemis

#206
So this is the (hopefully) final beta:

http://www.mediafire.com/file/n0w3gn06il4ki2i/Lufia-Patches_v3.zip


This contains all of my, poncho's and reli's patches.

About the pot glitch, I tested further stuff like these stones you can throw into lava or even the random lattice which appears exactly at one place and everything looks fine.


And anyone wanna try out Snoomy? You can find him under assorted projects.
My silly RPG Maker 2k game (German language, and be warned: it's as trollish as Kureji Lufia):
https://www.mediafire.com/file/fe11rhmcd5ldo4o/Flannida_Tales_-_TPoD_-_v1-2.zip/file

rainponcho

#207
I had 2 weird random glitches.

When playing North Labyrinth, sound channels started dropping (especially when using hook). Eventually sound slowed down and died, engine locked up and froze. Reset fixed.

After finishing Lighthouse, Warp no longer worked anywhere. Reset fixed.


This might be because I was playing around hard with the level up display glitch (crash #1). #2 maybe same problem. Looking over code hacks before continuing play.

edit: I did not write any new cide for the display glitch. Just using the beta rom.

Artemis

#208
Hmm, sounds like this could be absolutely anything. Did you do something special - as technically it even could be due to something that was done way before you?

November 05, 2016, 02:47:42 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

And do you have savestates?
My silly RPG Maker 2k game (German language, and be warned: it's as trollish as Kureji Lufia):
https://www.mediafire.com/file/fe11rhmcd5ldo4o/Flannida_Tales_-_TPoD_-_v1-2.zip/file

rainponcho

They were retroarch-bsnes-performance savestates. Didn't think they were useful and deleted them after retry - that was a mistake.

Switched to retroarch-bsnes-balanced and played the game through largely. No problems this time. Checked over most asm patches (old + new) but nothing suspicious.

I'm not sure about sound glitch. Only special thing was intentionally falling down bottomless pits using hook but it doesn't trigger anything this time around. Could be an emulator thing - performance audio engine does have problems with some games, not in balanced.

The warp failing.. I guess is because warp town flags got zeroed out.. didn't think clearly by not keeping savestate to check ram values. No answers for this one. Didn't happen yet again either.

Artemis

#210
Looking at my patches the ones I could imagine causing problems are:

- Map Fixer (I had some trouble with doing this)
- Bomb Puzzle Fixer (which deals with the puzzle logic in the bridge cave - and the North Labyrinth!)

Did you check these ones out, too?

However, you say that whatever happened to the sound high likely isn't due to patches? So I'd say unless we're (un)happy and whatever happened there happens again, we can assume the sound issue is indeed emulator based... (???) However:


November 13, 2016, 07:03:43 PM - (Auto Merged - Double Posts are not allowed before 7 days.)


BUG REPORT - Mirror Bug Fixer

#1 Battle problem:
http://www.mediafire.com/file/rmzlpxxi1l6fcrf/lufia2.002

Actually I found a bug while playing Kureji Lufia (difficult version with buffed enemies if it matters).

It looks like when more than one enemy is hit at the same time and one of them dies, then some properties of their defense script can get assigned incorrectly to other of these enemies (or maybe instead some part of an enemy's defense script just gets blatantly ignored). In the case in the savestate (use: Escape), all three enemies get hit with an instant death attack, but only two are supposed to die from it. However, somehow the instant death protection of the Ghost Ship gets ignored and it dies just like the other enemy adds.

I can verify that the Mirror Bug Fixer is the cause.

Also in the case in the savestate the left enemy does use that suicide attack. I had another case where the right enemy did use it, but everything went smooth. So the positioning of enemies might be important here.

#2 the Warp Bug:

http://www.mediafire.com/file/fg0ob9e0i3i6b98/lufia2.000
http://www.mediafire.com/file/acwo48alcg14ce7/lufia2.001

Encountered the Warp Bug as well. 000 is before the glitch and 001 when it actually will happen if you try Warp.

After testing I can also in this case verify that it's the fault of the mirror bug fixer. So only one patch to deal with. (Yay?)

Guess the mirror fix routine doesn't get called solely in battle situations...



November 15, 2016, 07:43:28 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

However, I think instead of fixing anything I'll just go with mirror v1 which works fine without any of the mentioned problems. So: Nothing to fix about aforementioned bugs!!! Sure you said Multi Sword might glitch, but I actually had these kind of situations where someone died by the reflected first Multi Sword-Hit and nothing glitched. So unless there's an easy way to fix the bugs mentioned above, I'll really just go with mirror v1.

Maybe you could check your patches again about whether the new routines of all other patches indeed only are called in their specific situations - unlike the mirror v2.


Well, I tried to repatch it, but something is missing. I sended you a PM with the comparison. Looking into it I found the following issues:

- the Pico Entrance fix somehow is corrupted as it overwrites some bytes:
-- 8b44 ~ 8b46 (Poison Bug)
-- 30d950 ~ 30d961 (Poison Bug)
-- 30d970 ~ 30d97e (??? - whatever)
-- 30d990 ~ 30d992 (Ancient Stairs)

Well, I fixed this and made a correct patch for Pico. However there's still this:

- I'm missing whatever changes 2fbb5c ~ 2fc3c8 (if these bytes have to change at all) - The only part different than when I patched it together earlier I can remember is the church/crosses (or maybe the Chaed patch), so I guess something there might gone lost.


Only thing left to do:
Can you tell me what changing 2fbb5c ~ 2fc3c8 actually does? I cannot see any difference. So I cannot properly judge whether or not to include that change.
My silly RPG Maker 2k game (German language, and be warned: it's as trollish as Kureji Lufia):
https://www.mediafire.com/file/fe11rhmcd5ldo4o/Flannida_Tales_-_TPoD_-_v1-2.zip/file

rainponcho

I've been tracking the thread but didn't have anything to say yet, just re-checking all the asm code (extremely careful accounting) and mapping out all the patch changes. Great finds though!


I'll make a new rom map file that notates all the changes and get an aio some time. Probably take some weeks maybe given my schedule.


Not sure what that area is - have to rebuild everything.

Artemis

#212
I can also do the aio and hopefully final version. I only have to find out what's the deal with these bytes.

Looks like it's the map of the sealed towers. So it's mayberelated to the skygarden patch?

November 16, 2016, 06:10:30 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Okay, I finally found the problem.

Back then, you made a new version of the skygarden patch - which, however, in fact was again the Shrine of Daos patch. So these bytes are indeed the skygarden patch which I missed when repatching everything as I instead used the Shrine of Daos patch twice.

That means I now have everything to make the aio. :)

November 16, 2016, 07:18:31 PM - (Auto Merged - Double Posts are not allowed before 7 days.)


Compability Issue:

Unfortunately Ancient Stairs and Mirror v1 aren't compatible as their changed bytes overlap.

http://www.mediafire.com/file/ecl25cimmmcd5a8/all_in_one_without_mirror.ips

Here's an aio excluding mirror.

Can you make a new version of mirror fix (based on version 1) which doesn't collide with any of the other patches?

About the potential glitches (Multisword and Foomy's (grrrr) Dual Punch), maybe you can check again. But only make further changes if it's really necessary as we've seen how these changes can destroy more than they actually fix. From my experience I'd say it actually should be already save as it is in version 1, howver, as SunGodPortal pointed out there might indeed be some more randomness involved unfortunately which my testing might not have fully grasped.

This really sholuld be the VERY LAST item on the list now!!!
My silly RPG Maker 2k game (German language, and be warned: it's as trollish as Kureji Lufia):
https://www.mediafire.com/file/fe11rhmcd5ldo4o/Flannida_Tales_-_TPoD_-_v1-2.zip/file

rainponcho

Mirror v1a
http://s000.tinyupload.com/index.php?file_id=56640169918584276467


Uses area past all previous hacks. My mind went blank about how to do this stuff so just patch only.


Going over notes again, this modifies "code 01" - run action and continue. I really can't be sure if something else uses it although I couldn't trigger via spells, items yet. Only multi-turn monsters so far.

Multi-sword uses some other code, and maybe Guy's script checks for player death before continuing (like intentional suicide).

I'm nearing the end but can't check Snoomy yet and on constant overtime work.

Artemis

Multisword also uses code 01 as well as the capsule monsters' dual moves. This is a good thing, right? So these move are covered then as well...?
My silly RPG Maker 2k game (German language, and be warned: it's as trollish as Kureji Lufia):
https://www.mediafire.com/file/fe11rhmcd5ldo4o/Flannida_Tales_-_TPoD_-_v1-2.zip/file

rainponcho

Yeah, I guess it's covered. Code 01 only seems to be battle related, which is very good because bugfix relies on specific battle data addresses.

Broken v2 probably does ignore spell protections so that's burned.

Artemis

And the other three battle fixes (poison, 100% drop and drop display) also are completely battle related, right?
My silly RPG Maker 2k game (German language, and be warned: it's as trollish as Kureji Lufia):
https://www.mediafire.com/file/fe11rhmcd5ldo4o/Flannida_Tales_-_TPoD_-_v1-2.zip/file

rainponcho

The trio use hard-coded battle routines. Extremely tiny chance they're used elsewhere. Ancient Stairs routine is not used in normal dungeons.


Code 01 is a scripting code so that I guess has a higher chance, but seems unlikely for now.

Artemis

Just to be sure: That code 01 is not same as the code 01 used in dialogues. Code 00 and 01 (and 02) in battle mode are very similar to the corresponding codes in dialogue mode. However, the other codes from 03 upwards don't really have similarities.
My silly RPG Maker 2k game (German language, and be warned: it's as trollish as Kureji Lufia):
https://www.mediafire.com/file/fe11rhmcd5ldo4o/Flannida_Tales_-_TPoD_-_v1-2.zip/file

rainponcho

Checked npc, cutscenes, shops, church. Text 01 != Battle 01. Spells use battle scripts like Warp bug you uncovered.