Other than merging all our current fixes, was anything else changed, or any addresses moved around? I think I was trying to avoid merging everything until towards the end when it was clear we wouldn't need to move too much any more, but I guess we're getting close to that point.
Oh, plenty of stuff got moved around - trying to maintain the original addresses of every pointer target was just too annoying. That said, there are about 90 new NOPs scattered throughout the rewritten code in order to keep certain things at the addresses expected by the Chaos Rush translation patch.
Also I knew about that dead character battle command thing early on, and yet somehow I neglected to mention it or add it to the list this entire time... No idea how the hell I let that happen.
I'll go ahead and update the first post to start using the combined patch and rename it simply to "Final Fantasy Restored (Bug Fixes Only) Beta" since that seems like the path we're taking this close to the finish line. I'll also add those bugs to the list. If possible it would be nice if we could fine-tune the fleeing of enemies if it is, indeed, too frequent compared to usual.
Yeah, that'll require some more play-testing to find the right balance. The funny part about scaring endgame monsters away is that the monsters aren't wrong: by that point, most lone monsters can easily be killed in less than a round, very possibly before they have a chance to act
And did you actually manage to fix the target cancel exploit? I'm genuinely curious what approach you took to make that happen. Comparing our versions side by side and I see some places where I did some pretty rough fixes early on that it looks like you improved on, though the entire 0x1687A to 0x16A4B block looks like it's been significantly redone so I couldn't follow what all changed there.
Yes, although after some further investigation, it looks like there are some variables still set that are related to determining whether a used item is consumed or not, so we could use those to distinguish between spells cast from the Item command and spells cast from the Magic command. However, that led to the discovery of another bug:
- There is an approximately 1% chance (1/256 with the original unbalanced RNG) for "non-breakable" items to be destroyed anyway when used in battle. It sure sucks to lose the Masmune that way
As for the fix itself, it was basically just moving the counter increments from the code for entering commands to the code for executing commands, with a little bit of extra work to reconstruct some information that was no longer as easily accessible during command execution, such as which of the current character's spell slots needed to have its use counter incremented.
At 0x16C51, there's 3 $05 which if I recall were the chance to lose stats that needed to be changed to $0B for the RNG change. Does that still hold or did you find a way to redo the RNG that can use the original values? Wow, there's a lot of mess in some of my early work I'm seeing now side-by-side, like leftover bytes and such.
I left those as $05 for the time being on the assumption that the 1/6 chance to lose a stat was the original intent; changing it to 1/12 to match the actual behaviour is easy enough, but that might be more suited to a rebalance patch than a strictly bugfix patch. On that note, how strongly do you feel that equipment stat bonuses not stacking is actually a bug?