gringe Posted August 23, 2014 Author Share Posted August 23, 2014 Very cool, tabachanker! I'm on a weekend trip right now so Ill test it out when I'm back at my computer. There's a message for enemy thieves stealing items from player characters, but their AI doesn't appear to actually allow them to do it. There's a brigand that will destroy the village in the very first chapter if left alone, so you could try that for now! Quote Link to comment Share on other sites More sharing options...
Celice Posted August 23, 2014 Share Posted August 23, 2014 Is that message therefore unused as far as the player is concerned? You should consider documenting it and sharing it with The Cutting Room Floor. Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted August 23, 2014 Share Posted August 23, 2014 That makes me curious, is there actually AI to steal and they derped on assigning it to thieves, or did they never get around to adding the actual AI? Quote Link to comment Share on other sites More sharing options...
VincentASM Posted August 23, 2014 Share Posted August 23, 2014 It's been too long since I last played this game, but what message appears when you use the berserk glitch to have an allied thief steal an enemy's dragonstone? Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted August 23, 2014 Share Posted August 23, 2014 (edited) It's been too long since I last played this game, but what message appears when you use the berserk glitch to have an allied thief steal an enemy's dragonstone? "Flame Stone stolen!" (So I guess it's an AI issue with the thieves that were being tested on earlier?) Edited August 23, 2014 by L95 Quote Link to comment Share on other sites More sharing options...
VincentASM Posted August 23, 2014 Share Posted August 23, 2014 (edited) Nice, I wasn't sure which line it would use. Also... 06E8: Text "Exiting because no damage will be done.". I really don't know...This sounds like a Link Arena or standard Arena line. From its relative position, I'd guess Link Arena. Try having units with crazy defences and awful attack. Edited August 23, 2014 by VincentASM Quote Link to comment Share on other sites More sharing options...
Ishi Posted August 24, 2014 Share Posted August 24, 2014 So I was playing through this when I noticed this glitch in chapter 13 there is a Sniper near Percival named Cavalier when it should be called Sniper or Etruria. Quote Link to comment Share on other sites More sharing options...
bookofholsety Posted August 24, 2014 Share Posted August 24, 2014 (edited) did a bit of research and the problem is that originally in japanese, that sniper and all of perceval's subordinates are called 騎士軍将隊, or "knight general's squad". i can see why someone along the line went with "cavalier" for this lot, missing the existence of this sniper, but alas the sniper does throw a relatively minor bone in the works. a simple fix would just be to give these subordinates "perceval's" as a name, or "perceval's unit" in the very unlikely event it fits; if it helps, the official gba releases do that all the time, with rath's subordinate npcs in his eliwood/hector mode reappearance being the first example which comes to mind i'll see if i can do a bit of experimenting to identify some of those lines as well, tabachanker. the "no damage will be done" one in particular has me curious, and i think i'll try following up on vincent's suggestion there major edit:okay here we go the "do no damage" test TEST #1: doing it in fe7 because why the hell not my test subject was oswin, from a save i had sitting around. gamesharked him to cap def (30) and get his str down to 0, and threw a slim lance on him since that's the weakest weapon i could find. i then pitted the oswins against each other in the link arena, and lo and behold, three rounds of zero damage later and anna helpfully chimes in: there's our yeti of a message TEST #2: doing it in fe6 v0.98 this time our test subject is wendy, again gamesharked for 30 def and 0 str. again, three turns later: okay whoops this is actually a different message (one that still needs a bit of a fixup, but still phrased very differently... unless the other one is a forced-quit variant only used in multiplayer?). THIS DEMANDS FURTHER INVESTIGATION TEST #3: maybe it's an in-game arena thing? using the same test subject: a hacked wendy. since i happened to have the save for it handy, i'm using the chapter 13 arena my first test here ended in failure since wendy could still somehow do 8 damage to the enemy, a level 1 hero, who in turn could still do 14 damage. LET'S TRY THIS AGAIN with two more quick fixes bump wendy up to even more ridiculous def bump her up to level 20 to hopefully summon an enemy with better def, since i forgot to do that in the first place this didn't work out either for a while. sure, wendy is basically invincible now, but she's still dealing 7 damage to most enemies she encounters. eventually a general FINALLY came along with sufficient def with both sides now dealing 0 damage unlike with the link arena, though, the battle kept going indefinitely past the three rounds. eventually the enemy general seems to have broken their silver lance since they stopped attacking, but it took a stupidly long while for wendy to break her iron lance, at which point... nothing. the game just hung. it didn't crash; the music kept playing, the hp bar and arena crowd animations kept going normally, but they just stopped moving, and it didn't respond to attempts to quit by mashing b after that point. i guess we've reached a dead end here oh well Edited August 24, 2014 by bookofholsety Quote Link to comment Share on other sites More sharing options...
gringe Posted August 24, 2014 Author Share Posted August 24, 2014 (edited) OK, back from my trip! (again...) I'll test out the new patch thoroughly and work on fixing up some of the reported stuff. aquamarin: Eh, if I remember, I'll take a look. Even being told it's wrong, it doesn't seem too off to me. :P Chad: Thanks for looking into so many things! I wouldn't know how to change the first one. I'll make a note of it, though. I don't think I'd even ever opened the "Solo" animation menu so I'll have to edit that. The "Nintendo Presents" font is an intentional change and it would be a pain without any particular benefit to put it back in the old font. We'll see though. I want to edit that screen a little bit as it is. The Affin icon is probably fine either way. Thanks for pointing it out though. :P Thanks for pointing out the character screen differences. Shouldn't be hard to fix. Although I want things to be as close as possible to FE7, I'm OK with some things here and there that don't line up completely perfectly. Celice/L95: Since player thieves can steal when in berserk status, my best guess is that it was intentionally removed from enemy thieves to reduce frustration. Thieves in FE6 can steal items from anyone regardless of their speed, remember, and there are no highlighted green items enemies drop when you kill them. Just another aspect of the game that wasn't fully developed until FE7, I guess. JDT0001: That's actually not a glitch, or even an oversight exactly (since I knowingly made the change). "Perceval's unit" didn't fit and I didn't want to abbreviate his name to make it "Perc's unit" and "Perceval's" seems off to me, so I just made it the generic "Cavalier." They're different from the other "Etruria" units so that doesn't quite fit. "Kn Gen's unit" probably won't fit either, and it's a pretty ugly abbreviation anyway. I guess I could change it to something that doesn't imply a certain unit, like "Chevalier"... I'll have to think about it. bookofholsety: Thanks for the testing and prodding! I'll make the change to the FE6 message. Edited August 24, 2014 by gringe Quote Link to comment Share on other sites More sharing options...
tabachanker Posted August 24, 2014 Share Posted August 24, 2014 (edited) Hi there! Another day... another patch! Here's what I've done in this one : Added the period (".") at the end of both messages "Stole an item." and "Got an item.". I did it without even using a new text offset. There was already a possibility in the code to write text directly in the message box without using a new text offset. I realigned the word "Rng" in the weapons/staffs help bubble. Aligned in with the "Hit" label, like in FE7. I tried to align correctly all the possible range stats (1, 1-2, 1-3, Mag, 3-10, etc.) But as Gringe said, moving them also affect the "Rng" stat written at the bottom of the screen. I think I did a good job though. I tested every possibilities (even "1-3", which wasn't even translated as it used the "1~3" original Japanese label). Every range aligns correctly with enough space between "Rng" and the range itself, on both the help bubble and the bottom panel. It's not exactly like FE7 though. At least, it's always right aligned with the "Hit" number below, which makes for a clean look. Speaking of the ranges, I changed the hyphen ("-") for a longer one (same width as the numbers). This seems to be the one used in FE7. Exception: 3-10 and 3-15 ranges still use the smaller hyphen, since both did overlap the word "Rng" when using the longer one. The original translators aligned the words and the stats in the help bubble by using extra spaces at the start of some words. I removed those and changed directly the numbers in the code that control their locations in the help bubble. It shouldn't change anything on screen, just that it's neater that way, and easier to change if we need to so some adjustments. Still with the help bubble, I checked FE7 and the 3rd stats column (Wt & Crit) was a little more to the right than what was currently in FE6. I realigned those as well so that it is more like FE7. The patch, as with the others before, should be applied on vanilla v0.98, as it includes the new elibe maps, the new message boxes and the new help bubble alignments. Patch v0.98 + elibemaps + msgboxes + help.zip Edited August 24, 2014 by tabachanker Quote Link to comment Share on other sites More sharing options...
bookofholsety Posted August 25, 2014 Share Posted August 25, 2014 (edited) If you still can't do it, no worries, I extracted all 5 bitmaps in PNG files and uploaded in this post alongside the new patch. Should save you some time! i slacked off on it long enough, but here we are! i've whipped up the three necessary map graphic edits (global, ne, nw). not my best work, but certainly better than some of the editing that got into official localisations. they've all been run through usenti to keep the file size low (lower than the originals, apparently!) and i'm fairly confident they have the exact same palette settings as the originals. thanks again for all your help, and i apologise in advance if something goes wrong with implementing them fe6 world maps 26-8-14.zip Edited August 25, 2014 by bookofholsety Quote Link to comment Share on other sites More sharing options...
tabachanker Posted August 26, 2014 Share Posted August 26, 2014 On the Configuration screen, the Unit and Combat options are not properly aligned with each other, and "Detail" is still abbreviated as "Det". Here's how to change the Combat options to be aligned with the unit ones: Change byte at offset $68AD04 to $97 (This is the Xpos in pixels for the 2nd combat option) Change byte at offset $68AD0C to $BE (This is the Xpos in pixels for the 3rd combat option) Quote Link to comment Share on other sites More sharing options...
gringe Posted August 27, 2014 Author Share Posted August 27, 2014 Man, I've had NO time the past few days to test or work on this at all. REAL busy with forced unpaid overtime at my job, and also my job sucks (too much forced unpaid overtime) so I'm looking for a new job. Should hopefully have some time this weekend. Quote Link to comment Share on other sites More sharing options...
Turtleman579 Posted August 28, 2014 Share Posted August 28, 2014 Check your contract. If there's not something in there about forced unpaid overtime, talk to a lawyer. Quote Link to comment Share on other sites More sharing options...
gringe Posted August 29, 2014 Author Share Posted August 29, 2014 It's not an uncommon thing in Japan, especially in education. Nothin to do but find something better! Quote Link to comment Share on other sites More sharing options...
Chad Posted August 29, 2014 Share Posted August 29, 2014 (edited) Wait a sec; forced, UNPAID overtime?!?! Don't they know who you are? Don't they know the good work you are doing here? Alright lads, time to break out the pitchforks and torches, let's teach these slave-driving dastards a lesson! Edited August 29, 2014 by Chad Quote Link to comment Share on other sites More sharing options...
gringe Posted August 30, 2014 Author Share Posted August 30, 2014 Well, thanks for the thought. :P Unfortunately it's just something I've got to deal with until I find something better. Anyway, it's the weekend now. I was able to make a lot of edits this morning. I can probably have v0.99 out sometime tomorrow. My basic plan from this point is for v0.99 to be basically complete, but since I don't expect it to be 100% perfect, I'll leave testing open for a month or two. I'll maintain a list of reported bugs, typos, and inconsistencies in the first post and release v1.0 when I feel comfortable with it. Post-1.0, unless there are major errors, I probably won't make edits to fix minor things like typos. Additional versions after 1.0 to fix glitches and inconsistencies in the original game aren't out of the question, but I feel like we have to stop somewhere. Quote Link to comment Share on other sites More sharing options...
js394 Posted August 30, 2014 Share Posted August 30, 2014 Wow, I haven't checked this thread in a while. Great job, tabachanker and gringe! Looking forward to 0.99! Quote Link to comment Share on other sites More sharing options...
Chad Posted August 31, 2014 Share Posted August 31, 2014 Well that stinks. Hang in there Gringe, and good luck finding a better gig! As for the patch schedule, it sounds great! Looks like I know what I'm doing Labor Day... Quote Link to comment Share on other sites More sharing options...
gringe Posted August 31, 2014 Author Share Posted August 31, 2014 Well, there was a brief family emergency and long story short, I couldn't finish it today. :P I mostly just have a few hex edits left to make, though. Quote Link to comment Share on other sites More sharing options...
Ben Posted August 31, 2014 Share Posted August 31, 2014 Hello When i go to use IPSwin to patch it says that the IPS file is not valid patching aborted. I've tried renaming the files and opening them in VBA. any help would be greatly appreciated Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 31, 2014 Share Posted August 31, 2014 if you're just using the standard translation patch, the program you're looking for is called "NUPS" Quote Link to comment Share on other sites More sharing options...
AlexMH3 Posted August 31, 2014 Share Posted August 31, 2014 Hey, I really respect all the good work you're doing on this! I played the old patch ages ago, and this might convince me to play again. There is one thing that I'm curious about though: why is the patched file so huge? The original file is some 8 MB, 4 MB zipped. The patched file is some 17 MB, 5 MB zipped. I'm just a bit curious why the file becomes so huge. (I think I tested this on v.97 though) Quote Link to comment Share on other sites More sharing options...
Ben Posted August 31, 2014 Share Posted August 31, 2014 Drunken Hobo thank you! worked like a Donnel Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 31, 2014 Share Posted August 31, 2014 FEditor makes ROMs get huge Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.