FF6j overworld map glitch: Still present in Sep 07 2004 WIP

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Balmorro
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FF6j overworld map glitch: Still present in Sep 07 2004 WIP

Post by Balmorro »

Hi, I read a post from last month where the author was asking if this glitch had ever been fixed. He did not reply with his findings, but after firing up the latest Windows WIP, I can say that I still have this glitch on my machine. I've been following the WIPs closely ever since the RPGOne retranslation came out on the web, waiting for a fix. Hopefully there will be one soon. Thanks guys, for making a fantastic emulator.

-Adam
mino
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Post by mino »

yea, I also hope it will be fixed.
NiteFox
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Post by NiteFox »

Sorry for the bumpage, but I'd like to add to this.

Latest WIP (20-09), DOS version (VESA1 mode I'm afraid). The graphical glitching on the overworld is still present, if greatly reduced. Rather than the complete screenwide tear we used to get, the map layer seems to expand rapidly along the X-axis where it used to tear.

(Bleh, I'll make a brief animated GIF of this if anyone has failed to understand.)

FF3US works absolutely perfectly, it's just an issue with FFVIJ.
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grinvader
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Post by grinvader »

Iirc, pagefault reintroduced the hack-fix for FF3US. That's why it works 'correctly'.
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Nach
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Post by Nach »

I'm pretty sure I was the one who did, will have the check the log...
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grinvader
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Post by grinvader »

Nach wrote:I'm pretty sure I was the one who did, will have the check the log...
->
ZSNES WIP December 23 Released
(...)
# Put back in FF3 hack :( [Nach]
(...)

I stand corrected.
皆黙って俺について来い!!

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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
NiteFox
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Post by NiteFox »

grinvader wrote:->
ZSNES WIP December 23 Released
(...)
# Put back in FF3 hack :( [Nach]
(...)

I stand corrected.
Ah, that's why it's still glitching for me despite using the latest build.

I lack time-travel capabilities.
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Balmorro
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October 19th 2004 Build

Post by Balmorro »

Ah, I thought this thread had died a long time ago. I'm glad I checked it.

Anyway, the newest build (October 19th 2004) seems to still produce the overworld map weirdness in FF6j. As was stated above, FF3US does not do this. I don't mean to sound like a nagging nelly, but is there any chance that a similar hack will be implemented for FF6j? Has it been/Would it be difficult to do this? Feel free to extort money from me in order to get this into the next WIP. Just kidding, but it would be nice to see.

PS- ZSNES is still the greatest emulator on the whole of the universe.
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Post by Nach »

It would actually take me ~2 min to put in a hack for it if I had the game.

If you gave me NSRT output on it...
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Balmorro
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Whoops

Post by Balmorro »

Sorry about that. I was just reading the "Before You Post Any Bug Reports, You Idiot" post, actually. It seems I should have read it earlier. At any rate, here is the information:

---Internal ROM Info---

File: ff6j.smc
Name: FINAL FANTASY 6 / Company: Square
Header: SWC / Bank: HiROM
Interleaved: No / SRAM: 64 Kb
Type: Normal + Batt / ROM: 24 Mb
Country: Japan / Video: NTSC
ROM Speed: 120ns (FastROM) / Version: 1.0
Checksum: Good 0xA172 / CRC32: 45EF5AC8

---Database---

Name: Final Fantasy VI
Country: Japan / Version: 1.0
Port 1: Gamepad / Port 2: Gamepad
Nach
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Post by Nach »

I can't test it but you will have to next WIP.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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ipher
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Post by ipher »

I just tested Nach's "fix", and it works. Next WIP will have this fixed
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
Balmorro
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Post by Balmorro »

You guys are the best. I wish you luck in all future endeavors.
Balmorro
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Well, Hrm...

Post by Balmorro »

Hey, great job on implementing this fix guys. Unfortunatly, once the RPGONE IPS patch is applied, it no longer works. Doh. I probably should have assumed that, since the Checksum and CRC32 change upon patching. Oh well; maybe this can be again fixed in a future build. I'll post the NSRT information for the Rom (with version 1.2 of the patch applied, plus all optional bug fixes) here. Something like this is probably a huge pain in the ass, considering that there are not only multiple versions of the patch, but multiple bugfix patches, making for a large combination of different CRCs. Yeesh.

---Internal ROM Info---

File: Final Fantasy 6 (J).smc
Name: FFVI ENGLISH RETRANS / Company: Square
Header: SWC / Bank: HiROM
Interleaved: No / SRAM: 64 Kb
Type: Normal + Batt / ROM: 32 Mb
Country: Japan / Video: NTSC
ROM Speed: 120ns (FastROM) / Version: 1.0
Checksum: Bad 0x0127 != 0xA172 / CRC32: D1278296

---Database---

ROM not found
ipher
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Post by ipher »

You could try soft-patching the game, and see if the hack still works. Just throw the IPS file into the original japanese rom zip.
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
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Post by Nach »

Soft patching takes place before applying hacks, so that won't help.

The hack I put in works by checking the internal game's name. Since your patch changes the game's name, you have to change it back.

Use nsrt -modint on your file, and change the internal name back to: FINAL FANTASY 6
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Balmorro
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Cool

Post by Balmorro »

I changed the internal name of the patched ROM back to "FINAL FANTASY 6" using NSRT, and the hack is now implemented again. Thanks so much guys.
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