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Pandora's Box

PostPosted: Tue Jul 01, 2008 6:47 pm
by Dragonsbrethren
I hope no one minds me starting a new thread, the old one is missing all the images and I'm pretty sure we don't have any of them anymore. It's kind of distracting to read through what little is there with absolutely no context to it.

We haven't had anything to show in a while, below is a screenshot of the new dark-elemental icon I drew.


Dark is just poison rebranded so it can be used on non-poison weapons, armor, and enemies. It's an idea I stole from my FFIV Enhancement hack, where I made the poison magic and skills use the dark element instead of nothing.

Re: Pandora's Box

PostPosted: Thu Jul 03, 2008 1:59 am
by Lenophis
Our blooper reel is ever expanding. In this test, attempts were made to get Strago's name attached to the learning of lores message. Needless to say, not everything goes according to plan:


Re: Pandora's Box

PostPosted: Thu Jul 03, 2008 5:23 pm
by Mnrogar
Hehe, that'd be one kick ass piece of armor.

I get the slight feeling that there must be more than one game out there that had upgradable equiment...

Re: Pandora's Box

PostPosted: Fri Jul 04, 2008 1:08 am
by Dragonsbrethren
New video:

Pay close attention to their attack power and damage output.

Re: Pandora's Box

PostPosted: Tue Jul 15, 2008 1:08 am
by Lenophis
This post will contain a list of every bug we've fixed. For the sake of sanity, the details of the bugs won't be revealed, as I'd advise you to read up on the appropriate thread (noted with a number) or document (alternate link, no number). Each bug noted will state which one should be read on for info (or both if the situation arises).

If you are curious how these bugs were fixed, the majority of them were with patches that have been released (here, here, here, here, here, here, or here).

And now, on to the madness... :shock: (Current count: 119, last updated January 6, 2012 1:12 pm central time)

#1 Wrong leader x3 (aka Start a new game with the wrong leader)
#2 Overenthusiastic guards welcome a never-departed Edgar
#3 Dead men talking: M-M-M-M-M-M-M-M-Magic?
#5 Shadow's shadow
#6 Dead party: Returners' Hideout edition
#7 Lete River's sound effect...
#9 Invisible walls
#10 South Figaro's secret shortcut
#12 Shadow joining in some screwed fashion
#14 N.o...e.s.c.a.p.e...! ...F.o.r...m.e...!?
#15 Dead party: ghost edition
#23 Imperial Base guards becoming less agressive
#24 Absorbing HP/MP from invincible enemies
#26 Siren's sprite/event being recycled
#27 Wrong leader
#28 Under the Wall
#31 Cid and Gestahl's phasing mode
#32 A blue glow
#33 Two different village themes for one sequence
#35 Not feeling sleepy
#39 The airship, anytime in the the WoB
#52 The Phantom Diary
#57 An impossible perspective
#58 A lump of metal
#61 Using physical attacks when riding a Magitek Armor
#62 Give us back what you didn't take from us!
#64 Skipping the second phase of Doom's attack script
#69 Defective sound effect differenciation
#81 Having your money stolen makes you rich
#83 Heat status sticks after death
#94 Swapping sprites too early, but not too much
#106 Mag Roader encounters
#117 Wrong leader: Warp edition
#123 (no name)
#135 Dead party: Sp Forces edition
#138 Dead party: leaving Shadow edition
#145 (no name)
#146 (no name)
Mantra defies all mathematical logic!
Capture + Offering = bad pickpocket
ThiefKnife/Dragon Horn is also bad at "treasure hunting"
ThiefKnife/Offering is just like the above
Certain weapons lose functionality with Capture
Change row in a Pincer attack
Jump doesn't reload weapon data
Jump only uses one weapon of a dual weapon wielder... or so it seems!
Prophetic Jump predicts broken Ogre Nix
Jump/Super Ball
Jump after Jump/Super Ball
Atma Weapon can carve up stones
Genji Glove reduces single weapon damage
Heal Rod targets the wrong groups
Rippler missed... but it worked?
Rippler trades everything
Tapir lies about when it works
Evade is worthless
Auto-expiring statuses don't reset their timers with manual removal
Mute steals your Rage-inflicted status on attempted spell casts
Infinite Fight combo, a.k.a. the Psycho Cyan bug
Air Anchor responds to Poison, etc.
Control menu responds poorly to MP change
Crusader redecorates Reflect barriers
Doom Gaze dies, but doesn't cough up Bahamut
FC 05 becomes an omni-counter after its first strike
Mag Roader's script has a missing end
Overflow the damage counter
Spell counters become omni-counters until another spell is used
Umaro can't give himself Regen
Undead SrBehemoth no-shows the Veldt
Colosseum steals an item from your 99 stack if you win the same item you bet
Die at the Colosseum, but don't get a game over
Event-based healing/damage ignores character status
Miraculous, death-defying always-left-facing jumps in Zozo
Orchestra's a bit loud, yes?
Order switch in Magitek armor at Cyan's soul causes it to reappear with Wrexsoul's death
Pink Gogo in Cyan's soul
Save anywhere in Kefka's Tower or Phoenix Cave... or the deck of the Airship....
Shadow leaves your one-man party
A Kefka with no name
Allo Ver doesn't appear on the Veldt, or give you a Magic Point
Celes doesn't learn Muddle from level averaging
Incorrect descriptions of spells, items, etc.
Setzer's Bandana
SrBehemoth rips you off
Step Mine glitches MP cost display
Chupon is listed under Shadow at the Colosseum
Can't even list names right, part 1
The red/yellow streak in Gogo's command options window
The infamous Sketch bug
The Equip Anything bug (yes, this did still linger)
Rich man's basement; a window to the past
Item counters supercede all counters until another Item is used
Barrier Ring, etc. can cast their spells at full HP
Near Fatal and Zombie; guests that won't leave
Near Fatal allows True Knight to protect the strong
Invert damage if Undead only affects healing abilities
Clear overrides certain checks
Learn L5 Doom from... Setzer?
Multiple Love Tokens make the target forget previous casters
Second Charm makes first charmer's spell useless
Duncan leaps into the unknown
Figaro Castle pops up in the wrong place
Monsters in the wrong area
Random sword gets the MP with multiple Runics on an ST spell, but all drop afterward *new*

--Bugs not documented here--
Overflow the MP/AP gained in battle -
A bug that can only be seen in hacked games. Very simply put, learn rate of a spell * AP gained won't be contained in a single byte, so a spell that should be learned won't be.

Life/Phoenix Down + X-Zone = Very Bad Thingsā„¢ -
This is a crash bug (in the sense that if seen, the battle will never finish if you can't run), and is a disappearance bug.

Items not being used may vanish without a trace anyway -
It's possible (though unlikely) to experience this in the original, though it seems to be more likely in hacked games. If an item is queued up to be used but isn't, it's possible that the item will not be returned to your inventory after the battle.

The running popsicle -
There's actually two bugs, but they are both the same thing (the other one is a Morphed Terra never wanting to run). Simply put, the game got two status bytes backwards for when you can and can't run. That's the theory, anyway.

Blitz input not liking changes to controllers -
Present only in the Japanese version, though it did remain in the other versions of the game. The Blitz input interpreter was only looking for the default button settings, which means any changes made will be more or less moot in battle if you brought Sabin with you.

Airships and Chocobo's are determined to use a specific controller setup as well -
This is an extension of the above bug. Both vechicles only look at the default controller settings to determine how to move around.

I condemn thee to hell! -
A very interesting bug, and one that nobody ever expected. Since it has gone unnoticed for this long, probably too obscure to care about. When a monster starts a battle with condemn status, the timer is never set. You can probably guess then that the status will not kill the monster.

Silenced, yet can still cast magic - *new*
This is a bug mostly exclusive to Reflect???, since it costs 0 MP. Any spell that costs 0 MP will supercede the Mute check, which means any 0 MP costing spell can be cast. -Update- This is actually not fixed. All attempts to fix it have broken the game greatly. Further attempts at fixing this is unlikely. - Another update- It's really fixed this time.

Open chests are merely an illusion -
When you first see the 6 chests in Cyan's Dream, you'll see a switch above it and a book to your left. Flip the switch once to give the solution to the puzzle in the next room, and flip it again to open all 6 chests...or so it seems. If you close any of the 3 chests still open then flip the switch a second time, the other three chests will think they are closed, even though they are visually open.

Magic doesn't sort correctly! - (description used from Novalia's page)
In both SNES versions, the function that makes the magic menu more compact in battle fails to account for the fact that the standard, triple-column format was abandoned. As a result, the algorithm excludes three unavailable spells at a time rather than two, which can make the menu more difficult to navigate.

Losing Runic just by snoring -
Sleep, death, petrification, freeze, hide, and stop will all cause a runicker to lose the ability to absorb a spell. While death and petrification make sense, sleeping and being stopped do not.

Elements affect Runic's intake -
A spell's elemental properties will affect Runic's absorb. Intake can be halved, nulled, or you can even lose MP by using Runic, which is illogical.

Genji Glove and Offering lower damage, even when they don't come into play - *new* (added Jan 6 2012)
Both relics will lower the damage output of any command that uses physical damage, not just the expected Fight and Mug.

Expect this post to be updated with more bugs listed as they are fixed. :D

Re: Pandora's Box

PostPosted: Sat Sep 20, 2008 11:35 pm
by Dragonsbrethren

Re: Pandora's Box

PostPosted: Fri Jan 09, 2009 4:28 pm
by Lenophis
Yep, time to bring this back from the dead.

On resuming, I've started to work on a new feature again (resuming that, too). This new feature will make Death Gaze not nearly as much of a pain in the ass to find. However, like all features in their initial stages, this one is still a work in progress. We managed to add to the blooper reel:


I'm still in the process of trying to figure out what this routine in bank EE is doing, and it's going to take some time. Hopefully I can figure it out.

Actually, it turns out that commenting it was fairly easy. I think I got all sticking points, though a couple instructions still need some attention.

To commemorate the 3rd anniversary, I invite you to read this. I'd post the actual post here, but there's already one huge post in this thread, and I'd rather not torture you guys anymore than I have to. :lol:

Re: Pandora's Box

PostPosted: Tue Feb 17, 2009 2:40 am
by Lenophis
Finding Doom Gaze has been defeated. :P The avi is 60 megs, so download it only if you really want to.

Re: Pandora's Box

PostPosted: Sun May 03, 2009 1:22 am
by Lenophis
With great regret, it's a triple post!

Thanks to the power of the planet's alignment (and Imzog being very smart), we now have dynamic events at our disposal. As a result, making events is easy, editing events is easier, and everybody's smiling. If not, we can make them smile, since that's an easy edit! :lol:

As a result, we have this to mark the occasion. Enjoy the silliness and hilarity. :D

Re: Pandora's Box

PostPosted: Tue May 05, 2009 3:01 pm
by ArmorVil
Excellent, awesome job ! :mrgreen:
I can't wait for its release.
*goes back to being a ghost*

Re: Pandora's Box

PostPosted: Tue May 26, 2009 1:42 am
by Lenophis
And another one bites the dust. It's the feature everybody seems to want! :D

Re: Pandora's Box A sugestion for Imzogelmo

PostPosted: Sat Jun 20, 2009 6:39 pm
by XolarDark
A susgetion for inzogelmo, could you made a hack were the game chek for the name of the user of the leader of the party
wen he is death?

If somenes have played FINAL FANTASY MYSTIC QUEST.
You can see there is funtion byte that tell the game to display a message with the name of the hero character when they have lost a battle.

Say something like this.

"Hero s(name of you character) party defeated...

Well i have and idea. Since you Imzogelmo where so good to create a new variable in your NON SKARY movie, i mean enougt patch.

Then you should be able to create something like this. A variable that chek out the name of the first character that area at the head of the party. And make a display txt that say in example

"Terra"s party defetated...
"Locke"s party defeated...
"Celes" party defeated...


That is a sugestion for you pandora box. A byte that chek out the names of the character that are first up in the group, the one you see in the overworld move around etc. It will be the treaten as the leader of the party.
So you might write a variable funtion code that display these message wen a party was defeated in battle.

How do you think about this idea? good right?, this mainly reproduce the same funtion used in ff mistic quest.

Ok what do you think about it?, it would be to much deficult to be made?, how can this possible be made in the c3 banks?.


Re: Pandora's Box with HP and MP LOW DAMAGE INDICATOR

PostPosted: Sat Jun 27, 2009 5:30 pm
by XolarDark
Did you remember that funtion used in most of all RPG Games?
Wonder why the Fools Square Guys forget about something as viewtifull and usefull ike this:


Now how do you like to feel play FF with this little feature... Do you like it?
Them take a look into this! mwahahaha! :lol:


Yellow Colour for near fatal status
Red Colour for fatal wounded status


Also a funtion code for the menus: Yelow is hp goes low, it to be displayed here.
Red is wounded status.

Also a funtion that chek for the MP low and 0 status.

Do you like the code? Well them you must have to do this:

Put it in Bank....

Ha ha... Got you!

Im kidding, not code for this yep, but cant asegure that is not able to do by he..., but oh well!.
That is just a montage made by my genius master mind.
Ok i think something like this also could be used for you Pandora proyect. So here is it the idea.
Cool right?.

Any idea od how this can be done teorically.? :P

Re: Pandora's Box

PostPosted: Sat Jun 27, 2009 5:40 pm
by Lenophis

Re: Pandora's Box

PostPosted: Sat Jun 27, 2009 5:53 pm
by XolarDark
:lol: Jep! oopps! Sorry, i dont have see that video already!.
Looks like you have done it already. And the idea of having a red bar include, is cool.
Pretty good really.

Re: About MP Damage Display Colour and Reflex Screw Barrier

PostPosted: Sat Jun 27, 2009 5:59 pm
by XolarDark
2C899 hijacked for MP damage

2c89b put 8D C0 here to create MP damage colour more similar to FF Tactics.
Is only a sugestion, since if this whas you original idea or something, i think a MP damage colour like that
is the one showed in skills like the Gafgarion and Orlandu DarkSword.

2C8A1 (8 bytes): The reflect barrier and hijacked MP

2c8a5 Screw up Green on Reflex Barrier look a little better with imput 01 7E or 41FF or another blue bassed colur digits
Dont know if you already have think on a way to make reflex barrier look better. But it look really bad as if it why the change made by the coloured digits funtions. You have to thing in something about it.

Re: About Strago Name Display wen learn a new Lore

PostPosted: Sat Jul 04, 2009 5:27 pm
by XolarDark
By the way, i see you try to include in Pandora Box, that Strago name where displayed when he learned a new lore. As far i understand you will something like:

"Strago Learned Force Field"

Right? Thats is a nice idea.

I sugest if you can do the same things for Sabin Blitzes and Cyans Sword Techs.

Also, if it where possible, make a variable check type for normal magic spells.

That the variable check for the names of the characters of the game, every time they learn a new magic:

For example

Terra learned Fire 3
Celes learned Pearl
Strago learned W.Wind

Ok. I know it sound like a hard and very extensive work since there is to much characters in the game, and probably you need to mess up with the engine to much to get a thing like this work.

But think about it, it will be a cool feature to include in you cool hack. :D

See ya.

Re: Pandora's Box

PostPosted: Sat Jul 04, 2009 9:53 pm
by Dragonsbrethren
That's a good suggestion.

Re: Pandora's Box

PostPosted: Thu Jul 14, 2011 10:48 pm
by Assassin
Spell counters become omni-counters until another spell is used
Item counters supercede all counters until another Item is used

how specifically did you guys fix these? i have my theories, but knowing the actual solution could be relevant to something else that came up recently.

Re: Pandora's Box

PostPosted: Thu Jul 21, 2011 1:07 pm
by Lenophis
We used the logic from ZED's FC 05 patch and applied that to FC 02 and FC 03.

Code: Select all
; FC 01
F01C40:   TYX
F01C41:   LDY $3290,X
F01C44:   BMI F01C51
F01C46:   LDA $3D48,X
F01C49:   CMP $3A2E
F01C4C:   BEQ F01C51
F01C4E:   CMP $3A2F
F01D1B:   BEQ F01D1F
F01D1D:   CLC
F01D1E:   RTS

; this fix is similar to ZED's FC 05 fix, but it applies to spell, command, and item counters
F01D1F:   LDA #$FF
F01D21:   STA $3D48,X
F01D24:   BRA F01C5B

; improved readability with FC 05 and ZED's fix in one place
F01C55:   TYX
F019E5:   LDY $327C,X
F019E8:   BMI F01C63
F019EA:   ; now-useless push removed
F019EB:   LDA #$FF
F019ED:   STA $327C,X
F019F0:   ; now-useless pull removed
F01C59:   ; now-redundant branch removed
F01C5B:   REP #$20
F01C5D:   LDA $3018,Y
F01C60:   STA $FC
F01C62:   SEC
F01C63:   RTS

Yeah, we cheated. :P