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FFT Bug/Glitch Discussions

Started by Cheetah, September 12, 2009, 04:55:46 am

Cheetah

September 12, 2009, 04:55:46 am Last Edit: November 12, 2009, 08:17:35 pm by Cheetah
This is meant to be a compilation of all the known bugs and glitch is the original PSX FFT that we hope the remedy. This is also the place to discuss the potential bugs/glitches and determine whether they should be correct. If you know of a potential bug or glitch that isn't listed here please bring it to our attention. If you have a solution to a bug or glitch please share it.

Accepted and Solved:
- JP Scroll Glitch
- Cloud Strife's Profile not unlocking
- Shop main menu being wrong width

Accepted and Solved, but needs to be done:

- Oil not working
- Job requirements returned to original Japanese/WotL
- Turning on the lights in Deep Dungeon (Separate Patch)

Accepted but Unsolved:


Up for Debate:
- Editing some files so that if a special character was hacked into the party that they would show up correctly in the formation and battle preparation screens.

Unaccepted:
- Deep Dungeon character with Male sprite but Female settings
- Samurai's having innate 2-Hand
Current Projects:

vivify93

September 13, 2009, 02:44:06 am #1 Last Edit: December 31, 1969, 07:00:00 pm by vivify93
In my opinion, there should be a small list saying "Unaccepted". This would just be the female-shouting male unit in Deep Dungeon, right?

...It is "Deep Dungeon", isn't it? I didn't play through that last time--I got distracted by the story.

Cheetah

September 13, 2009, 03:46:18 am #2 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Good call Vivify, thanks. I planned that original but lots my train of though at 2 AM last night, this list is still far from complete on just what I'm already planning.
Current Projects:

Sephirot24

September 13, 2009, 04:43:50 am #3 Last Edit: December 31, 1969, 07:00:00 pm by Sephirot24
I think I'll quote myself from the original FFT:C topic about this Samurais incoherence.

QuoteIt doesn't make sense IMO. Both ultimate physical classes should get innate.. not just ninja. Besides, two swords is better than two hands just for the evasion factor (you have double chance of hitting)... and they get it innate, but samurais don't?? what's the point then? Samurais can't even equip shields.. and Samurais have always held their Katanas with both hands.. it doesn't make any sense to me that they don't have it innate!

I remember almost everyone agreed, that it was just overlooked again in WOTL as it was not a bug or glitch, but more like a gameplay inconsistence in the game.

Nexus

September 18, 2009, 03:53:46 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Nexus
The Blaze Gun should cast Fire not Ice, and the Glacier Gun should cast Ice instead of Fire. This was an error on the developer's part, because it is obvious from the name and color of the gun what it should cast.

Vanya

September 18, 2009, 11:58:11 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I agree with Seph24 about the Samurai.

The oil thing shouldn't be to difficult to fix. We just need someone that knows MIPS ASM to look at the hack Razele did that fixes oil and makes float weak to wind. Basically all that has to be done is remove the part of Razele's hack that makes float weak against wind. Then apply the edited hack to fix just oil.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Sephirot24

October 07, 2009, 01:02:24 am #6 Last Edit: December 31, 1969, 07:00:00 pm by Sephirot24
We should change "Water Ball", the throwable ninja weapon into "Ice ball"
It's not water elemental, and doesn't have any water related animation.
It is ice elemental, and has Ice animation. Shouldn't be called water ball...

Sen

October 07, 2009, 01:15:43 am #7 Last Edit: December 31, 1969, 07:00:00 pm by Sen
note that it's already translated to the WOTL version

so it's not Water Ball anymore its Snowmelt bomb now

Sephirot24

October 08, 2009, 09:23:47 pm #8 Last Edit: December 31, 1969, 07:00:00 pm by Sephirot24
Ooohh... I didn't know that. Good ^^

Cheetah

November 12, 2009, 08:19:27 pm #9 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
I post a couple new bug/glitch ideas for discussion. These aren't so much bugs as small additions that the hacking community might appreciate. Basically I'm wondering if anyone would find either of these useful, I might draw up a couple examples just so people would know what they would actually do for you and look like in game.
Current Projects:

Vanya

November 12, 2009, 09:28:44 pm #10 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Turning on the light's in the deep dungeon actually sounds like a good idea and a bad idea at the same time.
On the one hand it'd be nice to be able to see the graphics since they are unique, but then you'd lose the disorienting effect of having no lights at all.
I think what might be good is to have it be an optional hack. Hell it could even be released as a mini patch all on it's own.

Oh! Here's an idea! You know how FF12 has that uber sword that is a reference to Dragon Quest/Warrior? Maybe what could be done is to have a variation where the lights get dimmer and dimmer as you progress to deeper parts of the dungeon like in Dragon Quest/Warrior? I'm guessing either way it would be a simple group of changes using the Event De/compiler, right?

(On a side note: Why do you start the final floor of the deep dungeon at the bottom? Shouldn't Elidibus be at the bottom and you start at the top and work your way down?)

As for prep'ing the hack for special units that aren't normally usable sounds like a great idea. Since this is intended as a base hack for other works it would make it a lot more appealing to have that work already done. Plus it wouldn't affect the original game at all.
I say go or it. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

trismegistus

November 12, 2009, 10:17:35 pm #11 Last Edit: December 31, 1969, 07:00:00 pm by trismegistus
Is END/Terminus the top floor? I always assumed it was at the bottom.

Cheetah

November 12, 2009, 10:18:22 pm #12 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
I think fixing the Deep Dungeon maps would involve hacking the maps, which wouldn't really be easy, but would be doable.

I was thinking you might want to take on getting the Unit.bin stuff working correctly Vanya. I have all the info document you would just have to do a bit of grunt work and testing, what do you say?
Current Projects:

Vanya

November 13, 2009, 12:30:42 pm #13 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I can go head and work on that, no problem.
Send me the relevant files and I'll work on it tonight. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

FFMaster

November 19, 2009, 04:16:29 am #14 Last Edit: December 31, 1969, 07:00:00 pm by FFMaster
Hey, this was discussed on chat a few weeks ago. Pretty minor stuff though.

In FFT, Cloud's Zodiac sign is Aquarius, but in the FFVII booklet, it shows that he is a Leo. Should we even bother changing it so it fits in with FFVII?
  • Modding version: Other/Unknown
☢ CAUTION CAUTION ☢ CAUTION CAUTION ☢

Cheetah

November 19, 2009, 10:31:30 am #15 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
If you find two sources with proof (credible) then I would gladly change it I think.
Current Projects:

SilvasRuin

November 19, 2009, 12:55:20 pm #16 Last Edit: December 31, 1969, 07:00:00 pm by SilvasRuin
Don't know what sign the date is, but the official Advent Children site lists his birthday as 8/11.
Supposedly the original game manual listed it as 8/19.  I haven't checked it yet, but I suppose I can pull it up on my PSP sometime after my classes today.


AC site:  http://na.square-enix.com/dvd/ff7ac/






Aha!  Official PSN FFVII site, listing it 8/19:  http://na.square-enix.com/ff7psn/
And the original official game release site, listing it at 8/19:  http://na.square-enix.com/games/ff7/cloud-char.html


Looked up the sign dates.  No official source (except FFT) lists him as anything but a Leo that I can find, even if they are a bit inconsistent about the exact day.

Cheetah

November 19, 2009, 03:24:25 pm #17 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
I like it. Any arguments from everyone else?
Current Projects:

trismegistus

November 19, 2009, 07:59:33 pm #18 Last Edit: December 31, 1969, 07:00:00 pm by trismegistus
Makes sense to me.

Nirek

I'm not sure how relevant this discussion still is, but if anyone is still interested, here is adjusted copies of the relevant deep dungeon maps to increase the ambient light from 0, to half (125) I haven't had a chance to see what it looks like in game, but importing it to the iso doesn't crash it or anything, I just don't have level 99s to test DD in 1.3 yet :)