| Parameter | Informationen |
|---|---|
| Konsole: | SNES |
| Original Spiel: | Final Fantasy III |
| Typ: | Bug Fix |
| Genre: | Role Playing |
| Veränderungen: | Other |
| Ersteller: | SilentEnigma |
| Erstellungsdatum: | 02/20/2020 |
| Letzte Änderung: | 09/09/2020 |
| Parameter | Informationen |
|---|---|
| Dateiname: | StuckInAPose_v2.8.zip |
| Downloads: | 5 |
| Anforderungen: | Header (SNES) |
| Version: | 2.8 |
| Bewertung: |
Don’t think this is gonna be a 100% Gold Remake, it’ll have its differences. Extra battles (some’ll be optionals, tough but rewarding), Hoenn Pokemon (in every area, and hard to find) New areas, Remapped some dungeons (so your old guides wont work) , Extra recurring characters (some’ll hate you, some’ll help you)
Note that the hack is incomplete but feel free to enjoy the hack as-is.
Title: Stuck in a Pose fix
Author: SilentEnigma
Version: 2.8
Release Date: 2020-02-20
Applies to: FF3us 1.0, FF3us 1.1
Tested on: FF3us 1.0
Contents:
readme.txt = this file
StuckInAPose-Full.ips = the full-featured patch (headered)
StuckInAPose-Full_NH.ips = the full-featured patch (headerless)
StuckInAPose-FullN.ips = the Full version anti-patch (headered)
StuckInAPose-FullN_NH.ips = the Full version anti-patch (headerless)
StuckInAPose-Mini.ips = the minimalist patch (headered)
StuckInAPose-Mini_NH.ips = the minimalist patch (headerless)
StuckInAPose-MiniN.ips = the Mini version anti-patch (headered)
StuckInAPose-MiniN_NH.ips = the Mini version anti-patch (headerless)
ROM Addresses:
C0/49EF - C0/49F1
Free space used:
Full version: 115 bytes, C0/D6A0 - C0/D712
Minimal version: 105 bytes, C0/D6A0 - C0/D708
RAM used (Full version only): unused field RAM, direct page $C6 - $C7
NOTE: This version of "Stuck in a Pose fix" IS NOT COMPATIBLE with the author's
"Sliding Dash fix" version 1.0! Instead, use "Sliding Dash fix" version 1.1
or higher with this patch.
Urgency: Medium/Low. This bug pops up all over the place: when pausing on a
staircase, after unequipping party members on the airship, at the end of
several scenes when control is given back to the player, etc.
However, these are all fairly minor visual flaws.
________________________________________________________________________________
TABLE OF CONTENTS
0. Description
1. Relevant Offsets & Disassembly
a. Common
b. Full version only
c. Minimal version only
2. Revision History
3. Credits
________________________________________________________________________________
0. DESCRIPTION
From Novalia Spirit's "100+ Bugs" Thread:
After any event-dictated movement occurs, the hero sprite may appear to be
stuck in its last pose or its walking pose. The easiest way to see this is to
go up and down some stairs. Most of the time, if you stop walking, the hero
sprite should appear in a walking pose. Other examples of this are when you
jump on a turtle, when trying to go up a conveyor belt to no avail, and after
a scene where your party was split temporarily.
...
One better example of this bug is when you're within the airship and talk to
the guy who can unequip your characters. While you do so, the hero sprite
should look South and be in a walking pose, yet, even if the said guy isn't
South of the hero sprite, you can still talk to him since the game still
considers you're facing him.
The patch comes in two versions:
Full-featured ("Full")
- Optimized & consistent transition timing for "stuck" sprites.
- Uses the most free space, as well as 2 bytes of unused field RAM
Minimalist ("Mini")
- Inferior & inconsistent transition timing for "stuck" sprites.
- Uses less free space than the full version; no added RAM usage
________________________________________________________________________________
1. RELEVANT OFFSETS & DISASSEMBLY
----------------------------------------
a) COMMON
Sprite I.D. table for walking animations
Original:
C0/580D: 04 05 04 03 ; Unknown
C0/5811: 6E 6F 6E 6F ; Unknown
C0/5815: 01 02 01 00 ; Unknown
C0/5819: 2E 2F 2E 2F ; Unknown
C0/581D: 04 05 04 03 ; Character sprite moving north
C0/5821: 47 48 47 46 ; Character sprite moving east
C0/5825: 01 02 01 00 ; Character sprite moving south
C0/5829: 07 08 07 06 ; Character sprite moving west
Sprite I.D. table for standing facing north, east, south, west
Original:
C0/582D: 04 47 01 07
Code snippet executed repeatedly when the player has control but is not pressing
any directional buttons
Original:
C0/49EF: AC 03 08 LDY $0803
C0/49F2: 7B TDC
C0/49F3: 99 7E 08 STA $087E,Y
C0/49F6: 9C 86 08 STZ $0886
C0/49F9: 20 A5 C8 JSR $C8A5
C0/49FC: 20 F4 46 JSR $46F4
C0/49FF: 20 83 4B JSR $4B83
C0/4A02: 60 RTS
Modified:
C0/49EF: 20 A0 D6 JSR $D6A0 ; Jump to new subroutine $D6A0
Sprite IDs:
00 stepping south right foot
01 standing south
02 stepping south left foot
03 stepping north right foot
04 standing north
05 stepping north left foot
06 stepping west left foot
07 standing west
08 stepping west right foot
09 crouching
0A ready stance west
0B flinching west
0C alt battle standing west
0D alt battle stepping west
0E arms up west
0F arms up tip toes west
10 casting mouth closed west
11 casting mouth open west
12 battle collapsed(?)
13 eyes closed south
14 winking south
15 eyes closed west
16 arms up south
17 arms up north
18 indignant south
19 hand raised south
1A hand on head south
1B hand raised north
1C hand on head north
1D laughing head up south
1E laughing head down south
1F surprised south
20 bowed head south
21 bowed head north
22 bowed head west
23 turned head south
24 cheeky finger in south
25 cheeky finger up south
26 shy (Terra only?) south
27 tent
28 field collapsed
29 corrupt
2A corrupt
2B corrupt
2C corrupt
2D corrupt
2E riding west
2F riding wind-blown west
----------------------------------------
b) FULL VERSION ONLY
Original:
C0/7F98: 86 C6 STX $C6 ; Unused RAM byte
Modified:
C0/7F98: EA NOP
C0/7F99: EA NOP
New Subroutine C0/D6A0:
C0/D6A0: AC 03 08 LDY $0803 ; Original C0/49EF.
C0/D6A3: B9 77 08 LDA $0877,Y ; Load current sprite I.D.
C0/D6A6: AA TAX ; Temporarily store sprite I.D. in X
C0/D6A7: 29 BF AND #$BF ; Strip mirror bit
C0/D6A9: C9 0F CMP #$0F ; "arms up tip toes west [0x0F]"?
C0/D6AB: F0 58 BEQ $D705 ; Branch if "arms up tip toes west [0x0F]"
C0/D6AD: C9 17 CMP #$17 ; "arms up north [0x17]"?
C0/D6AF: F0 54 BEQ $D705 ; Branch if "arms up north [0x17]"
C0/D6B1: C9 03 CMP #$03 ; "walking north 1st [0x03]"?
C0/D6B3: 90 26 BCC $D6DB ; Branch if less (if walking south)
C0/D6B5: C9 06 CMP #$06 ; "walking west 1st [0x06]"?
C0/D6B7: 90 1F BCC $D6D8 ; Branch if less (if walking north)
C0/D6B9: C9 09 CMP #$09 ; "crouching [0x09]"?
C0/D6BB: F0 20 BEQ $D6DD ; Branch if "crouching [0x09]"
C0/D6BD: 90 46 BCC $D705 ; Branch if less (if walking east/west)
C0/D6BF: C9 22 CMP #22 ; "bowing head west" [0x22]"?
C0/D6C1: F0 08 BEQ $D6CB ; Branch if "bowing head west [0x22]"
C0/D6C3: C9 2E CMP #2E ; "riding west" [0x2E]"?
C0/D6C5: B0 4B BCS $D712 ; Skip everything if GT. or Eq.
C0/D6C7: C9 13 CMP #$13 ; "eyes closed south [0x13]"?
C0/D6C9: B0 1D BCS $D6E8 ; Branch if GT. or Eq. (several poses)
C0/D6CB: 8A TXA ; Recall current sprite I.D.
C0/D6CC: 89 40 BIT #$40 ; Test mirror bit
C0/D6CE: F0 04 BEQ $D6D4 ; Branch if mirror bit not set
C0/D6D0: A9 01 LDA #01 ; Load direction I.D. for facing east
C0/D6D2: 80 16 BRA $D6EA
C0/D6D4: A9 03 LDA #03 ; Load direction I.D. for facing west
C0/D6D6: 80 12 BRA $D6EA
C0/D6D8: 7B TDC ; Load direction I.D. for facing north
C0/D6D9: 80 0F BRA $D6EA
C0/D6DB: C6 C7 DEC $C7 ; unused RAM byte (transition delay)
C0/D6DD: AD 64 1F LDA $1F64 ; Load most of the current map I.D.
C0/D6E0: C9 DD CMP #$DD ; Zozo main?
C0/D6E2: F0 2E BEQ $D712 ; If so, skip everything
C0/D6E4: C9 F2 CMP #F2 ; Vector main?
C0/D6E6: F0 2A BEQ $D712 ; If so, skip everything
C0/D6E8: A9 02 LDA #02 ; Load direction I.D. for facing south
C0/D6EA: 99 7F 08 STA $087F,Y ; Store direction I.D.
C0/D6ED: 8A TXA ; Recall current sprite I.D.
C0/D6EE: C5 C6 CMP $C6 ; unused RAM byte (most recent sprite)
C0/D6F0: F0 04 BEQ $D6F6 ; Branch if same as current sprite
C0/D6F2: A9 10 LDA #$10 ; Load base transition delay
C0/D6F4: 85 C7 STA $C7 ; unused RAM byte (transition delay)
C0/D6F6: 8A TXA ; Recall current sprite I.D.
C0/D6F7: C6 C7 DEC $C7 ; unused RAM byte (transition delay)
C0/D6F9: 10 12 BPL $D70D ; If not done, skip everything
C0/D6FB: 29 BF AND #$BF ; Strip mirror bit
C0/D6FD: C9 28 CMP #$28 ; Is character "collapsed [0x28]"?
C0/D6FF: D0 04 BNE $D705 ; Branch if not
C0/D701: A9 09 LDA #$09 ; Load I.D. for "crouching"
C0/D703: 80 0A BRA $D70F
C0/D705: B9 7F 08 LDA $087F,Y ; Load current direction value (8-bit)
C0/D708: AA TAX ; Transfer A to X
C0/D709: BF 2D 58 C0 LDA $C0582D,X ; I.D. for standing in current direction
C0/D70D: 85 C6 STA $C6 ; unused RAM byte (most recent sprite)
C0/D70F: 99 77 08 STA $0877,Y ; Store sprite I.D.
C0/D712: 60 RTS ; Return from subroutine
--------------------------------
c) MINIMAL VERSION ONLY
New Subroutine C0/D6A0:
C0/D6A0: AC 03 08 LDY $0803 ; Original C0/49EF.
C0/D6A3: B9 77 08 LDA $0877,Y ; Load current sprite I.D.
C0/D6A6: AA TAX ; Temporarily store sprite I.D. in X
C0/D6A7: 29 BF AND #$BF ; Strip mirror bit
C0/D6A9: C9 0F CMP #$0F ; "arms up tip toes west [0x0F]"?
C0/D6AB: F0 50 BEQ $D6FD ; Branch if "arms up tip toes west [0x0F]"
C0/D6AD: C9 17 CMP #$17 ; "arms up north [0x17]"?
C0/D6AF: F0 4C BEQ $D6FD ; Branch if "arms up north [0x17]"
C0/D6B1: C9 03 CMP #$03 ; "walking north 1st [0x03]"?
C0/D6B3: 90 31 BCC $D6E6 ; Branch if less (if walking south)
C0/D6B5: C9 06 CMP #$06 ; "walking west 1st [0x06]"?
C0/D6B7: 90 1F BCC $D6D8 ; Branch if less (if walking north)
C0/D6B9: C9 09 CMP #$09 ; "crouching [0x09]"?
C0/D6BB: F0 1E BEQ $D6DB ; Branch if "crouching [0x09]"
C0/D6BD: 90 3E BCC $D6FD ; Branch if less (if walking east/west)
C0/D6BF: C9 22 CMP #22 ; "bowing head west" [0x22]"?
C0/D6C1: F0 08 BEQ $D6CB ; Branch if "bowing head west [0x22]"
C0/D6C3: C9 2E CMP #2E ; "riding west" [0x2E]"?
C0/D6C5: B0 41 BCS $D708 ; Skip everything if GT. or Eq.
C0/D6C7: C9 12 CMP #$12 ; "eyes closed south [0x13]"?
C0/D6C9: B0 1B BCS $D6E6 ; Branch if GT. or Eq. (several poses)
C0/D6CB: 8A TXA ; Recall current sprite I.D.
C0/D6CC: 89 40 BIT #$40 ; Test mirror bit
C0/D6CE: F0 04 BEQ $D6D4 ; Branch if mirror bit not set
C0/D6D0: A9 01 LDA #01 ; Load direction I.D. for facing east
C0/D6D2: 80 14 BRA $D6E8
C0/D6D4: A9 03 LDA #03 ; Load direction I.D. for facing west
C0/D6D6: 80 10 BRA $D6E8
C0/D6D8: 7B TDC ; Load direction I.D. for facing north
C0/D6D9: 80 0D BRA $D6E8
C0/D6DB: AD 64 1F LDA $1F68 ; Load most of the current map I.D.
C0/D6DE: C9 DD CMP #$DD ; Zozo main?
C0/D6E0: F0 26 BEQ $D708 ; If so, skip everything
C0/D6E2: C9 F2 CMP #F2 ; Vector main?
C0/D6E4: F0 22 BEQ $D708 ; If so, skip everything
C0/D6E6: A9 02 LDA #02 ; Load direction I.D. for facing south
C0/D6E8: 99 7F 08 STA $087F,Y ; Store direction I.D.
C0/D6EB: A9 04 LDA #$4 ; Load base duration
C0/D6ED: CD 1E 02 CMP $021E ; timer semi-second byte
C0/D6F0: 30 16 BMI $D708 ; If not done, skip everything
C0/D6F2: 8A TXA ; Transfer X to A
C0/D6F3: 29 BF AND #$BF ; Strip mirror bit
C0/D6F5: C9 28 CMP #$28 ; Is character "collapsed [0x28]"?
C0/D6F7: D0 04 BNE $D6FD ; Branch if not
C0/D6F9: A9 09 LDA #$09 ; Load I.D. for "crouching"
C0/D6FB: 80 08 BRA $D705
C0/D6FD: B9 7F 08 LDA $087F,Y ; Load current direction value (8-bit)
C0/D700: AA TAX ; Transfer A to X
C0/D701: BF 2D 58 C0 LDA $C0582D,X ; I.D. for standing in current direction
C0/D705: 99 77 08 STA $0877,Y ; Store sprite I.D.
C0/D708: 60 RTS ; Return from subroutine
________________________________________________________________________________
3. REVISION HISTORY
February 20, 2016 - Version 1.0 completed.
February 18, 2017 - Version 2.0 completed.
> Fixes a bug during the Fall of Doma scene, caused by
patch v1.0.
(Other parts of the game may have also been affected.)
> Uses 21 fewer bytes of free space.
February 19, 2017 - Version 2.1 completed.
> Smooths out a minor sprite blip after Setzer gives the
airship tutorial
> Uses 10 more bytes of free space than v2.0.
June 03, 2019 - Version 2.2 completed.
> When player resumes control of a character that is in the
collapsed position, the character will be shown briefly
in the crouch position before its standing sprite is
shown. Player can interrupt this animation at any time
by moving the character.
> Full version uses 33 more bytes of free space than v2.1.
December 23, 2019 - Version 2.3 completed.
> Character remains crouching after making jumps in Zozo.
> Feature is bypassed on the Narshe snow maze.
> Uses 27 more bytes of free space than v2.2.
December 28, 2019 - Version 2.4 completed.
> Proper Narshe snow maze support added.
> Improved orientation detection (affects several scenes).
> Improved transition timing from "walking south" pose.
> Uses 8 more bytes of free space than v2.3. Who needs 'em!
December 31, 2019 - Version 2.5 completed.
> Character remains crouching after taking cover in Vector.
> Fixed orientation detection for "bowing head left" pose.
> Uses 8 more bytes of free space than v2.4.
January 16, 2020 - Version 2.6 completed.
> Fixed sprite ID errors affecting "bowing head left".
> Documented all sprite IDs.
January 19, 2020 - Version 2.7 completed.
> Fixed transition out of jump animation in Daryl's Tomb.
> Uses 8 more bytes of free space than v2.6.
February 20, 2020 - Version 2.8 completed.
> Fixed behavior when riding Magitek armor.
> Added headerless ROM support.
> Uses 4 more bytes of free space than v2.7.
________________________________________________________________________________
4. CREDITS
Imzogelmo, for his disassembly of bank C0 and his patch allocation list.
Novalia Spirit, for compiling the "100+ Bugs" list.
Master ZED, for some indirect inspiration (See the author's "Sliding Dash" fix).
Leet Sketcher, for finding a solution to the bug in version 1.0
Assassin, for suggesting space optimization for the new code in version 2.0.
Thanks to C.V. Reynolds & Squiffy for finding the bug in version 1.0.
________________________________________________________________________________
Copyright (C) 2020 David R. Thompson (SilentEnigma).
The author allows the free use of the attributed work referenced by this
document exclusively for non-commercial purposes, stipulated by the following
provisions:
1. This readme document shall accompany the attributed work wherever it is
redistributed.
2. The author shall be credited wherever the attributed work referenced by this
document is reused, redistributed, or modified.