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Final Fantasy 9 — Comprehensive ATB Enhancement (PlayStation) Romhack
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<blockquote data-quote="RoSoDude" data-source="post: 4885" data-attributes="member: 2224"><p>Oh, I get why freeze is an issue. Squaresoft made it so that freeze stops a character's ATB and stops them from executing any queued command, but it doesn't actually take the move off the queue (nor stop the player from queuing one if they had full ATB when they became frozen). This is a problem for the CTB Wait Addon since it stops ATB for all participants either</p><p>1. If a command menu is open</p><p>2. If a command is queued</p><p></p><p>This design keeps things moving without letting the queue get backlogged. However, it doesn't play well with freeze status because the queued command prevents time from passing, so freeze can never wear off and the queued command can never execute, so the battle gets stuck.</p><p></p><p>What you can do to get around this is to press L+R to flee until the character is unfrozen. Fleeing with CTB Wait reverts to Active ATB mode (pausing only during animations). In a bossfight you'll never actually flee, of course. I believe this would work even if your entire party were frozen, as I check for the fleeing input byte which is set independently from ATB.</p><p></p><p>I may eventually run to fix this properly, but it will be difficult. Instead of just checking if the queue isn't empty, I'd need to check if the queue points to a character under the freeze status. For that I need to study the RAM to know how to interpret the queue pointer and to find the byte that stores freeze, and I'd also need to carve out some space for new assembly code by optimizing some other subroutines. I'll give it a shot sometime, but no guarantees!</p></blockquote><p></p>
[QUOTE="RoSoDude, post: 4885, member: 2224"] Oh, I get why freeze is an issue. Squaresoft made it so that freeze stops a character's ATB and stops them from executing any queued command, but it doesn't actually take the move off the queue (nor stop the player from queuing one if they had full ATB when they became frozen). This is a problem for the CTB Wait Addon since it stops ATB for all participants either 1. If a command menu is open 2. If a command is queued This design keeps things moving without letting the queue get backlogged. However, it doesn't play well with freeze status because the queued command prevents time from passing, so freeze can never wear off and the queued command can never execute, so the battle gets stuck. What you can do to get around this is to press L+R to flee until the character is unfrozen. Fleeing with CTB Wait reverts to Active ATB mode (pausing only during animations). In a bossfight you'll never actually flee, of course. I believe this would work even if your entire party were frozen, as I check for the fleeing input byte which is set independently from ATB. I may eventually run to fix this properly, but it will be difficult. Instead of just checking if the queue isn't empty, I'd need to check if the queue points to a character under the freeze status. For that I need to study the RAM to know how to interpret the queue pointer and to find the byte that stores freeze, and I'd also need to carve out some space for new assembly code by optimizing some other subroutines. I'll give it a shot sometime, but no guarantees! [/QUOTE]
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Final Fantasy 9 — Comprehensive ATB Enhancement (PlayStation) Romhack
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