Emulator Issues #12589
closedFinal Fantasy Crystal Chronicles: GBA Patch needed in NTSC-J and PAL regions
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Description
Game Name?
[Final Fantasy Crystal Chronicles (Disc 1, Revision 0)]
Game ID?
[GCCJGC]
MD5 Hash?
[04e85610877150dd2d3f1097de6b09ae]
What's the problem? Describe what went wrong.
[GBA emulation seems to be way less efficient with the japanese version of the game Final Fantasy Crystal Chronicles. In comparison, US version works fine. There is ways to manipulate them, since they are deterministic but also random.]
What steps will reproduce the problem?
[Getting in almost any loads in the game while a GBA is connected.]
Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.
[Yes. 5.0-14717]
Is the issue present in the latest stable version?
[Non applicable, 5.0 does not have GBA integrated.]
What are your PC specifications?
[AMD A10-8700P Radeon R6, 10 Compute Cores 4C+6G 1.80 GHz]
Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,
configuration files, savefiles, savestates)
[This is the dtm file of the beginning of a TAS: http://tasvideos.org/userfiles/info/72987739528973123. The rngs of the loads are manipulated to not lose too much time.]
Files
Updated by JMC4789 about 3 years ago
- Subject changed from GBA emulation is buggy with japanese version of Final Fantasy Crystal Chronicles to Final Fantasy Crystal Chronicles: GBA Patch needed in NTSC-J and PAL regions
- Status changed from New to Accepted
We have a patch for the U.S. version to fix a bug in the game. Our connections are too perfect for Final Fantasy Crystal Chronicles, and it relies on the connection fucking up every now and again in order to reconnect after load screens. We just need to port the patch over to the japanese version.
Updated by JMC4789 about 3 years ago
If you know where the GBA binary is on the disc on each one, it's probably very easy to port the patch.
Updated by Wobmiar about 3 years ago
JMC4789 wrote:
If you know where the GBA binary is on the disc on each one, it's probably very easy to port the patch.
I don't know anything about patching and gba binary. I'm doing some research but I'm not really finding anything that would help me sadly.
Updated by JMC4789 about 3 years ago
I'm working on it with a few people. We'll try to make it work because I believe the Japanese version would be fastest for TASing, and the European version would have extra languages for accessibility.
Updated by Wobmiar about 3 years ago
Japanese version have version exclusive mechanics and glitches that makes it indeed faster for TASing :)
Updated by JMC4789 about 3 years ago
I know this is probably unfair to ask, but could you point me to some documentation? It might be nice to talk about the version differences for when the patches are ported over in the Progress Report.
Updated by Wobmiar about 3 years ago
JMC4789 wrote:
I know this is probably unfair to ask, but could you point me to some documentation? It might be nice to talk about the version differences for when the patches are ported over in the Progress Report.
Not unfair at all, I would gladly provide ANYTHING you want to help you.
I don't have official documentation or whatever, but as I TAS this game and talk a lot with the speedrunning community, here is the differences in the top of my head:
-
Japanese version have this exclusive glitch commonly called IGG, Infinite Gil Glitch, that lets you drop an infinite number of gils on the ground. To setup this glitch, you need to open a letter in multiplayer (with GBA), then close the menu, then reopen it. That puts the menu in a glitched state. We are currently trying to find other uses of that other than infinite money.
-
Japanese version exclusively have stat temporary bonuses (by eating food) stay active after hitting loading zones. It is incredibly useful to not waste time eating food each time we load a zone. There is still a timer like the other versions (where the bonus dissipates after a certain time).
-
The "Sign Glitch" is also exclusive to the japanese version, where your character goes into a weird state if it takes damage while interacting with some things in the game (most commonly reading signs). This weird states makes the character able to push without usual limitations many things in the game, including some enemies, items on the ground, and other players. Used as much as possible in TAS.
Updated by JMC4789 about 3 years ago
Well it's unfair in that I'm just curious more than anything. Anyway, I'll see about getting bonta to help me with the GBA side of the patch since apparently there's some differences with the GBA program.
Updated by JMC4789 about 3 years ago
- Status changed from Accepted to Fix pending
Fixed in Pull Request 9946: https://github.com/dolphin-emu/dolphin/pull/9946
Special thanks for Bonta and Leoetlino for doing most of the work.
Updated by JMC4789 about 3 years ago
If you can, test this build - https://dl.dolphin-emu.org/prs/07/61/pr-9946-dolphin-latest-x64.7z and make sure it performs roughly the same as the NTSC version. Note that the Japanese version seems to be more demanding in general than the other releases, and the Goblin Wall patch hasn't been ported over so you need to have Store EFB Copies to Texture Only unchecked to prevent that crash.
Updated by Wobmiar about 3 years ago
It seems to work fine for both PAL and Japanese versions :D
Updated by JMC4789 about 3 years ago
- Status changed from Fix pending to Fixed
- Fixed in set to 5.0-14753