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Discussion Starter · #1 · (Edited)
Hi, I've been lurking for some time, and have been trying to solve this myself to no avail. There seems to be no direct info on this either..

I'm playing FF6 from the FFOrigins collection using a clean .iso (100% error-proof w/ cdmage). I have had little difficulty running the emulation, up to now. There are no graphical\sound issues, other than this one:
http://img16.imageshack.us/i/ff6pbrlm.jpg/
At this point (after Leo's death), the airship should be right where the arrow is. Without it, I cannot go to the Floating Continent and progress. Help is greatly appreciated.

Specs: Athlon 2600+, Radeon 9800 Pro, Catalyst 8.x drivers, Audigy 2 soundcard
Problem is in both savestates and loading from memory card.
 

· God of Douchebagness™
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i doubt this is actually related to the emulator, it just doesnt sound like a problem it could cause. more likey, you are forgetting a part or something within of the sequence of events that particular cutscene follows.

do the scenes towards the bottom of the following link play though like they normally should? like does it actually show the airship flying towards that area on the overworld map or does it not show that either?

RPGClassics.com - FF6 Walkthrough v2 - Uncle Ulty's Portrait Session
 

· God of Douchebagness™
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have you searched the entire island? maybe the location is different from the original version that i am familiar with
 

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Discussion Starter · #5 · (Edited)
Yes, i've searcherd the island, re-searched the cave, changed my team position, spoken to everyone over and over, entered every house, and exited Thamasa every way. Still nothing.

I don't know how I can hex edit myself to a point further along in the story, or if it's even possible to transfer a save to a different FF6 iso.

Update: Found a new working iso, but I am still clueless as to how\if it's even possible to transfer any save data from one iso to another. The newer file did not recognize any data on mem cards or sstates.
 

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Hello Fellow gamers,
I know it's about 2 years from when this post was first began, but I just started playing FFVI on my PSP via POPS and encountered the same issue. To be honest, I think it might be an issue with either having cheats enabled OR too much info on the flash0 (or is it 1) memory. The way I fixed this was to save my game on the airship via cheat. Then I performed a full reboot of the PSP, began the game again with no cheats enables, and most likely flash memory cleared, landed the airship, and WA-LA, problem solved. If this is happening on emu's as well, I think emu's also use a temp file for flash. If there is an option to clean flash memory, that would probably help to avoid re-starting the emu. Hope this helps some of us Final Fantasy fanatics.

Dragoon JC :thumb:
 

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Problem found and a soultion is available

The problem, as I found through trial and error, deals with the one of the cheats. There is a byte that controls whether the save menu is available in "non world areas". During early play a byte value of 0 and saves are not available while a value of 128 allows saves. I HAD set mine to 128 and held constant, allowing saving anywhere anytime. Obtaining the airship after the opera and it disappeared. Attempting to duplicate the suggestion by MaquinaX did not solve the problem, because the value of 128 was saved and was still 128 after a re-start (the method by which cheats are applied must be different for him). I then turned off the cheat (Cheat Engine)and started a new game and after the opera the airship was visible.

The trial and error came later during WOR after obtaining the Falcon. In one of the long sequences, I needed to save and do something constructive, so I changed the value to 128 saved and ended; yes I could have used the save state--but didn't. Once I was back at that sequence and completed it, walked outside and NO AIRSHIP. The 128 value of the byte did not change through many battles and sequences.

Frustrated and not wanting to go through another 10 hours, I remembered the value of the byte being 2 before changing and changed the value back to 2, and the airship became visible.

The byte value then needs to be 128 in the early part of the game, 129 after the airship (I haven't checked that part of the game, but seems reasonable); and 130 in the WOR with the Falcon for saves to be constantly available AND the airship to be visible. Not changing the value of the byte would work also, saves being allowed only where the programers intended.

EDIT 1:
I did start another game to check the values after the initial airship is obtained after the opera scene. The values of the byte are in fact 6 (normal) and 134 (save option is available all the time)
 
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