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Library of the Ancients > Seiken Densetsu 3 Research & Development
SD3 Engine Improvement project
Jorgur:
This project aims to improve the game engine and fix bugs in Seiken Densetsu 3.
Things to fix:
- Kevin powers up when attacked while in werewolf form
- Critical hits
- Hit rate
- Time does not stop while in ring menu or using abilities
- Attacks miss if 3 characters attacks the same enemy at the same time
- Power up and sabers are not properly applied
- Ring menu cannot be accessed while enemy is chain casting (is this a bug?)
- You cannot control an ally with L and R while chanting spells
- Elemental shields do nothing
- Tech points are sometimes taken from the wrong gauge or not at all (AI only?)
- Clean up ROM to free up unused space
Praetarius5018:
maybe a few hints for criticals
chance to crit:
--- Code: ---$D0/CACA A9 00 00 LDA #$0000 A:0000 X:0DE0 Y:00F2 P:envmxdiZC <- determines critical chance
$D0/CACD C8 INY A:0000 X:0DE0 Y:00F2 P:envmxdiZC
$D0/CACE 85 1A STA $1A [$00:0D1A] A:0000 X:0DE0 Y:00F3 P:envmxdizC
$D0/CAD0 A2 E3 00 LDX #$00E3 A:0000 X:0DE0 Y:00F3 P:envmxdizC
$D0/CAD3 20 10 D9 JSR $D910 [$D0:D910] A:0000 X:00E3 Y:00F3 P:envmxdizC
$D0/CAD6 85 1C STA $1C [$00:0D1C] A:0010 X:FB43 Y:00F3 P:envmxdizC
$D0/CAD8 A9 65 00 LDA #$0065 A:0010 X:FB43 Y:00F3 P:envmxdizC
$D0/CADB 22 20 06 C0 JSL $C00620[$C0:0620] A:0065 X:FB43 Y:00F3 P:envmxdizC <- produces a random number and loads to A
$D0/CADF C5 1A CMP $1A [$00:0D1A] A:0029 X:000C Y:000B P:envmxdizC <- $1A is still #$0000
$D0/CAE1 B0 18 BCS $18 [$CAFB] A:0029 X:000C Y:000B P:envmxdizC
$D0/CAFB A5 1C LDA $1C [$00:0D1C] A:0029 X:000C Y:000B P:envmxdizC
--- End code ---
$2A holds the current attackers "base" offset, e.g. F060
$34 holds the current targets "base" offset, e.g. F0F0
don't ask me why for the attacker they start at 60 but for the target at F0
critical damage is same as Lv1 tech damage (+50% attack)
otherwise check around $D0/CAE3 to modify
maybe you wanna modify energy ball too, 50% crit rate is a bit much
--- Code: ---$D0/E580 A0 52 00 LDY #$0052 A:4032 X:0002 Y:0007 P:envMxdizc
$D0/E583 91 34 STA ($34),y[$7F:EE42] A:4032 X:0002 Y:0052 P:envMxdizc
--- End code ---
Jorgur:
I added some new things to fix in the first post.
--- Quote from: Praetarius5018 on January 10, 2015, 04:26:53 AM ---maybe you wanna modify energy ball too, 50% crit rate is a bit much
--- End quote ---
Maybe. I was thinking it could simply double the chance to crit, but I will have to do some tests first.
Praetarius5018:
I've wasted enough time with the evasion mechanics... and my result might or not be even buggier than not changing anything.
Once a "fix" of mine crashed the game on map transition just because, was awsome...
A proper fix for the entire mechanic would be welcome.
Power Up + Saber bonus is possibly a thing of opinion. How do you want it to work?
No attack bonus from saber at all?
Only atk bonus from saber if the current attack is worse?
Stacking bonusses?
buff/debuff is $D0/D835-$D0/D863
saber atk bonus is $D0/E51F - $D0/E533
give or take a few bytes
Jorgur:
--- Quote from: Praetarius5018 on January 10, 2015, 04:05:44 PM ---Power Up + Saber bonus is possibly a thing of opinion. How do you want it to work?
No attack bonus from saber at all?
Only atk bonus from saber if the current attack is worse?
Stacking bonusses?
--- End quote ---
It seems sabers were meant to increase the damage slightly. I don't see a reason to remove this bonus entirely.
I see two options:
- Power up replaces saber (but saber does not replace power up)
- Power up stacks with saber
Regarding Hit rate, I think it should be properly restored somehow. As of now, Agility is more or less useless. My idea at the moment is something like FinalHit% = Hit%-Evade where Hit% can go beyond 100. Evade could possibly be based on enemy level.
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