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Author Topic: Weapon/Armor Byte Bug Fixes?  (Read 1144 times)

Edea

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Weapon/Armor Byte Bug Fixes?
« on: September 04, 2014, 02:33:24 AM »
Currently using the J2E translation of FF4j for the SNES; did anyone ever figure out how to fix the weapon bytes and armor bytes not being reset properly when items were unequipped?  Stuff like weapons making the character's attack permanently long-range/unable to crit, or the Adamant armor setting a permanent weakness to elements once taken off.

I looked for both 'glitch' and 'bug' but didn't come up with much; if there's been some data put up (particularly for FF4j), I'd greatly appreciate being directed towards it.

Deathlike2

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Re: Weapon/Armor Byte Bug Fixes?
« Reply #1 on: September 04, 2014, 07:09:11 PM »
I don't recall a fix to my knowledge regarding this.

The best you can do is trace how equipment sets data and when it tries to unset the data when you remove it. You'll probably end up needing to update the unsetting part of the data.
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Grimoire LD

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Re: Weapon/Armor Byte Bug Fixes?
« Reply #2 on: September 04, 2014, 10:24:13 PM »
Currently using the J2E translation of FF4j for the SNES; did anyone ever figure out how to fix the weapon bytes and armor bytes not being reset properly when items were unequipped?  Stuff like weapons making the character's attack permanently long-range/unable to crit, or the Adamant armor setting a permanent weakness to elements once taken off.

I looked for both 'glitch' and 'bug' but didn't come up with much; if there's been some data put up (particularly for FF4j), I'd greatly appreciate being directed towards it.

A fellow by the name of Dragoon-Zero fixed the Long Range bug for all versions and I've never seen evidence of the first weapon bit being unable to cause crits from thereon out (But it does seem legitimate considering the people who have researched the case, all I can say is that it deals nothing with the actual Critical Hit chance stat that is stored on a character basis.)

However I have fixed the Adamant armor glitches, again for FFII, but I imagine that FFIV is only a couple of bytes off here and there so if you take a look in my Notes, Patches, Hacks thread you should be able to find the disassembly regarding those two and here is the link to Dragoon-Zero's patch.

http://www.romhacking.net/hacks/892/

There is also a design choice where evasion for enemies does absolutely nothing (despite every single guide still listing them), but it's easy to re-enable if you wish.


Edea

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Re: Weapon/Armor Byte Bug Fixes?
« Reply #3 on: September 05, 2014, 11:50:36 AM »
Thank you!  I was hoping it'd be just a couple bytes here and there, I managed to find your bug threads after re-searching.  I'll go ahead and get the patch figured out.

Were there any other 'wow, this adversely affects gameplay' bugs?  I can't recall any...

Grimoire LD

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Re: Weapon/Armor Byte Bug Fixes?
« Reply #4 on: September 09, 2014, 08:00:51 AM »
Not that I distinctly recall, FFIV is pretty solidly built for the most part, though I do take some objections with a couple of their design choices (the spellbook adding spells only of the proper color, no enemy evasion, only Shieldbearers getting Defense Multipliers based on Level, etc) they seem to work fine enough for a normal game.