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Author Topic: Lufia & the Fortress of Doom  (Read 3983 times)

JCE3000GT

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Lufia & the Fortress of Doom
« on: March 06, 2014, 05:18:48 PM »
Hello all.  I'm working on a utility for Lufia and the Fortress of Doom that is similar in features as my Mystic Quest Multi Editor.  So far I've mostly coded the character and monster stat editors.  I'm moving on to shops and items now.  What I need is someone who is very familiar with the game and can provide assistance with verifying the unknown data bits for the monsters and or items. 



Screens:













*edit*
Magic Editor partially done, all of the data can be read from the ROM.  The saving changes will be next...
« Last Edit: March 25, 2014, 12:29:37 AM by JCE3000GT »

JCE3000GT

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Re: Lufia and the Fortress of Doom help needed
« Reply #1 on: March 13, 2014, 09:55:21 PM »
I figured out most of the item data and then tried to expand all of the items to fixed length instead of varying length and the game threw up on me...  :(

Lenophis

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Re: Lufia and the Fortress of Doom help needed
« Reply #2 on: March 13, 2014, 11:33:22 PM »
Why would you want to convert them to fixed length? Varying length gives so much flexibility. :hmm:

119 bugs fixed and counting.

JCE3000GT

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Re: Lufia and the Fortress of Doom help needed
« Reply #3 on: March 16, 2014, 12:20:24 AM »
Why would you want to convert them to fixed length? Varying length gives so much flexibility. :hmm:

Being OCD and having less code to use for my utility.  :)

I've got the item editor using the as-is data block almost done.  Shops are next...  Pictures will be updated in the first thread as soon as the item editor is at least 95% working. 

JCE3000GT

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Re: Lufia & the Fortress of Doom
« Reply #4 on: March 18, 2014, 03:05:30 AM »
Item editor screenshot added.  I'm going to continue to locate why the Fortress of Doom ignores the walking speed routine...  Stubborn game.

JCE3000GT

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Re: Lufia & the Fortress of Doom
« Reply #5 on: March 19, 2014, 02:40:44 AM »
Updated the Item editor and main window screenshots.  So far everything seems to be working without errors.  I'll be doing the shop editor probably tomorrow or Thursday night. 

Lenophis

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Re: Lufia & the Fortress of Doom
« Reply #6 on: March 19, 2014, 10:05:33 AM »
It's too bad I don't know anything about this game, cause new editors are always nice.

119 bugs fixed and counting.

vivify93

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Re: Lufia & the Fortress of Doom
« Reply #7 on: March 20, 2014, 01:32:44 AM »
Hey JCE, I noticed you update your Lufia 1 walk faster patch. Were you aware Sweet Water and Foul Water are still broken in it? It stems from the original walk faster code. Sweet Water normally lasts about 230 steps before giving you the message, "Sweet Water ran out." If you use a Sweet Water or a Foul Water with the walk faster code, (Or either patch.) the Waters last infinitely.

I don't think the Waters can be depleted in friendly areas that had the swifter movement in the first place, so my theory is that maybe the termination of Sweet Water and Foul Water's effects is tied to movement speed.

Good work on the editor, by the way! I'm excited to see it come to fruition, especially if this means I can make it so Lufia can wear the Zircon and Might equipment after all these years.
Hacking is hard. :sad:

JCE3000GT

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Re: Lufia & the Fortress of Doom
« Reply #8 on: March 20, 2014, 02:23:47 PM »
It's too bad I don't know anything about this game, cause new editors are always nice.

They are, I agree.  Even if they are just simple utilities to make editing by hand easier. 

Hey JCE, I noticed you update your Lufia 1 walk faster patch. Were you aware Sweet Water and Foul Water are still broken in it? It stems from the original walk faster code. Sweet Water normally lasts about 230 steps before giving you the message, "Sweet Water ran out." If you use a Sweet Water or a Foul Water with the walk faster code, (Or either patch.) the Waters last infinitely.

I don't think the Waters can be depleted in friendly areas that had the swifter movement in the first place, so my theory is that maybe the termination of Sweet Water and Foul Water's effects is tied to movement speed.

Good work on the editor, by the way! I'm excited to see it come to fruition, especially if this means I can make it so Lufia can wear the Zircon and Might equipment after all these years.

Hmmmm, I'll have to take a look at those water items and maybe tweak them to see if this repairs them if there is a problem. 

*edit*
Seems as though the Sweet Water isn't permanent but the Foul Water is...  Needs more investigation.
« Last Edit: March 20, 2014, 03:03:39 PM by JCE3000GT »

JCE3000GT

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Re: Lufia & the Fortress of Doom
« Reply #9 on: March 24, 2014, 02:40:23 AM »
Shop Editor done.  Magic Editor is next, once this is complete I will probably release a public beta. 

And I cannot figure out how to repair the Foul Water bug when you increase the walking speed.  I did put a warning in the program if the user enables that option. 

JCE3000GT

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Re: Lufia & the Fortress of Doom
« Reply #10 on: March 25, 2014, 12:30:30 AM »
Magic Editor is proving to be a pain in the ass and a code monster.  But, the editor can read all of the data now.  Saving the data is next...



*edit*

And data saving has been coded.  Time for some extensive beta testing.  :D
« Last Edit: March 25, 2014, 02:38:43 AM by JCE3000GT »

JCE3000GT

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Re: Lufia & the Fortress of Doom
« Reply #11 on: March 28, 2014, 05:09:56 PM »
Ugh, Lufia is turning out to be even MORE stubborn than Final Fantasy 4 ever was.  Get this...I just went through and replaced 1,674 instances of a byte value in the ROM that corresponds to what would be an item in a treasure box.  So after replacing 1,674 of these bytes one by one for days ... nothing.  I've also attempted to use the snes9x debugger and this doesn't provide me any clues (based upon my understanding level).  So, how I wonder does the game store items in treasure locations?  All data in the game ROM that uses items uses one list of item indexes...even in RAM it uses only 1 item index list.  So, I'm wondering if this data is somehow stored with the map data and then compressed?

My usual contributor for Lufia is MIA and hasn't returned any of my emails in months and his RHDN inbox is full (I hope he's ok!) so I'm going to need some help on some data including locating treasure if anyone has the time.  I've also got some unknown data and data that I've located but doesn't make sense. 

Any takers?


JCE3000GT

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Re: Lufia & the Fortress of Doom
« Reply #12 on: April 02, 2014, 11:03:19 PM »
Released with only limited beta testing. 

http://www.jce3000gt.com/l1me.php

vivify93

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Re: Lufia & the Fortress of Doom
« Reply #13 on: April 03, 2014, 05:12:56 AM »
I like it a lot so far. First thing I did was make Lufia able to equip the proper Zircon equipment. Now the Zircon Rod will actually have a use, instead of being relegated to rot forever. Because who honestly doesn't just keep Jerin on bows all game? Elf Bow to Artea's Bow to Might Bow.
Hacking is hard. :sad:

JCE3000GT

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Re: Lufia & the Fortress of Doom
« Reply #14 on: April 03, 2014, 11:46:59 AM »
Yea there's a bunch of stuff I wanted to change LOL.