øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=337;area=showposts;start=75e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd513.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=337e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexd513.html.zx¯Ih^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ@Peè´OKtext/htmlISO-8859-1gzip@øÕè´ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 02:31:36 GMT0ó°° ®0®P®€§²ð®¯Ih^ÿÿÿÿÿÿÿÿU*è´ Show Posts - Praetarius5018

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Messages - Praetarius5018

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76
Maybe I'll fill in some gaps...

I've kept some notes of what I edited/broke, but nothing that I could write down without creating endless confusion.
and with how stupid the whole hit/miss area is... not much motivation to research it again...

77
Seiken Densetsu 3 Research & Development / Re: Bugs and glitches
« on: May 05, 2015, 01:34:20 PM »
A couple more:
-Flame Breath and Blaze Wall remove status ailments
 -reason: they try to add a dummied state 02 (probably burn) and new state overwrites old state

-Heal Light and Tinkle Rain "heal" maxHP up/down (specifically the flags); the effect is visible on the next HP update

-Transshape lasts shorter the hgher the target's luck is (25-luck, min 1, to be precise)

-when transshape ends, it also clears maxHP modifications

-Contrary to rumors, stats have no influence on casttimes; only class rank does, with each class change being 0.5s faster than before. A cheated 3rd class change would make the casttime be dependant on your saber element though.

-If you have 20+ luck, your luck gets maxed the next time you receive exp.


less bug and more strange feature:
-if monster have two affinities for one element, the weaker one gets removed; e.g. reflect&drain fire becomes only reflect fire (annoying as only spells get affected by reflect)

-Counter Magic doesn't work on elements that you have any affinity (good or bad) for, only neutral becomes reflect
--or rather Counter Magic doesn't work, period



No bugs, but wasted effort:
-equipment can grant auto-buffs, e.g. start battle with power up effect
-equipment can grant bonus to luck for a not used value
-there's an unused status buff that makes spells cost half MP (01 where you'd put maxHP buffs)
-there's an unused status buff that makes spells cost double MP (02 where you'd put maxHP buffs)

78
Well, if half the requested features were actually there I wouldn't have had to...
or at least I never found them and added stuff from scratch.

79
Seiken Densetsu 3 Research & Development / Re: SD3 discussion
« on: May 05, 2015, 12:44:35 PM »
I'd go with lazy or over-bureaucratic - otherwise they'd look into it, if you show an explicit comparison topic.

and just let them be...
otherwise we might lose too much art. (good hacks should be considered art, but that's just my opinion)

80
There has been a 3 player patch around for ages.

81
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

82
What did you do? :3
Telling would spoil the surprise.
Let's just say I experimented quite a bit with the editing of enemy formations (which possible enemy types can spawn) - there's one room in the manaland that requires a victory to proceed, because otherwise the path doesn't open. The guardian there made the final bosses look extremely easy in comparison.

83
maybe a few hints for criticals

chance to crit:
Code: [Select]
$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

$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: [Select]
$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

84
Seiken Densetsu 3 Research & Development / Re: Random info
« on: December 11, 2014, 11:28:25 AM »
monster data (credit to giangurgolo for most of these):
starting at D10000, 36 bytes each
00 - sprite index
01 - palette index
02-04 - action script offset
05 - assigns "stat pack", that is clones of hero stat progression
         NOTE: originally only Koren and Heath use non-A0
         NOTE: non-x0 values can lead to game reset on physical attacks, spells seem to be fine
         00 - Duran's Stats
         20 - Kevin
         40 - Hawk
         60 - Angela
         80 - Charlotte
         A0 - Riesz
06 - seems to affect money
07 - not really understood, seems to affect HP&XP
08 - hp
09 - mp
0A - XP
0B - attack power
0C - dodge stat
0D - defense power
0E - magic defense (int)
0F - magic defense (pie)
10 - affects money
11 - flags for reflection of elemental damage (spell only!!!)
      01 - earth, 02 - air, 04 - water, 08 - fire,
      10 - dark, 20 - light, 40 - moon, 80 - leaf
12 - flags for absorption of elemental damage
13 - flags for immunity of elemental damage
14 - flags for halving of elemental damage
15 - flags for weakness of elemental damage
16 - unknown
17 - has the 80 flag against MP drain (turns into MP loss)
18 - used as element for normal attack
19 - success rate for status effects
1A/1B - status effect
         (00 01) d0:  snowman
         (00 02) d1:
         (00 04) d2:  chibikko
         (00 08) d3:  poison
         (00 10) d4:  moogled
         (00 20) d5:  petrified
         (00 40) d6:  sleep
         (00 80) d7:  "death" (only kills if <= 999 HP, otherwise victim becomes unhittable zombie)
         (01 00) d8: 
         (02 00) d9: 
         (04 00) d10:
         (08 00) d11:
         (10 00) d12:
         (20 00) d13: silence
         (40 00) d14:
         (80 00) d15:
1C-1F - unknown
20/21 - status resistances
         (00 01) d0:  snowman
         (00 02) d1:
         (00 04) d2:  chibikko
         (00 08) d3:  poison
         (00 10) d4:  moogled
         (00 20) d5:  petrified
         (00 40) d6:  sleep
         (00 80) d7:  "death" (only kills if <= 999 HP, otherwise victim becomes unhittable zombie)
         (01 00) d8: 
         (02 00) d9: 
         (04 00) d10:
         (08 00) d11:
         (10 00) d12:
         (20 00) d13: silence
         (40 00) d14:
         (80 00) d15:
22/23 - unknown, always 03 03


how do the values for atk, def, etc. work?
a) you calculate the base value from level and stats, e.g. you get 100 atk
b) remove the 80-bit from the factor
c) multiply the value from a) with the factor from b) and divide by 0x7F (for most values) or 0x0A (for exp)
d) if the 80-bit from the factor was set, subtract your result of c) from the base value from a), otherwise add it

minor examples:
-a value of 0x7F doubles your stat
-a value of 0xFF results in 0 (or 1 if that's the minimum)
-a value of 0x00 or 0x80 is neutral
-a value of 0x40 is a 50% increase


there is no value for spell damage modifier!
you have to take what your stat pack gives you at the level as int/pie/agl and work with that

EVERY enemy in the game except Heath and Koren uses basically Riesz' stat progression (and caps at level 55)

85
Not really, it's just on insanedifficulty because that's what it is - but now I would actually like to see the flamewar if someone found out what I did to the manaland revisit (not included in the easy version)

86
Seiken Densetsu 3 Research & Development / Re: Bugs and glitches
« on: December 08, 2014, 12:20:15 PM »
It's a Square game, it seems to be par for the course.
As long as you play normally, all is/seems fine, but when you poke deeper into the matter - let's just say about half the stuff is very useful in a speedrun; 15 levels lower than planned and still hitting the damage cap with the werwolf while enemies don't interfere with you? why not.
Other things are nearly or literally impossible to get in a normal game; the game-crashing cycle of:
physical attack causes sleep -> next attack removes sleep and at the same time re-applies sleep again - > repeat a few times -> welcome to minus world
can't happen as there are no weapons that inflict stats.
And the sleep spell doesn't have the necessary attack frequency.

87
Seiken Densetsu 3 Research & Development / Re: Random info
« on: December 08, 2014, 12:14:26 PM »
some additions:
weapons:
0B/0C - saved to unknown 7FF13F/40  for 2nd char
0D - bonus to hit, reduces target evasion
0E - added to luck, sum is capped to 20
0F - attack factor for STR
10 - attack additive
11 - base chance to inflict status ailment, luck gets added to it
12/13 - saved to unknown 7FF146/47 for 2nd char
14/15  - inflicted status effect (saved to 7FF148/49 for 2nd char)

armor:
0D - might have been elemental immunity but dummied out
0E - would have been elemental resistance but not used as far as I could see
11 - factor for VIT to physical defense
13 - factor for magic def; 86 means for int based magic defense you multiply by 8 and by 6 for pie based magic defense
16/17 - saved to unknown 7FF12B/2C for 2nd char
18/19 - resist status ailment

status1:
80 - death (deals 999 damage once if the recipient is alive, if the target does not reach 0 HP by this you get an invulnerable enemy)
20 - petrified


spells:
D1/9940-BB2F (D19940 is start for Diamond Missile)
17 bytes each, first 255 spells, then 255 "item spells"
01 = icon
03 = icon color
04 = icon color
06 = targetting related, 5C targets enemies
07 = MP cost
08 = addition to cast time
09 = stat flags
0A = element
0B = various; used in status spells, buffs, etc.
0C = various; used in status spells, buffs, etc.
0D = various; used in status spells, buffs, etc.
0E = power multiplier (max 0F !!) and which stat to use (array for that definition below)
   0x - use INT
   1x - use PIE
   2x - use AGL
   3x - use STR
   4x - use VIT
   5x - use LUCK
0F = power addition
10 = status effects
11 = status effects

which attack stat to use against what defense:
10EC01 - 6 bytes; defensive stat to use against spells
   03 04 05 05 05 05
   03 = M.DEF (INT)
   04 = M.DEF (PIE)
   05 = P.DEF
10EC07 - 6 bytes; offensive stat to use against spells
   03 04 01 00 02 05
   00 = STR
   01 = AGL
   02 = VIT
   03 = INT
   04 = PIE
   05 = LUCK
that means attack stat 20 in the spell overview uses the 3rd entry in both rows, so we get: cast with AGL against p.def


stat blocks in ram;
hero 1 starts at 7FEDF0
hero 2 starts at 7FF0F0
hero 3 starts at 7FF3F0
who is number 1, 2 or 3 is a bit... variable; might change on reloading the game or overworld transition - e.g. my main character is often number 2

00 <- identity (includes heroes, normal enemies, bosses and npcs)
      80 = Duran, 81 = Kevin, 82 = Hawk, 83 = Angela, 84 = Charlotte, 85 = Riesz, 64 = FullMetal Hagger, 102 = Zable Fahrs left head
01 <- 2nd byte of identity
02 <- current HP
03 <- current HP, 2nd byte
04 <- current MP
05 <- current MP, 2nd byte
06 <- strength
07 <- agility
08 <- vitality
09 <- intelligence
0A <- spirit
0B <- luck

12/13 <- current maxHP
14/15 <- current maxMP

19 <- location of some pointer (e.g. current damage)

1C <- max Tech Bar

21 <- level
22 <- "target level", capped at 14h; used for determining stat inc., SHOULD only inc. by 1 each level, but in the TAS goes up by +3 at times, cause of several level up bugs
23 <- seems to be "offset" for hero (0 - Duran, 1 - Kevin, 2 - Hawk, 3 - Angela, 4 - Charlotte, - 5 Riesz)
24 <- class "rank" (0 - base, 1 - 1st class change, 2 - 2nd)
25 <- class "light-dark value"
26/27 <- byte 16&17 of enemies, e.g. invert HP drain

2C - weapon id
2D - helm id
2E - armor id
2F - acc id
30 - shield id

31/32 - suffered status effect; 8000 is for dead characters
33/34 - resistance status effect

35 - buff-flag,
   14 is agility up,
   28 is agility down,
   40 is power up,
   80 is power down
36 - buff-flag,
   4 def up,
   8 def down,
   10 is m.atk up,
   20 is m.atk down,
   40 is m.def up,
   50 is mind up,
   80 is m.def down,
   A0 is mind down

3B/3C - unknown, set by armor

3F - hitstatus flag

41 <- elemental repel (not working for physical attacks...)
42 <- elemental drain
43 <- elemental immunity
44 <- elemental resistances
45 <- elemental weakness

4E <- element of normal attack
4F/50 <- unknown, set by weapon

51 <- modified hitrate?? (stuck at 0 and subtracted from target agility)
52 <- modified luck
53 <- modified atk
54 <- modified atk, 2nd byte

55 <- chance for status
56/57 <- unknown, set by weapon
58/59 <- inflicted status effects by weapon

5A <- modified agility
5B <- modified p.def
5C <- modified p.def, 2nd byte
5D <- modified m.def (int)
5E <- modified m.def (int), 2nd byte
5F <- modified m.def (pie)
60 <- modified m.def (pie), 2nd byte
62 <- base luck
63 <- base atk
64 <- base atk, 2nd byte
6A <- base agility
6B <- base p.def
6C <- base p.def, 2nd byte
6D <- base m.def (int)
6E <- base m.def (int), 2nd byte
6F <- base m.def (pie)
70 <- base m.def (pie), 2nd byte

B5 <- first learned spell (hero)
C1 <- targetting of first spell (hero)

CF <- exp (enemy)

D1 <- money (enemy)

D7 <- base maxHP
D9 <- base maxMP



share and enjoy!

88
Seiken Densetsu 3 Research & Development / Re: Bugs and glitches
« on: December 08, 2014, 11:49:17 AM »
-elemental resistance from shields does not apply
 -probably removed on purpose

-Kevin can stack his wolf form's attack bonus stupidly high (up to around 400 something attack)
 -reason: de-transformation is not triggered properly on certain map change types (e.g. calling flammie while Kevin is in werewolf form)

-if Kevin levels up while in wolfform and picks STR he loses the bonus completely when de-transforming until you re-equip an item
 -reason: related to above

-enemy death through a petrify attack breaks the damage cap; silly displays like "22MP" damage can happen

-stat ups can be gotten earlier then intended, e.g. taking STR every level up until the current cap without any other stats inbetween
 -reason: messed up "secondary" level

-HP overflow when "healing" an enemy via absorbed element that has already close to 65535 HP (black rabite only)

-cooldown from normal attacks can be skipped
 -reason: buggy AI/non-AI switch

-AI characters can become "dummies" (read: totally inactive)
 -related to above

-Lv1 techs can deal normal attack damage
 -reason: same as above

-characters can turn invulnerable to physical damage
 -reason: reserved space for damage values is full

-tech bar can suddenly become empty without using techs

-Lv1 techs may not apply their invulnerabilty frames sometimes

-repeatedly attacking with weapons that inflict stat effects which are removed on being hit (sleep, snowman) causes the game to crash

-enemies have the same problem if their normal attack inflicts such stats

-strange interaction with power up, power down and saber effects; power down -> saber -> power up has less attack power than power down -> saber
 -reason: power up and down set their own flag or clear the opposite; if power down is cast first it sets the power down flag and sets your attack to 67%, saber ignores the flags and sets your attack to 110% even if it was higher! then power up only clears the power down flag and you're back to 100% attack

-if a death status effect (different from death spell and normally unused) doesn't kill the victim... you get an invincible "zombie"
 -reason: the death state inflicts "only" 999 damage (if the target is alive) and is supposed to not be used except when HP hits 0; now the death flag is set and the unit has > 0 HP so it can act but not take damage

-theoretically it's possible to meet a lv19 enemy that takes 0 damage from your spells and the same enemy type on lv21 dies in 1 hit
 -reason: silly damage calculation; lv40+ enemies take 90% more damage before defense, lv20+ enemies take 60% more damage before defense

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