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Author Topic: FF2j NES question  (Read 2360 times)

Leviathan Mist

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FF2j NES question
« on: May 28, 2012, 05:45:55 AM »
So I was playing the original NES version of FF2, and I noticed that HP can go above 9999, while MP can go above 999. This wouldn't be an issue, except for the fact that both of these stats roll back over to 0 once they reach 65536. So I'm wondering how simple it would be to add in a simple overflow check, and/or limit HP and MP to 9999 and 999 respectively. I haven't seen this game taken apart and detailed yet, and quite honestly, I wouldn't know how to find this information in the ROM if I tried.

EDIT: Here's a list of rollover bugs/glitches I discovered a couple years back that I'd be interested in fixing.

1. HP and MP max out at 65535, any higher and it rolls over to 0. This makes it possible, through controlled stat growth manipulation and lots of patience, to have characters with 0 HP and MP, effectively screwing over your save file for good. (if you have 0 HP and MP, you have no way to gain any more, and with 0 HP, you'll die as soon as any enemy hits you or casts a spell in battle. Even when you try to cast a spell in battle with 0 HP, it kills the character who casts it.)

2. The Ultima spell doesn't get any stronger, ever. Even if you have an inventory full of level 16 spells, Ultima still does the same damage as it would if all you had was a level 1 Ultima and no other spells.

3. Gil maxes out at 16777215 (only up to 9999999 is shown properly) - after that it rolls over to 0.

4. Inn costs roll over to 0 once they reach 65535. This can be exploited if you get your HP/MP high enough (you can make it so you pay 0 gold to recover 65536 MP, for example)
« Last Edit: May 28, 2012, 05:55:45 AM by Leviathan Mist »

Grimoire LD

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Re: FF2j NES question
« Reply #1 on: May 28, 2012, 03:29:20 PM »
I knew that FF2 was a rather poorly put together game but heavens! I never would have guessed it was That bad! I would imagine later ports fix all of this. I guess it goes to show how much of a rush job the game really was.

Leviathan Mist

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Re: FF2j NES question
« Reply #2 on: May 28, 2012, 03:37:44 PM »
I knew that FF2 was a rather poorly put together game but heavens! I never would have guessed it was That bad! I would imagine later ports fix all of this. I guess it goes to show how much of a rush job the game really was.

All the rollover bugs have been fixed in the remakes. The inn glitch gets fixed by default when HP and MP are limited to 9999 and 999 respectively, because the maximum inn costs are around 50000 gil that way. I'm not sure how Ultima has been affected in the remakes. Regardless, there is a certain sense of nostalgia I get playing the original game (I first played it in the mid 90's when it was first translated, long before any remakes were released in English) - not to mention it was one of the first ROMs I ever played.

Grimoire LD

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Re: FF2j NES question
« Reply #3 on: May 28, 2012, 05:05:32 PM »
I do like the remade versions of FFII for the PSX, GBA and the PSP, I think they could still use a bit of work, but at least they become more enjoyable in the remakes, from what I can gather. It's a good game, just not yet a great game. The original FFII version though I find to be nigh unplayable, maybe I'm spoiled with the remakes.

Leviathan Mist

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Re: FF2j NES question
« Reply #4 on: May 28, 2012, 05:15:16 PM »
For the most authentic experience, the PSX version most closely resembles the NES version in gameplay mechanics. It's the only official English version of the game I know of where you can actually lose stats after a battle, matching the original game mechanics. Also, weapon and magic level has the same 100-point experience scale, while it's been replaced with a bar and a more gradual curve in the GBA and PSP versions.

Lenophis

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Re: FF2j NES question
« Reply #5 on: May 29, 2012, 12:47:18 AM »
I wouldn't know how to find this information in the ROM if I tried.
Try looking someplace obvious. :banonsmash:

119 bugs fixed and counting.

Leviathan Mist

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Re: FF2j NES question
« Reply #6 on: May 29, 2012, 12:49:37 AM »
Oh wow, I totally didn't know you had those documents up :o *goes to search*

A quick search and I can already tell this isn't what I'm looking for. I mean, I know that normal stats are able to be capped at 99. I'd like to find where the routine for capping stats at 99 would be, so I can devise a code to basically copy that routine, except for two-byte and three-byte integers, to use with the HP, MP, and GP stats.
« Last Edit: May 29, 2012, 12:54:43 AM by Leviathan Mist »