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Author Topic: Minor patches  (Read 5516 times)

Jorgur

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Minor patches
« on: September 22, 2009, 12:42:58 PM »
I have decided to store some of my work in the form of IPS patches.

Jorgur's Knife fix
Removes the small random damage bonus added to knives, so they are completely dependant on Strength.
See the bugs section in the FF5 algorithm guide for details on the Knives' Parameters bug.

Un-Berserker
Makes the Berserker controllable. This patch alters a job check that's hard coded in the C2 bank, and removes the innate ability Berserk from the job.

Exotic weapons
Adds a new equipment type for Full Moon, Rising Sun and Double Lance, and enables Thief and Ninja to use it. Mimic can no longer use these weapons.
« Last Edit: July 30, 2016, 08:56:09 AM by Jorgur »

Kaist

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Re: Minor patches
« Reply #1 on: May 02, 2015, 04:49:03 PM »
Is there a way to add more ability slots to berserker (like mimic and freelancer)?

I think it could be a good job if more passive abilities could be choosen, instead of removing berserk

LightPhoenix

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Re: Minor patches
« Reply #2 on: May 02, 2015, 08:57:53 PM »
I haven't ever looked into it, but it should be more than possible to do this.  I'm not 100% certain on how berserk status works, so you may or may not have to leave Fight in there as a command.

Jorgur

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Re: Minor patches
« Reply #3 on: May 03, 2015, 09:27:03 AM »
Possible? Yes. The Berserker doesn't actually use its 2nd ability slot. All you have to do is find the ASM code for the Ability menu and change some bits to make it behave like the Freelancer/Mimic.

I agree a Berserker with, say, Double Grip and Agility could be good. I might actually start using the patch if you make one.

LightPhoenix

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Re: Minor patches
« Reply #4 on: May 03, 2015, 04:16:42 PM »
This actually turned out to be a lot easier than I thought.

C2/CF62 checks the job index of the character's class, references a short lookup table at C0/ED61,X, and depending on the flag set will call one of three menus.  Most classes have 00: the second slot is static, the third slot is variable.  Mimic has 01: second, third, and fourth slots are variable.  Freelancer has 02: second and third slots are both variable.

Change C0/ED67 to #$01.  Very simple.  Working on an IPS right now for interested parties.

EDIT: Not quite so simple, but still straightforward.  There was a bit in the ability assignment that was hard-coded to look at Mimic.  That will have to be un-hardcoded, working on a solution right now.

EDIT 2: Okay, patch is attached here, based on a headered rom.  The code is real simple:

Code: [Select]
; Lookup table for what ability menu to use, indexed by job index
org $c0ed67
DB #$01 ; Use Mimic menu for Berserker class

; This is hard-coded to look at Mimic.  It should instead check the menu flag.
org $c2b4e3
LDY $80
LDA $2b63 ; Holds the menu flag per C2/CF86
AND #$00FF
TAY

LDA $6F ; If Y = 1, (ie Mimic menu) DEC
AND #$00FF
CPY #$0001
BEQ $01
DEC
« Last Edit: May 03, 2015, 10:57:55 PM by LightPhoenix »

Jorgur

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Re: Minor patches
« Reply #5 on: May 04, 2015, 09:24:42 AM »
Testing it now. Could you make an un-headered version as well?

 :edit:
Works well as it should, Berserker has 3 slots now. 3rd slot is !Item by default, which seems a bit unneccessary. Agility/Footwork doesn't seem to do anything, as if the job is locked to a low Agility setting. Lastly, could you provide us with a name for the patch?
« Last Edit: May 04, 2015, 09:42:39 AM by Jorgur »

koala_knight

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Re: Minor patches
« Reply #6 on: May 13, 2015, 03:37:55 AM »
BerserkerSlots?

samurai goroh

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Re: Minor patches
« Reply #7 on: May 13, 2015, 12:15:07 PM »
As in ability slots for the Berserker job.

All jobs have 4 slots for abilities. Most jobs have 3 fixed and 1 flexible (which excludes Freelancer and Mimic).
They usually are:
!Fight
Job Ability
Free (which you can equip any ability learned)
!Item
I'm the best in the universe! Just remember! [F-zero X]

LightPhoenix

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Re: Minor patches
« Reply #8 on: May 14, 2015, 10:20:42 PM »
Sorry, I've been busy with a work project during my normal hacking times.  I'll try to get to it this weekend.

EDIT: Can you expand on the Agility problem?  I'm not seeing it; the Thief's base agility is being applied as it should be when the skill is equipped.  I've used a fresh ROM with the patch, and it's being set to 40 + char bonus, which is the proper value.

As for a ROM name, I like Passive Berserker.

I am attaching the updated patches (headered and non) here shortly.
« Last Edit: May 17, 2015, 07:09:49 PM by LightPhoenix »

Jorgur

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Re: Minor patches
« Reply #9 on: May 19, 2015, 05:52:28 AM »
Can you expand on the Agility problem?  I'm not seeing it; the Thief's base agility is being applied as it should be when the skill is equipped.
The Agility stat is applied but it is not used in battle (at least not in the first round). It is debatable whether or not this is even a problem. More info here:
http://slickproductions.org/forum/index.php?topic=2043.msg23119#msg23119


samurai goroh

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Re: Minor patches
« Reply #10 on: May 19, 2015, 09:27:18 AM »
I'm not sure (as I haven't look into it) but it feels like Berserker's ATB start at 0, just like in a back-attack, hence why the first attack is so slow and then it goes back to normal.
I'm the best in the universe! Just remember! [F-zero X]

x0_000

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Re: Minor patches
« Reply #11 on: May 19, 2015, 03:38:12 PM »
I'm not sure what the game does with ATB after it calculates it, but 60 ticks consistently makes the berserker go last if the player isn't backattacked (and possibly even when back attacked?)

LightPhoenix

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Re: Minor patches
« Reply #12 on: May 20, 2015, 10:32:00 PM »
This sounds like it's default, albeit bugged, behavior.  I've looked into it a bit but I don't have much experience with the ATB gauge.  For right now, I consider the patch complete without that fix.

Jorgur

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Re: Minor patches
« Reply #13 on: July 30, 2016, 08:56:20 AM »
Exotic weapons patch added.

Squall

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Re: Minor patches
« Reply #14 on: August 01, 2016, 01:40:30 AM »
Quote
Exotic weapons
Adds a new equipment type for Full Moon, Rising Sun and Double Lance, and enables Thief and Ninja to use it. Mimic can no longer use these weapons.

Did you actually added a new type or changed the definition of 'old Exotic'?