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Messages - Mauron

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1
Personal Projects / Re: Chrono trigger plus
« on: January 13, 2019, 07:57:44 pm »
The Nu (82) attack is shared with potentially every enemy in the game (some enemies don't use their attack 1). Maybe I could make a special flag for it with one of the unused attack bits, and if Nu (82) is unmodified, apply that flag to it.

2
Personal Projects / Re: Chrono trigger plus
« on: January 13, 2019, 06:56:55 pm »
The final version of the AI patch will be applied via plugin, and easily stack with any existing hacks. Both of those conditions make this harder.

3
Personal Projects / Re: Chrono trigger plus
« on: January 13, 2019, 05:43:53 pm »
I'm trying to think of the best way to address the issue. I can change the minimum damage to be after the shield/barrier check, but that means attacks can no longer be reduced to 0. There are multiple ways I can exempt an attack or entire battle from barrier or shield, but everything I can think of so far means each user would have to manually update some part of the data to keep it working.

4
Personal Projects / Re: Chrono trigger plus
« on: January 13, 2019, 03:38:01 pm »
I just realized there's a reason for the "glitch" where HP to 1 attacks disable Barrier and Shield for the remainder of the battle. Normal Nus always do HP to 1 attacks, but the 6 Nu fight has 3 different Nus that follow the normal enemy attack formula. At this point in the game, their attack would do 0 damage, but there's a minimum 1 damage applied, unless barrier and shield are active, so fixing the damage calculations means you can't get killed in that fight.

5
Personal Projects / Re: Chrono trigger plus
« on: January 05, 2019, 06:04:47 pm »
I made an update to my patch on the Compendium.

6
Personal Projects / Re: Chrono trigger plus
« on: January 04, 2019, 05:00:28 pm »
Quote
Magus moves too slowly in the Blackbird vents when following the lead character. It looks like he's losing a pixel or two of movement per step, for some reason. It doesn't seem to happen anywhere else in the game.

This is the same glitch that occurred with the 8th character patch. Make sure Magus's events come after the other characters to address this.

7
Personal Projects / Re: Chrono trigger plus
« on: January 02, 2019, 07:54:57 pm »
There might be a way to do event altered run speed. It would require an unknown amount of free space and one safe RAM value that's written to SRAM.

Make sure you can find a good speed preference first.

8
Personal Projects / Re: Chrono trigger plus
« on: January 02, 2019, 06:46:44 pm »
There's two addresses you need to modify per stat to make a permanent change.

Code: [Select]
Base:
Crono: 7E2600
Marle: 7E2650
Lucca: 7E26A0
Robo:  7E26F0
Frog:  7E2740
Ayla:  7E2790
Magus: 7E27E0

Stats:
Power:      0B, 2F
Stamina:    0C, 30
Speed:      0D, 31
Magic:      0E, 34
Hit:        0F, 32
Evade:      10, 33
M. Defense: 11, 35

So to modify Crono's power, add the same value to 7E260B and 7E262F. You might have to temporarily copy these into the 7F02xx range to work with them.

Running speed is 8 bytes that would need to be changed. Run right is 0x008934. If you find a number you want, I'll look up the other 7.

9
Personal Projects / Re: Chrono trigger plus
« on: January 02, 2019, 03:09:47 am »
You could do permanent stat boosts like Atropos's Ribbon.

10
Personal Projects / Re: Chrono trigger plus
« on: January 01, 2019, 05:32:51 pm »
There might be. I'd have to look into it.

You can set the positive status effects manually, but they only last one battle, no matter how you set them.

11
Personal Projects / Re: Chrono trigger plus
« on: December 31, 2018, 07:10:28 pm »
I could definitely make it a man or woman check, and the more I think about it, the more likely it seems that was the intent.

I know my barrier/shield fix works. The person who noticed the problem was doing extensive damage testing, and found an inconsistency with the Zeal fight. Your hack has a version of that fix that doesn't require a full AI rewrite.

I'll probably update the patch tomorrow, but since the condition isn't used in the game, it would need an AI edit to test.

12
Personal Projects / Re: Chrono trigger plus
« on: December 31, 2018, 12:16:19 pm »
I've found 4 bugs relating to AI, but only 2 come up in game.

- One of the AI actions can revive other enemies to full, 1/2, or 1/4 HP, but no matter the setting, it always revives to full HP. This is only used by the final Lavos, where it revives the bits at full HP intentionally.
- HP to 1 attacks disable Barrier and Shield for the remainder of the battle.
- Enemies targeting the PC with the lowest HP will ignore PC 1
- One of the AI conditions is completely buggy. From what's in the code, it looks like it was intended to be "if attacked by men or women" condition, but I can't be 100% certain.

The code you're testing fixes the first two, and I have a fix for the third. I haven't decided what I'm going to do about that last one yet.

Edit: I took another look at that AI condition.
It has two modes, one of which is buggy. The working mode is "if attacked by specified PC". The buggy mode compares a value of 0 or 1 to 1, 2, or 5.

If I assume that there's a missing instruction in the code, and that instruction is the same as the other mode, the code becomes "if attacker is (or isn't) PC 1, 2, or 5", or Marle, Lucca, and Ayla. So it's almost a check on women, with a couple lines missing.

I'm thinking I should restore those lines and make it that.

13
Personal Projects / Re: Chrono trigger plus
« on: December 30, 2018, 07:56:42 pm »
Hopefully that AI code is more bug free than the original game.

14
I played the NA Vita digital release. It's pretty terrible. I've heard the "Asian" English release is the same one as NA. Can't confirm about EU/AU though.

15
I believe that's the English Vita and English PS4 data, not English and Japanese.

The Vita translation of Hollow Fragment was pretty bad, but I've heard they actually did a decent job with the PS4 version. I'm rather disappointed the developers didn't add the new translation as a patch to the Vita version themselves.

16
This may address your error with Gieger's debugger: http://geigercount.net/crypt/vcredist_x86.exe

17
Personal Projects / Re: Chrono trigger plus
« on: November 23, 2018, 11:16:02 am »
Will that make confusion sleep and stop permanent as well? That could could result in a few cheap game overs.
Nope. The only thing to worry about is if you added a berserk consumable or tech, it would be permanent as well.

18
Personal Projects / Re: Chrono trigger plus
« on: November 22, 2018, 10:31:37 pm »
I looked a little more into it, and the confusion I was having was because spell status effects do wear off. Only status effects from equipment last all battle. To make spells and consumables last the battle, change 0x01DC35, 0x01DC3A, 0x01DC53, and 0x01DC58 from 4A to 4F.

19
Personal Projects / Re: Chrono trigger plus
« on: November 22, 2018, 08:31:41 pm »
If you want more altered, I can do that too, but it'll need a little more space, depending on what you want changed.

It looks like the status item code is a little more complicated than I thought. I'll get back to you on that.

20
Personal Projects / Re: Chrono trigger plus
« on: November 22, 2018, 07:06:13 pm »
Poison, HP Drain, Stop, Slow, Haste, Barrier, Shield, 2.5x Evade, 2x Evade, and an unknown status effect. The first application of each per target would be altered.

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