I honestly have no idea. Debugger can't catch any trace of the data you pointed. Also when I changed every byte in the data to all 00. Nothing changed in the game.I tried FF, 7F and 54 values. Monster are not weaker in any way. I tested it in Reactor area, "after the train scene" area and other area that I have no idea how to name. I can't find anything about it in your or Lindblum notes. How you have found that data? Or maybe my areas are wrong or something?
I used the Code Data Logger. I turned it on, then initiated a fight and the code data logger highlighted the enemy difficulty for that particular area and the coding for it.
Here's all of the locations and their settings:
Bridge Leading to Reactor---01 03
Inside Reactor----02 05
Deeper inside reactor----04 08
Before Guard scorpion----05 0a
1st Town----08 0a
Area Leading to reactor 2----0c 0e
Reactor 2----0c 0f
Outside of Church----0c 10
Area before Aerith's town----0e 12
Area before wall market w/playground----10 14
Area before wall market----10 14
Area outside of Don's mansion----12 14
Train Graveyard----16 18
Wire Climbing---14 16
Floor 65 Shinra HQ----1c 1e
Floor 66 Shinra HQ----1c 20
Floor 67 Shinra HQ----1e 20
Floor 68 Shinra HQ----1e 20
Floor 69 Shinra HQ----1e 20
Road Leading Out of Midgar----20 23
Chocobo Farm-Junon-----2a 2f
Mithril Mines----2e 2e
Junon Beach----2e 2e
Junon Shinra Area----26 2d
Junon Harbor----26 2d
Near Costa Del Sol:----3F 45
Near Gold Saucer:----3F 45
Coral Desert----3f 45
Coral Desert 2----3f 45
Near North Coral:----3F 45
Near Gongaga----55 5a
Near Cosmo Canyon----5a 5f
Inside Cosmo Canyon----5a 5f
Near Nibelheim:----5a 5f
Between Nibelheim and
Rocket Town:---------65 6a
Near Rocket Town:----65 6a
Near Temple of Ancients---6f 75
Temple of Ancients----75 7a
Inside Temple of Ancients----75 7a
Bone Village----7f 7F
Sleeping Forest----7f 7F
City of Ancients----8a 7F
In city of Ancients----8a 7F
Icicle Inn----8f 7F
Snow Fields----8f 7F
Near Gaea's Cliff----a0 7F
Gaea's Cliff----a0 7F
World Map----Varies by screen
Unused (Could be used as world map)
Hello! I just found this thread and it is awesome to see the progress that has been made with this!
I have experience in hex and graphics editing, and I'd love to help if you are still trying to improve the game.
That would be great, thank you
If you'd like to work on the enemy graphics, I can PM the pics of some enemy graphics that need to be created.
Just to see if I could find anything, I looked at the ROM with YY-CHR, but I couldn't find the enemy graphics.
The enemy graphics begin at 0x00197FC6
Side note, I noticed that some of the songs only use the two tinny square wave channels - is this just the way the game was programmed or can we improve it?
Unfortunately, to make room for this game's large soundtrack, one or two wave channels had to be sacrificed to allow enough space to fit in as many songs as possible. If there were much more space for this game's songs, then I would have more freedom to improve the song's quality.
But this game was originally only meant to have 8 songs, so not a great deal of space was made for the music.
He'd look better in a more upright position.
No problem. I'll fix him.
I’d love for someone to look-into the enemy sprite graphics being messed up.
As far as I can see it only happens when there are 3 different kinds of enemies present at once (but this might be an assumption).
Since the sprites are messed up with bits and pieces of the enemy’s translated name – it would appear as if the replacement of the Chinese characters have something to do with the messed up graphics?
Can anybody confirm that the enemy sprites are being scrambled on the Chinese original cart/rom?
If so – are the enemy sprites being corrupted with what seems to be Chinese characters?
I believe I may have an idea of how to fix this, but I'm really not sure at all. It's more like a guess.
I do plan on looking into this when I start working on the non-boss enemy graphics.
But if it does happen only when there are 3 different enemies on the screen, then I can just alter the enemy parties to limit them to just 2 per group.
Keep the momentum going Lugia!
The back of Cosmo Canyon Cave is finished: