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Author Topic: Dragon Warrior 2  (Read 6768 times)

joe73ffdq

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Dragon Warrior 2
« on: December 10, 2015, 02:12:34 pm »
Post removed. Everything is below
« Last Edit: January 21, 2016, 05:41:37 am by joe73ffdq »

ze10

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Re: Dragon Warrior 2
« Reply #1 on: December 12, 2015, 11:14:24 am »
I think it's awesome when people investigate game mechanics and share the ROM data with everyone else. Thanks for your hard work :)

joe73ffdq

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Re: Dragon Warrior 2
« Reply #2 on: December 12, 2015, 02:03:00 pm »
Thanks, much appreciated hearing that. I have been more interesting in digging into code, then to actually making a hack of anything. This became my mindset, when trying to maximize full ability with FF1. I was so frustrated with trying to find out how to INT patch FF1, and felt like the difficulty was uncalled for. That is what lead me to creating GFF documents, released a year and a half ago here. My attitude was simple. No one should ever have to go through that, for a game that is almost perfectly documented. So I went about laying out the code, to save others the trouble.

Now I have much better understanding of the code, and even though DW2 is low on the totem pole in terms of popularity, it is in dire need of a balancing hack. Same concept here as with FF1. Lay out the code for everyone first, and then eventually make a mod.
« Last Edit: January 21, 2016, 03:42:37 am by joe73ffdq »

gameboy9

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Re: Dragon Warrior 2
« Reply #3 on: January 09, 2016, 08:51:36 am »
I've been thinking of doing a Dragon Warrior 2 randomizer of some sort(after seeing the awesomeness of Mcgrew's Dragon Warrior 1 randomizer), but what's really been bogging me down is the monster formations... where were the monster formations...

I think I finally might have broken through.  If I change address 0x105f0 in the ROM from 2D to 42, I change the 1 Hork formation outside of Osterfair to a 1 Metal Babble formation.  Hmmmmm...

I also found in address 0x106dc that you can change the 8 metal slime formation to, say, a 5 big slug(02) formation.  Or Malroth(52) if you prefer... LOL!  I haven't figured out the number of monsters in a formation yet though.

I'll keep you informed.
« Last Edit: January 09, 2016, 10:59:35 am by gameboy9 »

gedowski

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Re: Dragon Warrior 2
« Reply #4 on: January 10, 2016, 02:59:17 pm »
nice to see people getting interested in DW2 :)

joe73ffdq

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Re: Dragon Warrior 2
« Reply #5 on: January 10, 2016, 03:49:49 pm »
---
« Last Edit: January 21, 2016, 03:41:36 am by joe73ffdq »

gameboy9

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Re: Dragon Warrior 2
« Reply #6 on: January 10, 2016, 06:48:57 pm »
OK, here's some more stuff...

10356-10389 - boss fights, starting at the two gremlin Lianport battle and going all the way to one Malroth at the end.  Each one four bytes, the first two bytes are the first group, the second two bytes are the second group.  You, theoretically, could put down 255 slimes, but it will only add as many as the screen will fit.  (the maximum varies from 1-8 depending on monster size)  The first group has priority over the second.

Addresses 10519-10680(I think) are the monster zones, each six bytes a piece.  The first byte has the highest priority, and the most possible monsters by what I'm seeing.  You use monster codes from 01(Slime)-52(Malroth), but you can add 80 to the hex to access 19 special battles which reside in addresses 106b1-106fc. (again, I think)

Now to figure out which zone belongs to which cave and we'll be in business!

January 11, 2016, 06:37:09 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Joe,
I'm pretty new to this ROM hacking thing, so when you say five free banks, are you referring to the 96K of constant FFs I found in the ROM?  Also, I did try the free game genie random battle modifiers, and theoretically it worked, but the end result was the monsters constantly attacking... like... a bazillion times in a row, and I didn't even get to attack.  Naturally, I was cold as a cod in no time!  :)

More freebies that I haven't seen in this thread yet: 
3C79F = Starting armor for Midenhall
3C7A7 = Starting sword for Cannock
3C7A8 = Starting armor for Cannock
3C7AF = Starting sword for Moonbrooke
3C780 = Starting armor for Mookbrooke
1A016 = Club price (+/- probably for all weapons, and probably armor and items)
19E41 = First treasure chest item (need to change 19C79 to the same value if you want the gold too)
19C84 = First treasure gold (from 0 to 255)
................. but I haven't figured out where the rest of the treasures lie... yet...
19FCA-19FCF = First item store contents.  00 = no item, all others = some item which key I haven't figured out yet.  I haven't figured out the full area of store contents either, but soon!
(currently:  3c = medical herb, 3b = antidote herb, 1b = sword of erdrick, 0f = armor of erdrick)
« Last Edit: January 11, 2016, 07:56:48 am by gameboy9 »

joe73ffdq

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Re: Dragon Warrior 2
« Reply #7 on: January 11, 2016, 07:31:55 am »
Rom Order. See everything Categorically down below.




c40/204f - Overworld and Town Graphics ???

2050/3043 - Sprite Graphics ???

3044/3782 - Graphics for Letters, Numbers, and other symbols ???

3972/3fe7 - Blank Space

3fe8/740f - Enemy Graphics ???

7410/10010 - ???

Random Battle Modifier
01-Slime, 02-Big Slug, 03-Iron Ant, 04-Drakee, ect
1038f:ff:** - **NEYUN*

Skip Battles
10847:01:98 - EPLANE (all 6 digit GG codes give addresses every 2000, so this is the most likely one)

No Random Battles
100c8:01:00 - AEUEAAPA

Start A New Game With 3 Characters In Your Party. All characters are permanently poisoned
(114d4:29:a9 - OXKPGKPX) + (2d66b:00:01, 3f66b:00:01 - PASNLTAA)

Get mega experience points after battle
1171c:9a:99 - OPEOGNXO

Get A Treasure Chest After Every Battle
117e4:72:00 - AESPGYZY

Gold Is Maxed Out To 65,535 After Winning A Battle
118b8:05:00 - AEXOEAIA


120f0:03 3/32 Chance of Sleep and Stopspell With Dragon's Bane Succeeding
120f4:0c 12/32 Chance of Sleep and Stopspell Without Dragon's Bane Succeeding

Infinite battle MP
121d8:e5:85 - SEKXAPST
121e0:91:a1 - OXSZAPOP

Each Party Member Gets 2 Hits With Any Weapon, Instead of Only With The Falcon Sword
1227a:04:00 - AAVXZZGA

Attacks With The Falcon Sword Will Keep Hitting The Chosen Group of Enemies In The Same Turn Until They Are All Defeated 122d0:ae:b2 - XUKZAXVZ

124b2 - Wizard's Ring Strength on Field

1278d:4a - Increase and Decrease | ea : Double effect | 0a : Quadruple effect

127d0/1286a - Spell and Item Structs (In Battle)

12a28:04 1/4 Chance of Poison Attack Succeeding
12dba:02 1/2 Chance of Call For Help Succeeding

Infinite HP In Battle
12f41:a5:38 - ALUZOYSX
12f43:85:4a - ZGUZUYSE
12f87:91:a1 - OZNZNYOP

12fe7:18 24/32 Chance of Sleep and Stopspell With Gremlin's Tail Succeeding
13005:03 3/8 Chance of Faint Attack or Surround or Poison Breath or Sweet Breath Succeeding
1300d:01 1/8 Chance of Heroic Attack or Defeat Succeeding

1350a/13518 - In Battle MP Cost
13519/13527 - In Battle MP Cost with Mysterious Hat

13805/13cd2 - Enemy data (15 bytes each) (Treasure drops are not included)

13dd1/13ddc - Starting Stats
13ddd/13eda - Stats up per level (2 bytes per character, 1 nybble for each of the 4 stats)

13edb/13efa - Assigned Levels Spells are Learned
13efb/13f0a - Weapon Strength
13f0b/13f1d - Armor/Shield/Helmet Strength

13f70/13fe7 - Blank Space ???

14010/18010 - ???

14efd/14f45 - Zeros ???

16060/16088 - Zeros ???

18036/18057 - Text Pointers

Infinite overworld MP
18bc0:99:a9 - OXUAEUOO

18be0 - Heal--------Strength on Field
18be8 - Healmore---Strength on Field
18bf0  - Healall------Strength on Field

18cf6/d04 - MP cost on Field

The Treasure Chest At The Start of The Game Has 12,850 Gold Instead of 50
18d3c:a9:09 - PAXEKSOX

Staying At Inns And Items In Shops Are Free If You Have Enough Gold
18d54:8d:ad - SZKAKSSE
18d59:8d:ad - SZKEOSSE

19602 - Medical Herb - Strength on Field

Makes The Lottery Ticket Behaves Like The Dragon's Potion When You Use It, Letting You Save Anywhere   
197fd:20:f0 - ENVOIYAZ
197fe:2E:24 - GXVOTNTZ

The Wizard's Ring Never Breaks When Used On The Field
19811:a5:a9 - OZEPOASX

The Treasure Chest At The Start of The Game Has 250 Gold Instead of 50
19c84:32:fa - XYNPKGZU

The Treasure Chest In The Beginning of The Game Has A Sword of Thunder Instead of A Copper Sword
19c79:06:10 - APVOOGTA
19e41:06:10 - APUPOTTA

19eae - Possible treasure data for Cave to Rhone (inconclusive)

19f9a/1a00b - Shop Inventory (starting with Leftwyne Weapon Shop )

1a00c/1a08b - Prices

1a3ce/1a3f0 - Who can Equip what

1ae5f/1ae75 - Cant tell yet, but it appears to go with Spells Learned
1ae76/1ae95 - Spells Learned

1b2e1/1bab2 - Text ranges through here
1b634/1b727 - Text for Spells in each character Magic Slot
1b728/1b9?? - Enemy Text

1cc22/1ffe7 - Blank Space

20710/225f6 - Graphics. Possible Sprite, but cant tell

231a9/23fe7 - Blank Space

24810/25de3 - Graphics. "The End" is part of it

2635b/2800f - Blank Space

28240/29162 - Opening Screen Graphics (TM&C 1990 Enix of America)

29163/2bfe7 - Blank Space

2c4cd/2e43d - Dragon Warrior Part 2 TM, and Graphics / Animation for the opening

2e43e/2ffe7 - Blank Space

2ffe8/3000f - ???

30010/3c00f - Blank Space

3c3ab - RNG routine in ROM (from AlexKC on the DW2 board) Doesnt look correct

3c79f/3c7b6 - Characters Starting Equipment

Walk through walls
3d39d:41:f7 - NNESILPG
3d426:85:60 - ATOITGSA
« Last Edit: January 21, 2016, 05:46:24 am by joe73ffdq »

gameboy9

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Re: Dragon Warrior 2
« Reply #8 on: January 11, 2016, 06:34:31 pm »
Ooooo... nice one, Joe!

Here are the item codes for the item and weapon stores:
01 - Bamboo Stick
02 - Magic Knife
03 - Wizard's Wand
04 - Staff Of Thunder
05 - Club
06 - Copper Sword
07 - Chain Sickle
08 - Iron Spear
09 - Falcon Sword
0a - Broad Sword
0b - Giant Hammer
0c - Sword Of Destruction
0d - Dragon Killer
0e - Light Sword
0f - Sword Of Erdrick
10 - Thunder Sword
11 - Clothes
12 - Clothes Hiding
13 - Water Flying Clothes
14 - Mink Coat
15 - Leather Armor
16 - Chain Mail
17 - Gremlin's Armor
18 - Magic Armor
19 - Full Plate Armor
1A - Armor of Gaia
1B - Armor of Erdrick
1C - Leather Shield
1D - Shield of Strength
1E - Steel Shield
1F - Evil Shield
20 - Shield of Erdrick
21 - Mysterious Hat
22 - Iron Helmet
23 - Helmet of Erdrick
24 - Token of Erdrick
25 - Treasures (for the Echoing Flute)
26 - Moon Fragment
27 - Charm of Rubiss (!)
28 - Eye of Malroth
29 - Leaf of The World Tree
2A - Echoing Flute
2B - Mirror of Ra
2C - Dew's Yarn
2D - Magic Loom
2E - Cloak of Wind
2F - Gremlin's Tail
30 - Dragon's Bane
31 - Dragon's Potion
32 - Golden Card
33 - Lottery Ticket
34 - Fairy Water
35 - Wing of the Wyvern
36 - ?????? (Golden Card?  No effect though)
37 - Golden Key
38 - Silver Key
39 - Jailor's Key
3A - Watergate Key
3B - Antidote Herb
3C - Medical Herb
3D - Wizard's Ring
3E - Perilous???? (no effect)
3F - ?????? (no effect)

joe73ffdq

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Re: Dragon Warrior 2
« Reply #9 on: January 11, 2016, 09:18:13 pm »
Is there a text program that will allow me to define the bytes, and then copy and paste from a hex editor to easily get each word.


Edit.


I found 2 programs that completed my needs. Oriton and quiconvert-100.

Oriton lets you edit an existing .tbl file, and quiconvert-100 produces the word after a copy and paste from a hex editor.
« Last Edit: January 12, 2016, 01:31:20 am by joe73ffdq »

gameboy9

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Re: Dragon Warrior 2
« Reply #10 on: January 12, 2016, 08:59:23 am »
I think I have enough information to get started on my Dragon Warrior 2 Randomizer.  I'm going to program in C# since that's what I'm comfortable with.  I'm OK with this because VS2015 has a free community version.  I will post all source code on gitHub when it becomes available.

This will be a GUI that will have various amounts of randomization.  Say 3-5 levels.  The first level will have small variations between the item shops and what monsters you will meet in the field.  It will go all the way to the last level which will completely randomize who can equip what, what item will be sold where, how much will it cost (using a formula I haven't figured out yet), what monsters will be where, as well as all of their stats. (with their XP and Gold calculated using a formula I haven't figured out yet)  I will also randomize starting stats and stat gains for all characters.  (but will be careful as to not overflow attack and defense power)

Regardless of randomization, I'm going to program an option to adjust all of the stats I can to the remix values to make the game a bit easier.  I have to be careful though:  if one goes to level 50 with Midenhall, equipping the sword of destruction with the new values will overflow the attack power.(160 strength + 105 power = ... uh... 10 attack power!)  I'm OK with this, though, because, well, it's a cursed weapon!  This would make it EXTRA cursed!   >:D 

Finally, I also will cut the level gaining requirements of all characters in half, as well as cut the item/weapon/armor money required in half (for example, the Falcon Sword costing 12,500 instead of 25,000) to reduce grinding, except Moonbrooke's levels 30-35, which I'm forced to have a minimum of 65,536 points required.

joe73ffdq

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Re: Dragon Warrior 2
« Reply #11 on: January 13, 2016, 12:45:42 am »
Each monster has 15 bytes of data associated with it

01 - 13805/13 : SLIME---------------05 10 02 01 03 07 05 40 07 00 50 50 00 00 00
02 - 13814/22 : BIG SLUG-----------08 00 03 02 03 09 06 00 07 00 00 00 00 00 00
03 - 13823/31 : IRON ANT-----------05 10 04 02 04 0B 0D 00 07 00 00 00 00 00 00
04 - 13832/40 : DRAKEE-------------09 00 03 03 05 0C 08 40 07 01 05 00 00 00 00
05 - 13841/4F : WILD MOUSE--------0A 10 05 05 08 0E 0B 80 07 02 50 00 00 55 00
06 - 13850/5E : HEALER--------------19 00 05 0F 14 0F 0A 5B 0F 00 CC CC 0C CC 00
07 - 1385F/6D : GHOST MOUSE------0C 20 06 06 08 12 0A 00 07 00 00 00 00 00 00
08 - 1386E/7C : BABBLE-------------0D 10 04 08 09 10 0D 08 07 00 00 00 20 2E 80
09 - 1387D/8B : ARMY ANT----------0C 00 02 04 08 13 0D 50 0F 01 00 C0 00 CC C4
0A - 1388C/9A : MAGICIAN----------0F 00 0A 0A 0B 11 0B 40 08 01 56 06 06 05 00
0B - 1389B/A9 : BIG RAT------------10 20 05 07 0F 13 0B 80 0F 02 50 00 00 5E 80
0C - 138AA/B8 : BIG COBRA---------0E 10 09 09 0B 16 0A 48 0F 02 22 22 00 00 00
0D - 138B9/C7 : MAGIC ANT---------0E 10 08 12 14 12 0D 50 00 02 22 20 00 0E 87
0E - 138C8/D6 : MAGIDRAKEE-------0C 10 0A 0C 0E 0E 0A 50 03 02 00 00 00 00 1F
0F - 138D7/E5 : CENTIPOD-----------15 00 1E 0E 0D 19 28 08 0F 00 00 02 00 00 00
10 - 138E6/F4 : MAN O’ WAR---------14 00 32 19 0C 1C 10 08 07 01 33 30 30 00 00
11 - 138F5/03 : LIZARD FLY----------0F 20 0C 1B 10 14 0A 50 0B 01 66 06 00 60 00
12 - 13904/12 : ZOMBIE--------------3C 00 19 28 0C 1F 07 78 3F 01 00 40 04 4E 84
13 - 13913/21 : SMOKE---------------0F 40 28 10 0F 0E 28 91 0A 11 33 30 00 00 07
14 - 13922/30 : GHOST RAT----------19 20 0F 17 29 29 0C C8 07 03 50 C0 C0 05 14
15 - 13931/3F : BABOON--------------28 20 2D 14 14 30 0C 90 07 02 05 00 00 05 00
16 - 13940/4E : CARNIVOG-----------20 00 10 1D 0C 20 0B 50 07 07 B0 B0 B0 00 15
17 - 1394F/5D : MEGAPEDE-----------14 10 19 21 0D 27 6E 48 07 0A 00 02 05 15 00
18 - 1395E/6C : SEA SLUG------------20 00 50 22 10 26 0B 6A 1F 0A B0 23 C5 15 11
19 - 1396D/7B : MEDUSA BALL-------2A 20 1D 24 16 23 0D 00 08 00 2D D2 00 00 0F
1A - 1397C/8A : ENCHANTER----------28 10 1E 25 19 24 0E A1 0A 09 36 66 50 21 C1
1B - 1398B/99 : MUD MAN------------1C 20 23 20 16 1E 09 79 17 13 00 00 0F F0 60
1C - 1399A/A8 : MAGIC BABOON-----2D 10 2D 28 12 2D 0C 50 0F 08 50 00 C0 0C 90
1D - 139A9/B7 : DEMIGHOST---------30 10 32 2C 1F 33 10 8A 1F 0A 00 D0 01 10 04
1E - 139B8/C6 : GREMLIN-------------3C 10 17 34 1E 39 14 9A 1C 12 20 90 70 95 11
1F - 139C7/D5 : POISON LILY---------2E 00 19 1F 17 2D 12 52 1F 0B A2 A2 02 A2 45
20 - 139D6/E4 : MUMMY MAN---------2E 00 28 2C 01 3A 02 78 2F 12 00 00 00 00 00
21 - 139E5/F3 : GORGON-------------1A 20 1E 32 1E 1E 78 8E 1C 04 40 14 10 42 FD
22 - 139F4/02 : SABER TIGER--------19 50 37 28 30 46 14 90 17 13 00 00 00 D1 40
23 - 13A03/11 : DRAGON FLY---------28 10 2B 3B 23 33 15 78 1F 08 77 77 70 05 1F
24 - 13A12/20 : TITAN TREE----------33 00 50 32 1E 3A 13 50 27 1B 05 F0 00 05 04
25 - 13A21/2F : UNDEAD--------------41 10 28 2D 21 3F 11 10 3F 13 00 00 00 0E 80
26 - 13A30/3E : BASILISK------------26 20 3A 29 29 4B 19 90 1F 12 22 22 22 25 00
27 - 13A3F/4D : GOOPI---------------32 00 1C 19 27 37 10 38 27 07 CC 0C 0C 0C AB
28 - 13A4E/5C : ORC------------------3C 10 32 3D 24 4B 17 51 27 09 50 00 00 05 00
29 - 13A5D/6B : PUPPET MAN---------3C 00 64 34 5A 40 18 33 3F 36 11 1F FF F1 FF
2A - 13A6C/7A : MUMMY--------------4B 10 3C 3E 2A 46 1A BC 27 1C 53 03 00 0E 80
2B - 13A7B/89 : EVIL TREE------------3F 10 2D 43 2D 48 1B 9A 27 24 03 0F 30 F5 5A
2C - 13A8A/98 : GAS------------------32 10 1E 27 2D 3C 50 B9 1F 0B 23 04 32 04 BB
2D - 13A99/A7 : HORK----------------5F 00 33 3D 22 3B 0A 2A 3F 0A 20 B0 2B 2E A4
2E - 13AA8/B6 : HAWK MAN-----------3C 10 2D 40 33 4B 1B 91 11 09 50 30 00 95 04
2F - 13AB7/C5 : SORCERER-----------37 10 28 48 2B 3D 1C 91 12 12 73 70 07 15 42
30 - 13AC6/D4 : METAL SLIME--------06 10 5A 87 64 0A B4 7F 3F 3F 56 66 25 55 10
31 - 13AD5/E3 : HUNTER-------------41 10 2D 43 46 52 19 59 17 09 00 00 00 05 00
32 - 13AE4/F2 : EVIL EYE-------------32 00 19 5C 37 4D 1E 51 1F 10 B0 B0 FF 00 35
33 - 13AF3/01 : HIBABANGO----------3C 20 53 51 34 4A 1D 90 19 14 00 40 00 01 54
34 - 13B02/10 : GRABOOPI-----------3C 00 1E 26 31 48 18 A1 17 3F CC 00 05 5E 83
35 - 13B11/1F : GOLD ORC-----------64 10 FF 3F 39 50 38 92 2A 0C 50 00 00 05 00
36 - 13B20/2E : EVIL CLOWN---------43 10 30 54 4B 49 1C 93 1E 0B E7 E7 10 05 50
37 - 13B2F/3D : GHOUL---------------50 30 64 3D 29 78 13 9A 18 09 66 66 66 60 00
38 - 13B3E/4C : VAMPIRUS-----------39 10 31 55 30 4B 19 52 17 09 DD 0D 00 C0 4B
39 - 13B4D/5B : MEGA KNIGHT-------48 10 50 59 35 5D 1C 9A 23 0B 00 00 00 00 84
3A - 13B5C/6A : SABER LION---------50 10 37 51 47 5F 4C 3C 17 02 00 00 00 0E 80
3B - 13B6B/79 : METAL HUNTER------46 10 96 52 3D 37 50 DC 2F 01 DD D1 10 00 07
3C - 13B7A/88 : OZWARG-------------45 20 69 8B 39 50 1F 9B 23 1B A0 70 73 2C F0
3D - 13B89/97 : DARK EYE------------43 00 51 5D 37 4A 16 BC 17 25 B4 40 B0 FF D7
3E - 13B98/A6 : GARGOYLE-----------3C 10 5F 47 40 55 1F 88 1A 13 30 00 30 30 51
3F - 13BA7/B5 : ORC KING------------6E 10 87 9A 3C 63 23 D2 23 12 0D DD AA 00 00
40 - 13BB6/C4 : MAGIC VAMPIRUS---41 10 67 B6 4F 4D 15 AA 1F 12 02 70 27 02 FF
41 - 13BC5/D3 : BERSERKER----------58 20 7B 75 41 77 17 A0 27 12 00 00 00 0E 80
42 - 13BD4/E2 : METAL BABBLE-------23 00 FF 1A C8 4B FF 3F 3F 7F 77 74 55 55 08
43 - 13BE3/F1 : HARGON’S KNIGHT---50 80 87 C9 47 7D 24 B9 2B 13 AD 00 00 10 2A
44 - 13BF2/00 : CYCLOPS-------------73 40 63 47 3F 79 20 58 57 19 00 00 00 15 00
45 - 13C01/0F : ATTACK BOT---------78 00 78 D3 5A 73 E6 FF BF 02 DD DD 11 D1 4F
46 - 13C10/1E : GREEN DRAGON-----5F 50 93 5E 45 82 38 FB 77 1B 88 00 88 07 B3
47 - 13C1F/2D : MACE MASTER------9E 50 64 69 8C 5C 26 BB BF 0C FF 8F 08 15 D0
48 - 13C2E/3C : FLAME---------------37 00 65 F5 4E 63 20 97 17 15 88 8C C8 C8 FF
49 - 13C3D/4B : SILVER BATBOON---59 50 60 0F 5A 5C 23 B9 67 14 B7 7B 7B BB A8
4A - 13C4C/5A : BLIZZARD-----------5A 40 71 C5 55 6F 21 32 5F 1A 50 05 05 05 FF
4B - 13C5B/69 : GIANT----------------9B 10 5F 03 64 91 29 3A B7 12 00 00 10 01 00
4C - 13C6A/78 : GOLD BATBOON-----70 60 64 8C 6E 6C 27 B3 72 12 60 77 8B 0B B1
4D - 13C79/87 : BULLWONG-----------D2 70 6E 68 96 8C 50 64 F7 12 88 8D 88 8D CC
4E - 13C88/96 : ATLAS----------------FA 70 FA 4C 3F C3 C8 3F 3F 52 DD DD DD DE FF
4F - 13C97/A5 : BAZUZU--------------FA 70 F0 FA 4B 7F A0 9C 7F 66 68 57 25 DB 75
50 - 13CA6/B4 : ZARLOX--------------FA 00 FF 98 78 C8 DC AD 37 80 BB 88 88 D1 F0
51 - 13CB5/C3 : HARGON-------------E6 00 00 00 96 B4 BB FB 3C 3F BB B8 82 BD E0
52 - 13CC4/D2 : MALROTH------------FA 70 00 00 6E FF FF 3F 3F 14 9B 93 B3 99 C5


Enemy analysis done by AlexKC 


01 - All Bits used for Maximum Hit Points
02 - Bits 0-3 unused, Bits 4-7 used for chance to evade attack out of 64
03 - All Bits used for Maximum Gold Dropped
04 - All Bits used for Experience Points Given
05 - All Bits used for Agility
06 - All Bits used for Attack Power
07 - All Bits used for Defense Power
08 - Bits 0,1,2 used for Damage Causing Spells Resistance out of 7
---- Bits 3,4,5 used for Sleep Resistance out of 7
---- Bits 6 and 7 used for Attack Pattern Probabilities
09 - Bits 0,1,2 used for Stopspell resistance out of 7
---- Bits 3,4,5 used for Defeat resistance out of 7
---- Bits 6 and 7 used for Experience Points Given in Multiples of 256
0a - Bits 0,1,2 used for Surround Resistance out of 7
---- Bits 3,4,5 used for Defense Resistance out of 7
---- Bits 6 and 7 used for Experience Points Given in Multiples of 1024
0b - Bits 0-3 used for Attack Pattern 1, Bits 4-7 used for Attack Pattern 2
0c - Bits 0-3 used for Attack Pattern 3, Bits 4-7 used for Attack Pattern 4
0d - Bits 0-3 used for Attack Pattern 5, Bits 4-7 used for Attack Pattern 6
0e - Bits 0-3 used for Attack Pattern 7, Bits 4-7 used for Attack Pattern 8
0f - Attack Pattern Second Page
---- Bit 0 Pattern 1, Bit 1 Pattern 2, Bit 2 Pattern 3, Bit 3 Pattern 4
---- Bit 4 Pattern 5, Bit 5 Pattern 6, Bit 6 Pattern 7, Bit 7 Pattern 8


First page
#$0 Attack, #$1 Heroic Attack, #$2 Poison Attack, #$3 Faint Attack, #$4 Parry, #$5 Run Away,
#$6 Firebal, #$7 Firebane, #$8 Explodet, #$9 Heal*, #$A Healmore*, #$B Heal All*, #$C Heal**,
#$D Healmore**, #$E Heal All**, #$F Revive

Second page
#$0 Defence, #$1 Increase, #$2 Sleep, #$3 Stopspell, #$4 Surround, #$5 Defeat, $6 Sacrifice***,
#$7 Weak Flames, #$8 Strong Flames, #$9 Deadly Flames, #$A Poison Breath, #$B Sweet Breath,
#$C Call For Help, #$D Two Attacks, #$E ****, #$F Dance Strange Jig

* Self Heal Only.
** Heal Other Enemies Not in Same Group as Self. Always Heal Enemy With Lowest Current Hit Points, Self Heal if No Other Groups Present.
*** Hit Points Must Be Less Than 1/4 Max Hit Points Else Use $0 Attack
**** Sets Concentration Byte for All Enemies in the Formation. Enemies Will Attack Same Character Until They Are Dead.


« Last Edit: January 21, 2016, 05:36:54 am by joe73ffdq »

gameboy9

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Re: Dragon Warrior 2
« Reply #12 on: January 14, 2016, 10:53:16 pm »
Nice, Joe, thanks for sharing!

I have discovered that addresses 19ed9, 19edc, and 19ee1 are treasures in the Spring Of Bravery.  Not sure what the other three bytes of each four byte segment are though, but I did discover that whatever you put in there is the treasure you get in the item list listed.  But if you put down a 41 or a 42, you win the Life Crest, and a 43 gives you the Water Crest.  I'd love to figure out the other three crests...

joe73ffdq

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« Last Edit: January 21, 2016, 03:40:24 am by joe73ffdq »

gameboy9

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Re: Dragon Warrior 2
« Reply #14 on: January 16, 2016, 04:19:06 pm »
TREASURE DATA found in the big list below

I will take a look into item properties next.

January 16, 2016, 09:59:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I think I figured out the first item column:

00 = One ally
01 = All allies
02 = One enemy
03 = One group of enemies
04 = All enemies on screen

I don't think I'm going to figure out ways to change, say, The Bamboo Stick doing something special as opposed to The Wizard's Wand, nor, say, changing the effect of Firebal from an HP damage effect to, for example, a defeat effect.  (It "works" as in they say the monster is dead, and the graphic goes away, but the monsters still stick around invisibly!)

Also, according to the DW2 ROM Map, the address for the first treasure chest(0x19e41) and the two bytes before that is an ASL $0602, which I think is an arithmetic shift to the left.  I'm terrible with regards to assembly, but I'm guessing that's why if I changed the 06 to a 08, I get the correct change of treasure contents from the Copper Sword to the Iron Spear in the beginning, but I do NOT get the 50 gold pieces in addition to that UNLESS I also change address 0x19c79 to the exact same code.  (CMP #$06 compares to item 06, which would make it different)
« Last Edit: January 21, 2016, 09:28:17 pm by gameboy9 »

joe73ffdq

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Re: Dragon Warrior 2
« Reply #15 on: January 17, 2016, 07:39:54 am »
---
« Last Edit: January 21, 2016, 05:47:51 am by joe73ffdq »

fedorajoe

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Re: Dragon Warrior 2
« Reply #16 on: January 18, 2016, 07:37:01 pm »
Wow, thank you so much for your work on this under-appreciated game!

I've always wanted to use the DWIII or DWIV ROMs to make an expanded remake of DWII, but failing that, I'd love to give DWII a balance-improving makeover.  Like you say, we really need shields and helmets for the whole party, and it would also be fun to switch up certain things like, where/how to find some of the keys and special items.  Or maybe introduce some new monsters.

Thanks again for doing all of this and sharing your work!

joe73ffdq

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Re: Dragon Warrior 2
« Reply #17 on: January 19, 2016, 04:25:09 pm »
---
« Last Edit: January 21, 2016, 03:37:59 am by joe73ffdq »

gameboy9

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Re: Dragon Warrior 2
« Reply #18 on: January 20, 2016, 08:16:38 pm »
I finally got my first attempt at the randomizer ready to go!  Woohoo!  Still a bit buggy though...

Can you show me a table of 0x13537-5e please?  Perhaps these items might link to the monsters awarding said items?  (probably not, but worth asking)

January 20, 2016, 09:47:20 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
OK... some discoveries while trying out my first run of the randomizer...

I missed two of the hidden treasures(The Mirror Of Ra, 19f1a, and, ironically, The Treasures, 19f1e), and mistyped on a third.(the sun crest, 19f2a, not 19f29)  I made the changes on my treasure location post above.  But I agree, Joe, we have to get everything bunched up into types instead of one garbled thread.  I recommend creating the ROM Map through Data crystal... although I'm not sure how that works... (I'm inexperienced with Wiki syntax to start with)

The other discovery?  If the Prince Of Cannock, for example, learns Antidote before he learns Heal, he doesn't get to use it until Heal is actually learned.  Weird, huh?

Anyway, my first beta is here:  https://github.com/gameboy9/dw2randomizer
« Last Edit: January 20, 2016, 09:53:11 pm by gameboy9 »

joe73ffdq

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Re: Dragon Warrior 2
« Reply #19 on: January 21, 2016, 12:40:02 am »
12843/47------Wizard's Wand----------02 18 38 0b 40 --- 03
12848/4c------Staff of Thunder---------03 32 3a 0b 40 --- 04
1284d/51------Thunder Sword---------03 37 3c 0b 40 --- 10
12852/56------Light sword-------------04 02 3e 2b 40 --- 0e
12857/5b------Shield of Strength------00 80 41 17 00 --- 1d
1285c/60------Medical Herb------------00 64 7e 17 00 --- 3c
12861/65------Antidote Herb-----------00 02 7e 43 00 --- 3b
12866/6a------Wizard's Ring------------00 2c a1 00 a2 --- 3d

This is what 13537/5e applies to. 13537:03, 13538:04, 13539:10, ect. There are 8 items that can be assigned to these spell functions in battle. The Wizards Ring looks like it shouldnt be changed though. a1 00 is actually the start of new code sequence.

If you change 13537 from 03 to 05 for example, then the club would perform that spell function instead of the Wizard's Wand.

The randomizer looks really cool for trying out different things, and could be used for testing purposes  :beer:



//////////////////////////////////////////////////////////////////////////////////////////////////////////


Here is a categorized list for everything we have so far


//////////////////////////////////////////////////////////////////////////////////////////////////////////


Characters


13dd1/13ddc - Starting Stats
13ddd/13eda - Stats Up Per Level (2 bytes per Character, 1 nybble for each of the 4 Stats)

3c79f/3c7b6 - Characters Starting Equipment

1a3ce/1a3f0 - Who Can Equip What


Assigned Levels Spells Are Learned

Cannock
13edb/13ee2 - 03 08 12 17 01 0E 14 1C - fbal, stop, fban, dfet, heal, hmor, incr, sacr  (Fight)
13ee3/13eea - 01 06 0A 0C 0E 11 19 FF  - heal, anti, retn, outs, hmor, step, revi        (Command)

Moonbrook
13eeb/13ef2 - 02 04 06 13 01 0A 0F 19   - slep, infr, surr, expl, hmor, dfen, hall, chnc  (Fight)
13ef3/13efa  - 01 08 0C 0F 11 15 17 FF   - hmor, repl, anti, hall, outs, step, open        (Command)


1ae76/1ae95 - Spells Learned In Each Slot
1ae5f/1ae75  - Cant tell yet, but it appears to go with Spells Learned


//////////////////////////////////////////////////////////////////////////////////////////////////////////


Weapons, Armor, Items, Spells


----------------------------------------------------------------------------------------------------------
Weapons
----------------------------------------------------------------------------------------------------------

Weapon Strength           
13efb/13f0a - 02 0C 08 0F 08 0A 0F 14 05 1E 23 5D 32 41 28 50

Each Party Member Gets 2 Hits With Any Weapon, Instead of Only With The Falcon Sword
1227a:04:00 - AAVXZZGA

Attacks With The Falcon Sword Will Keep Hitting The Chosen Group of Enemies In The Same Turn Until They Are All Defeated 122d0:ae:b2 - XUKZAXVZ

1c08b-Falcon Sword hit2x???

----------------------------------------------------------------------------------------------------------
Armor
----------------------------------------------------------------------------------------------------------

Armor/Shield/Helmet Strength           
13fob/13f1d - 02 14 23 1E 06 0C 32 19 19 23 28 04 12 0A 1E 14 04 06 14

----------------------------------------------------------------------------------------------------------
Items on Field
----------------------------------------------------------------------------------------------------------

19602 - Medical Herb - Strength On Field

124b2 - Wizard's Ring - Strength On Field

The Wizard's Ring Never Breaks When Used On The Field
19811:a5:a9 - OZEPOASX

19767/1979c - All 5 Keys

Makes The Lottery Ticket Behaves Like The Dragon's Potion When You Use It, Letting You Save Anywhere
197fd:20:f0 - ENVOIYAZ
197fe:2E:24 - GXVOTNTZ

----------------------------------------------------------------------------------------------------------
Magic on Field
----------------------------------------------------------------------------------------------------------


18cf6/04 - MP Cost On Field

Infinite MP On Field
18bc0:99:a9 - OXUAEUOO

18bb2/18cf0 - Field Magic Attributes

18be0 - Heal---------Strength on Field
18be8 - Healmore----Strength on Field
18bf0 - Healall-------Strength on Field


----------------------------------------------------------------------------------------------------------
Magic And Items In Battle
----------------------------------------------------------------------------------------------------------


1350a/13518 - MP Cost In Battle
13519/13527 - MP Cost In Battle With Mysterious Hat


1278d:4a - Increase And Decrease | ea : Double Effect | 0a : Quadruple Effect


13537/1353e - Items Assigned For Use In Battle


Spell And Item Structs (In Battle)

00 : One Ally--------------------------Target
01 : All Allies---------------------------|--Strength
02 : One Enemy--------------------- --|--|--ID #
03 : One Group Of Enemies------------|--|--|--Effect
04 : All Enemies On Screen-------------|--|--|--|--??

127d0/d4------???---------------------|--|--|--|--|
127d5/d9------Firebal-----------------02 28 e1 0b 18
127da/de------Sleep-------------------03 02 e2 1c 1d
127df/e3------Firebane----------------04 32 e3 0b 18
127e4/e8------Defeat------------------03 02 e4 24 18
127e9/ed------Infernos----------------03 32 e5 0b 18
127ee/f2------Stopspell---------------03 02 e6 29 18
127f3/f7------Surround----------------03 02 e7 2b 18
127f8/fc------Defence-----------------04 00 e8 21 18
127fd/01------Heal--------------------00 40 e9 17 00
12802/06------Increase---------------01 00 ea 23 00
12807/0b------Healmore--------------00 80 eb 17 00
1280c/10------Sacrifice---------------04 02 ec 26 18
12811/15------Healall-----------------00 ff ed 17 00
12816/1a------Explodet---------------04 82 ee 0b 18
1281b/1f------Chance-----------------05 00 ef 16 00
12820/24------Chance(Heal)----------01 40 ef 17 00
12825/29------Chance(Defeat)--------04 02 ef 24 18
1282a/2e------Chance(Sleep)---------04 02 ef 1c 1d
1282f/33------Chance(Defense)-------04 01 ef 21 18
12834/38------Chance(Increase)------01 01 ef 23 00
12839/3d------Chance(??)-------------01 02 ef 2e 00
1283e/42------Chance(??)-------------06 02 ef 2c 00
12843/47------Wizard's Wand----------02 18 38 0b 40 - 03
12848/4c------Staff of Thunder---------03 32 3a 0b 40 - 04
1284d/51------Thunder Sword---------03 37 3c 0b 40 - 10
12852/56------Light sword-------------04 02 3e 2b 40 - 0e
12857/5b------Shield of Strength------00 80 41 17 00 - 1d
1285c/60------Medical Herb------------00 64 7e 17 00 - 3c
12861/65------Antidote Herb-----------00 02 7e 43 00 - 3b
12866/6a------Wizard's Ring-----------00 2c a1 00 a2 - 3d


//////////////////////////////////////////////////////////////////////////////////////////////////////////


Enemies And Battle


Infinite HP In Battle
12f41:a5:38 - ALUZOYSX
12f43:85:4a - ZGUZUYSE
12f87:91:a1 - OZNZNYOP

Infinite MP In Battle
121d8:e5:85 - SEKXAPST
121e0:91:a1 - OXSZAPOP


13805/13cd2 - Enemy Data (15 bytes each) (Treasure Drops Are Not Included)


120f0:03 3/32 Chance Of Sleep And Stopspell With Dragon's Bane Succeeding
120f4:0c 12/32 Chance Of Sleep And Stopspell Without Dragon's Bane Succeeding
12a28:04 1/4 Chance Of Poison Attack Succeeding
12dba:02 1/2 Chance Of Call For Help Succeeding
12fe7:18 24/32 Chance Of Sleep And Stopspell With Gremlin's Tail Succeeding
13005:03 3/8 Chance Of Faint Attack, Surround,  Poison Breath, Or Sweet Breath Succeeding
1300d:01 1/8 Chance Of Heroic Attack Or Defeat Succeeding

These here ^^^ are from the DW2 board, and I just discovered that they are incorrect. I did find a JSR that is likely for all the % of effects in battle. a9 xx 20 20 a0 has over 20 locations, ranging from 11565 to 13453 (and nowhere else). There are 3 to 4 where 20 20 a0 appears with no a9 xx. This JSR points to 12030, and I will edit this when I find all of it.


Random Battle Modifier
01-Slime, 02-Big Slug, 03-Iron Ant, 04-Drakee, ect
1038f:ff:  **NEYUN*


10356-10389 - Boss Fights, starting at the two Gremlin Lianport battle, and going all the way to one Malroth at the end. Each one four bytes, the first two bytes are the first group, the second two bytes are the second group.  You, theoretically, could put down 255 slimes, but it will only add as many as the screen will fit.  (the maximum varies from 1-8 depending on monster size)  The first group has priority over the second.

10519/10680 - (I think) are the monster zones, each six bytes a piece. The first byte has the highest priority, and the most possible monsters by what I'm seeing. You use monster codes from 01(Slime)-52(Malroth), but you can add 80 to the hex to access 19 special battles which reside in addresses 106b1-106fc. (again, I think)

105f0 : 2D to 42. Changes the 1 Hork formation outside of Osterfair, to a 1 Metal Babble formation

 
Skip Battles
10847:01:98 - EPLANE

No Random Battles
100c8:01:00 - AEUEAAPA


Get Mega Experience Points After Battle
1171c:9a:99 - OPEOGNXO

Get A Treasure Chest After Every Battle
117e4:72:00 - AESPGYZY

Gold Is Maxed Out To 65,535 After Winning A Battle
118b8:05:00 - AEXOEAIA


//////////////////////////////////////////////////////////////////////////////////////////////////////////


Shop and Treasure


19f9a/1a00b - Shop Inventory (starting with Leftwyne Weapon Shop )

1a00c/1a08b - Prices


Staying At Inns And Items In Shops Are Free If You Have Enough Gold
18d54:8d:ad - SZKAKSSE
18d59:8d:ad - SZKEOSSE


The Treasure Chest At The Start of The Game Has 250 Gold Instead of 50
19c84:32:fa - XYNPKGZU

The Treasure Chest In The Beginning of The Game Has A Sword of Thunder Instead of A Copper Sword
19c79:06:10 - APVOOGTA
19e41:06:10 - APUPOTTA

The Treasure Chest At The Start of The Game Has 12,850 Gold Instead of 50
18d3c:a9:09 - PAXEKSOX


Midenhall Castle:  19e41 (first treasure), 19e45, 19e49, 19e4d, 19e51, 19e55 - can't figure out Evil Clown reward yet...
Cannock Castle:  19e59
Osterfair:  19e5d, 19e61 (not sure if you can change the reward for defeating the Saber Lion)
Zahan:  19f32 (Golden Key), 19e65 (Magic Loom), ????? (empty, see above)
Charlock Castle:  19eb5 (Erdrick's Sword), and, just for fun, 19e69, 19e6d, 19e71, 19e75
Lake Cave:  19e79, 19e7d, 19e81, 19e85, 19e89, 19e8d, 19e91
Sea Cave:  19e95, 19e99, 19e9d, 19ea1, 19ea5, 19ea9, 19ead, 19eb1 (not sure if I can change the traps at 19e9d and 19ea9:  value FF)
Rhone Cave:  19eb9 (Life Crest; HEX:  44), 19ebd, 19ec1, 19ec5, 19ec9, 19ecd, 19ed1, 19ed5
Spring Of Bravery:  19ed9, 19edd, 19ee1
Moon Tower:  19ee5, 19ee9, 19eed, 19ef1, 19ef5, ????(empty, see above)
Lighthouse:  19ef9, 19efd (keep 00; this initiates the 4 Gremlins fight for the stars crest), 19f01, 19f05, 19f09
Wind Tower:  19f0d, 19f11, 19f15, 19f19????? (empty; see above)
Mirror Of Ra:  19f1a
Treasures:  19f1e
Leaf Of The World Tree:  19f22
Hamlin:  19f26 (Water crest; HEX:  43)
Sun Crest:  19f2a (HEX:  40)
Moonbrooke Castle:  ???????????? (both are empty)
Dragon's Horn:  19b5c (a bit out of range for the Dew's Yarn... but that's where it is...)

It looks like all values are covered from 19e41 to 19f19 in four byte intervals, so I think I got all the treasures covered... relatively anyway...


//////////////////////////////////////////////////////////////////////////////////////////////////////////


Text, Music, Other


18010/18057 - Pointers (some of it is Text)

1b2e1/1bab2 - Text Ranges Through Here
1b634/1b727 - Text For Spells In Each Character Magic Slot
1b728/1b9?? - Enemy Text


3c3ab - RNG Routine In ROM

-------------------------------------------------------------------------------------------------------------------

POTPOT - Lots Of Cool Stuff                                                     -  1EF1:0:11,  3EF1:0:11,  5EF1:0:11
NYYVTS - Unpredictable Effects                                                -  658E:85:FF, 858E:85:FF, A58E:85:FF
ZAPPIT - Princess Doesn't Fight Castlevania 2                         -  1625:0:2,   3625:0:2,   5625:0:2

LPINZA - No Words, Just Arrows (Choose SPELL)                   -  706A:85:13, 906A:85:13, B06A:85:13
AAAULA - Town And Castle Designs Are Different                    -  301B:85:0,  501B:85:0,  701B:85:0
LITTLE - Speeds People Up; Stops Some Monsters                 -  6073:0:5B,  8073:0:5B,  A073:0:5B
POPUPS - Kill An Enemy And See What Happens Next             -  35A9:85:19, 55A9:85:19, 75A9:85:19

POTPIE - Changes Walking Music                                             -   10F5:0:19,  30F5:0:19,  50F5:0:19
EXZPPK - Changes Battle Music                                               -   14B1:0:A8,  34B1:0:A8,  54B1:0:A8
UTTPIA - Changes Monolith Music                                            -   1075:0:19,  3075:0:19,  5075:0:19
SEGAGE - Changes All Music                                                    - 3C0D4:0:8D,  3E0D4:0:8D

  -  0,2,4,6,8,a,c,e
  -  1,3,5,7,9,b,d,f

NUGAGA - Weird Music And Sound Effects #1                                                      -  D4:85:B7, 20D4:85:B7, 40D4:85:B7
LNGAGA - Weird Music And Sound Effects #2                                                       -  D4:85:73, 20D4:85:73, 40D4:85:73
LNGAGE - Weird Music And Sound Effects #3                                                       -  D4:85:7B, 20D4:85:7B, 40D4:85:7B
UNGAGE - Weird Music And Sound Effects, Makes The Game More Difficult #1    -  D4:85:FB, 20D4:85:FB, 40D4:85:FB
UNGAGA - Weird Music And Sound Effects, Makes The Game More Difficult #2    -  D4:85:F3, 20D4:85:F3, 40D4:85:F3
ZPGAZX - Weird Music In Some Areas                                                                  - 252:85:1A, 2252:85:1A, 4252:85:1A


//////////////////////////////////////////////////////////////////////////////////////////////////////////



This is a solid layout for everything now  :thumbsup:

I will use this section to add new stuff as we find it. Simplify my notes, and simplify the thread at the same time.

I tend to get distracted, as I see new code, and will scroll through everywhere, and completely forget where I am. Now the compilation is organized, and I have a primary page to work with also.  :banghead:  >>>  :) :beer: :crazy:


Quote
From : Spooniest on June 26, 2012, 05:37:40 am [...] right here we have an example of the capacity human beings have for altruistic behavior...

...We call it romhacking.net. ;)


There is a good chunk of the Battle related info, that complete credit goes to Alex KC on the DW2 board. How all the enemies function is a huge time saver, along with Spell and Item variables in Battle, and the % of how often each attack will connect, was found by him  :beer:

« Last Edit: January 21, 2016, 02:52:34 pm by joe73ffdq »