11 March 2016 - Forum Rules
Started by Bigbossman1202, March 23, 2007, 10:11:50 PM
Quote from: FAST6191 on July 12, 2021, 10:09:10 AMhttps://gamefaqs.gamespot.com/snes/564896-shin-megami-tensei/faqs/58085 mentions "no random battle" codes (different for 3d and 2d "maps"), can be nicer if there is a half battles or quarter battles (or only high end or only low end) code but that usually depends on a potion/equip/consumable/timed pickup or maybe a story function (see invincibility frames or segments for similar idea).Anyway those locations would form the basis of something I look into -- chances are it will be an if this flag is held as then don't do anything (or anything other than boss/mid boss battles) rather than anything interesting. That said usually immediately following (or maybe immediately before) that is checked will be the random number generator (whether it is random each step, or countdown made after leaving battle/town I don't know) but that is what you will want to look at and influence for your lessening or increasing encounter rate. Will involve some assembly hacking (as opposed to the cheat approach in those games that can do it*). Set a breakpoint for break on read (usually shortened to bpr) for the memory location mentioned in the cheat ( https://doc.kodewerx.org/hacking_snes.html if you need to know how cheats are encoded) and somewhere nearby will usually be the assembly equivalent of some kind of loop that determines when battle happens and it is usually a fairly basic either countdown or if random number above or below this value then which you can then insert different numbers into without having to understand word one of what instruction cycle count is or indeed be able to do the basic overview of loops as seen in any intro to programming course.For the random forum searcher finding this in the future then should you not have any in game items or obvious no battle flags (cutscenes, story moments and escape sequences tending to be good candidates) then you want to find something in memory that is only that when in battle, whatever changes that might not related immediately to the random battles check but can be followed back to it eventually. Alternatively most things are based on movement rather than timers (if you stand idle will the game eventually get you to battle or battle on the next step? Timer if so), not that timers are particularly hard to search for, so you can search for things that change when moving (presumably back and forth in an otherwise secluded spot to minimize false positives). You could also do the code logging approach ( http://fceux.com/web/help/CodeDataLogger.html is for the NES but equivalents exist for many other systems and emulators) wherein the new code launched at the start of a new battle is probably the result of the loop hitting the "go to battle" bit.*poor man's equivalent for less battles (sometimes also more if wearing off means battle soon) being you turn no battles on and off every so often with an external script (whether lua script in emulator that supports it or something like autohotkey autofiring the "turn cheats on, turn cheats off" f key or other key combo for your emulator matters little) -- in the basic scenario then it being on for half the time should mean approximately half the battles or double the distance between them, however it could be different there.On walls that would presumably fall under graphics hacking. I don't know what hacking notes might be out there (while not as big as some this franchise does have some fairly dedicated and skilled hackers caring for it). Unless you mean you want to change maze layout as it were and that is likely more level hacking.
Quote from: Vallenatero2015 on September 23, 2022, 02:40:52 PMI'd love two sprite hack ideas for the NES:1) Metroid (NES) Zero Suit based on Metroid: Zero Mission for GameBoy Advance.
Quote from: Brutapode89 on September 24, 2022, 05:37:57 PMI don't know if I'm wrong for Final Fantasy VII
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