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Romhacking => ROM Hacking Discussion => Topic started by: vivify93 on September 01, 2015, 04:42:13 am

Title: Lufia-Patches by Artemis
Post by: vivify93 on September 01, 2015, 04:42:13 am
Edit - Complete post rewrite.

This thread is for discussion of Lufia II: Rise of the Sinistrals Mod Series (http://www.mediafire.com/file/uqujw1blaws7o7c/Lufia-Patches_v3.zip), created by Artemis and co. There's also a dedicated discussion forum (http://ngplus.net/index.php?/forums/forum/35-lufia-2-mod-series/) on NGplus.

The English patches are only for a headered NTSC-U ROM with these specifications:
NTSC-U ROMs have the Natsume logo at startup, not the Nintendo logo. Other ROMs will not work. I cannot provide ROMs or sources to them.

With that said, here's an overview of the big trio: Frue Lufia, Spekkio Lufia, and Kureji Lufia, located in the main archive's "Projects" folder. These are also now on RHDN.



Frue Lufia (https://www.romhacking.net/hacks/4129/)

Frue Lufia is a mod of Lufia II: Rise of the Sinistrals that fixes just about every bug in the game. Additionally, it sports a full script update, fixing many of the inconsistencies and errors present in the retail version. Censorship has been removed as well. As a cherry on top, some minor rebalancing is also featured. See the “Notable Changes” text file for a full list of alterations.

(Note: This is a direct upgrade to Relnqshd’s Lufia II Fixxxer Deluxe. All of Relnqshd’s enhancements and bug fixes are included in Frue Lufia.)

If you dislike the new names for Shriek, Awake, and Trick, there are patches to revert specifically these changes in the main Mod Series archive's Patches folder, linked at the start of the thread.

If anyone is looking for a Frue Lufia that has consistency with vivify93's Lufia I Restored and Lufia III Text Cleanup, please check out Frue Lufia: Trilogy Addendum (https://www.romhacking.net/forum/index.php?topic=23307). The changes mentioned previously are already reverted in this branch.




Spekkio Lufia (https://www.romhacking.net/hacks/4132/)

Based off of Frue Lufia, Spekkio Lufia is a battle rebalancing mod that aims to supply more of a challenge while lessening problems in the retail release’s game design. Not only are bosses rebalanced, but certain regular enemies are too. The Ancient Cave also received some tweaks. Enemies of later floors drop more useful rewards, you can buy Blue Chest items in Gift Mode—which is available from the first time you launch the game—and Iris Treasures appear more frequently.

The important updated bosses are as follows.

1. The Sinistrals in the Fortress of Doom are stronger, more befitting final bosses.

2. The Master can fully heal himself every round. How can you possibly bring him down? There must be some way…

3. The Egg Dragon, who named the patch. He now behaves like Spekkio in Chrono Trigger, his battle script changing based on the highest-leveled party member.

4. La Puella, the beloved pet giant tarantula of the Princess of Parcelyte. She can be fought anytime after defeating Gades in the Ancient Tower. Do you stand a chance against La Puella and her friends?

Check the X_Notable_Changes_X text file for detailed changes. To aid your survival, included are a bestiary, and a list of equipment that have always provided protection against status ailments.



Kureji Lufia (https://www.romhacking.net/hacks/4138/)

Based off of Frue Lufia, Kureji Lufia is a difficulty mod of legendary proportions. All opponents have been beefed up by a crazy amount, especially the bosses, who now have only one goal: Clinging on their wretched lives. They don’t want to just fade out into obscurity and nothingness, and therefore will do everything necessary to stay alive and put their mark on the world. This might be Maxim’s toughest journey yet! Will you manage to emerge victorious?

It cannot be stressed enough: it’s hard… It’s really, really hard—and it sure won’t get any easier as you progress! Most bosses have new gimmicks you’ll have to deal with in order to even be able to survive against them. In particular, the later bosses have the potential to wipe out your entire party very, very fast. You won’t only need a strong party, but also some sound strategies, like wearing the right equipment, and analyzing and completely understanding the enemy attack patterns.

Of course, the Ancient Cave has received some heavy tweaks as well. This is the place where you’ll really feel the tremendous new power of regular enemies the most, whereas you will find masses of treasures as elusive as… Green Tea or Ear Picks. So, you better prepare yourself as best you can when blazing your trail down; you will face all the formidable atrocities that dwell deep down at the ineffable abyss beyond all imagination…

It’s highly recommended that you check out the text file “survival_tips”!

To aid your survival, included are a bestiary, and a list of equipment that have always provided protection against status ailments.

There are other versions of Kureji Lufia available in the main Mod Series archive's Projects folder, linked at the start of the thread.



Also in the Projects folder, there are two additional patches: The Wrath of Foomy and The New Fierce Battle. These are superboss fights designed by Artemis. They are not included in any of the above mods.

Within the Patches folder, you can find all of the mods made by Relnqshd, Artemis, and Rainponcho. These range from bug fixes to text cleanups, and newly-designed boss fights can be found in here as well. Not every patch has documentation, unfortunately. (However, if there are any modders in the audience, it appears there are some docs on monster AI in Relnqshd's folder.)

There are various German patches as well, which this post won't be covering.

Please enjoy!
Title: Re: Lufia-Patches by Artemis
Post by: Zynk on September 01, 2015, 06:19:24 am
Hi everybody! I'm stealing someone's work today, but believe me when I say it's worth whatever consequences.
Geez, this sounds like a motto of someone around here :/
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 01, 2015, 07:09:48 am
I'm giving credit where credit is due though, so it's not like I'm "stealing," just sharing without permission. :P
Title: Re: Lufia-Patches by Artemis
Post by: Zynk on September 01, 2015, 08:21:51 am
LOL just don't mind that  :-X

At least its from someone you knew.

Maybe you would like to add it here before someone steals it from you? JK :laugh:
Title: Re: Lufia-Patches by Artemis
Post by: magictrufflez on September 01, 2015, 08:39:48 am
Question:  In the Spekkio Lufia Hack, is it just the Egg Dragon and the Final bosses that are more difficult?  Or was there a general difficulty upgrade?

I ask because I would love a difficulty hack that straddles what I understand to be the brutality of the Kureji Lufia patch and the ease of the original (that brutality is part of the reason I never played Kureji Lufia).  I may just try playing through Frue Lufia anyways, as I really wouldn't mind a cleaned up playthrough, but some added overall difficulty would make it....a bit easier for me to motivate myself to do so
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 01, 2015, 04:25:56 pm
LOL just don't mind that  :-X

At least its from someone you knew.

Maybe you would like to add it here before someone steals it from you? JK :laugh:
I would love to, but I don't know the correct--are they called "hashes?" The CRC-32, MD-5, SHA-1, and all that. I basically don't know what ROM Artemis used as a basis for these.

Funny thing, these were pretty much lost to the aether until the Lufia World Forums went back up last month. They were previously down for almost three years. But apparently, Artemis has been updating the MediaFire link since then, hence why you can see changes as recent as 2015 in the update log.

Question:  In the Spekkio Lufia Hack, is it just the Egg Dragon and the Final bosses that are more difficult?  Or was there a general difficulty upgrade?

I ask because I would love a difficulty hack that straddles what I understand to be the brutality of the Kureji Lufia patch and the ease of the original (that brutality is part of the reason I never played Kureji Lufia).  I may just try playing through Frue Lufia anyways, as I really wouldn't mind a cleaned up playthrough, but some added overall difficulty would make it....a bit easier for me to motivate myself to do so
I have never played Spekkio Lufia, but I've heard it's like Frue Lufia with the "Spekkio Dragon and Seduction Master" and "Sweet La Puella" patches applied.
Title: Re: Lufia-Patches by Artemis
Post by: KingMike on September 01, 2015, 06:02:05 pm
I would love to, but I don't know the correct--are they called "hashes?" The CRC-32, MD-5, SHA-1, and all that. I basically don't know what ROM Artemis used as a basis for these.

According to the readme
Quote
Important: The US version starts with the Natsume logo.
            (Unlike the English PAL version which starts with the Nintendo logo.)

 Important: It has to be a ROM with header.
            (The exact size has to be 2621952 bytes.)

One recommendation by RHDN to check CRCs on Windows is to install HashTab (http://implbits.com/products/hashtab/). Then you can right-click on the file and click Properties and get the hashes on the menu.
Title: Re: Lufia-Patches by Artemis
Post by: Nightcrawler on September 01, 2015, 06:14:36 pm
According to the readme
One recommendation by RHDN to check CRCs on Windows is to install HashTab (http://implbits.com/products/hashtab/). Then you can right-click on the file and click Properties and get the hashes on the menu.

I think the preferred and definitive source for this site should be ROM Hasher (http://www.romhacking.net/utilities/1002/). The output can be copied and pasted right to RHDN submission forms meeting all guidelines. :)
Title: Re: Lufia-Patches by Artemis
Post by: SunGodPortal on September 01, 2015, 07:33:56 pm
Back when I owned this game on a cart I remember a glitch that I believe was triggered by something in the equipment menu. I think I removed something or was just switching equip and some of the armor or weapon names became glitched and from what I remember it messed up some of the menus and the damage was permanent (to that save file). Do any of these fixes address this issue (I haven't read through all of the readmes yet, it's a lot of patches)?

For the longest time I've wanted to replay this game with bug fixes (bugs were the reason I didn't finish it in the first place) but didn't want all of the other non-bugfix stuff that was tacked on to the previously available patches to make the game more difficult. It's nice to see these patches uploaded (and separated). Thank you. :)
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 02, 2015, 03:11:54 am
One recommendation by RHDN to check CRCs on Windows is to install HashTab (http://implbits.com/products/hashtab/). Then you can right-click on the file and click Properties and get the hashes on the menu.
I think the preferred and definitive source for this site should be ROM Hasher (http://www.romhacking.net/utilities/1002/). The output can be copied and pasted right to RHDN submission forms meeting all guidelines. :)
The problem isn't that I don't know how to get the hashes, it's that I don't have the ROM he used for these. Would either of these programs give me the proper hashes if I were to scan the IPSes themselves? I do know of a place I can get a ROM that works for Frue Lufia and probably more of these, but there's also the problem of the patches that require a 3 MB expanded ROM. The way Artemis phrases it in the readme, I don't know if the patches expand the ROM when applied, (I'm sure the project ones do, but I don't know about, say, the Map Fixer patch.) or if you need to expand them yourself before applying.

He edited the topic on Lufia World to account for v2.13, the most recent version as of this post, but never commented in the topic itself. I don't know if he'd respond to a private message.

Back when I owned this game on a cart I remember a glitch that I believe was triggered by something in the equipment menu. I think I removed something or was just switching equip and some of the armor or weapon names became glitched and from what I remember it messed up some of the menus and the damage was permanent (to that save file). Do any of these fixes address this issue (I haven't read through all of the readmes yet, it's a lot of patches)?
I do believe that Relnqshd's Lufia Fixxxer Deluxe (http://www.romhacking.net/hacks/229/) (And his Artea Name Fix Patch (http://www.romhacking.net/hacks/372/).) was used in addition to Artemis' bug fixes in pretty much all patches in the Projects folder. The "music menu glitch" is what you're referring to. You'd change the sound settings from Stereo to Mono and back again, and you get to Level 0 and freak the game out. The switching weapons and armor glitch has also been fixed, but that was harmless and cosmetic. I don't think Artemis implies this in any of his readmes, though.

For the longest time I've wanted to replay this game with bug fixes (bugs were the reason I didn't finish it in the first place) but didn't want all of the other non-bugfix stuff that was tacked on to the previously available patches to make the game more difficult. It's nice to see these patches uploaded (and separated). Thank you. :)
You're welcome, SunGodPortal. :) But you should really thank Artemis! All I did was some spell-checking.
Title: Re: Lufia-Patches by Artemis
Post by: KingMike on September 02, 2015, 11:05:55 am
I do know of a place I can get a ROM that works for Frue Lufia and probably more of these, but there's also the problem of the patches that require a 3 MB expanded ROM. The way Artemis phrases it in the readme, I don't know if the patches expand the ROM when applied, (I'm sure the project ones do, but I don't know about, say, the Map Fixer patch.) or if you need to expand them yourself before applying.
Usually a deliberately expanded ROM will have the extra space filled with 00 or FF.
2.5MB ROMs that have been expanded to 3 unintentionally (by overdumping) will usually have the last 512KB of the real ROM ($200000-27FFFF) repeated a second time.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 21, 2015, 09:27:15 am
Frue Lufia:
The shining gem of the Lufia-Patches, in my opinion.

Actually I'd say to real shining gem here is Spekkio Lufia. Compared to Frue Lufia it adds some real difficulty whereas it removes some artificial difficulty on the other hand. And whereas there are some really hard battles, there is nothing like the craziness of Kureji Lufia and these battles are totally optional.

About the new battles:
- final bosses are tougher, but far away from too tough/superboss material
- Master in Ancient cave is tougher, but less luck-dependent (see also under fake difficulty)
- at the end of the game there are two super strong optional superbosses to defeat (Egg Dragon and La Puella who really give a challenge - unlike original Egg Dragon who basically just is an ordinary enemy with higher stats)
- there's also another optional Sinistral battle during the course of the game (the first Gades battle remained unchanged)
- the rest of the battles is basically unchanged

About removing some fake difficulty:
- Iris Items have a waaaaay higher drop rate so that you have a fair chance to get them all during one floor 99 trip
- Retry and Gift Mode are available right at the beginning
- in Gift Mode you can buy blue chest items now so that's way less farming time in order to have some good gear available to take on the cave
- Silver and Gold Dragons drop stuff that is actually very useful against the Master - at a fair drop rate
- Red Jellies have another behaviour (sounds insignificant, but hey, in case somewhere lurks some red super jelly, there actually might be a way to learn its behaviour BEFORE battling the big one)

If I ever do the Ancient Cave in the regular game from scratch I'd totally prefer Spekkio over Frue/vanilla because despite the Master being tougher it just is way less depending on stupid RNG luck. Especially if you care about the Iris Treasures.
Title: Re: Lufia-Patches by Artemis
Post by: magictrufflez on December 25, 2015, 06:27:22 pm
Thanks Artemis--that gives me a much better idea of what to expect from Spekkio!  It sounds like I'll be using that one for sure (I want to restart my current Lufia 2 game that I've spent WAY too much time grinding the AC early).
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 26, 2015, 04:37:44 am
Thinking about it, whereas AC is way easier in Gift Mode as well as with Dekar, I might have done more for the endgame party with Artea. Therefore, I'll give La Puella a better reward. So there's a little update:

http://www.mediafire.com/download/yqzlzpz2cn1bb8j/Lufia-Patches_v2-13.zip (http://www.mediafire.com/download/yqzlzpz2cn1bb8j/Lufia-Patches_v2-13.zip)

La Puella now drops the most useful jewel in the Lufia 2 world - the Spider Jewel which is incredibly useful regarding agility based strategies against the Master (or the Egg Dragon).
So instead of farming blue chests and completely relying on luck, you can also get it as drop with the highest possible drop rate (which is either >30% or 25% - I guess it caps at 25% despite higher hex values being possible).

However, while beta-testing I realized that I might have downplayed the optional superbosses somewhat as both La Puella and the Egg Dragon really can kick ass. They might not be as crazy as the craziest stuff of Kureji Lufia, but they are not THAT far away. And whereas there's no fight that cannot be won without the Egg Ring, it's the best to go for it with levels lower 50, when the Egg Dragon still is rather tame.
Title: Re: Lufia-Patches by Artemis
Post by: Grandheart on January 14, 2016, 08:52:19 pm
I want to play this so bad but, no matter what I try, these patches never seem to work.

No matter where I look on the internet, I can't find a Lufia 2 rom with 2621952 bytes. Can someone provide me a link to a site where I can find the headed rom file?
Title: Re: Lufia-Patches by Artemis
Post by: Isao Kronos on January 14, 2016, 09:03:22 pm
absolutely not but i can suggest to run it through TUSH
Title: Re: Lufia-Patches by Artemis
Post by: Grandheart on January 14, 2016, 09:13:18 pm
And what this "TUSH" would be?

January 14, 2016, 09:20:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And what this "TUSH" would be?

Googled this and used the program. Now its working correctly. Love you soooo much. Gonna play right now!
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 10, 2016, 11:16:43 pm
Sorry for a necro-bump gang, but Rainponcho who has helped me with my Lufia I Text Cleanup mod has released a patch to restore the majority of crosses to Frue Lufia and other patches in this collection using Frue Lufia as a base. http://s000.tinyupload.com/index.php?file_id=45049311665757454795

Please enjoy, and let me know if the link somehow goes dead. ;D

Edit - Updated link to the one contained within Rainponcho's later post here: http://www.romhacking.net/forum/index.php/topic,20324.msg320112.html#msg320112
Title: Re: Lufia-Patches by Artemis
Post by: Digitsie on October 11, 2016, 04:56:09 pm
So, just to be sure - install this over an already-patched FRUE-based rom -with- header or no header?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 11, 2016, 08:55:15 pm
Apply Frue patch. Then this current updated one. Keep rom header.
http://s000.tinyupload.com/index.php?file_id=07520473366456875163

Artemis might update upstream patches also later.


Crosses added:
Inside church (small town, big city, castle)
Outside church (small town, big city)
Daos room


Notes:
Bell towers don't have crosses added because they physically ripped out 2 tiles and left me (?) no room in vram (?) to add them back. And you'd have to update the nametable for this.

Portravia church doesn't have cross outside because Japan build looked that way too. I think 1 other city church was like this.


I hope that's all of them.


Otherwise thanks to Artemis and vivify93 and et al for their hard (constant) Lufia updates!
Title: Re: Lufia-Patches by Artemis
Post by: Chronosplit on October 11, 2016, 09:11:00 pm
It just keeps getting better for Lufia.  Thanks a bunch!
Title: Re: Lufia-Patches by Artemis
Post by: Digitsie on October 11, 2016, 09:33:46 pm
Thanks, all!

Off topic, but vivify, do you plan to poke around Ruins of Lore as well?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 11, 2016, 09:56:45 pm
Crosses added:
Inside church (small town, big city, castle)
Outside church (small town, big city)
Daos room

Just to be sure, that's all, right?

I'll update it these days, then.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 11, 2016, 11:02:40 pm
Gave it some deep thought. Squeezed in bell tower cross.
http://s000.tinyupload.com/index.php?file_id=97743814785765842751

It's a safe hack - didn't crash.


Shaia Lab - ??
Treadool - Japan missing cross
Portravia - Japan missing cross

I'm 40/60 about fixing those 2 missing city crosses - they look like they should normally be there. If I think it's doable (and easy-ish), I'll toss them in. If not, I don't care. :)



edit:
Treadool + Portravia cross fixed. Layering problem with bg2 roof hides bg1 cross - clearly visible when bg2 is off.
http://s000.tinyupload.com/index.php?file_id=01139919207297326292

Should be crash friendly.


BTW. Thanks to FuSoYa Lunar Compress tool for making this -so~ much easier.

And a bug report for lunar compress 1.80 (headered rom):
decomp lufia2.sfc daos.broken.bin 20121D 8 0

Real data is 6660h bytes. Tool makes corrupted 6440h file.


Shaia Lab is only ?? left on my list.



edit2:
Fixed Treadool + Portravia church architecture problem. Spires now fully visible
http://s000.tinyupload.com/index.php?file_id=45049311665757454795
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 12, 2016, 08:05:16 am
Huh, what's the deal with Shaia Lab? If anything, there should be absolutely no crosses.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 12, 2016, 10:06:04 am
Okay. Patch is final.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 12, 2016, 04:24:49 pm
Okay, I'll update my different patches then. So, what do you think has to be tested altogether?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 12, 2016, 06:28:05 pm
Checked each town, castle, Daos. Played some bit everywhere but nothing appears broken.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 13, 2016, 02:31:58 am
Thanks, all!

Off topic, but vivify, do you plan to poke around Ruins of Lore as well?
Years and years ago, I did have plans to look into The Ruins of Lore, but I was honestly really let down by that game's story. It had so much potential and it just kind of falls apart when you go into the past. I think making Eldin a silent protagonist was a mistake as well.

Thanks again so much for all your hard work, Rainponcho. You're amazing! ;D
Title: Re: Lufia-Patches by Artemis
Post by: FuSoYa on October 13, 2016, 05:24:29 am
And a bug report for lunar compress 1.80 (headered rom):
decomp lufia2.sfc daos.broken.bin 20121D 8 0

Real data is 6660h bytes. Tool makes corrupted 6440h file.

Er, where did you get 6660 bytes from?  I tried plugging that address directly into the game's decompression routine, but it just spat out the exact same 6440 bytes that Lunar Compress does...
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 13, 2016, 10:25:47 am
Churches work fine. Though there are two more mistakes present:
- the church is Tanbel somehow looks wrong as there's grass amidst the building
- the roof of the Merix church has two black pixels amidst the roof

And there's another tileset mistake in the Chaed North Submarine Cave.
- If you swim to the most southeast place right from the entrance, you can see two black tile instead of water at the very right-bottom corner
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 13, 2016, 12:37:31 pm
decomp lufia2.0.sfc daos.bin 20121D 8 0 ==> 6440
decomp frue2.0.sfc daos.bin 20121D 8 0 ==> 6660

That was my mistake. Your program remains perfect. Used wrong base roms.


Quote
Churches work fine. Though there are two more mistakes present:
- the church is Tanbel somehow looks wrong as there's grass amidst the building
- the roof of the Merix church has two black pixels amidst the roof

And there's another tileset mistake in the Chaed North Submarine Cave.
- If you swim to the most southeast place right from the entrance, you can see two black tile instead of water at the very right-bottom corner

Erm. Crap. Maybe I won't be able to get this fixed this week. Or I can revert a patch. Testing.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 13, 2016, 12:40:28 pm
Nothing of this is your fault. All of this was already present.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 13, 2016, 01:51:39 pm
Something else that comes to mind, Zap and Fry both had their graphics changed from a pentacle to a triangle. Would it be possible to restore that spell effect?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 13, 2016, 04:26:52 pm
Merix church roof fixed.


Quote
And there's another tileset mistake in the Chaed North Submarine Cave.
- If you swim to the most southeast place right from the entrance, you can see two black tile instead of water at the very right-bottom corner

Snes9x save state? Or location on a world map? No idea where this place is.


Zap / Fry - tbd, tba.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 13, 2016, 05:21:29 pm
It's a cave you reach if you use the submarine at the crescent shaped island north of Chaed.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 13, 2016, 10:07:23 pm
http://s000.tinyupload.com/index.php?file_id=88238668694663556520

Warn: Use a clean Frue headered rom. Use this only, not previous patches.

Src included - lots of edits.


Edits:
City towns - overlapping shingles, missing roof shingles

Village towns (clamento, merix) - black pixels in roof

Chaed submarine cave - missing water tiles



edit2:
http://s000.tinyupload.com/index.php?file_id=32516582812702077413

Use this on top of patch2 above. Restores zap spell.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 13, 2016, 11:30:04 pm
Can you also do something about wrong boundaries where you can run over stuff you just shouldn't?
If so, I might look for some of them and make savestates.

And there's still this bug:
https://www.youtube.com/watch?v=G5hItLJe0k0
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 14, 2016, 09:41:58 am
Not sure about boundaries. If you make 1 savestate, I can check more.

Poison glitch - need savestate. It'll be a long time if I find it alone.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 14, 2016, 11:37:24 am
Warn: Use a clean Frue headered rom. Use this only, not previous patches.
I have a question. I have a slightly altered version of Frue that I have for personal use. But I don't seem to have kept a backup of before I applied any of your patches. The oldest revision I have is the very first church patch, which restored the small-town outside-church crosses and all the inside-church crosses. Do you think it would be OK to apply the most recent two patches over that patch, or would I have to create my changes again?

Edit 1 - It looks like all is fine. I've kept that old one for a backup now. For those of you who didn't make any additional personal alterations to Frue Lufia, I advise you to heed rainponcho's directions.

Artemis, I'm not sure if the boundaries really need to be fixed, but we should probably get a save state for rainponcho to fix the poison bug.

Edit 2 - Rainponcho, there are two more bugs that come to mind. In the Ancient Cave, you can't get any type of armor other than body armor after reaching B9, I believe. And there's also Capsule Monsters, who mistakenly ask for rare items instead of common ones like in the Japanese and European versions.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 14, 2016, 01:02:52 pm
I'm working on savestates.

I think the boundaries should be fixed only if it's considerably easy, as otherwise it's just not worth the effort. I agree.

I'm not sure, though, whether the Ancient Cave armor issue is an actual bug or a design decision instead.

Title: Re: Lufia-Patches by Artemis
Post by: gadesx on October 14, 2016, 01:24:29 pm
There's many bugs in the US version, the spanish version I played always
has someones too,
- Free Inn stay if you don't have the needed money
- The Egg dragon curation, that give more of 65535 and has low life
- Dragon mountain, there's part of the wall "walkable" behind the bridge
- The palette of 1 or 2 enemies that is the same.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 14, 2016, 01:36:38 pm
Free inn stay I wouldn't consider a glitch. Instead it's a design decision to ensure you always can refresh yourself easily.

Palettes and Egg Dragon are already fixed.

And where exactly is the Dragon mountain wall?



And here are some savestates:
http://www.mediafire.com/file/k920b2mb5aw2k2d/Savestat.zip (http://www.mediafire.com/file/k920b2mb5aw2k2d/Savestat.zip)
http://www.mediafire.com/file/6zmd9aat15osqfb/savestates2.zip (http://www.mediafire.com/file/6zmd9aat15osqfb/savestates2.zip)

I'd say the only real important things out of them are the poison bug and the mirror bug as they CAN be really annoying if you're unlucky.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 14, 2016, 08:49:38 pm
Whew! That's a lot of items. Going by priority and then what can be fixed "easily" or fast.

Poison fix
http://s000.tinyupload.com/index.php?file_id=00876775146938062812



Quote
Do you think it would be OK to apply the most recent two patches over that patch, or would I have to create my changes again?

Probably is okay. I just started over with a clean frue rom.


edit: Thank you very much for all the states btw!
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 14, 2016, 09:29:08 pm
Well, making the states was the easier part, anyway :)

I guess the mirror bug might be more complicated as unlike the poison bug the exact conditions in order for it to happen aren't as easy to grasp.

Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 14, 2016, 11:01:13 pm
Dark Summoner gets 2 turns per round. Perish on turn1. Turn2 runs "illegal" or "dummy" or "corrupted" command = crash.

Studying this some more. Maybe we'll get a fix for this weekend.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 15, 2016, 08:51:41 am
Nah, if an illegal command like this happens in the enemy code happens, instead of freezing it will reset to the intro screen.

It also happens at other enemies, I forgot who exactly, though.

The only constant thing I had was that the mirror spell was activated and an enemy attack got reflected back which killed said enemy. Afaik it can happen in both cases dying by instant death and dying back normal HP damage.

So, the cause does seem to be somewhere in the handling of reflected attacks.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 15, 2016, 01:35:42 pm
Mirror fix
http://s000.tinyupload.com/index.php?file_id=86748103067355518621
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 15, 2016, 02:07:54 pm
So, what actually went wrong there? I never really got it as it happened seemingly randomly whereas in most cases everything goes fine instead.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 15, 2016, 02:34:59 pm
Pico fix
http://s000.tinyupload.com/index.php?file_id=00060906394930889153

recomp pico.fix.bin lufia2.sfc 2DEA02 8 0


Quote
So, what actually went wrong there? I never really got it as it happened seemingly randomly whereas in most cases everything goes fine instead.

Some enemies have several turns per battle round. If they die during turn1, they're not supposed to have turn2. Game runs turn2 anyways but runs invalid data. Monster logic hangs in a loop - confusion since monster is gone.

If they die during turn2, there's no problem. Or if monster has only 1 turn.

Fix checks whether turn is forfeit - runs 00 stop command when detected.
Title: Re: Lufia-Patches by Artemis
Post by: SunGodPortal on October 15, 2016, 02:37:43 pm
So, what actually went wrong there? I never really got it as it happened seemingly randomly whereas in most cases everything goes fine instead.

Perhaps part of it is more random than it seems and when certain values make their way into the code via this RNG factor the game gets an invalid variable (relative to the situation) due to a programming oversight.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 15, 2016, 02:49:27 pm
Some enemies have several turns per battle round. If they die during turn1, they're not supposed to have turn2. Game runs turn2 anyways but runs invalid data. Monster logic hangs in a loop - confusion since monster is gone.

Strange, I just tested against a modified Egg Dragon who has 3 turns. He used Zap on turn 2 which mirror reflected, thus killing him before he could perform turn 3. I had no problems.

However, it might be different because there weren't any other enemies and therefore the whole battle just ended.

But shouldn't the monster logic hang in the loop then nevertheless as well?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 15, 2016, 03:01:08 pm
SunGodPortal has a point - the RNG. What the monster chooses to do for the next turn is "random" - it could run valid code that exits. And each monster is scripted differently (Lufia I Guard Daos comes to mind) so some monsters may be bugged and others will always come out okay.

There might be deeper reasons also.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 15, 2016, 03:05:02 pm
Okay, but one question: Can the same happen as well in case of heroes? Like, if Guy does his Octo-Strike, but the first attack gets reflected by Daos' Dark Reflector and therefore kills him before he can do the seven other hits.

Or in the case a capsule monster does one of these two times in a row-attacks.

Does the fix cover these cases as well?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 15, 2016, 07:19:58 pm
Sky Garden jump fix
http://s000.tinyupload.com/index.php?file_id=43232932813750290602

save state note: enter tower and go back outside to activate fix, same with pico fix


I'm thinking hero multi-strikes are covered by fix - same library of scripting codes. But I should check how Octo Strike works - maybe uses a special code.


edit: Octo Strike uses same code. Covered by fix.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 15, 2016, 09:16:03 pm
So I guess all multi-strikes are fine then and covered as well, right? Like the Multi Sword's regular attack as well as the Capsule Monsters' multi-strike attacks.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 15, 2016, 10:07:01 pm
daos shrine 4f - boundary fix
http://s000.tinyupload.com/index.php?file_id=92920454254742068205


Multi Sword could glitch imo - only strike1 uses the multi-attack code (octo uses all 8, same as other monsters). Have different idea how to fix this.


edit:
Old Sky Garden patch accidentally reverted poison and mirror fixes - all zeroed out.


This is clean sky garden patch
http://s000.tinyupload.com/index.php?file_id=60943848939525556525


Re-apply poison after either sky garden patch.


Plus mirror v2:
http://s000.tinyupload.com/index.php?file_id=87324546678156238187

(this will work in all cases - checks death every script byte code)


There's a lot of patches to-date. This is clean aio - use on original frue rom.
http://s000.tinyupload.com/index.php?file_id=28154313254712454764
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 16, 2016, 10:41:35 am
All the patches work with Spekkio and Kureji as well, right?

And I have some more savestates. Don't care any more about getting the present ready in time. ^^
http://www.mediafire.com/file/4w8lwwhof9su34y/savestates3.zip (http://www.mediafire.com/file/4w8lwwhof9su34y/savestates3.zip)

There's also the Dragon Mountain wall Gadesx mentioned, but I can't reproduce it and it doesn't seem to always glitch.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 16, 2016, 10:59:29 am
Merix Shop Walls
http://s000.tinyupload.com/index.php?file_id=08988766984738771389


Spekkio and Kureji = definitely probably yes. 95% edits are in-place.

Expansion bank E1:8000 - city cross, zap, poison asm, mirror asm. Should be good everywhere since it was clearly empty.


edit:
This is very experimental for pot sprite glitch. Could create also sorts of sprite problems.

1da50 = ea ea ea
1df5c = ea ea ea ea
1df65 = ea ea ea

There's still a bug where sprite can transform when walking (due to above changes). I can fix this but I need lots of verification about above patch.


edit2:
Capsule Monster Feeding fix

Option 1 - 14908h @ fe 00 00
Yum = fussy + 1

Option 2 - 14908h @ ea ea ea
Yum = fussy + 0

Yuck = fussy - 1

(*) fussy = item craving level


edit-x:
Inn stay never checks money. When it deducts, it clips at zero if negative.


edit-y:
Pot glitch. When you pick it up, it changes "sprite tileset" of underneath object. +8. Which causes the sprite glitch.

I have no idea when this is actually used. So very experimental still.


edit-z:
Ancient Stairs death fix
http://s000.tinyupload.com/index.php?file_id=03133666378410568884

asm uses expanded rom. should be pretty safe hack - triggers only on ancient cave reset conditions.


edit-a1:
Remaining boundary issues (spikes, wall knocked down, pillars) - I'm really not too sure about them. Game uses a special code handler which forces "free walk" when "destroyed". Since it's dynamic, I can't just edit a static nametable.

They either require really dirty ugly specific case asm hacks. Or I'd have to use a tile trick where you can only walk up-down-right on one of these special tiles. Which has its own problems.

These will take time and a decent playthrough so I understand how the game's puzzle logic works. Undecided.


Dragon Mountain - when I get around playing this game, I'll check it too.


Ancient Cave Armor "bug" - Sounds possibly a mistake. This could take awhile to rip apart the dungeon rng though. These asm hacks have been tough so far, with a lot of good fortune so far. But this is decently interesting.


Music glitch - Could be hard. Sounds like spc700 memory corruption.

Lufia report - Guess I don't understand yet. Very worn down so I'm likely taking a break and going back to finish playing Lufia I.


Thanks for all. Me time. Here goes.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 16, 2016, 10:25:37 pm
I see. Awesome work! :)
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 16, 2016, 10:57:31 pm
What music glitch? This isn't the Stereo > Mono > Stereo > LV 0 glitch, is it? Because Relnqshd fixed that a long time ago. I think looking into the Ancient Cave armor issue should really be the last thing, judging by your report.

Thanks again for all the hard work, Rainponcho. :)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 17, 2016, 11:11:17 am
This is the music glitch:

https://www.youtube.com/watch?v=RVuiPL_j2cU (https://www.youtube.com/watch?v=RVuiPL_j2cU)

And there are also these glitches:

https://www.youtube.com/watch?v=lPOG4X94wQ8 (https://www.youtube.com/watch?v=lPOG4X94wQ8)
https://www.youtube.com/watch?v=ohBPCIjCnsg (https://www.youtube.com/watch?v=ohBPCIjCnsg)
https://www.youtube.com/watch?v=vwra-3rLrpE (https://www.youtube.com/watch?v=vwra-3rLrpE)


As this altogether really is a lot, so let's have a look at what's important.

The remaining boundary issues:
Completely not worth it, especially considering you said these ones are harder to do. I expect to be that Dragon Mountain one also to be somehow tied into the puzzle logic (related to the falling bridge, I guess). So I'd say it's the best to screw these.

Capsule Monsters feeding:
Also not that important because it doesn't do too much harm - aside from making the CMs some snobbish and obnoxious assholes. I'd say, skip it if it makes too much trouble.

Pot glitch:
Looks strange, but doesn't do any real harm. So, especially considering that it looks fixing it has the potential to destroy more than it actually fixes, this one can be skipped as well.

Lufia report glitch:
This one is a bitch because it totally spits on all your effort and invested hours to beat the Ancient Cave. So this should be fixed if possible.

Music glitch:
This one is annoying because it easily happens and doesn't go away unless you reset. So this one also should be fixed if possible.

Inn stay:
Not really a glitch because it just seems like an intentional safety measurement to ensure you always can refill your powers at all. Theoretically, instead of not touching your money at all, the inn keepers at least could take all the remaining money. But that's not really worth it. Let's just call it generosity.

Hook sound glitch:
Somewhat annoying but as it seems easily to cancel, so no real harm. Therefore, this one really isn't important.

Ancient Cave creation glitch:
This one is annoying as it can completely screw over your run. Especially annoying, if you found great stuff, but no Providence yet. However, I don't have any savestate for this one.

Arek intro glitch:
I don't care. If anything, it makes Arek even more mysterious, so it's actually not a bad thing, eh?  ;)
I'd say screw this one.

Ancient Cave chests:
Actually I'm undecided about this one. I say you can look whether you find an error that lets us make conclusions about how actually it was supposed to be. Then we can think about it again. If, however you don't find this kind of error, then let's skip this one, too.

That's all there is about glitches and bugs I think.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 17, 2016, 12:51:32 pm
Rainponcho already provided two fixes for the Capsule Monster feeding glitch though.

Capsule Monster Feeding fix

Option 1 - 14908h @ fe 00 00
Yum = fussy + 1

Option 2 - 14908h @ ea ea ea
Yum = fussy + 0

Yuck = fussy - 1

(*) fussy = item craving level
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 17, 2016, 01:01:50 pm
Quote
Lufia report glitch:
This one is a bitch because it totally spits on all your effort and invested hours to beat the Ancient Cave. So this should be fixed if possible.

Can you explain this one some more? So I understand it better? I know it sounds obvious but my gears aren't clicking.


Quote
Inn stay:
Not really a glitch because it just seems like an intentional safety measurement to ensure you always can refill your powers at all. Theoretically, instead of not touching your money at all, the inn keepers at least could take all the remaining money. But that's not really worth it. Let's just call it generosity.

They take all your money. :)


Quote
Ancient Cave chests:
Actually I'm undecided about this one. I say you can look whether you find an error that lets us make conclusions about how actually it was supposed to be. Then we can think about it again. If, however you don't find this kind of error, then let's skip this one, too.

B10 gives you aprons for armor? O_o
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 17, 2016, 02:24:03 pm
These last two values aren't saved properly. As soon as you go game over or reset and re-upload your save, when you finally get your report it will display zeros in both cases - regardless of whether you were in the AC or even did beat the Master or not.

And so you did already fix the inn stay issue?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 17, 2016, 06:09:24 pm
Inn stay - take money
4165 @ 9c
416a @ 9c
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 17, 2016, 07:28:45 pm
About the capsule monsters, what's the meaning of the h in 14908h?

And what exactly are the two options doing?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 17, 2016, 07:45:18 pm
Normally game sets monster diet value to item rating.


Hex editor - go to rom offset 14908 hex.

You have two choices how to fix this (for items it wants to eat):

At 14908h, replace with FE 00 00. This raises monster diet rating by 1 point each time (regardless of item value).

Or replace with EA EA EA. This keeps monster diet rating constant - no affect when eating item, does not go up ever until next level.


Game deducts 1 point from diet rating when it gets a yucky item.



edit2:
Cancel the inn fix. Corrupts something else. Need to proper ips fix this later.


edit3: inn fix.
http://s000.tinyupload.com/index.php?file_id=67679743663245022817

My rom got corrupted somehow. So made clean ips.


edit4: Lufia report fix.
http://s000.tinyupload.com/index.php?file_id=06417180040781528965


note: Very tricky fix to make work. There appears to be 3 "unused" lufia report statistics bytes: 7e0b65, 7e0b66, 7e0b67.

Go to a church and save your game. It will now record the values for later loading.


edit5: Confirmed Ancient Cave armor generation is a programing glitch (from b10 basically).

Fills items at 7f:0000 = weapons, 7f:1000 = armor. Deeper you go, longer list becomes.


ex.
1000-108f - b4
a4-b9
e3-f1
10f-123
143-145 + 147-151


1000-10f5 - b9
a4-c5
e3-fd
10f-131
137
143-145 + 147-156 + 15b
169-16e


1000-1103 - b10
a4-c7
e3-fe
10f-133
137
143-145 + 147-156 + 15b
169-170


Eventually list gets larger than 255 bytes (2 bytes per item). Triggers overflow error (104h => 04h). So you get aprons or dresses. Possible list of items you get is hard-coded per level. I need to check B99 to see how large both lists get and make a hackfix.


upd6: ancient cave - armor generation fix
http://s000.tinyupload.com/index.php?file_id=09475236236981797273

You now get all sorts of stuff. Aprons are still possible on any floor, just very less likely now (B10 in particular).


upd7: Working on new cave fix. They use a multiplication trick that doesn't work perfectly with expanded item list - creates possible glitches.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 18, 2016, 06:58:38 pm
Possible list of items you get is hard-coded per level.

Are you sure? It shouldn't be hard-coded for the red chests, but instead depend on some properties of the items themselves. Like the cheaper the shop price, the earlier they can appaear. Besides, there's one (or two I forgot) byte in the item code that can affect whether an item can appear at all.

Only blue chests should be hard-coded.

Or wait, do you mean the list of blue chest items which makes sure that these items don't appear as red chests?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 18, 2016, 07:37:45 pm
v2 cave chest generation fix. Make sure to revert the v1 above fix completely before using this one!
http://s000.tinyupload.com/index.php?file_id=44593571139705240064


Quote
but instead depend on some properties of the items themselves. Like the cheaper the shop price, the earlier they can appaear.

That's what I was aiming for but failed completely to describe. ;)

B50 seems to be nearly full - random selection pool (red chests).
Title: Re: Lufia-Patches by Artemis
Post by: Digitsie on October 18, 2016, 07:39:07 pm
Ok I've lost track of all the patches and will just wait for one comprehensive one. :D
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 18, 2016, 07:50:34 pm
v17 aio - applied on top of clean frue lufia headered rom. probably works on other ones by Artemis too.
http://s000.tinyupload.com/index.php?file_id=10966831243019290523


all working patches to-date. no experimental ones. there's not much left to work on so that's nice.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 18, 2016, 08:35:09 pm
That's what I was aiming for but failed completely to describe. ;)

Do you completely understand it? Because there are some items missable which still are questionable.

Like the Fly Ax.
Setting B6078 from 60 to 00 should fix it.
Would that fix the issue without any other negative consequences?

Or the Zircon Armor.
However, the corresponding byte at offset B696E seems fine. So i don't know whether I fully understood it.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 18, 2016, 09:36:27 pm
Fly Ax = b6077
+0 = 02  (bit 02 must be set!)
+1 = 60 (bit 20 must not be set!)
+5 = 26ac (item value) (early dungeon floors reject based on value)
+7 = 2401 (bit 01 = weapon pool)

These are basic conditions for adding item to rng pool #1. I have no idea what all these other flags, missing values do.


Zircon = B696D
+0 = 02
+1 = 00
+5 = d2f0
+7 = 2502 (no bit 01 = armor, shield, helmet, rings, jewels)

It gets added properly to rng pool #2.


At B98, there are [1]172h bytes in pool #2 (7F:1000-1171). 172/2 = B9 = 185 items.

Glitch would randomly give you {1}72h / 2 = 39h or 57 items.

DE - Zircon plate = given (7F:1070) - max item
DF - Zircon armor = glitch = not given (7F:1072)
E0 - Mirak plate = never given
E1 - Ruse armor = never given
E2 - Pearl Armor = never given



With the new chest fix you get all 185 items.

1CE - Tag Ring - cursed - 7F:116E
1CF - Tag Ring - uncursed - 7F:1170

7F:1172 = list end



Pool #1 @ 7F:0000 = {0}0B2 / 2 = 59h or 89 items.


Max limit is 256 items per pool. I have no idea if the game will punk you if you add more missing items like earrings or catfish jewel.

Considering that other stuff like walls, monsters, map layouts share (??) the space after these lists, it might not be safe. Aka tiny room, no stairs glitch.

But! Comparing B4 vs B50 vs B98, I think game seems to understand how much space was used for the rng lists and adjusts accordingly. So it might be okay.


edit:
Quote
Setting B6078 from 60 to 00 should fix it.
Would that fix the issue without any other negative consequences?

I think so yes.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 18, 2016, 10:22:34 pm
So, the Zircon Armor wasn't given due to the glitch whereas the Fly ax wasn't given due to its item code?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 18, 2016, 10:28:10 pm
That looks correct.


Casino glitch - does this happen on real hardware? I checked with bsnes-plus-073.2 (debugger) several times and cannot get music to glitch out.

Dragon Egg Shrine is horrible with snes9x when casino bug happens - very noticeable right at the start with the bell hit.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 18, 2016, 10:29:02 pm


And with 185 you mean only weapons and armor etc. (but no potions), right?

October 18, 2016, 10:34:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Casino glitch - does this happen on real hardware? I checked with bsnes-plus-073.2 (debugger) several times and cannot get music to glitch out.

Dunno. Might indeed be an Snes9x issue, then.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 18, 2016, 10:39:54 pm
weapons (swords, axes, staffs, whips, spears, wrenches, bows?) are in the first list of 85 entries. This is not a hard limit.

armor (body, shields, helmets, rings, jewels, tag ring) are in the second list of 185 entries. This is not a hard limit.


There are assignment categories:
AE-FF = weapons list - variable limit
81-AD = armor list - variable limit

63-80 = spells - 23h items fixed limit
5E-62 = see 94:EEA0 - 29h items fixed limit
24-5D = potions (see 91:FFDC) - 09h items fixed limit
00-23 = items (see 94:F13D) - 1Fh items fixed limit


fixed limits can likely be adjusted, as long as you have space in that particular list.


edit:
These are the snes addresses for the fixed limits
83:915B = items limit (1F)
83:91AE = potions limit (09)
83:9193 = spells limit (23)
83:91C9 = ?? limit (29)


edit2:
By flipping the item's 01 bit, you can redistribute items between weapons / armor lists.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 18, 2016, 10:46:22 pm
So 00-80 is fixed limit and nothing here is changed at all compared to the original?

And which weapons/armor are now on the list of obtainable/unobtainable stuff? Is Dual Blade still unobtainable - as it should - for example?
Or to make that question easier - it's now solely dependent on the item code, right?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 18, 2016, 11:04:05 pm
Quote
So 00-80 is fixed limit and nothing here is changed at all compared to the original?

Nothing was changed by me for any of the fixed item lists at all.


Here's the process:
1) Game picks a random # between 0-255. Let's say 2F. Or 24. Or 5D.
2) Code says to pick a random item from the potion list. This is currently fixed at 9 items.
3) It picks another rng between 00-08. Say 05.
4) Potion list is looked up for item 05. That is added to the chest list.
Repeat this several times (let's say 10 items total).

5) Game now generates the map. But it only wants to add 4 red chests. So only the first 4 items selected are added to the dungeon floor.


I should mention that you can now have 256 armor items. But only 128 weapon items. Which I can asm hackfix to give 256 weapon choices also.


Quote
Or to make that question easier - it's now solely dependent on the item code, right?

Right. Item code determines when it becomes available.


Quote
And which weapons/armor are now on the list of obtainable/unobtainable stuff? Is Dual Blade still unobtainable - as it should - for example?

Yup. Didn't touch any of that. Only rng bug is fixed - actual rng itself remains exactly the same.


edit:
And I have no usable information on how maps are actually generated. That's a harder mystery. Or blue chests.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 19, 2016, 04:45:53 am
As long as you can find better items in the Ancient Cave now, I think that's all that counts.

I guess we're done here, huh? At least according to Artemis' list.
This is the music glitch:

https://www.youtube.com/watch?v=RVuiPL_j2cU (https://www.youtube.com/watch?v=RVuiPL_j2cU)

And there are also these glitches:

https://www.youtube.com/watch?v=lPOG4X94wQ8 (https://www.youtube.com/watch?v=lPOG4X94wQ8)
https://www.youtube.com/watch?v=ohBPCIjCnsg (https://www.youtube.com/watch?v=ohBPCIjCnsg)
https://www.youtube.com/watch?v=vwra-3rLrpE (https://www.youtube.com/watch?v=vwra-3rLrpE)


As this altogether really is a lot, so let's have a look at what's important.

The remaining boundary issues:
Completely not worth it, especially considering you said these ones are harder to do. I expect to be that Dragon Mountain one also to be somehow tied into the puzzle logic (related to the falling bridge, I guess). So I'd say it's the best to screw these.

Capsule Monsters feeding:
Also not that important because it doesn't do too much harm - aside from making the CMs some snobbish and obnoxious assholes. I'd say, skip it if it makes too much trouble.

Pot glitch:
Looks strange, but doesn't do any real harm. So, especially considering that it looks fixing it has the potential to destroy more than it actually fixes, this one can be skipped as well.

Lufia report glitch:
This one is a bitch because it totally spits on all your effort and invested hours to beat the Ancient Cave. So this should be fixed if possible.

Music glitch:
This one is annoying because it easily happens and doesn't go away unless you reset. So this one also should be fixed if possible.

Inn stay:
Not really a glitch because it just seems like an intentional safety measurement to ensure you always can refill your powers at all. Theoretically, instead of not touching your money at all, the inn keepers at least could take all the remaining money. But that's not really worth it. Let's just call it generosity.

Hook sound glitch:
Somewhat annoying but as it seems easily to cancel, so no real harm. Therefore, this one really isn't important.

Ancient Cave creation glitch:
This one is annoying as it can completely screw over your run. Especially annoying, if you found great stuff, but no Providence yet. However, I don't have any savestate for this one.

Arek intro glitch:
I don't care. If anything, it makes Arek even more mysterious, so it's actually not a bad thing, eh?  ;)
I'd say screw this one.

Ancient Cave chests:
Actually I'm undecided about this one. I say you can look whether you find an error that lets us make conclusions about how actually it was supposed to be. Then we can think about it again. If, however you don't find this kind of error, then let's skip this one, too.

That's all there is about glitches and bugs I think.

I'm in agreement on fixing the remaining boundary issues, as well as the pot glitch, hook sound glitch, and Arek intro glitch. And personally, I think fixing the Ancient Cave generation could be a whole heap of trouble that isn't worth looking into. One of the reasons this happens is due to the truly randomly-generated nature of the cave.

Everything else has been fixed. Like I said, in my opinion, we're done here.

So, Artemis... Since I posted these here and all, do you possibly think we could work on uploading all of these patches to RHDN's database?

Edit - On the Lufia III side of things, I just fixed a boatload of typos that were reported back in 2009! I'm pretty happy with this. :)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 19, 2016, 11:54:09 am
Nothing was changed by me for any of the fixed item lists at all.But only 128 weapon items. Which I can asm hackfix to give 256 weapon choices also.

Not necessary as there are less than 128 weapons (so around 110?), anyway.

October 19, 2016, 12:01:34 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I guess we're done here, huh? At least according to Artemis' list.
I'm in agreement on fixing the remaining boundary issues, as well as the pot glitch, hook sound glitch, and Arek intro glitch. And personally, I think fixing the Ancient Cave generation could be a whole heap of trouble that isn't worth looking into. One of the reasons this happens is due to the truly randomly-generated nature of the cave.

Agreed. The only glitch out of them that matters is the Ancient Cave generations. Whereas it can be annoying if it happens, it's really, really rare. And as poncho said it'd take unfeasible effort, so let's skip this one, too.

Before we can add it to the database, let's have a look on these two issues, though:

1) There are still some inconsistencies in the list of obtainable red chest items. I'll have a look on it.

2) The capsule monsters feeding:
The two options don't work that well because option 1 makes feeding them even more painfully and option 2 doesn't switch the preferred item even when the monster gets feeded it.

So for the feeding I suggest these two options:
#1 Looking at how the PAL version actually does it.
#2 Do nothing.
I don't really care so I let you choose.  :)

October 19, 2016, 01:17:55 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Before I check the item list, some questions as I don't get it fully. So:

Setting the byte 01 properly in the item code is necessary, but not sufficient.


The values this byte can take on are:

        $01 for Arrow
        $03 for Hook
        $04 for Bomb
        $06 for Fire arrow
        $07 for Hammer

        $20 for S-fire ring,
                S-water ring,
                S-ice ring,
                S-thun ring

        $40 for a lot of "good" equipment items

        $60 for a lot of "good" equipment items, including (but not limited to) all the blue chest items.
            Also for 'Curselifter', 'Providence' and 'Tag candy'

        $70 for Egg sword,
                Pearl armor,
                Pearl shield,
                Pearl helmet,
                Egg ring

        $80 for all the fruits

        $00 for all the other items (including the 'Dual blade')

Ring menu items are not in the pool, of course.

What if the byte is 20? Is e. g. the S-Ice Ring included normally to the new list now?

And what is the difference between 00 and 40? (And what's the difference between 00, 40 and 20 in case of these rings?)

And 60, 70, 80 means it's excluded from the list, right? (Unless some more important factors kick in as mentioned below - see e. g. Magic fruit)




tl; dr
Am I right that the hierarchy is:
#1 the item is on a fixed list (such as potions etc.)
#2 the item is not excluded by other factors not determined by byte 01 (such as being unsellable/important like Dual Blade)
#3 NOW byte 01 kicks in and is filtering all items which cannot get decided over by #1 or #2
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 19, 2016, 01:59:19 pm
Feeding fix - taken from PAL. You must manually revert any old feeding fixes.
http://s000.tinyupload.com/index.php?file_id=00895423690552476374


Quote
Am I right that the hierarchy is:
#1 the item is on a fixed list (such as potions etc.)
#2 the item is not excluded by other factors not determined by byte 01 (such as being unsellable/important like Dual Blade)
#3 NOW byte 01 kicks in and is filtering all items which cannot get decided over by #1 or #2

If item is on a fixed list, it always has a chance to show up. Any floor regardless of rng pool.


byte 0 is checked first.
- If 02 is not set, throw out  (x0, x1, x4, x5, x8, x9, xC, xD)
- If 20 is set, throw out  (2x, 3x, 6x, 7x, Ax, Bx, Ex, Fx)

byte 1 is checked next.
- If 20 is set, throw out

Everything else is thrown into rng pool at some point.

flags 10, 40, 80 = ??, could be unused info bits


edit: rng pool at b95
http://s000.tinyupload.com/index.php?file_id=96791637002102028589
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 19, 2016, 02:10:03 pm
Ah, fine, then I understand it now!

And what exactly determines what Capsule Monster feeding rank an item has?
And what determines whether or not a CM will ask for a specific item?


Also, there's a list with blue chest items consisting of 41 entries. Can you add 1 or 2 more items to that list?
(Please say: 'Yes, it is possible. However, the list can only be increased by exactly one more item. Adding 2 items, however, is completely impossible!!!!!')
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 19, 2016, 10:51:46 pm
Quote
And what determines whether or not a CM will ask for a specific item?

I have this about 75% figured out - how it selects new items.


Quote
And what exactly determines what Capsule Monster feeding rank an item has?

Will check this also. Admittedly curious.


Quote
Also, there's a list with blue chest items consisting of 41 entries. Can you add 1 or 2 more items to that list?
(Please say: 'Yes, it is possible. However, the list can only be increased by exactly one more item. Adding 2 items, however, is completely impossible!!!!!')

I'm guessing it's one of those (adjustable) fixed lists - do you have the location? I could explore moving it to expanded rom.


edit: There might be a bug in the CM feeding routine, when copied from pal. Have to check this later - not getting yuck or yum notification on some items?


edit2: 8E:E466 = cm item rating table

ex.
0 - item <= 499G
1 - item <= 599G
2 - item <= 699G
3 - item <= 999G
4 - item <= 1999G
5 - item <= 2999G
..
E - item <= 31999G
F - item <= 65535G


Ex-Potion = 500G. Rating 1.
Miracle = 2000G. Rating 5.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 20, 2016, 09:21:31 am
I don't know the location of that list, so it depends on whether you'll find it how we will deal with one or two items.


Okay, let's start will some other items. As byte 01 is 00 or 60 in most cases, I'd say let's change it to 00 if allowed and to 60 if not allowed on our lists.

Fly Ax (75 00):           set to 00 - no reason to not include it
Sea Ring (65 01):      set to 60 - blue chest item, therefore no red chest material
Dragon Ring (66 01): set to 60 - special reward for clearing the AC, therefore it should be too special (like the other two rewards)

There are four rewards for clearing the world's hardest trick. However, only one of them is included. But considering there are even better items which are included (like Old Helmet), there's no reason to not include them as well.

God Robe (D9 00):      set to 00
Bort Shield (0A 01):     set to 00
Creator Helm (3F 01):  set to 00

   
 
Then there's the Tag Ring. Considering it's position in the general item list, it's a dummied out item without any intention to put it in, so:

Tag Ring (CE 01 and CF 01): set to 60

However, I have an idea. Can you change its name (both entries) to "Wave Ring" and make it so that the Capsule Monsters sometimes ask for it? (But under no circumstances let it appear in red chests.) That would be a nice continuity nod to Lufia 1.



Finally there are the Flame Jewel (75 01) and the Magma Rock (7C 01). If you cannot add something to the blue chest item list, just set their byte to 00. Otherwise we have to think over what to do with them as it's not totally obvious.

Looking at the code both jewels seem to be blue chest items, however whereas the Flame Jewel seems an obvious choice as all the other elemental jewels are blue chest items (minus the Light Jewel which is special - same as the Dragon Ring mentioned above), it's not that easy in the case of the Magma Rock.

Wheras the item code suggests that the Magma Rock might be a blue chest item as well, its name suggest the opposite. Because in the Japanese version all jewels called rock (ロック) just are normal red chest items.


Oh, and if you make a final aio patch, can you make two versions - one with and one without the capsule monster feeding fix as I totally not want to include it into Kureji Lufia?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 20, 2016, 10:08:28 am
Quote
Okay, let's start will some other items. As byte 01 is 00 or 60 in most cases, I'd say let's change it to 00 if allowed and to 60 if not allowed on our lists.

In oddball chance some other routine uses flags (shops, cm, rng ??)
= 60 -> 40 would be safer (accept)
= 00 -> 20 would be safer (reject)

Or set byte 0 flag. Let me look deeper into this.


Quote
Oh, and if you make a final aio patch, can you make two versions - one with and one without the capsule monster feeding fix as I totally not want to include it into Kureji Lufia?

I can do this.


Quote
However, I have an idea. Can you change its name (both entries) to "Wave Ring"

Will look later.


Quote
and make it so that the Capsule Monsters sometimes ask for it?

Take item fed to monster. Get rating.

Lookup table 95:FF16 - 16 entries.
+0 = ptr to feeding list
+2 = how many items in list (0 ==> 1 item)

Take random number between 0..(# items-1). 0 ==> 0. Lookup sublist. New item.

You should look at list and expert decide edits. If you need list expanded, I should be able to do this.


Quote
I don't know the location of that list, so it depends on whether you'll find it how we will deal with one or two items.

I'll give it a try.


edit: 41 (blue chest) rng list @ 94:EEA0.

edit2: 8 chests max per floor

edit3:
Probability table
AE-FF = weapon = 82/256
81-AD = armor = 45/256
63-80 = spell = 30/256
5E-62 = blue = 5/256
24-5D = potion - 58/256
00-23 = items - 36/256

edit4: I need some more info about the feeding glitch. Checked PAL-E much more carefully - it got fed a 0F item. Then fed 0E, 0D, 0C, 0B, 0A, 09 - all got rejected like US. Same annoying picky eater.

Have to check Estopolis II also now.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 20, 2016, 11:47:26 am
Speaking of probabilities, as far as I know out of the 41 blue chest items 10 of them have a slightly higher probability to appear. Can you confirm this?

October 20, 2016, 12:00:58 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Take item fed to monster. Get rating.

Lookup table 95:FF16 - 16 entries.
+0 = ptr to feeding list
+2 = how many items in list (0 ==> 1 item)

Take random number between 0..(# items-1). 0 ==> 0. Lookup sublist. New item.

You should look at list and expert decide edits. If you need list expanded, I should be able to do this.

To see whether I get it: So the lowest tier list only contains a Long Knife?

October 20, 2016, 12:15:56 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Nope, I don't really get it. So these 16 entries are the 16 tiers of feeding classes?

But why are there tiers with 0 items?
And in what relation are these tiers? I mean the final tier with actual item consists of... Green Tea, Escape and Jet Helm?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 20, 2016, 01:21:24 pm
Very carefully checked J,U,E. All monsters have same behavior - really picky eating machines. 0F -> 0E -> 0D -> 0C -> 0B -> 0A .. -> 05 -> 04. So all versions have this "glitch". All I can offer is to make a yucky item more strong (current rating -1 --> -3) for casual gamers.


Quote
Speaking of probabilities, as far as I know out of the 41 blue chest items 10 of them have a slightly higher probability to appear.

No hard-coded bias in selecting chests. 256 / 41 = 6.24390. So some items will show up +1 more often than others.

Ex. 3 items. 256 / 3 = 85.333333  (33%)
0 = 86 (34%)
1 = 85 (33%)
2 = 85 (33%)
(or some variation based on multiplication)

86+85+85 = 256 (100%).


Quote
So these 16 entries are the 16 tiers of feeding classes?

Rank 0 - 95:FF16 ==> 95:FF56 = 1 item, Long Knife
Rank 1 - 95:FF1A ==> 95:FF58 = 8 items, Flying Blade - Thunder ax - Toga - Chain Armor - Stone plate - Long robe - Iron plate - Metal mail
Rank 2 - 95:FF1E ==> 95:FF68 = 0 item, [glitch => Magic scale]
Rank 3 - 95:FF22 ==> 95:FF68 = 5 items, Magic scale - Holy robe - Ghostclothes - Royal dress - Full mail
..
Rank E - 95:FF4E ==> 95:FFE8 = 3 items, Green Tea - Escape - Jet Helm
Rank F - 95:FF52 ==> 95:FFEE = 0 items, [glitch! memory overlap; there is no "real" list => Silver Rod]

My guess is that 0 items = keep same item. Game chooses item from "next" list anyway.

And yeah. They chose some weird item lists.


I'll work on expanding the blue, cm lists first.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 20, 2016, 01:57:09 pm
I don't get what's the glitch. So sometimes the monsters don't react to their feed at all?

Is this in the PAL version as well or did it happen due to the copying somehow?

Maybe we can fix the tiers without having to expand. Like instead just rearrange the pointer and increase the item number.
Any idea how the non-empty tiers work? Like when which tier is called.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 20, 2016, 03:25:18 pm
Quote
I don't get what's the glitch. So sometimes the monsters don't react to their feed at all?

Is this in the PAL version as well or did it happen due to the copying somehow?

CM Feeding problem:
01) Feed it a 0F item (Gades Blade). Now they only want 0F items.
02) Feed it a 0E item = yuck. Now it wants 0E-0F.
03) Feed it a 0D item = yuck! Now it wants 0D-0F.
04) Feed it a 03 item = yuck! Now it wants 0C-0F.
05) Feed it a 0C item = okay. Now it wants 0C-0F.
06) Feed it a 0E item = okay. Now it wants 0E-0F.
aka the expensive diet.

Affected: Estopolis II, Lufia (Europe), Lufia II: Rise of the Sinistrals. Clean roms. They all have the same feeding "problem".


Quote
Any idea how the non-empty tiers work? Like when which tier is called.

Tier used depends on item fed.
- Gades Blade ==> rank 0F ==> Tier F.
- Miracle ==> 2000G ==> rank 05 ==> Tier 5.
- Ex-Potion ==> 500G ==> rank 01 ==> Tier 1.


Quote
Maybe we can fix the tiers without having to expand. Like instead just rearrange the pointer and increase the item number.

If you're able to make it work, that works.


edit:
Quote
Okay, let's start will some other items. As byte 01 is 00 or 60 in most cases, I'd say let's change it to 00 if allowed and to 60 if not allowed on our lists.

That's probably better idea. Byte 0 is used in other routines.


edit2:
Flame Jewel - blue chest expansion
http://s000.tinyupload.com/index.php?file_id=58021453934267851204


edit3:
You can rename Tag Ring --> Wave Ring (any hex editor).
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 20, 2016, 04:17:31 pm
CM Feeding problem:
01) Feed it a 0F item (Gades Blade). Now they only want 0F items.
02) Feed it a 0E item = yuck. Now it wants 0E-0F.
03) Feed it a 0D item = yuck! Now it wants 0D-0F.
04) Feed it a 03 item = yuck! Now it wants 0C-0F.
05) Feed it a 0C item = okay. Now it wants 0C-0F.
06) Feed it a 0E item = okay. Now it wants 0E-0F.
aka the expensive diet.

Is it a glitch, though? Instead of the CM just being snobby assholes.
And where do you think is the glitch?
At 01) because it immidiately goes up to 0F or at 06) because it goes to 0E to 0F (instead of 0D to 0F)?


And about byte 01? Did you find something out about the values or are 00/40 and 20/60 just totally interchangable?


And yes, renaming is easy. The part I didn't know was how to make the CMs demand it. But now, I'll think about these food demandings tiers then.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 20, 2016, 05:16:08 pm
Quote
Is it a glitch, though? Instead of the CM just being snobby assholes.
And where do you think is the glitch?

When I (incorrectly) copied from PAL, I created a glitch - they sometimes don't respond yuck!. Item just disappears. All 3 clean roms don't have this problem.

All 3 roms create snobby fussy eaters. It makes sense in a way - if they eat 3-star Michelin food, why would they want water hotdogs or moonpies?

But it does take a lot of work to bring down their appetite levels. And maybe their food preference jumps too high too quickly (exhibit 01).

Is it a glitch? No. It's not broken anywhere. Just annoying. What do Lufia players want / prefer?


Quote
And about byte 01? Did you find something out about the values or are 00/40 and 20/60 just totally interchangable?

No indicators yet. I have another idea to check though.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 20, 2016, 06:04:38 pm
When I (incorrectly) copied from PAL, I created a glitch - they sometimes don't respond yuck!. Item just disappears. All 3 clean roms don't have this problem.

So this issue is fixed, right?

About the appetite level, I'd say it's fine. Nothing more to do there. I'll do the Wave Ring thing, then.

Ancient Cave is fine then, too. Did you add the Magma Rock to the other obtainable red chest items?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 20, 2016, 06:38:53 pm
Quote
So this issue is fixed, right?

About the appetite level, I'd say it's fine. Nothing more to do there.

Ignore any patches about CM feeding - vanilla rom code works the best.


Quote
Did you add the Magma Rock to the other obtainable red chest items?

Only blue chest was added. Didn't touch anything else.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 20, 2016, 06:49:46 pm
Another thing: The drop rate of monster drops. There's one byte in the monster data that determines whether it's an item from the first or second set of 256 items as well as the actual drop rate.

Starting with 00/01 increasing it by +2 the drop rate increases by 0.25% up to C8/C9 which is 25%. Anything above seems to still be 25%, too.

It is possible to change it so that if you set that byte to FE/FF, the drop will be a 100% drop? That would upvalue stuff like Kureji enormously.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 20, 2016, 09:09:51 pm
Haven't seen byte1 used anywhere so far other than cave. Byte0 controls most things - equip, use, sell, feed.


Item drop formula:
01) Game takes drop rate / 2 ==> target
02) Game chooses rng between 0-99
03) If rng >= target, fail
04) Game chooses rng between 0-3
05) If rng != 1, fail
06) Award item


FE-FF = always drop
http://s000.tinyupload.com/index.php?file_id=00239367742955370438


v19 aio
http://s000.tinyupload.com/index.php?file_id=42317171307874491770
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 20, 2016, 10:35:25 pm
Okay, so we're almost done. I did the final equipment fix.

http://www.mediafire.com/file/gvu52oy765160cq/acequipment_finalfix.ips (http://www.mediafire.com/file/gvu52oy765160cq/acequipment_finalfix.ips)

You can add it to the AC equipment fix. It only does the aforementioned changes of byte 1 for some items as well as one additional GP value change.



And the always drop patch only changes FE/FF and lets everything else (highest actual used value is C8/C9) unchanged, right?



So there only remains the CMs. Any chance to copy from the PAL version without that glitch?
And I'll still look at the feed demanding lists then.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 20, 2016, 10:46:23 pm
Quote
So there only remains the CMs. Any chance to copy from the PAL version without that glitch?

Actually, there is nothing to copy - it was an asm reading mistake. Code is exactly the same for all 3 games. Behavior is the same for all regions. Tested and verified.


Quote
And the always drop patch only changes FE/FF and lets everything else (highest actual used value is C8/C9) unchanged, right?

Only affects FE-FF values.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 21, 2016, 01:40:27 am
Huh. I guess that was a myth, then, that the Capsule Monsters had different feeding values among different regions.

So are we officially all done here then, gang?

Edit - I have a question for you guys. So, we know that Lufia I and II have three usable thunder-elemental spells, and Lufia III has four. Lufia I also has three additional unusable thunder-elemental spells, one of which is a boss magic only.

Lufia I has...
Le-Gi / Flash
Le-Gio / Bolt
Le-Gion / Thunder
Ele-Gi / (Same, I named it Shock. Dummied)
Ele-Gio / (Same, I named it Plasma. Dummied)
Ele-Gion / (Same, I named it Skywrath. Was dummied, but restored, so now the final boss can use it again)

Lufia II has...
Le-Gio / Flash
Le-Gion / Bolt
Le-Gion / Thunder

BUT, in this game, Thunder actually summons a thunderbeast (Raiju) to attack your enemies. Lufia I's Thunder was a massive thunderbolt.

Lufia III has...
Le-Gi / Flash
Le-Gio / Bolt
Le-Gion / Thunder (Is actually the same Le-Gion from Lufia I)
Ele-Gion / Storm (Is actually the same Le-Gion from Lufia II)

So I don't know what to do. I was considering renaming Storm to be Skywrath. The other spells of this line are Dragon (Water-elemental, in Lufia II only), Ice Valk (Ice-elemental), and Firebird (Fire-elemental), so I feel like thematically the name fits.

Suggestions?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 21, 2016, 09:30:24 am
So, this is the final fix, then:

http://www.mediafire.com/file/p6at06oixzd50xl/Wave_Ring.ips (http://www.mediafire.com/file/p6at06oixzd50xl/Wave_Ring.ips)

It lets the old feeding wishes intact basically and only the highest tier now consists of Egg Ring and Wave Ring as the pinnacle of their snobby nature.

Though, in order to not having to expand I removed some items. As i felt it's inconsistent that they regardless of their element only ask for 3 specific fruits, but ignore the others, I removed these fruits from the lists. And I added Silver Rod regularly to one of the lists.



poncho, can you upload the final version of the AC item fix as well as the final aio then?


No idea about the thunder issue.


Title: Re: Lufia-Patches by Artemis
Post by: Digitsie on October 21, 2016, 11:06:50 am
If the Le-Gion from Lufia II is the Ele-Gion from Lufia III, giving them the same name would be ideal - what's wrong with Raiju anyway? It seems clear enough to me that if Le-Gion from II is the same as Ele-Gion from Lufia III, then II is misnamed (and why it's dummied out) and should be Ele-Gion.

So settling on a name for Ele-Gion would be ideal .

One option, if you choose to name spells after the summons:
Raiju for the mythological thunderbeast,
Mizuchi for the japanese water dragon
Was the ice-valkyrie the Yuki-Onna from Japanese mythology?
Suzaku is probably the firebird in Japanese mythology, though it could also be a Hou-ou (edit: On second thought, go with Hou-ou, since Suzaku (Japanese name) is part of the four Constellations of Chinese mythology)

Other option:
If you're keeping the three other names, the fourth should be in line with that. Something like T.Beast might make sense, for 'Thunderbeast'.


Also, bloody hell, which order now do I need to do patches.  FRUE 2.13, AIO v20, vivified whatever numbers? Can't we get one of you to put together a complete unified Maxed Out Lufia II patch?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 21, 2016, 11:55:54 am
I'm waiting on the final aio and poncho verifying that everything is fine. Then I'll do some final balancing stuff and then put it together. Though, I'd suggest to play Spekkio instead of Frue.

As it's easy to lose track, the final aio will consists of...
- all the church/cross fixes
- frue Zap
- tileset fixes at Pico and the underwater cave
- jumping fix at Skygarden
- boundary fixes at Merix shop and Daos Shrine
- the Ancient Cave stairs fix
- the Ancient Cave items fix (final version)
- the flame jewel as blue chest item
- the poison bug fix
- the mirror bug fix
- the inn stay fix
- the Lufia report fix
- the drop rate change
- the CM feeding tier fix including the Wave Ring

That's it, right?

poncho, please give me:
- the final aio
- the final AC items fix
- the final fix which has all the church/cross fixes, but nothing else
- the submarine cave fix (unless it's included to the church patch)

I should have the final church only patch, but I lost track.  :D
So then I can put the patches separately in as well. Then I'll write some short readmes and finally load everything up.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 21, 2016, 02:01:28 pm

aio final
http://s000.tinyupload.com/index.php?file_id=00007506225761658030

submarine cave fix
http://s000.tinyupload.com/index.php?file_id=00181433108421053223

Ancient Cave items fix
http://s000.tinyupload.com/index.php?file_id=12459793455640480561

cross, church only
http://s000.tinyupload.com/index.php?file_id=40437210651716176685


edit: list looks right
Title: Re: Lufia-Patches by Artemis
Post by: Digitsie on October 21, 2016, 02:16:17 pm
And then vivify will put HIS patch on top of the ... whatever the final one is?!

Y'all have this Lufia Voltron going on and I'd like to not try to figure out which parts goes. I just want FORM BLAZING SWORD!
 :beer:
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 21, 2016, 02:51:36 pm
Then we are ready, eh?

Though, there's one glitch I still remember. It's not that important, but it annoys me.

If you obtain a drop from battle - sometimes the item isn't properly displayed. If doesn't always happen, only if:
- you have at least 1 of the item in your inventory (but having it equipped is fine as long as no item is in the inventory)
- in case of certain items like some equipment (weapons seems fine, but e. g. stones are not fine)

Here are some saves:
http://www.mediafire.com/file/o4eyn5i7smg03jp/saveastte4.zip (http://www.mediafire.com/file/o4eyn5i7smg03jp/saveastte4.zip)
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 21, 2016, 04:23:42 pm
show message
f29c = 80
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 21, 2016, 04:47:24 pm
Doesn't work unfortunately. Now, you get the message even if you don't get the item at all.

In case you have 99 already or more important your inventory is filled with other items and therefore you don't get the item in any way.


Everything else works fine - except the Chaed submarine Cave which still looks messy.

http://www.mediafire.com/file/n2s9xo96ni6mp8i/savestates5.zip (http://www.mediafire.com/file/n2s9xo96ni6mp8i/savestates5.zip)
Title: Re: Lufia-Patches by Artemis
Post by: gadesx on October 21, 2016, 07:38:08 pm
About the maps glitched in us version, in the spanish all appear fixed.

The spanish version has problems with some texts that has too many length
and at the end as example, the messages appear mixed.
But I can't make fixes without knowing how edit the script.

There's some objects without description like the "Armadura Mortal" (Deadly Armor)
(http://lparchive.org/Lufia-II/Update%2015/2-Lufia_II_-_Rise_of_the_Sinistrals.001.png)
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 21, 2016, 08:31:29 pm
Battle drop fix
http://s000.tinyupload.com/index.php?file_id=11173160429716068106

16-bit vs 8-bit register mistake causes display bug. Confirmed glitch.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 21, 2016, 08:55:59 pm
Iron kick and the other descriptions are fixed.

October 21, 2016, 09:39:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
edit4: Lufia report fix.
http://s000.tinyupload.com/index.php?file_id=06417180040781528965


note: Very tricky fix to make work. There appears to be 3 "unused" lufia report statistics bytes: 7e0b65, 7e0b66, 7e0b67.

Go to a church and save your game. It will now record the values for later loading.

Unfortunately this doesn't seem to work. I went to church, saved and reoaded. And then I did beat the AC, save at a church and check my report. However, after reloading my save, the last two values in the report again were 0.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 21, 2016, 09:40:02 pm
chaed cave v2
http://s000.tinyupload.com/index.php?file_id=82325513912734092429

aio 24
http://s000.tinyupload.com/index.php?file_id=07951469596163822520



edit:
Quote
However, after reloading my save, the last two values in the report again were 0.

Do you have a savestate sometime before you view the report?

I'm checking the hex values and it's there when I exit AC, save at church. Reset game and reload save. So there might be another spot nearby ending stats screen where it wipes them again.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 21, 2016, 09:42:01 pm
Okay, then there's only the Lufia report.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 21, 2016, 09:42:41 pm
And then vivify will put HIS patch on top of the ... whatever the final one is?!

Y'all have this Lufia Voltron going on and I'd like to not try to figure out which parts goes. I just want FORM BLAZING SWORD!
 :beer:
Just to clarify for anyone else--I've sent Digitsie a PM--I am not working on any Lufia II patches. I'm primarily concerned with Lufia & the Fortress of Doom (Which is complete.) and Lufia: The Legend Returns. (Which will be complete soon.) While I have made input on Lufia II, I'm just asking questions in this topic since the three Lufia projects all aim to be as in-line with one another as possible.

Edit -
If the Le-Gion from Lufia II is the Ele-Gion from Lufia III, giving them the same name would be ideal - what's wrong with Raiju anyway? It seems clear enough to me that if Le-Gion from II is the same as Ele-Gion from Lufia III, then II is misnamed (and why it's dummied out) and should be Ele-Gion.
Ele-Gion actually isn't in Lufia 2. I typed my post a little wrong--I said Lufia 3 has the three more dummied thunder spells, when it was actually Lufia 1.

Lufia 1 has...
USABLE BY PARTY:
Le-Gi / Flash (Small thunderbolt, one foe)
Le-Gio / Bolt (Medium thunderbolt, one foe)
Le-Gion / Thunder (Huge thunderbolt, one foe)

UNUSABLE BY PARTY:
Ele-Gi / Shock (Small thunderbolt, all foes)
Ele-Gio / Plasma (Medium thunderbolt, all foes)
Ele-Gion / Skywrath (Huge thunderbolt, all foes) (Final boss attack only)


Lufia 2 has...
ALL USABLE BY PARTY:
Le-Gi / Flash (Small thunderbolt, one/group of/all foe/s)
Le-Gio / Bolt (Medium thunderbolt, one/group of/all foe/s)
Le-Gion / Thunder (Summons thunder beast to attack one/group of/all foe/s)


Lufia 3 has...
ALL USABLE BY PARTY:
Le-Gi / Flash (Small thunderbolt, one foe)
Le-Gio / Bolt (Medium thunderbolt, one foe)
Le-Gion / Thunder (Huge thunderbolt, one foe)
Ele-Gion / Storm (Summons thunder beast to attack all foes)


I would rather not rename the other spells, since I want to keep consistency with Lufia 2 as much as possible. But I can't keep both Le-Gion and Ele-Gion as "Thunder," hence the issue. Storm could work, I guess, but I was wondering if I should name it how Lufia 1's "Ele-Gion" is named, and rename it Skywrath. Then Lufia 3's most powerful elemental spells would be:

Firebird
Ice Valk
Skywrath

Thoughts?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 21, 2016, 10:04:53 pm
(please see previous edit)

Does Lufia report re-save your game? That might be why it's recording zeroes again.

Is report screen only available after beating game?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 21, 2016, 10:19:51 pm
Okay, here are some savestates as well as a modified test ROM.

http://www.mediafire.com/file/vxlm1j87hgpif07/Neuer+Ordner+%289%29.zip (http://www.mediafire.com/file/vxlm1j87hgpif07/Neuer+Ordner+%289%29.zip)



The report normally only appears at the end, but now there's a random giant spider in Parcelyte's throne room who gives the report if refusing to fight.

Save 006 is the one where I regained some values for these two. (However, i cheated - otherwise floor would be 99 instead of 1.)

However, at save 008 they are 0 again.



7E05AEF1 is the code to instantly get to floor 99.

83DC6B80
83BD1E80 to walk through walls.

And the Master's HP are set to 1.


You might be right about the game saving when actually calling the report itself.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 21, 2016, 10:36:25 pm
Quote
Okay, here are some savestates as well as a modified test ROM.

Did you apply report.ips? It's not in modified test ROM. Patched it.

Loaded state0. Went to church. Saved. Reset.
Loaded. Talked to spider. Got report. Okay.
Reset game. Loaded game again. Talked to spider. Got report. Okay.
(note: That's a really neat trick btw!)


Checked aio24 and it's in there also.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 21, 2016, 10:43:57 pm
Guess I patched one of the countless other test games instead. So everything is fine!
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 21, 2016, 11:07:46 pm
Quote
I would rather not rename the other spells, since I want to keep consistency with Lufia 2 as much as possible. But I can't keep both Le-Gion and Ele-Gion as "Thunder," hence the issue. Storm could work, I guess, but I was wondering if I should name it how Lufia 1's "Ele-Gion" is named, and rename it Skywrath. Then Lufia 3's most powerful elemental spells would be:

Because it seems like 95-99% names are consistent within all the series, I vote Skywrath. Since it's already there now. And Storm is a timid name. And if you add summoning monsters to Lufia I, I suppose you get Lufia II,III-like spells.

Frue Lufia has a lot item name changes from "official" English. I think they worked out better. Storm -> Skywrath is fair.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 21, 2016, 11:13:39 pm
That's two votes for Skywrath then.

So just to clarify, those of us in the audience who want to apply the new tweaks ASAP should get these patches:

- All-in-one 24
- Submarine Cave fix
- Ancient Cave items fix
- Chaed Cave v2

And apply them over a clean Frue Lufia ROM?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 21, 2016, 11:44:34 pm
In order to get everything ASAP you have to use the following patches in the correct order:

- Frue Lufia v3.0


http://www.mediafire.com/file/shf44w293dwapq5/Lufia-Patches_v3.zip (http://www.mediafire.com/file/shf44w293dwapq5/Lufia-Patches_v3.zip)


I'll test a little bit more these days, so let's call it a beta. (Just saying because I don't want to lose the clean version number again so easily.)

But I'd really suggest to choose Spekkio instead of Frue. It's just better in every way!
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 22, 2016, 12:00:47 am
Well, the thing is, I have a couple of tweaks applied to my own personal Frue Lufia ROM. I wanted to know what patches I should apply so I don't have to make all those changes all over again. I guess it might be time to make my edits to Frue Lufia by hand again though for a fresh look.

edit 1 - that didn't take too long actually.

Edit 2 - I'm willing to submit these patches to RHDN myself. I have just one question--the patches for Lufia II that say they require an expanded ROM. Do they expand the ROM when you apply them, or do you have to expand the ROM manually?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 23, 2016, 09:36:08 am
My patches want pre-expanded roms (3.5-4.0 MB). It'll be alot of empty space if a clean rom is used, since we built the additions on top of Artemis Trilogy (Spekkio - Frue - Kureji). I don't think any require them though.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 23, 2016, 11:09:03 am
However, if you use a patch are the ROM gets expanded, depending on the emulator it might be a problem if the ROM size is incorrect.

And with willing to submit, do you mean the important ones or all of these 50ish patches?
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 23, 2016, 07:02:13 pm
I mean all of them, although I would be discussing with some of the moderators how I would go about submitting some of the bug fix patches all in one bundle so it wouldn't be like FFVI's section.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 23, 2016, 10:34:11 pm
Irony - someone already partly deconstructed the ancient cave. From way back then.
http://mopsthings.blogspot.com/2016/01/ancient-cave-de-randomizer.html


This would've been useful, instead of re-finding enough of those values. Moppy reveals new details about the seeding codes and injection routine - so kudos! Outstanding find.

If someone is able to generate a dead-end cave using a specific string, then I guess it could be worked on by another hacker. I've had enough Lufia2 asm challenges for awhile. :haha:

(although I am nearing Lufia I ending and will setup some debug breakpoints for my 1st ever Lufia II playthough - pot, boundary and any negative number multiplication glitches)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 24, 2016, 09:28:20 am
Okay, so the only thing to do is... play and enjoy!  ;)

Anyone wanna do a full run to see whether everything is fine? I'd suggest either Frue or Spekkio.

October 25, 2016, 01:54:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Though there's one thing I forgot.

If you keep using Life and Spell Sources, HP and MP actually can exceed 999. That's okay, I'm fine with this (and I actually like that). However, is it possible to make it so that, whenever you reload a save, every HP and MP value above 999 (and technically below 0 as well), will be set to exactly 999 when reloading your in-game-save (instead of being able to lose max HP/MP and end up way below 999)?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 26, 2016, 08:28:07 am
I'll be sure to check it. After playing skills + sundletan cave, an idea popped up about spikes boundary issue - must check now, not wait. :lol:
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 26, 2016, 11:12:03 am
http://www.mediafire.com/file/kn67n8xi6747l7n/hpmp.zip (http://www.mediafire.com/file/kn67n8xi6747l7n/hpmp.zip)

Some saves about that issue.

So, would it be possible that whenever you save at a church:

- all values in the actual game are let intact as they were
- but: if current HP/MP and max HP/MP are bigger than 999 (or maybe below 0 - in case of >32767), it gets saved as 999 instead (so that it only matters in case of reloading)

So you can do with your HP/MP whatever you want (and I like that!!!) - unless you reload your safe

October 27, 2016, 10:21:50 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, can you tell me where these fixed lists for the AC red chest items are? There's one for healing potions and one for a more broad set of items, right?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 27, 2016, 07:03:49 pm
999 save fix
http://s000.tinyupload.com/index.php?file_id=76072296299105279003


AC Potions (9) @ 91:FFDC
AC Misc (31) @ 94:F13D
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 27, 2016, 07:08:34 pm
And are you still working on anything else? Otherwise I'll make the new 'final' version ready, then.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 27, 2016, 07:19:53 pm
Looking into promising lead on some boundary tiles. Might actually work simply, safely.


edit: Long-term testing. No new patches for a long while.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 27, 2016, 09:40:47 pm
So would you say that all of these patches work stable and should lead to no problems?

Or is there something that has to be tested most notably?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 27, 2016, 10:25:02 pm
They all seem to work after short testing. And there's no major rewrites or asm additions. I think it should've crashed - glitched by now if there was a problem.


Spirit Shrine 1F - spike boundary fix
9f69b = 03


Checking other ones, if fixable without hassle.


edit2: Ancient Tower 4F - wall boundary
92b07 = 03

edit3: Shrine of Vengeance - left pillar
90e18 = 03
90e22 = 03

note: Use reset to take effect


edit4: Pretty fairly unlikely Ancient Cave deadend floors are quickly fixable. That's a long-term project for sure.

So I think I'm done. Finally. For sure. Until v3.1 then??
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 27, 2016, 11:23:42 pm
That's all Folks, right? I'll make the updated version then.

October 27, 2016, 11:27:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Just one question: The save999 and the Lufia report patch can be used completely independently, right? They don't collide somehow as they both do stuff to save data, do they?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 27, 2016, 11:33:09 pm
They operate on different rom, data areas. No conflicts.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 27, 2016, 11:54:34 pm
The Ancient Tower one doesn't work properly, though. If you try to stun the enemy when standing in the doorframe, your skill ring item goes over the enemy instead of hitting and stunning it.

October 28, 2016, 12:13:38 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, some thoughts about testing:


church and tileset fixes:
If anything, some graphics might be messed up. Churches don't change their boundaries, so nothing to worry.

What's to test?
So checking all the visual stuff in city/town levels as well as Daos' map should do it?



boundaries (not the tricky ones):
If anything, there might be other boundary issues in the near vicinity.

jumping (skygarden):
Same as boundaries, if anything goes wrong, it should be in the near vicinty.

boundaries (tricky ones):
Again stuff in the near vicinity. As seen in the Ancient Tower the tile inside the doorframe has wrong properties.

What's to test?
So if something goes wrong, it should be in the very vicinity of the place where something is changed, right?


Frue Zap/Fry

What's to test?
Zap/Fry animations work. Are there still other animations to test which might be affected somehow?



Battle issues (Poison bug, mirror bug, 100% drop, drop properly shown)

What's to test?
Seem to work. I don't know. Are there some more battle situations which should get tested specifically?



Save issues (Lufia report, 999 problem)

What's to test?
Seem to work. Do you think there's a risk that some other variables might get affected somehow? Something to test specifically?



Ancient Cave stairs

What's to test?
Seems to work. Anything to test besides dying on stairs/NOT on stairs? Maybe dying at the Master?



Ancient Cave items/flame jewel

What's to test?
Seems to work. Did a run to around B21. No problems, but a full run might be a good test, eh?


Wave Ring/Capsule Monster

What's to test?
Shouldn't affect anything besides the CM feeding, right?


Inn Stay

What's to test?
Seems to work. As the game in some instances treats big numbers as smaller than zero, I tested it with money <9000000. No problems.





tl; dr
Generally speaking, aside from long-term tests are there any specific you think that definitely should get tested?







Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 28, 2016, 01:04:51 pm
Quote
The Ancient Tower one doesn't work properly, though. If you try to stun the enemy when standing in the doorframe, your skill ring item goes over the enemy instead of hitting and stunning it.

Problem is old method treats broken wall as "free" tile - walk any direction at height 0. New fix correctly checks wall boundary flags. But now uses original wall height of 3. Skill ring items fly over monster's head (3 wall vs 0 enemy) = miss. There is a possible method to fix this engine bug, which requires a whole gameplay of testing (like pot glitch). In theory, any broken wall could have this height problem. Can't fix this for awhile.


Your test list looks accurate - don't see any mistakes. No unknown errors yet.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 28, 2016, 01:37:56 pm
Okay, then I'd say let's skip this one fix as not being able to hit the monster is more annyoing than the boundary thing.


So nothing more to specifally test?

Like in the battle system it should be enough to test the problem itself? No real potential to screw some other stuff up?
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 28, 2016, 02:00:21 pm
I've played through the Ancient Cave a bit--still trying to get a Blue Chest armor for Tia, a blue chest weapon for Maxim, and blue chest helmets for Dekar and Maxim. (Selan was the first fully-outfitted person. Woohoo!) I've had no problems at all. Wave Ring shows up fine and all during Capsule Monster feeding.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 28, 2016, 02:06:41 pm
Quote
Like in the battle system it should be enough to test the problem itself? No real potential to screw some other stuff up?

There's a smaller chance it could mess up something else. You'd have to play a lot of battles in lots of rare ways to have a remote chance of catching something.


Quote
So nothing more to specifally test?

You'd have to be very annoying to the game - try lots of stuff testers couldn't think of. Given how many exotic bugs have been found and fixed, there's probably still more lurking in the deep hiding spots.


Quote
I've played through the Ancient Cave a bit--still trying to get a Blue Chest armor for Tia, a blue chest weapon for Maxim, and blue chest helmets for Dekar and Maxim. (Selan was the first fully-outfitted person. Woohoo!) I've had no problems at all.

Cool!

I don't think either of us changed Blue Chest ratios so it's still that 5%-ish chance every level.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 28, 2016, 08:46:54 pm
Problem is old method treats broken wall as "free" tile - walk any direction at height 0. New fix correctly checks wall boundary flags. But now uses original wall height of 3. Skill ring items fly over monster's head (3 wall vs 0 enemy) = miss. There is a possible method to fix this engine bug, which requires a whole gameplay of testing (like pot glitch). In theory, any broken wall could have this height problem. Can't fix this for awhile.

Thinking about it and instead of fixing the whole engine, would it be possible to just disable the ring menu options at that tile - just exactly as it is on the adjacent tile to the top.

I compared it to another similar wall and that's probably how it's supposed to be, anyway.

Here's a savestate at the another place where this is done correctly:
http://www.mediafire.com/file/hqr1atzaqsxhjjq/lufia2.006 (http://www.mediafire.com/file/hqr1atzaqsxhjjq/lufia2.006)
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 28, 2016, 10:28:07 pm
Ancient Tower 4f - wallfix + ring disabled
*edit* - broke exit


edit2: Going to redo (some) boundary tile fixes. Found better way - thanks for that savestate. Also hero is not allowed to use sword in a door frameway (ancient tower 4f vs. tower of truth 1f) - might look into this also (:shrug:)
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on October 29, 2016, 06:13:42 am
Here's a small but annoying glitch. In the Config menu, if you set "Status Cursor" to "Memory," when you save the game and exit it either via turning off the system or resetting, it gets set back to its default, "Clear." The other config options get saved, though.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 29, 2016, 02:33:27 pm
Undo old Ancient Tower 4F fix (92b07). Then apply this one.
http://s000.tinyupload.com/index.php?file_id=49040591915383291583

Proper wall fix + Skill ring fix. Only affects this one wall, no others.


Have to "proper" check Ancient Shrine 1F + Shrine of Vengenace pillars again, to be sure.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 29, 2016, 04:56:35 pm
Have to "proper" check Ancient Shrine 1F + Shrine of Vengenace pillars again, to be sure.

As far as I can tell, these fixes work without problems.

So that leaves the status cursor thing, eh?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 29, 2016, 07:33:22 pm
Config save
http://s000.tinyupload.com/index.php?file_id=19285834568780826416

That. is. it. :)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 29, 2016, 09:24:09 pm
One question about the save999 patch: So it correctly saves the max HP/MP - and the current HP/MP are set to exactly 1000, but of course only if it's bigger than 1000. And every in-game way of healing like inns just heals them normally without problems. Is everything I said correct?

If so, that's good. I mean there has to be some kind of penalty for over the top farming. :)
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 29, 2016, 10:27:54 pm
Test results:
Load game. Current HP + MP = 999. Max HP + MP = whatever value you saved at (1000+). Resting at inn gives current hp, mp at max values (> 999). Potions also work like normal.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 29, 2016, 10:35:29 pm
Did you make it so because of my suggestion or because it worked better this way than storing the current HP/MP values completely as well?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 29, 2016, 10:52:18 pm
Both.

When you store a current hp, mp value > 1023 (3FF), you get save corruption with weird values problem. Damage not reversible. Cannot recover old values.

Used 999 because that's the typical "max" value game shows you. And it's only 24 points from the absolute max when saving.

And 999 is an easy to understand number.


edit: It'd take a filthy amount of expansion work to save correct hp, mp values. Game is not equipped to handle 1024 (400) because it uses bit compression techniques (03 = 2 bits max, 04 = 3 bits => incorrect storage, readback).
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 29, 2016, 10:55:42 pm
I tested it and the saved value is actually 1000 instead of 999. But considering that 999 (in case if it's actually exactly 999) gets saved properly as 999 (instead of 1000), I guess that's fine and there are no problems, right?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 29, 2016, 11:11:06 pm
Huh. That's funny. You're right. Checked uploaded patch and it saves 1000.

Hex edit save_999.ips - 66h = E7. That will make it 999.


No problems either way. But for precision sake, that's the updated patch.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 29, 2016, 11:21:27 pm
Okay, however, everything should work now.

October 29, 2016, 11:28:23 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And there is absolutely no problem regarding saving the maximum HP/MP values, right?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 29, 2016, 11:44:58 pm
I don't know of any problems with max hp, mp. It looks like it works so far, surprising that it's possible to even get that high above 999.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 30, 2016, 12:02:34 am
Hmm, I tested it with high values (over 9000) and it didn't work correctly any more.

Can you make it so that the max values also get capped at 999 in the same way? (But of course you still can get more HP/MP, you just cannot in-game save it any more.)
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 30, 2016, 09:45:36 am
Savestate? I hex edited max hp to zero then saved. On loading, game recomputed max hp from scratch back to correct value. So it's some math formula based on lv + # stat potions used?

This could require limiting in-game max hp, mp when "invisible" ceiling is reached using special method.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 30, 2016, 09:55:00 am
That might explain it as I used some over 9000-sources.

However, could you make a similar cap for max values nevertheless. Because when farming for a good 'maximum' value, 999 just looks better than 1003 or 1005. Considering it's annoying to exactly dose the HP and MP sources, but then saving and reloading would auto-correct all these surplus max HP and max MP.

But for Kureji Lufia it's good to have the possibility of having more than 999, so it really only should get capped when saving and reloading.
Title: Re: Lufia-Patches by Artemis
Post by: gadesx on October 30, 2016, 02:02:49 pm
In the 90's I played up to get all characters with 999HP
battling this enemy (http://shrines.rpgclassics.com/snes/lufia2/monsters/bound2/spinner2.gif)
that drop Life Potion in Bound Kingdom to Aleyn tower a lot of time.

Later discovered that Bone Gorem (http://shrines.rpgclassics.com/snes/lufia2/monsters/ferim/bonegorem2.gif) drop Spell Potion.

Btw my cartridge erased my saves at random times and I lost all many times.
Title: Re: Lufia-Patches by Artemis
Post by: KingMike on October 30, 2016, 08:46:23 pm
If high values corrupt save files, would it be possible to find the save function and do ASM hacks to it to add bounds checking for all the values as they are read from RAM and replace with safe values if needed (before being written to SRAM)?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 30, 2016, 09:46:47 pm
That's the method used for current hp, mp save fix - find save routine and add limits when saving to sram.

max hp, max mp, str, agl, int, gut, mgr bonus potions are very similar but work a little differently. It's trickier since there's several values in play - base, potion and gear.

Artemis requests 999 for max hp, mp. So I need to take 999 - base = updated sram potion value. I guess I can do this for the other stats because someone may hack it higher and mess up the actual saved game.


edit: Guess I'm just slow patching it up. Don't want to undo the v1 hp-mp savefix but it works better if I redo and combine everything into a new aio.

Thanks for the idea though. I'll try to finish this up.


edit2: Really messy work. Take more time.


edit3: Undo old save_999 patch completely. Then apply
http://s000.tinyupload.com/index.php?file_id=57660109089249577510
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 02:15:48 pm
So this one treats the maximum values the same way as the current values are treated - that is capping them at 999, if and only if they are bigger, right?

And the other stats like ATP, DFP etc. are completely unaffected, right?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 31, 2016, 02:24:32 pm
Values capped at 999 when saving only:
hp, mp, max hp, max mp, str, agl, int, gut, mgr


They're all affected by large values problem - it can happen where stats roll down to 0.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 02:38:31 pm
But you only cap the base stats, right?

So if you have lets say base str 1200 and additional 500 str due to equipment bonus, it gets to:
base 999 + additional 500 str.

And base str 800 + additional equipment bonus 1200 str remains 800 + 1200, right?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 31, 2016, 03:45:34 pm
That part needs more work on what to be done.


There's 3 values.
base
potion bonus
equip bonus


base = doesn't seem to matter?

potion bonus = 1023 max value can be saved before your save gets corrupted. This must be bound protected.

equip bonus = doesn't seem to matter



There's 2 ways to limit:
1) base + potion = 999
2) potion = 999

Final value = 999 + equip

Currently option 1 is used. If you'd like option 2, I'll fix them.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 03:49:58 pm
I have to think about it. But before that another question:

Values like ATP and DFP, which are determined by other values, aren't stored on their own and therfore they completely don't matter, right?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 31, 2016, 03:55:05 pm
atp, dfp are computed in real-time. Not fully tested but I didn't see anything very obvious.


max hp, mp (total) are computed real-time also.


ex.
max hp = 600 base + 399 potion = 999
max hp = 600 base + 999 potion = 1599
max hp = 600 base + 1023 potion = 1623

Base value is probably not stored either.


edit:
bad news. use this correct patch (option 1)
http://s000.tinyupload.com/index.php?file_id=04744326626973366887
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 04:09:57 pm
Would it be possible to choose option 1 for:

hp, mp, max hp, max mp


But instead choose option 2 for:

str, agl, int, gut, mgr
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 31, 2016, 05:38:39 pm
done. v3
http://s000.tinyupload.com/index.php?file_id=67500283765089286499


hp, mp, max hp, max mp ~~ base + bonus = 999
str, agl, int, gut, mgr ~~ bonus = 999
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 05:54:30 pm
Just to be fully clear: So the patch only affects these stats in the case of saving+reloading, but does let them completely unaffected in every other case.

And it doesn't affect any of the other patches? So I can use these later patches at any order, right?

---
And some questions: For example HP... So which values will be stored for base and potion (or for whatever gets actually saved) in case of:

#1
base: 800
potion: 400

#2
base: 1000
potion: 1000
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 31, 2016, 06:16:36 pm
Only save/load file is affected, not in-game play. Patch is not affected by other ones - they are all independent.



#1 base: 800, potion: 400
max hp,mp - potion stat = 999 - 800 = 199

str,agl,int,mgr,gut - potion stat = 400


#2 base: 1000, potion: 1000
max hp,mp - potion stat = 999 - 1000 = ...hmm... that could glitch out. I should fixme potion = 0, since there's no negative #s allowed.

str,agl,int,mgr,gut - potion stat = 999

Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 06:22:09 pm
I think it's impossible for any base stat to reach 1000. However, there is one place in the game where I'm not completely sure.

That is, the plate in the Spirit Shrine where you step atop and then get your (base?) stats increased. If the amount of increase somehow can get affected by potion stats, it might be possible???

October 31, 2016, 06:27:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a save. Can you tell how these increasements work?

http://www.mediafire.com/file/vi9dpb1hucpl5bp/lufia2.008 (http://www.mediafire.com/file/vi9dpb1hucpl5bp/lufia2.008)
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 31, 2016, 07:38:10 pm
Spirit tile increases the "potion" stats. Maybe it should be called "permanent bonus".

Let me try and figure out how base max hp,mp is calculated before fixing anything.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 07:44:29 pm
And level ups increase the "base" stats?

And what determines the amount of increase from the spirit tile?

However, I guess if the spirit tile doesn't affect the "base" stats, there's definitely no way for them to exceed 1000. And therefore v3 cannot get into scenario #2 and therefore nothing to fix at all?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 31, 2016, 08:59:16 pm
"Fixed" it anyway.
http://s000.tinyupload.com/index.php?file_id=09206533014133421223


Level ups increase base stats. Rom source, not save game.

Most other hacker/cheat-caused issues I'm indifferent to.


"And what determines the amount of increase from the spirit tile?"

Maxim #s - check BFE, C00, C02, C04, C06, C08, C0A. Tile bonus somehow scales off these values.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 09:03:55 pm
But in this final version it's still like this, right?

hp, mp, max hp, max mp ~~ base + bonus = 999
str, agl, int, gut, mgr ~~ bonus = 999
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 31, 2016, 09:13:40 pm
When base <= 999, it remains this formula:
hp, mp, max hp, max mp ~~ base + bonus = 999
str, agl, int, gut, mgr ~~ bonus = 999


If someone messes with me and sets base >= 1000, then bonus = 0.


edit: Cheat code for monster feeding. Disables their picky eating behavior.
82C6FE00
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 09:28:47 pm
And would you say this patch is stable?

I tested a little bit playing with HP and MP and everything went fine. Though I cannot test the cap for the other stats actually coming into effect as I know no way to get that permanent bonus up to 999.

And if these values are below 999, there will be absolutely no change at all, of course, right? As far as I've tested there aren't any problems regarding this as well.

October 31, 2016, 09:45:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And what exactly does 82C6FE00? Is it just making sure they know how to say Thank you when getting their item wish? And absolutely nothing else?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 31, 2016, 09:46:00 pm
No known problems

October 31, 2016, 10:00:53 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Quote
And what exactly does 82C6FE00? Is it just making sure they know how to say Thank you when getting their item wish? And absolutely nothing else?

It's a cheat code that makes feeding them pathetic easy - they'll eat almost any item all the time. Rank 01-0F always works.


Got tired of playing their "game". Not meant for your patch collection - only for casual gamers. It's a "cheat code" for people like me. Less hassle.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 10:07:18 pm
So that's it really, then?

Okay, I'll put it together then for real this time!
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 31, 2016, 10:39:01 pm
Monster feed - wanted items
http://s000.tinyupload.com/index.php?file_id=65560962713610051548


Give them what they currently demand and they'll eat (edit: enjoy) it, regardless of snob rating (edit3: Only exactly what they demand! Otherwise normal feeding rules apply).

If they ask for Escape though, they still find it yucky anyways (too cheap value). Even if you could make them "like" it, you gain 0 points. So kept as rejection.


edit2: Yes. I am seriously done with hacking this game. Except for maybe pot. In the far off future.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 10:46:22 pm
Is Escape the only item on the lists with that behaviour? If so, I guess there's an easy solution. Let's just replace it with something else then.

October 31, 2016, 11:05:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Looking at the lists, then Green Tea also might be too cheap.

So in order for the fix to work, all items have to be worth at least 500 GP, right?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on October 31, 2016, 11:13:59 pm
It auto-rejects anything under 200G - Green Tea (10G), Knife / Carver (13G), Escape (100G), Fry Pan.

500G = Rank1 = 1 point. So probably yes.

It responded yum to all other items in list.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 31, 2016, 11:20:16 pm
So exactly these four items then? Okay, I'll think of some replacements.

This should do it:
http://www.mediafire.com/file/d8h2u2ym4pmmgha/CM_wishlist_update.ips (http://www.mediafire.com/file/d8h2u2ym4pmmgha/CM_wishlist_update.ips)

Can you verify that now all items work as well as these new items (Dagger, Whip, Tap Rose, Hi-Boomerang) are really unique in the feeding wishlists?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 01, 2016, 11:31:15 am
Monsters like new items
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 01, 2016, 12:07:44 pm
Okay, I'll test a little bit and then I'll update it later on.

And would you say the CM patch works without problems? I did test it a little bit, but considering I have little grasp of this feeding stuff, it's somewhat hard to judge for me and I don't know what's to test specifically.

So the only thing the patch does is prioritizing being thankful for desired items over their snobby nature - and nothing else, right?

November 01, 2016, 12:57:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And that's it really, really then? So if poncho doesn't say something else - like anything in work still - I'll put it together than later today.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 01, 2016, 05:13:13 pm
Quote
So the only thing the patch does is prioritizing being thankful for desired items over their snobby nature - and nothing else, right?

That's exactly it.


Quote
And that's it really, really then? So if poncho doesn't say something else - like anything in work still

No, nothing else right now. There really is almost nothing else to do - the complete package works well and covers about nearly everything.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 01, 2016, 05:24:49 pm
That's exactly it.

And this is stable - so no problems to expect there, right?
Title: Re: Lufia-Patches by Artemis
Post by: KingMike on November 01, 2016, 05:34:02 pm
If the point of this is bugfixes, I would leave the Capsule Monster item-acceptance a separate patch as that is more of a cheat than a bugfix.

Unless it is about how Capsule Monsters request different items (in the NA version) than they SHOULD (in the JP/PAL versions).
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 01, 2016, 05:44:39 pm
Quote
Unless it is about how Capsule Monsters request different items (in the NA version) than they SHOULD (in the JP/PAL versions).

They definitely behave the same way in all 3 regions (vanilla roms).


Quote
And this is stable - so no problems to expect there, right?

There seems nothing wrong. It's a really small hack and doesn't seem to affect anything else.


Quote
If the point of this is bugfixes, I would leave the Capsule Monster item-acceptance a separate patch as that is more of a cheat than a bugfix.

This I leave to Artemis response.

(There's Spekkio, Frue and Kureji which I think combine feature + bugfixes. They do demand certain items which they will never ever like in vanilla roms and after you feed them expensive weapons - but this can be a cheat too. FF7 had a spirit fix which acted more like a cheat than a fix in a way - makes game enough easier)


Glad I'm not in charge of decision making with any project.


edit: To me, they both make sense in either direction, but it does make the game -easier-. Yeah I guess that's a cheat.

Okay with me for my own rom. Not for others I guess. :)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 01, 2016, 07:53:37 pm
Okay, here is it!!! Though, let's again call it beta for a while.

http://www.mediafire.com/file/h9x0b7yqlh154y4/Lufia-Patches_v3.zip (http://www.mediafire.com/file/h9x0b7yqlh154y4/Lufia-Patches_v3.zip)


About the CM, yes we cannot say for sure if there's a bug. However, it just feels unnatural. There is this gameplay mechanic about them giving us their feed wishes and the game communicates us that something good is supposed to happen if we fulfil these wishes. There's nothing that suggests that this good stuff is really supposed to be optional. (Actually a single line of dialogue might change that, but it just isn't there.)

So assuming this behaviour is no bug, I guess it's safe to assume the developers either didn't think things through enough or they just were flat out trolling. My guess is the former. It may not necessarily be a bugfix, but if it's not, it's a fix for a not thought-out enough mechanic instead.

Therefore, the CM change is included in Frue/Spekkio, but not in Kureji. Because I'm openly trolling in that regard there...
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 01, 2016, 11:31:29 pm
Made it to Cave Bridge north of Merix.

This is where sprite data gets changed (aka pot data). When the party falls into holes during cutscenes, this is when that code gets triple triggered. Which gives me partial idea - check if party member or enemy data then adjust. Probably still tricky though. Need to play more of game to be sure.

Also CM want list patch runs into problems when they get to high levels like 2 or 3. They start asking for stuff like Mace or Long Sword. Which they don't care for anymore at this stage - +0 growth value. No yuck and no thanks. It just resets the snob meter to the last item asked and wants something else. Thoughts? Scrap?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 02, 2016, 12:08:49 am
Scrap?

Yeah.

November 02, 2016, 01:03:37 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Then this shall be the actual new (beta) version:

http://www.mediafire.com/file/a2fa8zup0k2abnf/Lufia-Patches_v3.zip (http://www.mediafire.com/file/a2fa8zup0k2abnf/Lufia-Patches_v3.zip)
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on November 02, 2016, 08:45:30 am
So what's in new to the new beta? Alternative, better way to fix boundary issues and the HP/MP 999 overflow fix?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 02, 2016, 09:39:24 am
- no alternative way, but some more boundary issues are fixed
- the HP/MP overflow
- the config menu issue 

November 02, 2016, 11:07:59 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And now the only issue remianing is the pot glitch, right?

Let's just scrap the CM stuff and accept their picky behaviour. However, there will be another new (remake) patch where in the final battle Daos instead of fighting himself summons HIS Foomy - and he's strong.

Any suggestions for a clever pun for the name of Dao's big Foomy? (The sprite is the original level 1 form.) At best something that combines Foomy and his pickyness.

I think I'll go with Snoomy.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 03, 2016, 09:59:53 am
There's this list, which I think you have most covered. I'll be happy if it doesn't add to my misery, but bringing it up for completeness.
https://tcrf.net/User:West/Bugs:Lufia_II:_Rise_of_the_Sinistrals


Snooty => Snoomy upvoted.


I think pot glitch was meant for some scrapped feature from prototype era. Still testing this everywhere, and looking for safer way to install hack.

There's also 1 experiment trying out with Ancient Tower 2F, since I got there. If it doesn't work out, I don't care.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 03, 2016, 10:23:46 am
Out of these glitches, I think the only one worth checking out is the Ferim Northeast Tower "Walk on Air" Glitch.

And maybe the Level Up Display Bug. However, I have the feeling that by fixing this there's a too big potential to destroy more than you actually fix. So let's skip this one.

Everything else is either mentioned or fixed, anyway.

November 03, 2016, 10:54:21 am - (Auto Merged - Double Posts are not allowed before 7 days.)
About Snoomy:

As it's based on reli's old patch, Snoomy will have a wave attack, too.

I thought of a pun on refusal. As I'm no native English speaker I'm not sure which of these two is the better one: Refoomal or Refoosal.

If I use Refoomal Wave, is it clear enough that it's a pun of refusal? Or should I go with the more obvious Refoosal Wave?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 03, 2016, 11:05:42 am
Refoomal - takes more (of my) brainpower to link it to "refuse". I get it more because I "cheated" and read what the intention is.

Refoosal - that doesn't take much thought. Sticks out like a thorn though.


Refoomal is more "clever" to me as a "poetic" word.

Refoosmal looks weird as text, but I get that one.


I'm not at all good at word games. :)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 03, 2016, 11:26:02 am
Yeah, Refoomsal sounds a bit weird, but I'd say I'll go with it
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 03, 2016, 12:37:26 pm
If Snoomy shares some of Daos' traits (demeaning, prickly), then refoosal wave fits that purpose. Direct, blunt with no sugar coating - "In your face, *!".
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 03, 2016, 03:25:24 pm
http://www.mediafire.com/file/ac5tbshy557zyd1/Lufia-Patches_v3.zip (http://www.mediafire.com/file/ac5tbshy557zyd1/Lufia-Patches_v3.zip)

Here's the update with Snoomy included.


About the Ferim Tower walk glitch. I tried reproducing it, but I couldn't. So I guess it's like that Dragon Mountain issue where got some different factors have to come together in order for it to happen. Therefore, I think it's totally not worth it - especially considering that the potential fix if it's more complicated might cause even more problems than it fixes.

So I'd say, you may look for Dragon Mountain or Ferim Tower once, but if you cannot find anything or if it's not trivial to fix, just skip these ones.

There's also to consider that there probably are a lot more of these 'special condition boundary issues', so it's really not worth it!
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 03, 2016, 05:40:32 pm
Pot fix
http://s000.tinyupload.com/index.php?file_id=00792750998735028853


Prevents Maxim from picking up objects if a monster shares same tile. This is cleanest way to avoid the problem. It's a programming glitch but a hard one to solve other ways.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 03, 2016, 05:42:00 pm
So that's it for real, then?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 03, 2016, 05:51:38 pm
To me, I'm done. At least for v3.0.

There's just the Ancient Cave. Which will take forever.

I was interested in restoring Ancient Tower 2F X -> O puzzle, which is turning out to be a monster pain - they ripped out asm code and changed tiles around. Not even sure it can be restored. Reminds me of Lufia I description restoration. Like AC, not going to make v3.0.

Level up glitch - that can wait. Really not important and you have to "intentionally" make it happen. Seems harmless also.

Same for Dragon Mountain and Ferim Tower - same status as that Arek glitch or hook sound bug. If it doesn't happen to me, not that interesting.


I'm (un)officially done working on more updates for 3.0
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 03, 2016, 05:54:46 pm
I'll put it together then.

Any more detailed instructions for beta-testing?

November 03, 2016, 06:19:49 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also, would you say the pot patch is stable and should work without any problems? So everything it does is preventing picking up pots when monsters are on the same tile - and absolutely nothing else? There's nothing else that might go wrong there, right? (Like preventing to pick up stuff in some other situations as well...)
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 03, 2016, 06:39:58 pm
Wrote to check for 2 conditions on exactly same tile: monster flag (01) and pot,bridge flag (08). Not sure what else can be picked up. If someone somehow accidentally puts it in a wall (20), it can be picked up again.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 04, 2016, 01:37:37 am
So this is the (hopefully) final beta:

http://www.mediafire.com/file/n0w3gn06il4ki2i/Lufia-Patches_v3.zip (http://www.mediafire.com/file/n0w3gn06il4ki2i/Lufia-Patches_v3.zip)


This contains all of my, poncho's and reli's patches.

About the pot glitch, I tested further stuff like these stones you can throw into lava or even the random lattice which appears exactly at one place and everything looks fine.


And anyone wanna try out Snoomy? You can find him under assorted projects.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 04, 2016, 09:00:03 am
I had 2 weird random glitches.

When playing North Labyrinth, sound channels started dropping (especially when using hook). Eventually sound slowed down and died, engine locked up and froze. Reset fixed.

After finishing Lighthouse, Warp no longer worked anywhere. Reset fixed.


This might be because I was playing around hard with the level up display glitch (crash #1). #2 maybe same problem. Looking over code hacks before continuing play.

edit: I did not write any new cide for the display glitch. Just using the beta rom.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 04, 2016, 10:32:12 am
Hmm, sounds like this could be absolutely anything. Did you do something special - as technically it even could be due to something that was done way before you?

November 05, 2016, 02:47:42 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And do you have savestates?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 09, 2016, 11:36:40 pm
They were retroarch-bsnes-performance savestates. Didn't think they were useful and deleted them after retry - that was a mistake.

Switched to retroarch-bsnes-balanced and played the game through largely. No problems this time. Checked over most asm patches (old + new) but nothing suspicious.

I'm not sure about sound glitch. Only special thing was intentionally falling down bottomless pits using hook but it doesn't trigger anything this time around. Could be an emulator thing - performance audio engine does have problems with some games, not in balanced.

The warp failing.. I guess is because warp town flags got zeroed out.. didn't think clearly by not keeping savestate to check ram values. No answers for this one. Didn't happen yet again either.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 10, 2016, 12:18:07 am
Looking at my patches the ones I could imagine causing problems are:

- Map Fixer (I had some trouble with doing this)
- Bomb Puzzle Fixer (which deals with the puzzle logic in the bridge cave - and the North Labyrinth!)

Did you check these ones out, too?

However, you say that whatever happened to the sound high likely isn't due to patches? So I'd say unless we're (un)happy and whatever happened there happens again, we can assume the sound issue is indeed emulator based... (???) However:


November 13, 2016, 07:03:43 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

BUG REPORT - Mirror Bug Fixer

#1 Battle problem:
http://www.mediafire.com/file/rmzlpxxi1l6fcrf/lufia2.002 (http://www.mediafire.com/file/rmzlpxxi1l6fcrf/lufia2.002)

Actually I found a bug while playing Kureji Lufia (difficult version with buffed enemies if it matters).

It looks like when more than one enemy is hit at the same time and one of them dies, then some properties of their defense script can get assigned incorrectly to other of these enemies (or maybe instead some part of an enemy's defense script just gets blatantly ignored). In the case in the savestate (use: Escape), all three enemies get hit with an instant death attack, but only two are supposed to die from it. However, somehow the instant death protection of the Ghost Ship gets ignored and it dies just like the other enemy adds.

I can verify that the Mirror Bug Fixer is the cause.

Also in the case in the savestate the left enemy does use that suicide attack. I had another case where the right enemy did use it, but everything went smooth. So the positioning of enemies might be important here.

#2 the Warp Bug:

http://www.mediafire.com/file/fg0ob9e0i3i6b98/lufia2.000 (http://www.mediafire.com/file/fg0ob9e0i3i6b98/lufia2.000)
http://www.mediafire.com/file/acwo48alcg14ce7/lufia2.001 (http://www.mediafire.com/file/acwo48alcg14ce7/lufia2.001)

Encountered the Warp Bug as well. 000 is before the glitch and 001 when it actually will happen if you try Warp.

After testing I can also in this case verify that it's the fault of the mirror bug fixer. So only one patch to deal with. (Yay?)

Guess the mirror fix routine doesn't get called solely in battle situations...



November 15, 2016, 07:43:28 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
However, I think instead of fixing anything I'll just go with mirror v1 which works fine without any of the mentioned problems. So: Nothing to fix about aforementioned bugs!!! Sure you said Multi Sword might glitch, but I actually had these kind of situations where someone died by the reflected first Multi Sword-Hit and nothing glitched. So unless there's an easy way to fix the bugs mentioned above, I'll really just go with mirror v1.

Maybe you could check your patches again about whether the new routines of all other patches indeed only are called in their specific situations - unlike the mirror v2.


Well, I tried to repatch it, but something is missing. I sended you a PM with the comparison. Looking into it I found the following issues:

- the Pico Entrance fix somehow is corrupted as it overwrites some bytes:
 -- 8b44 ~ 8b46 (Poison Bug)
 -- 30d950 ~ 30d961 (Poison Bug)
 -- 30d970 ~ 30d97e (??? - whatever)
 -- 30d990 ~ 30d992 (Ancient Stairs)

Well, I fixed this and made a correct patch for Pico. However there's still this:

- I'm missing whatever changes 2fbb5c ~ 2fc3c8 (if these bytes have to change at all) - The only part different than when I patched it together earlier I can remember is the church/crosses (or maybe the Chaed patch), so I guess something there might gone lost.


Only thing left to do:
 Can you tell me what changing 2fbb5c ~ 2fc3c8 actually does? I cannot see any difference. So I cannot properly judge whether or not to include that change.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 16, 2016, 03:56:45 pm
I've been tracking the thread but didn't have anything to say yet, just re-checking all the asm code (extremely careful accounting) and mapping out all the patch changes. Great finds though!


I'll make a new rom map file that notates all the changes and get an aio some time. Probably take some weeks maybe given my schedule.


Not sure what that area is - have to rebuild everything.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 16, 2016, 04:11:16 pm
I can also do the aio and hopefully final version. I only have to find out what's the deal with these bytes.

Looks like it's the map of the sealed towers. So it's mayberelated to the skygarden patch?

November 16, 2016, 06:10:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, I finally found the problem.

Back then, you made a new version of the skygarden patch - which, however, in fact was again the Shrine of Daos patch. So these bytes are indeed the skygarden patch which I missed when repatching everything as I instead used the Shrine of Daos patch twice.

That means I now have everything to make the aio. :)

November 16, 2016, 07:18:31 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

Compability Issue:

Unfortunately Ancient Stairs and Mirror v1 aren't compatible as their changed bytes overlap.

http://www.mediafire.com/file/ecl25cimmmcd5a8/all_in_one_without_mirror.ips (http://www.mediafire.com/file/ecl25cimmmcd5a8/all_in_one_without_mirror.ips)

Here's an aio excluding mirror.

Can you make a new version of mirror fix (based on version 1) which doesn't collide with any of the other patches?

About the potential glitches (Multisword and Foomy's (grrrr) Dual Punch), maybe you can check again. But only make further changes if it's really necessary as we've seen how these changes can destroy more than they actually fix. From my experience I'd say it actually should be already save as it is in version 1, howver, as SunGodPortal pointed out there might indeed be some more randomness involved unfortunately which my testing might not have fully grasped.

This really sholuld be the VERY LAST item on the list now!!!
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 16, 2016, 08:16:39 pm
Mirror v1a
http://s000.tinyupload.com/index.php?file_id=56640169918584276467


Uses area past all previous hacks. My mind went blank about how to do this stuff so just patch only.


Going over notes again, this modifies "code 01" - run action and continue. I really can't be sure if something else uses it although I couldn't trigger via spells, items yet. Only multi-turn monsters so far.

Multi-sword uses some other code, and maybe Guy's script checks for player death before continuing (like intentional suicide).

I'm nearing the end but can't check Snoomy yet and on constant overtime work.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 16, 2016, 09:02:40 pm
Multisword also uses code 01 as well as the capsule monsters' dual moves. This is a good thing, right? So these move are covered then as well...?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 16, 2016, 09:30:45 pm
Yeah, I guess it's covered. Code 01 only seems to be battle related, which is very good because bugfix relies on specific battle data addresses.

Broken v2 probably does ignore spell protections so that's burned.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 16, 2016, 09:36:46 pm
And the other three battle fixes (poison, 100% drop and drop display) also are completely battle related, right?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 16, 2016, 09:55:45 pm
The trio use hard-coded battle routines. Extremely tiny chance they're used elsewhere. Ancient Stairs routine is not used in normal dungeons.


Code 01 is a scripting code so that I guess has a higher chance, but seems unlikely for now.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 16, 2016, 10:00:31 pm
Just to be sure: That code 01 is not same as the code 01 used in dialogues. Code 00 and 01 (and 02) in battle mode are very similar to the corresponding codes in dialogue mode. However, the other codes from 03 upwards don't really have similarities.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 16, 2016, 10:07:03 pm
Checked npc, cutscenes, shops, church. Text 01 != Battle 01. Spells use battle scripts like Warp bug you uncovered.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 16, 2016, 10:12:07 pm
Spell as well as items. But no spell and no item should use code 01, right? Besides the Multisword.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 16, 2016, 10:31:55 pm
Can't think how any other item, weapon could use multi-turn command. Tried a bunch of items, potions, IP stuff but nothing triggers.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 16, 2016, 11:31:26 pm
So, now that the main antagonist of everything finally is gone, here is it:

http://www.mediafire.com/file/3owvnwbpa737717/Lufia-Patches_v3.zip (http://www.mediafire.com/file/3owvnwbpa737717/Lufia-Patches_v3.zip)

Just rot in hell, mirror v2! No one will miss you!

Seriously, absolutely every problem we had here recently in some way boils down to it. Whatever, now it's gone for all eternity...


Also replaced are the Pico and the Skygarden patch (which were corrupted by mistakes which are, of course, in the end caused by that mirror bastard.)
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on November 17, 2016, 08:06:08 pm
Let's hope that this is the finalized version, then. You guys have been hard at work. :D
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 20, 2016, 08:43:19 am
Finished main game with no problems. Great adventure after improvements! Have to give Ancient Cave a go sometime.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 20, 2016, 08:00:45 pm
Did play and test a little bit and everything looks fine. Though, here are some questions:


#1 How safe is it to assume that this sound bug indeed was an emulator issue?


#2 How safe would you consider your new patches?

 - Okay, the battle ones look safe.

 - You said Ancient Stairs is hardcoded. I guess it's the same for Ancient Items as well as Flame Jewel? So no big risk there for anything to happen - especially outside the AC, right?

 - Are the save fixes (999 HP, Config Settings, Lufia Report) hard-coded as well? And therefore no big risk there either?

 - What about the tile/boundary/jumping fixes? Is there a big chance that anything else might happen on the corresponding map? Like maybe now there's another boundary/jumping issue...?

 - And what about Frue Zap and the Pot Glitch?


#3 When you looked at older patches, did you also look at:

  - Map Fixer
  - Bomb Puzzle Fixer
 
 As, if anything out of my patches, I'd say these two have the highest chance to have done anything regarding the sound bug.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 20, 2016, 10:07:34 pm
Quote
#1 How safe is it to assume that this sound bug indeed was an emulator issue?

Confidence ratio:
60% emulator
30% game engine
10% patch

Not sure what caused the problem, especially since I can't reproduce it again.


Quote
#2 How safe would you consider your new patches?

 - Okay, the battle ones look safe.

Seems okay.
- 100% item drop
- phantom drop
- mirror
- poison

Quote
- You said Ancient Stairs is hardcoded. I guess it's the same for Ancient Items as well as Flame Jewel? So no big risk there for anything to happen - especially outside the AC, right?

Pretty likely safe. Used in AC only.
- ac items
- ac stairs

Quote
- Are the save fixes (999 HP, Config Settings, Lufia Report) hard-coded as well? And therefore no big risk there either?

To my knowledge:
- 999 hp + config = save, load only
- report = ending stats only


Quote
- What about the tile/boundary/jumping fixes? Is there a big chance that anything else might happen on the corresponding map? Like maybe now there's another boundary/jumping issue...?

Not likely. They got tested pretty well and it's pretty specific to that one tile only. All behavior seems to work as intended. Definitely no extra jumping issue. If there's another boundary issue, it was already there but unnoticed b/c of 1st error.


Quote
- And what about Frue Zap and the Pot Glitch?

Frue Zap = battle only, almost guaranteed

Pot Glitch = ... I tried overtesting it but nothing damaged. Definitely only used in picking up items, not dropping.


Quote
#3 When you looked at older patches, did you also look at:

  - Map Fixer
  - Bomb Puzzle Fixer
 
 As, if anything out of my patches, I'd say these two have the highest chance to have done anything regarding the sound bug.

Map Fixer = I'm not sure what was wrong with the 1st one. They both looked okay to me. Didn't see any possible way it could create memory corruption.

Bomb Puzzle Fixer = If there's something wrong, it'll take someone smarter to notice it.

I went through a whole bunch of other ones but didn't see anything.


Whether the game engine has a bug that glitches the sound .. .. I honestly wouldn't know. It's like the AC creation glitch, happens really rarely. Even when I try to generate "bad" seeds sometime ago, they still came out okay.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 20, 2016, 10:47:08 pm
I guess - assuming it's the emulator - the only way to reproduce it would be in that performance mode. However, as there's no patch anymore which does anything different (at least VERY high likely) than directly what it's supposed to do, I also think it's very safe to say that everything's fine now - especially since you tested carefully as well.

Just to have the list complete:
 - The Flame Jewel patch also only gets used in the AC and the inn stay only gets used in hotels, right?

 - And about the Wave Ring patch: Letting them demand the unusable Wave Ring as well as the Egg Ring doesn't do any harm, does it?


I asked some others to test and I'll just wait until I get all test reports until I call this version officially then, though.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 21, 2016, 01:51:25 pm
Flame Jewel = AC only
Inn stay = rest only, shops don't use
Wave / Egg Ring = CM feed only, zero harm


Quote
I asked some others to test and I'll just wait until I get all test reports until I call this version officially then, though.

Wise idea


Quote
I guess - assuming it's the emulator - the only way to reproduce it would be in that performance mode. However, as there's no patch anymore which does anything different (at least VERY high likely) than directly what it's supposed to do, I also think it's very safe to say that everything's fine now - especially since you tested carefully as well.

A lot of people have used your patches over the years. If I'm the only one who had that unusual problem, maybe it is the emu.


I've thought about looking into L3 and the text box size for vivify93 patch. Maybe someday I'll figure it out.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 21, 2016, 05:03:51 pm
Out of curiousity, two questions about agility:

Can you tell me:
- the formula for the order of operations in battle (aka how big has the agility gap to be in order to be definitely faster than the one with lower agility)
- the formula for escaping (aka when can you be sure to definitely being able to escape before any of the enemies gets its turn)

November 21, 2016, 05:52:21 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
And looking at bsnes, so there are 3 modes and performance has better performance but at the cost of emulation accuracy. And it's basically so bad that this mode isn't even supported any more by the developer in the newest version at all. So I guess it's indeed very sure to assume that this problem was purely an emulator issue.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 22, 2016, 10:26:14 pm
85/9342 is agility sorting algorithm. Strictly highest agility goes first, lowest goes last. In case of tie with monster, player always goes first.


player agility = base + potion + equip + spell
monster agility = base + spell + random bonus?

party escape agility = slowest + random bonus1 + random bonus2
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 23, 2016, 04:56:24 am
You forgot the temporary stat buffs/debuffs, but that's treated the same way as base I guess.

And what happens in case of a tie
- in-between two players? (It's strict decided by position, eh?)
- in-between two monsters?

And how do Capsule Monsters behave?

About slowest and fastest in the escape formula:
- Is the CM included?
- Is it slowest/fastest overall character or is it slowest/fastest ALIVE character?


Now the most interesting question: How exactly is the random bonus determined (in both cases: monster and escape agility)?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 23, 2016, 10:27:58 am
CM same rules as players

all tie order: player (1-4) / escape -- cm -- enemy (1-6)


escape = set of active* party members, not including CM
* = non-stone, sleep, paralysis .. dead

half = ( max escape - min escape ) / 2
rng(x) = 0 .. x-1

escape agl = min + rng(half) + rng(half)






slow1 = monster total agl * 13 / 256


bonus1 = slow1 + 1  (slow1 == 0, 1)
-or-
bonus1 = slow1 + 2  (slow1 >= 2)

monster agl = total agl - bonus1 + rng(bonus1) + rng(bonus1)


blue mimic chest has total agility 84h, so it can vary more final result.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 24, 2016, 08:15:36 pm
Is confusion also an in-active state?
Besides, is paralysis really an in-active state (as when all are paralysed you actually can choose to flee)?

And so is slow = mta * (13/256) [instead of the less stable (mta * 13)/256]?

And in case of fractions the values get rounded down (instead of rounded up)?

November 24, 2016, 08:53:10 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
So a Gold Dragon has agl 142.

If I want to escape without fail at the start of a battle, the slowest active party member has to have...?

bonus1 = 7.2 + 2 = 9 (or 10 if rounded up - but afaik the decimals just get cut away regardless of value)

That makes the worst case scenario:

142 - 9 + 8 + 8 = 149

Therefore, if the slowest active member's agl is 149, I'm safe. Whereas if it's 148, a Gold Dragon may actually bring in its moves.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 24, 2016, 11:06:30 pm
confusion is "active" state


Quote
Besides, is paralysis really an in-active state (as when all are paralysed you actually can choose to flee)?

Never tried it when they're all afflicted. If you can flee, then I guess it's still active.


Quote
And so is slow = mta * (13/256) [instead of the less stable (mta * 13)/256]?

And in case of fractions the values get rounded down (instead of rounded up)?

floor( mta * (13/256) ) -- chop fraction


Quote
142 - 9 + 8 + 8 = 149

Therefore, if the slowest active member's agl is 149, I'm safe. Whereas if it's 148, a Gold Dragon may actually bring in its moves.

That looks perfect.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 24, 2016, 11:32:37 pm
Looks like paralysis actually is inactive. With Guy (agl 81) paralysed I tried a few times and could escape safely every time against 4 cockatrices with 132 agl.

Guess it doesn't get computed correctly, if you try escaping without any "active" people. Another bug - which I don't really care for as it doesn't seem to do anything really bad.

So, let's call it divine grace...

November 26, 2016, 05:33:52 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, tested it against Kureji Lufia Gades with agility 510 + 30000 = 30510.

If all living members are paralysed, it looks like you'll always escape (or get Can't Escape.) first. However, as aside from this nothing bad happens, there really isn't anything to fix - aside from maybe how inefficient Kureji Gades can be when he needs 5 turns to kill two completely helpless people.  ;)

Final Question:

So the active status effects are: normal, poisoned, mirror, confusion, silenced

And the inactive are: sleep, paralysed, dead

And if someone has multiple effects, you have to have at least one inactive status to be considered inactive, right?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 26, 2016, 09:21:38 am
That all looks right.


When I fought Gades #2, my CM ran away on turn 2. Didn't know they could run away.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 26, 2016, 10:56:31 am
Yeah, they can. The less HP, the higher the chance for them to run.

So which version are you playing? As it's not your first run how about doing Spekkio for additional challenges?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on November 26, 2016, 05:37:12 pm
I'm playing Spekkio (retry mode) but trying to low-level power my way through.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 26, 2016, 11:30:48 pm
Are you also playing the AC?

November 28, 2016, 05:38:18 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Did a little balancing about Spekkio Master:

http://www.mediafire.com/file/6pb76j96emcvl6e/Lufia-Patches_v3.zip (http://www.mediafire.com/file/6pb76j96emcvl6e/Lufia-Patches_v3.zip)

Otherwise aside from stuff in readmes nothing has changed.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 04, 2016, 04:08:20 pm
I did some small changes to Spekkio Lufia.

Some more enemies now have 100% drops. Besides, one of the prisoners now gives you a Revive in the Gratze Basement if you don't have one at all. This is in order to prevent softlocks if only Guy is alive, you have nothing to revive and cannot heal the others at all, and therefore you might get stuck there.

The other patches aren't changed at all by that, however as there was an update at Kwhazit's translation site, I updated one equipment name in every version.


Also fixed an error in Kureji Daos' script:

http://www.mediafire.com/file/02o6v6o8ymvg2cs/Lufia-Patches_v3.zip (http://www.mediafire.com/file/02o6v6o8ymvg2cs/Lufia-Patches_v3.zip)
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on December 14, 2016, 08:09:57 pm
I guess the entire main Lufia trilogy has their ultimate versions released, then. Lufia & the Fortress of Doom Restored v2.1 is out. Frue Lufia is finished. Lufia: The Legend Returns Text Cleanup v1.0 is out and done, and soon v1.1 will be out, but so far, that's just going to remove an extraneous period.

It's been a long time coming. This series is as old as I am! But it finally has the localization it deserves. ;D And man, does it feel good to know I was part of it.

Thank you all so much for everything.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 14, 2016, 08:46:16 pm
Stumbled there upon some sloppy code in the Kureji Lufia final Sinistrals and Egg Dragon:

http://www.mediafire.com/file/000ryo8tmzxks33/Lufia-Patches_v3.zip (http://www.mediafire.com/file/000ryo8tmzxks33/Lufia-Patches_v3.zip)

That fixes it - hopefully. I'll properly test it these days. The fun of having to fight against these monsters - multiple times... Yay...
Title: Re: Lufia-Patches by Artemis
Post by: Sierrus on December 17, 2016, 04:41:44 pm
I have a question regarding the defend command - from my observation it only works from the moment the character makes his action;
meaning if the attacker is faster - as in (almost) every Kureji boss - defend is 100% useless?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 17, 2016, 04:47:23 pm
Yes, defending only works if you'Re faster. However, it may be more useful in Kureji Lufia than it looks...
Title: Re: Lufia-Patches by Artemis
Post by: Sierrus on December 17, 2016, 05:26:33 pm
Thanks for the confirmation.
This applied less to Kureji and was more meant as a general question, I'm working a bit on my own hack of Lufia 2.
Not that it will ever get anywhere xD
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 18, 2016, 08:42:33 am
Did some hopefully final balancing to Kureji:

http://www.mediafire.com/file/8v63evien05jsmf/Lufia-Patches_v3.zip (http://www.mediafire.com/file/8v63evien05jsmf/Lufia-Patches_v3.zip)

Nevertheless, looks like all of poncho's  new patches are working perfectly. But I'll wait til I get the final reports that everything's fine, though.

Btw poncho, how did your playthrough of Spekkio turn out? I guess everything went fine, eh? That is from the technical side. :)
Title: Re: Lufia-Patches by Artemis
Post by: Sierrus on December 18, 2016, 03:25:44 pm
In case someone else is curious about defend mechanics:
I dug around the code and it seems to work... strangely.

Damage from row and defending are thrown together into one value.
Basically the game calculates a "distance", as multiple of $40, and adds "1.5 rows" as $60 if you defend and then uses that as a x/$100 damage reduction.

Example:
we take a big boss, lets say Daos.
The top-left position has a distance of 0 to him, because he is in the top-left slot and vs a "big boss".
The top-right slot has a distance of 1, the CM as well.
The back row has a distance of 2.

Smaller enemies actually have proper front end back row (+1 distance); there top left and top-right hero have 0 distance and our backrow 1 distance.

So back to my example, Daos uses Dark fry (inflated base damage of 2k), Guy was too slow, so he couldn't guard. Since he is also in the top left slot he has a effective distance of 0, so takes full damage, 960 to my surprise - I thought he'd survive with ~500 since I ordered defend, but no, it only works when he acts before -> R.I.P.
Selan in the back row (2 distance) successfully used defend beforehand.
So she gets additional damage reduction; 2 from distance times $40 + $60 from defend,s o $E0/$100 disappear, in other words 87.5% damage just disappears.
In the real battle she just took a bit shy of 100 damage.
So yeah...


a few snippets of the code for the curious:
Spoiler:
Code: [Select]
$85/D05A BD 10 00    LDA $0010,x[$85:0BBD]   A:0BAD X:0BAD Y:FFFF P:envMxdIzc  this checks for defend
$85/D05D 29 01       AND #$01                A:0B01 X:0BAD Y:FFFF P:envMxdIzc
$85/D05F F0 10       BEQ $10    [$D071]      A:0B01 X:0BAD Y:FFFF P:envMxdIzc
$85/D061 AF 5A F4 7F LDA $7FF45A[$7F:F45A]   A:0B01 X:0BAD Y:FFFF P:envMxdIzc this checks if the attack even allows defend/row to reduce damage
$85/D065 89 80       BIT #$80                A:0B00 X:0BAD Y:FFFF P:envMxdIZc
$85/D067 D0 08       BNE $08    [$D071]      A:0B00 X:0BAD Y:FFFF P:envMxdIZc
$85/D069 A9 60       LDA #$60                A:0B00 X:0BAD Y:FFFF P:envMxdIZc our 1.5 "bonus rows" for defending
$85/D06B 18          CLC                     A:0B60 X:0BAD Y:FFFF P:envMxdIzc
$85/D06C 6D FC 09    ADC $09FC  [$85:09FC]   A:0B60 X:0BAD Y:FFFF P:envMxdIzc this would hold $40 times the "distance"
$85/D06F 80 03       BRA $03    [$D074]      A:0B60 X:0BAD Y:FFFF P:envMxdIzc
$85/D074 C2 20       REP #$20                A:0B60 X:0BAD Y:FFFF P:envMxdIzc
$85/D076 29 FF 00    AND #$00FF              A:0B60 X:0BAD Y:FFFF P:envmxdIzc
$85/D079 8F 52 F4 7F STA $7FF452[$7F:F452]   A:0060 X:0BAD Y:FFFF P:envmxdIzc store total damage reduction for later
$85/D07D E2 20       SEP #$20                A:0060 X:0BAD Y:FFFF P:envmxdIzc
$85/D07F 60          RTS                     A:0060 X:0BAD Y:FFFF P:envMxdIzc

a bit later the application
Code: [Select]
$85/D26A 4A          LSR A                   A:024D X:03AC Y:0000 P:envmxdIzC
$85/D26B 85 4E       STA $4E    [$00:004E]   A:0126 X:03AC Y:0000 P:envmxdIzC
$85/D26D E2 20       SEP #$20                A:0126 X:03AC Y:0000 P:envmxdIzC
$85/D26F AF 52 F4 7F LDA $7FF452[$7F:F452]   A:0126 X:03AC Y:0000 P:envMxdIzC holds "sum" of row-distance and defending
$85/D273 85 50       STA $50    [$00:0050]   A:0160 X:03AC Y:0000 P:envMxdIzC
$85/D275 22 4C 83 80 JSL $80834C[$80:834C]   A:0160 X:03AC Y:0000 P:envMxdIzC


$80/834C 48          PHA                     A:0160 X:03AC Y:0000 P:envMxdIzC
$80/834D DA          PHX                     A:0160 X:03AC Y:0000 P:envMxdIzC
$80/834E 08          PHP                     A:0160 X:03AC Y:0000 P:envMxdIzC
$80/834F E2 20       SEP #$20                A:0160 X:03AC Y:0000 P:envMxdIzC
$80/8351 64 53       STZ $53    [$00:0053]   A:0160 X:03AC Y:0000 P:envMxdIzC
$80/8353 A5 50       LDA $50    [$00:0050]   A:0160 X:03AC Y:0000 P:envMxdIzC
$80/8355 8D 02 42    STA $4202  [$85:4202]   A:0160 X:03AC Y:0000 P:envMxdIzC
$80/8358 A5 4E       LDA $4E    [$00:004E]   A:0160 X:03AC Y:0000 P:envMxdIzC current damage
$80/835A 8D 03 42    STA $4203  [$85:4203]   A:0126 X:03AC Y:0000 P:envMxdIzC
$80/835D A5 4F       LDA $4F    [$00:004F]   A:0126 X:03AC Y:0000 P:envMxdIzC
$80/835F EB          XBA                     A:0101 X:03AC Y:0000 P:envMxdIzC
$80/8360 A5 50       LDA $50    [$00:0050]   A:0101 X:03AC Y:0000 P:envMxdIzC damage reduction
$80/8362 C2 30       REP #$30                A:0160 X:03AC Y:0000 P:envMxdIzC
$80/8364 AE 16 42    LDX $4216  [$85:4216]   A:0160 X:03AC Y:0000 P:envmxdIzC 60 * 26  (low byte)
$80/8367 8D 02 42    STA $4202  [$85:4202]   A:0160 X:0E40 Y:0000 P:envmxdIzC
$80/836A 86 51       STX $51    [$00:0051]   A:0160 X:0E40 Y:0000 P:envmxdIzC
$80/836C A5 52       LDA $52    [$00:0052]   A:0160 X:0E40 Y:0000 P:envmxdIzC
$80/836E 18          CLC                     A:000E X:0E40 Y:0000 P:envmxdIzC
$80/836F 6D 16 42    ADC $4216  [$85:4216]   A:000E X:0E40 Y:0000 P:envmxdIzc 60 * 01 (high byte)
$80/8372 85 52       STA $52    [$00:0052]   A:006E X:0E40 Y:0000 P:envmxdIzc
$80/8374 28          PLP                     A:006E X:0E40 Y:0000 P:envmxdIzc
$80/8375 FA          PLX                     A:006E X:0E40 Y:0000 P:envMxdIzC
$80/8376 68          PLA                     A:006E X:03AC Y:0000 P:envMxdIzC
$80/8377 6B          RTL                     A:0060 X:03AC Y:0000 P:envMxdIzC

I had edited the following part at some point so the original logs would be of no use for most

Code: [Select]
A5 4E       LDA $4E    [$00:004E]   A:0060 X:03AC Y:0000 P:envmxdIzC raw damage
38          SEC                     A:0126 X:03AC Y:0000 P:envmxdIzC
E5 52       SBC $52    [$00:0052]   A:0126 X:03AC Y:0000 P:envmxdIzC damage reduction
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 18, 2016, 03:43:00 pm
I've never fully understood how the distance for boss enemies and called companions. Sure, there's back and front row for the new companions, but in what relationship do they stand regarding the boss?
Title: Re: Lufia-Patches by Artemis
Post by: Sierrus on December 18, 2016, 04:17:23 pm
Not 100% sure, but what I got is:
1) against "big" bosses like Daos or Egg Dragon that take the entire playfield, you get a "distance" table like this:
0 1 1 front-row + CM
2 2 backrow

2) smaller creatures that have space for other creatures:
0 0 0 front-row + CM
1 1 backrow

the enemy is then either slightly higher (=backrow) or slightly lower (=frontrow)
if the enemy is in their backrow, just add +1 to distance.
So our backrow vs their backrow is 2 distance.

I guess a lonely creature would default to front row similar to how you can't go to the backrow unti you have three characters.

Considering we still need room for +"1.5" distance for defending and 4 distance is already an overflow (8 bit value and $40 for each step), 2 is the max natural distance.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 18, 2016, 05:18:11 pm
I don't really get case 2). Anyway, these "big" bosses are only the Sinistrals + Master as every other monster actually can get a support monster if just placed properly. In the La Puella battle you can actually get a Egg Dragon type monster alongside a Web Spider.

However, what's the deal with this: https://www.youtube.com/watch?v=2nEV5wf3xjI (https://www.youtube.com/watch?v=2nEV5wf3xjI)

The case I'm talking about is the finishing move at the very end.

Quote
Now, the final blow. You'll need the boss around 6000 or so hp and the leftmost green shingami in the front row while the other one is in the back row. You can use Destroy or other similar instant death methods to manipulate this, but if one fails, they WILL use Blank so be careful of that.

Why is the damage to the ship other that much higher in this specific mentioned case?
Title: Re: Lufia-Patches by Artemis
Post by: Sierrus on December 19, 2016, 04:43:13 pm
Not sure what you mean; I see ~5k damage from an enemy not on the same row and 7k damage from an enemy on the same row, which would roughly match to a 25% damage reduction for a 1 step distance
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 19, 2016, 07:26:50 pm
Then look at around 5:40. Why is this 5k instead of 7k in that case?
Title: Re: Lufia-Patches by Artemis
Post by: Sierrus on December 20, 2016, 02:58:08 pm
There you ask the wrong guy :(
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on December 20, 2016, 03:11:15 pm
Spekkio playthrough + AC went okay. No problems.

Currently playing Lufia 3 (yay! it's done!). And working on 8x8 - 8x16 toggle font system - reserve a byte from top of stack at boot time and optimize vram code to fit new hack. Also heard about final boss having some sprite error with small box, so I guess I should look at that sometime also.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 20, 2016, 04:00:00 pm
There you ask the wrong guy :(

What would the world be without some unresolved mysteries...?

December 20, 2016, 04:02:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Spekkio playthrough + AC went okay. No problems.

Did you beat the AC as well as some of the optional superbosses?

And at what level did you finish Doom Island? Did everything went smoothly there difficulty-wise?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on December 20, 2016, 08:44:18 pm
Frue ~65. Spekkio around ~75. It was okay either time, but I worked a lot harder on Spekkio.


AC - rng did not like me. Lots of packed monster rooms. Mimic chests (blue!) sitting next to stairs. I was pretty unlucky with blue chests and tweaked the ratio to give fair drops. Juggernaut was doable after I got a good run.


Given my history with any super boss, I got beat badly within 2-10 minutes. No new achievements or records. When I cheat by giving my party uncapped 8x attack - 8x defense, then I come out happy and have no regrets about wasting any more time with epic fails.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 20, 2016, 09:05:02 pm
Did you beat the Master in Spekkio as well?

And how was your optional fight with Amon? (That is, if you didn't include him into the super bosses.)
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on December 21, 2016, 10:22:20 am
Master Spekkio = win. Right equipment and team strategy = solved.

Amon = win. Upgraded bosses aren't "push-overs" but fair.

Egg Dragon, La Puella = loss. Elite challenges.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 21, 2016, 10:26:24 am
Which party were you using when fighting Spekkio Master?

And with which level(s) you encountered the Egg Dragon?

December 21, 2016, 10:40:09 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And did you use status ailment preventing equipment during the final bosses - and during the first optional Amon battle? If yes, were you aware of what protected against which ailment or were you just lucky by chance in some cases?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on December 21, 2016, 10:58:41 am
Spekkio Master = default party. Guy - Maxim - Artea - Selan.

Puella, Egg Dragon = 75.

I usually don't intentionally rely on status preventing equipment. Maybe I did though without knowing using rocks - I don't pay much attention. Eventually went with 2 attackers, 2 dedicated supporters and started chewing through my ** of everything. Luck played a big part considering how many times I got chomped. I didn't win in 1 try and tried different ideas. More like 2-5.

If I played the AC and Casino before endgame, maybe it'd be different?


I'll probably try this again after I beat Lufia 3 - it's fun and more easy going.

(edit: and take better notes of edited bosses; my usual strategy is buff then brute)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 21, 2016, 11:06:01 am
Spekkio Master with the default party? But it went smoothly with the right strategy? Which strategy did you use? And did anything of the additional monster drops help you - like Myth Blades from Gold Dragons or Hydra Rocks from Dark Summoner battles?

And I'm glad you don't rely on the equipment so much as that's want I wanted to see - how it works out without actively caring for that.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on December 21, 2016, 01:38:42 pm
https://www.gamefaqs.com/snes/588451-lufia-ii-rise-of-the-sinistrals/faqs/5546

Followed this guide. Kept a weak monster on most floors and went back to it for ip farming, hp healing via CM before fleeing.

Add in savestate rng blue chest, item drop gaming (which I changed to 100% to make things faster, since same result). And it became bearable. Made sure I had full ip bars by slime time. Then played around with ATP, MAP combos, powerups until something worked.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 21, 2016, 04:24:08 pm
But you don't know anymore what moves you exactly did? As beating the Master in Spekkio is not THAT easy with the default party.

And yeah, AC and casino might make a change. So you didn't have any casino items when fighting Amon in that shrine? So did you have much trouble with his confusion inducing move?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on December 21, 2016, 05:26:36 pm
Repatched a clean rom. Compared it to current experimental branch (restoring lost puzzles). Some type of trainer was still on.

Ask again in maybe 6 months.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 21, 2016, 07:03:40 pm
What do you mean with trainer?


Whatever, new version:

http://www.mediafire.com/file/zxcfibxfokf4r2d/Lufia-Patches_v3.zip (http://www.mediafire.com/file/zxcfibxfokf4r2d/Lufia-Patches_v3.zip)

Actually none of the projects got changed, but one of the single patches was corrupted (my monster fixer).
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on December 21, 2016, 07:14:57 pm
Trash all Spekkio results. Had extra rom cheat devices that made the game even easier. Which is why I probably managed to finish even Frue. Not going to look at Lufia 2 anymore.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 21, 2016, 07:23:03 pm
But this only affects combat difficulty stuff, right? So you'd say aside from the combat results everything went smoothly bug-free...?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on December 21, 2016, 07:36:36 pm
Nothing to mention
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 21, 2016, 07:50:59 pm
And you'd also say using the trainer didn't affect the relevance of your playthrough regarding bugs?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on December 21, 2016, 08:08:22 pm
No effect
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on December 24, 2016, 03:10:40 am
Gonna coopt this topic for Lufia III-related shenanigans again and say, v1.1 of Lufia: The Legend Returns Text Cleanup is now out. Thanks again to rainponcho for his hard work on the small dialogue boxes patch. :beer: My Lufia projects are both done, barring any unforeseen typos.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 24, 2016, 08:03:36 pm
Another update:

http://www.mediafire.com/file/ypfbkmix133gf33/Lufia-Patches_v3.zip (http://www.mediafire.com/file/ypfbkmix133gf33/Lufia-Patches_v3.zip)

Found a bug in the script of the Bort (Mega) Shield. Actually it is supposed to reduce normal damage just by wearing it - exactly like the other elemental shields from the blue chests reduce their element.
Title: Re: Lufia-Patches by Artemis
Post by: Digitsie on December 24, 2016, 09:18:06 pm
Does that apply to -all- versions?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 24, 2016, 09:21:51 pm
Yes, though in Kureji Lufia the changes are only very minimal and very situational.

But especially in Spekkio you can tank quite a few very strong attacks now that way.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on December 24, 2016, 10:57:12 pm
If you just gave me the bytes, could I fix it on my own, or was it an ASM hack of some kind?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 25, 2016, 08:41:40 am
This was easy. There's also a separate patch as well. However, starting at B6D67:

02 60 00 E2 03 70 94 04 24 28 80 00 00 13 00 5A 00 94 00 46 02 22 00 (or 40 instead of 60 if available in AC red chests)

IP part:

07 27 00 00 21 00 (This sets the pointer correctly. However, this change is completely cosmetic.)
0C 2A 00 00 00

regular effect:

0C 81 2A 80
09 81 00 00 2D 00 (Change only this byte and it works as intended.)
00
42 0B 00 00

Basically it's just one byte.

December 27, 2016, 07:23:52 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
As it affected Spekkio the most, I did some very minor balancing there. Aside from Spekkio nothing is changed, though.

---

That is, I did some minor changes to Kureji, too:

http://www.mediafire.com/file/o4vyhx1d8i801f1/Lufia-Patches_v3.zip (http://www.mediafire.com/file/o4vyhx1d8i801f1/Lufia-Patches_v3.zip)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on January 17, 2017, 04:59:47 pm
I'm thinking about something I might change for Spekkio Lufia.

That is, the fact that Lexis and Artea cannot wear any of the blue chest armors. Therefore they can equip Mirac Plates now.

http://www.mediafire.com/file/m5dspryrjeidadd/Lufia-Patches_v3.zip (http://www.mediafire.com/file/m5dspryrjeidadd/Lufia-Patches_v3.zip)

Title: Re: Lufia-Patches by Artemis
Post by: Artemis on February 26, 2017, 11:12:52 pm
Time for another update:

http://www.mediafire.com/file/6n702cbpoq484ym/Lufia-Patches_v3.zip (http://www.mediafire.com/file/6n702cbpoq484ym/Lufia-Patches_v3.zip)

- the dialogues are revised a little bit
- the Capsule Monster feeding now finally works as intended
- and Gusto now uses his Air Attack correctly only after actually learning it
Title: Re: Lufia-Patches by Artemis
Post by: Isao Kronos on February 27, 2017, 12:39:17 am
Can it be safely assumed that when these hit the main site they'll be "ready for primetime" so to speak and shouldn't have issues?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on February 27, 2017, 08:44:54 am
Well, they are still technically beta, so let's wait a few months.

There's only one open issue, that sound bug. However, the two who experienced this independently came to the conclusion that it's due to emulator. To actually answer the question properly: No, not yet. Let's decide in some months.


poncho, do you still know where exactly it happended? Did it the sound issues maybe start amidst a battle? Like when a certain special attack was performed by enemies?
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on February 27, 2017, 08:06:35 pm
North Dungeon:
http://picpaste.com/LUFIA_II_-_RISE_OF_THE_SINISTRALS__USA_000-znbvrO78.png

Can't reproduce.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on February 28, 2017, 11:35:16 am
Okay, I cannot see any similarity to the other incident which happened a few times with the sound issues starting when a merman uses his Raging Wave. Furthermore, he said:

Quote
It happened to me several times. After I reported it, though, it never happened again. I'm thinking it was just an odd emulation bug. I was using RetroArch 1.3.6 with Snes9X core. Seems like it happened more often when I used the turbo feature to speed up emulation.

I just cannot really see any cause and effect reasoning leading back to any of the patches. Also further considering the casino sound issue that seems to be an emulator thing as well.

February 28, 2017, 08:33:04 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, poncho, I've got one final desperate idea:

Did you, by any chance, for some reason switch between v3 and vanilla, and maybe use an in-game save made in vanilla at either Boundary kingdom or the North Dungeon? Because the way I dealt with the puzzle logic at these places was at the cost of in-game save compability towards vanilla.
Title: Re: Lufia-Patches by Artemis
Post by: rainponcho on March 01, 2017, 12:44:54 pm
Don't remember switching to vanilla anytime. Relied on savestates from game start to that moment and never had to load in-game saves except when that sound glitched after falling down that hole (and the other time when Warp stopped working - which you cured).

Turbo feature .. I had screwy things happen with Gambatte before (not often). And Nestopia. Bsnes not yet (or not obvious). Could be related though.
Title: Re: Lufia-Patches by Artemis
Post by: Chronosplit on March 01, 2017, 01:16:00 pm
With the newest SNES9x version featuring some big audio improvement, it's possible that the bug has already been fixed if it's emu related.

I haven't encountered it in RA's latest either way.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on March 01, 2017, 04:43:23 pm
What's RA? The retro achievement emulator?

And a little update - only one more translator mistake fixed:
http://www.mediafire.com/file/mhy8b3kus126xbw/Lufia-Patches_v3.zip (http://www.mediafire.com/file/mhy8b3kus126xbw/Lufia-Patches_v3.zip)
Title: Re: Lufia-Patches by Artemis
Post by: Chronosplit on March 02, 2017, 09:44:32 pm
What's RA? The retro achievement emulator?
Sorry about that, I mean Retroarch (though it does have achievement support).  It uses emulator cores (SNES9x for example) that tend to be really recent, git builds and all that.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on March 18, 2017, 06:11:33 pm
http://www.mediafire.com/file/9m4525rccta69cm/Lufia-Patches_v3.zip (http://www.mediafire.com/file/9m4525rccta69cm/Lufia-Patches_v3.zip)

Did another minor update. I'd say now Spekkio Lufia really has the smoothest Gift Mode. Not only that a lot of blue chest farming falls away, but now you also can buy a Gades Blade before even entering the cave for the first time.


But I really dunno about the sound bug, so it happened twice:

#1
- using bsnes with performance core (was it?)
- in a dungeon outside of battle (possibly somehow influenced by using the hook)

#2
- using RetroArch with Snes9x core
- only in battle (when certain special attacks are used - possibly related to their sound effects?)

I really don't see any common similarity there.


Another thing: The enemy nuborg. Is it, by any chance, supposed to be a reference to Noobow? As in, here: https://www.youtube.com/watch?v=xyyKQGsHhHA (https://www.youtube.com/watch?v=xyyKQGsHhHA)

As it's written the same way in Japanese.

March 20, 2017, 05:09:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Today I had something strange while playing F-Zero with Snes9x v1.51.

When I was playing the sound somehow was strange in some way, maybe in the same way as described in the other cases, and then the emulator crashed. However, it wasn't that the game froze as poncho described - instead I got a message like 'Snes9x has a problem' and then Snes9x shut itself down.

So might this be the same issue? and therefore this being the proof that it isn't Lufia related at all?
Title: Re: Lufia-Patches by Artemis
Post by: Isao Kronos on March 27, 2017, 11:25:37 pm
Kinda tired of waiting for the thing to hit the site, so I'll be using SNES9X 1.54.1 to play Frue. If there are any crashes, I will let you know.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on April 03, 2017, 12:15:05 am
Okay! And I did another update dealing with some enemy names:

http://www.mediafire.com/file/poqq5a19a7whbaj/Lufia-Patches_v3.zip (http://www.mediafire.com/file/poqq5a19a7whbaj/Lufia-Patches_v3.zip)

And I suggested kwhazit who does some among others Lufia translations to look at the enemies as well so there might be another update regarding enemies some weeks later.
Title: Re: Lufia-Patches by Artemis
Post by: gadesx on April 18, 2017, 07:37:24 pm
I found a bug in the spanish version, maybe it's also happen in US version,

The capsule monster Gusto as Winged Horse (LV3) has 2 attacks in the status menu at start:
Electro Bolt (he never uses it, use Air attack instead)
Finale

After some battles, learn Air Attack (Now he can use Electro Bolt in battle), so:
Electro Bolt
Finale
Air Attack

I think its a bug that they put Electro Bolt in first position instead of Air Attack.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on April 19, 2017, 12:29:42 pm
Yeah, the two attacks got switched there - is already fixed! :)

Thanks for telling nevertheless!
Title: Re: Lufia-Patches by Artemis
Post by: gadesx on April 20, 2017, 06:36:23 am
There's another bug that I don't know if its reported.

After return with Jyad from the mountain using teleport, Guy and Dekar appear inside the bridge-wall
https://youtu.be/w7Z99bLwAAA?t=1h22m4s
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on April 20, 2017, 09:41:57 am
I don't think that's really a bug. Sometimes NPCs are standing there. There are some other instances as well like the royalty in some castle.
Title: Re: Lufia-Patches by Artemis
Post by: gadesx on April 20, 2017, 10:31:41 pm
That tiles isn't reachable, the game doesn't freeze because
Guy and Dekar movement its in "go through all mode" or simply because the inferior tile
is passable so the movement finish and there's no freeze.

http://oi63.tinypic.com/30aevzt.jpg (http://oi63.tinypic.com/30aevzt.jpg)

In the beta there's other tiles so the sequence was thought without that (thanks to sinrevi tip)
https://youtu.be/ZzTNJUEYTkg?t=31s


Title: Re: Lufia-Patches by Artemis
Post by: Artemis on April 21, 2017, 01:32:00 am
I'd say it's not fully correct, but instead of a real bug the developers just didn't care enough. And neither do I.

April 22, 2017, 11:51:14 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And I did make some little gameplay-change for Spekkio (everything else is unchanged):

---

Now the Master refills the IP in round 3 (like he does with HP and MP beforehand). However, you cannot use the refreshed IP before round 4 in which he flees, anyway, so it cannot be exploited at all... Or can it...?

April 25, 2017, 10:52:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
http://www.mediafire.com/file/l23uun3rhkjg5z3/Lufia-Patches_v3.zip (http://www.mediafire.com/file/l23uun3rhkjg5z3/Lufia-Patches_v3.zip)

Another update.

LOL, can't believe that no one, neither I nor the translators nor anyone got the Tank properly.

Actually the tank is supposed to load missiles in order to use them. His checking situation move Missile Blast really isn't a blast, but instead the tank is gaining access to new missiles. That's why it always has to use this before it can use its strongest attacks again.
Title: Re: Lufia-Patches by Artemis
Post by: gadesx on May 01, 2017, 04:06:15 pm
Playing again the normal version of Lufia 2 (spanish) I tried to use Life Potions
up to 999, it continues and if you have for example 1005hp,
you can save and load normally, but there's a strange thing,
the character appear with 5/999HP and the MP can appear with strange values,
as 840/220MP
The HP doesn't return to 999
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on May 01, 2017, 05:13:32 pm
Yeah, you can have more than 999 HP or MP and when saving and reloading a file it's somewhat bugged. It's already fixed now. :)

May 07, 2017, 12:19:57 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Another minor update:

http://www.mediafire.com/file/5ir5n0v7nl9vurr/Lufia-Patches_v3.zip (http://www.mediafire.com/file/5ir5n0v7nl9vurr/Lufia-Patches_v3.zip)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on May 13, 2017, 09:04:29 pm
I got a little bit feedback from kwhazit, so I updated a few enemy names:

---

However, as he's working on an overall update of his site, I might do another update as soon as it's ready.

May 19, 2017, 08:06:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Besides, another minor update for Kureji and Spekkio:

http://www.mediafire.com/file/o5tepb6hnrga94x/Lufia-Patches_v3.zip (http://www.mediafire.com/file/o5tepb6hnrga94x/Lufia-Patches_v3.zip)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on July 12, 2017, 08:08:55 am
Guess the final version is close. However, I have a question about three bytes at the very beginning of the ROM:

Depending on the (headered) ROM I used

the byte at offset 0000029e is either ea or d0,
the byte at offset 0000029f is either ea or 0c,
the byte at offset 000002aa is either 80 or f0.

Does anyone know what's the deal with these bytes?

Reli's documentary says it's part of the Reset subroutine. But why there's this difference?
Title: Re: Lufia-Patches by Artemis
Post by: KingMike on July 12, 2017, 01:06:31 pm
Just glancing at the hex values, probably a typical copy-protection routine (checking for copiers with more SRAM than a real cart has). The latter being the original bytes, the former are an ASM hack to effectively nullify the check.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on July 12, 2017, 01:29:29 pm
Makes sense, as the latter one had a correct checksum whereas the former one hadn't.

So what exactly are the advantages and disadvantages of this check? With this check, does it reset in cases where it shouldn't or why was that ASM modification made at all?
Title: Re: Lufia-Patches by Artemis
Post by: SunGodPortal on July 12, 2017, 02:47:50 pm
Makes sense, as the latter one had a correct checksum whereas the former one hadn't.

So what exactly are the advantages and disadvantages of this check? With this check, does it reset in cases where it shouldn't or why was that ASM modification made at all?

Perhaps it prevents the game from loading. I don't know much about ASM but I've seen a number of games that had some sort of protection that would cause the game to hang on one of the developer logos on certain emus (or emu settings) or perhaps real hardware. Is there a chance that it could be some form of region protection?
Title: Re: Lufia-Patches by Artemis
Post by: KingMike on July 12, 2017, 04:14:32 pm
It's copy protection. Back in the day, people who pirated games used floppy disk-based copiers.
Typically those had 32KB of SRAM. Official games would exploit that by testing if more than the expected amount of SRAM (usually 2 or 8 KB) is available.
I don't know what Lufia II does, but I know, for example, Energy Breaker (by the same developer) will disable the Start button on the title screen (effectively soft-locking the game) if it detects it's a copy.

EarthBound is kind of famous for this, but what didn't get spread as easily is that it only does its REALLY sneaky tricks to those who tried to remove its copy-protection. (those who didn't stop at the "don't copy this game" warning screen)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on July 12, 2017, 05:42:56 pm
Okay, so the bytes written on the left are preferable because they nullify the copy protection, right? That is, assuming it really removes the complete protection.

And I guess when I finally make the final version, I might also set the checksum bytes correctly (even if they don't matter, anyway).

July 16, 2017, 07:13:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I included the copy protection change and did set the checksum bytes correctly:

http://www.mediafire.com/file/7eu6rwkhzyjr8eh/Lufia-Patches_v3.zip (http://www.mediafire.com/file/7eu6rwkhzyjr8eh/Lufia-Patches_v3.zip)

However, no major gameplay changes this time. I guess I'll do some complete test runs somewhen in the next months. Then it finally can get uploaded.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on July 29, 2017, 08:47:57 pm
I added a boss rush in the Kureji Lufia Fruely Hardcore version, because why not?

http://www.mediafire.com/file/dyz4zg95engrrve/Lufia-Patches_v3.zip (http://www.mediafire.com/file/dyz4zg95engrrve/Lufia-Patches_v3.zip)

#lolasifanyonereallyplaysTHATversion
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on August 07, 2017, 09:22:14 pm
As I found some unused sprites while making that boss rush, I made them available now as well. And Poncho fixed an error in the Amon battle sprite.

http://www.mediafire.com/file/y57dwie116iu4dl/Lufia-Patches_v3.zip (http://www.mediafire.com/file/y57dwie116iu4dl/Lufia-Patches_v3.zip)
Title: Re: Lufia-Patches by Artemis
Post by: RetroProf on October 29, 2017, 03:28:32 am
I'd like to start playing Lufia II: Rise of the Sinistrels, but there seems to be so much fragmenting with regards to different patches.

What's the difference between the Frue Lufia patch, and the Fixxer Deluxe patch?
http://www.romhacking.net/hacks/229/

All I want is:
* All bugs removed
* Censorship removed
* Slightly cleaner/better translation

Nothing else. I have a very strong dislike for patches that increase difficulty above the retail release. People complain about Working Designs making games more difficult, and then you get patches that do the exact same thing. I don't see the point.

So for example the Fixxer Deluxe patch states:
Quote
Frue Gades (You now fight the strongest version of Gades in Shuman Tower and Fortress of Doom!)

Why must I have that in order to remove the bugs?

Can someone advise on what combination of patches I should use? I just want to play the definitive version, with gameplay as close to the original as possible, but without any added junk (glitches, harder difficulty, etc.).

Do I want the Frue patch? What's the difference to Fixxer Deluxe? Or should I just 60Hz patch the PAL version?
Title: Re: Lufia-Patches by Artemis
Post by: Chronosplit on October 29, 2017, 08:59:53 am
Apply Frue Lufia to a Headered ROM and you're done.  You only need that one.
Title: Re: Lufia-Patches by Artemis
Post by: RetroProf on October 31, 2017, 04:27:36 am
Apply Frue Lufia to a Headered ROM and you're done.  You only need that one.

Only Fure Lufia? great! Thank you very much - when I begin my playthrough that is the sole patch I will use. I appreciate it!  :thumbsup:
Title: Re: Lufia-Patches by Artemis
Post by: KingMike on October 31, 2017, 12:57:16 pm
I do think one should always play the original version of a game before playing mods with fan interpretations of what a game "should" be, if you haven't already.

Not unless there's something game-breaking. And the closest the NA version comes I think is a single room near the end of the game that has been turned into a maze of glitch graphics but thankfully it's only a minor annoyance (as it's only one room and there's no enemies). (broken Capsule Monster feed data is a notable other glitch, but CMs weren't terribly important anyways either). Though playing the PAL version at least solves those.
But that's just my opinion.
Title: Re: Lufia-Patches by Artemis
Post by: RetroProf on November 01, 2017, 01:37:05 pm
I agree, that's why all I wanted was to fix the bugs, rather than change the difficulty of bosses. I basically want my first play through to be vanilla but without bugs (some of which crash the game and break save files, I've read).

I intend to play on my SNES Mini, which doesn't like PAL titles. Suppose I could NTSC/60Hz patch the PAL version...

Patched PAL version or bug-patched NTSC?
Title: Re: Lufia-Patches by Artemis
Post by: Isao Kronos on November 02, 2017, 12:35:54 am
Are there any real big issues with the most recent Frue posted in this thread? Was thinking of picking the game up again but starting over since I'm on an older version of Frue.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 02, 2017, 01:32:11 pm
There shouldn't be any big issues with the current version. Though I just saw an update on Kwhazit's translation site, so maybe I'll do some minor changes the next days.
Title: Re: Lufia-Patches by Artemis
Post by: Reiska on November 13, 2017, 03:24:02 pm
It's worth noting that the "harder version" of Gades in the Fixxer patch was always in the game's data, but simply never used, so it's not an invention of the patch author.

The sentiment is reasonable, though.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 20, 2017, 05:12:10 pm
Minor update:

http://www.mediafire.com/file/3ca7r83gw88x07k/Lufia-Patches_v3.zip (http://www.mediafire.com/file/3ca7r83gw88x07k/Lufia-Patches_v3.zip)

Only some very small translation changes.

(And two minor Spekkio exclusive updates.)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 30, 2017, 10:44:14 am
Made another update for Spekkio, so that there's actually an in-game mention about equipment being able to prevent status ailments.

http://www.mediafire.com/file/oo6h5f4d3nzb1eh/Lufia-Patches_v3.zip (http://www.mediafire.com/file/oo6h5f4d3nzb1eh/Lufia-Patches_v3.zip)
Title: Re: Lufia-Patches by Artemis
Post by: cospefogo on December 06, 2017, 04:59:02 am
All I want is:
* All bugs removed
* Censorship removed
* Slightly cleaner/better translation

Nothing else. I have a very strong dislike for patches that increase difficulty above the retail release. People complain about Working Designs making games more difficult, and then you get patches that do the exact same thing. I don't see the point.

I second that feeling on most of the hacks out there.

In addition: any suggestion of patches (on a same fashion) for the FIRST Lufia?
Never played it as well...

C.
Title: Re: Lufia-Patches by Artemis
Post by: KingMike on December 06, 2017, 12:51:29 pm
The first Lufia isn't known for being buggy.
The only thing spoken of censorship-wise was changing the churches/priests and the alcohol to cider (yes, I feel this has been discussed before. "cider" being chosen because many Americans, especially the children Nintendo was concerned about, would likely think of non-aloholic "apple cider". I'm not sure what the difference from "apple juice" is. I understand in other countries, yes, cider would be strictly thought of alcoholic.)

The only other notable thing changed in the first Lufia is that item descriptions were removed. Likely due to ROM space. The translation was announced as a 12 megabit but we can only imagine Taito wanted to save some bucks cutting it down to the final size of 8 megabit before release. As the game seems to barely fit.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on December 06, 2017, 02:00:56 pm
I second that feeling on most of the hacks out there.

In addition: any suggestion of patches (on a same fashion) for the FIRST Lufia?
Never played it as well...

C.
Lufia & the Fortress of Doom Restored http://www.romhacking.net/hacks/2744/

Also, be sure to check out Lufia: The Legend Returns Text Cleanup http://www.romhacking.net/hacks/813/

 :angel:
Title: Re: Lufia-Patches by Artemis
Post by: Digitsie on December 06, 2017, 02:04:18 pm
Seconded to vivify93's choices. Although mine is probably not as self-serving.  ;)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on December 10, 2017, 09:33:34 am
Another little update to Spekkio:

http://www.mediafire.com/file/48476l0hmedj500/Lufia-Patches_v3.zip (http://www.mediafire.com/file/48476l0hmedj500/Lufia-Patches_v3.zip)
Title: Re: Lufia-Patches by Artemis
Post by: Shade Aurion on December 15, 2017, 11:47:32 am
Frue Lufia is all I ever wanted from Lufia 2. I hope one day a Hacker takes Lufia 3 and removes the randomly generated dungeons in place of some nice custom dungeons. I feel the randomized roguelike factor made less people like it which sucks because it had a nice follow up story to 1 :3
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on January 14, 2018, 09:16:43 pm
Did fix a little thing about IP moves and their costs:

http://www.mediafire.com/file/cm3mbo4mmib05wa/Lufia-Patches_v3.zip (http://www.mediafire.com/file/cm3mbo4mmib05wa/Lufia-Patches_v3.zip)

And these days I thought it actually were ready...
Title: Re: Lufia-Patches by Artemis
Post by: effingwewt on January 21, 2018, 07:50:49 pm
Did fix a little thing about IP moves and their costs:

http://www.mediafire.com/file/cm3mbo4mmib05wa/Lufia-Patches_v3.zip (http://www.mediafire.com/file/cm3mbo4mmib05wa/Lufia-Patches_v3.zip)

And these days I thought it actually were ready...

ARTEMIS, I just wanted to thank you so very much for all the hard work and dedication. I was born in '80, so these games were my childhood, and being able to relive them in their FULLEST GLORY is unreal. I played the roms a while back since I've not had the cart in ages. Way back when, I saw mention of your patches in a GF thread, but never bothered. Recently I decided to pick up the game again and decided to hunt down the patches. Imagine my surprise when not only are there current valid links from which to download them, but you are STILL working on them and updating them, what, almost TEN YEARS LATER?!?! I would love to buy you a beer my man, or even a steak dinner for the hard, thankless work.

Also, thanks to you as well vivify93 for spreading the love and keeping the patches alive.

I literally made an account here just to thank you guys and let y'all know how much you are appreciated! :woot!: :woot!: :woot!:

Now, off to have fun with these things and see how much better the game is! Incidentally, I believe the rom I used was [.U], but only 1.83mb total size, but seems to be working well so far, I an assuming the smaller size is due to being headerless?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on January 21, 2018, 11:34:56 pm
Glad you like it, hopefully this actually will be the final version, finally... :)

However, 1.83 mb is quite a little too less. Header only makes 512 byte, so I guess your ROM actually is bigger. Besides, these ROMs don't have such non-smooth size number. Whatever, as long as it works...
Title: Re: Lufia-Patches by Artemis
Post by: SCO on January 22, 2018, 04:27:13 am
When i use these patches to the no-intro rom i apply ipsbehead to them first. Otherwise it freezes some-when in the intro i think. I could also apply a new header to the rom with nsrt, but between the hack and the rom not being recognized for scanners i much prefer the hack (not that any scanner recognizes hacks anyway, because romhacking doesn't distribute a .DAT - like it should).

https://github.com/heuripedes/ipsbehead
Title: Re: Lufia-Patches by Artemis
Post by: effingwewt on January 23, 2018, 09:32:07 pm
Well it seems to be working perfectly so far, I'm at the sky tower boss at the moment, even with grinding I steadily either get stomped out or my CM dies, these bosses are NO JOKE! Definitely way more fun than just breezing through that's for sure! I'm playing on replay mode too, I don't know what I'd do on start mode or even worse the monster buff patch. Some people must be gluttons for punishment LOL!  :cookie: 's for everyone!
Title: Re: Lufia-Patches by Artemis
Post by: effingwewt on February 01, 2018, 10:08:12 pm
Ok, so I am STILL playing this gamefile because i was insane enough to stop and hit the ancient cave while i still have Dekar. I have a question Artemis... is it still possible to get the gold/silver eyes from the respective dragons? I read the patch notes where you changed the drops to the rings, but I am unsure as to whether those are the only drops now, and the eyes have to be found from chests (I assume, as I've already found a silver eye from a blue chest). I also noticed the dragons are now immune to all cursed insta-death weps,so it makes the cave tremendously more difficult, but I'm almost to the bottom! :woot!:
Title: Re: Lufia-Patches by Artemis
Post by: Ar8temis008 on February 02, 2018, 10:57:38 am
I was seriously confused for a second,  I've never even played Lufia but this has peaked my interest. Thanks, other Artemis!
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on February 02, 2018, 03:12:04 pm
No other drop, so the jewels are obtainable only from blue chests there.

And for a complete newcomer I really recommend Spekkio Lufia as it does a little bit of rebalancing.
Title: Re: Lufia-Patches by Artemis
Post by: effingwewt on February 02, 2018, 11:44:14 pm
Right on old Artemis, thanks for the heads-up, and to new Artemis: most definitely don't start on kureji, o at least stay out of the Ancient Cave that playthru. I was doing so well, but old tactics don't work against this new version of the Boss, and I cant seem to find a way to kill him with what I'd thought was the best possible setup :( I may have to leave and come back without Dekar. This game is beyond Nintendo Hard now lol!
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on March 11, 2018, 12:24:11 pm
On a playthrough I encountered a strange oddity. I was mindless grinding my CMs to level 99
and when Sully was short before reaching 99 as well, something strange happened.



Can anyone check out the Snes9x savestate?

http://www.mediafire.com/file/piy3h0zeipidf11/lufia2.005 (http://www.mediafire.com/file/piy3h0zeipidf11/lufia2.005)

Just run around and do the battles solely by everyone attacking normally.
The first battle goes normal and Sully gets some EXP and needs only around 40000 to gain level 99.
However, the second battle should go against 3 Gold Golems - altogether worth 12000 EXP.
But, for some reason after the battle Sully levels up despite he should still need some more EXP.

I played on Spekkio to get the save, but got the very same results on a vanilla ROM as well.

Anyone have a clue what's up here?
Title: Re: Lufia-Patches by Artemis
Post by: Thanatos-Zero on March 11, 2018, 01:30:18 pm
Without looking in the game itself:
Either the depiction of the Exp requirement on screen doesn't match up with the real requirement,
or there is a overflow glitch, by which the game freaks out and goes straight to maximum.

In Pokemon RBY there is such a overflow glitch, where the Pokemon levels from Level 1 to 100.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on March 11, 2018, 01:38:28 pm
Either the depiction of the Exp requirement on screen doesn't match up with the real requirement

Oh yes, it's that simple. Then I don't care any further, thanks!

March 11, 2018, 08:47:57 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Hmm, guess it's an overflow thing instead. It does the very same with GP. Like, if you have 9959999 and get a few thousands, you'll instantly go to 9999999. Happens also on a vanilla PAL version. Seems to be harmless, though.

March 13, 2018, 11:46:37 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, looks like for some reason at the end of a battle both gold and exp get rounded to max as soon as you reach 9961472 (which is 00 00 98 in hex).
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on March 23, 2018, 08:35:49 pm
Time for a little update:

http://www.mediafire.com/file/xa87fwrs2e956m1/Lufia-Patches_v3.zip (http://www.mediafire.com/file/xa87fwrs2e956m1/Lufia-Patches_v3.zip)

Aside from one little change about Red Jellies in Spekkio, I only refined the readme files.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on April 16, 2018, 11:31:56 pm
Okay, I finally say this is it! Did some Spekkio runs as well as finished a Kureji run yesterday, and I think it's ready now!


Another update (where only the read-mes are modified):

http://www.mediafire.com/file/4i3ny37z2493fri/Lufia-Patches_v3.zip (http://www.mediafire.com/file/4i3ny37z2493fri/Lufia-Patches_v3.zip)


So out of all these patches I'd say there are only 11 at max really worth to get uploaded on their own, though. That is, the 8 project patches for the US version and the 3 projects for the German version.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on May 01, 2018, 05:34:09 am
Well, it seems like I never made RHDN threads for my projects, so I'm gonna hijack this one for another post about Lufia I Restored and Lufia III Text Cleanup...

Would anyone be interested in "original font" patches for my Lufia I and III projects? Just so there's more of an overall vanilla feel to the games.

One of the ambitions of unifying the trilogy was to use the same font across all three projects, and that idea was fueled further by the fact that Lufia DS' font is basically the same as the one we decided on. But personally, I kind of get nostalgic for the Lufia I menu font sometimes. However, I admit that I find the Lufia III menu and dialogue fonts to both be ugly as sin.

Here are some examples.

Lufia & the Fortress of Doom:
(https://i.imgur.com/1lfSP6z.png)
Dragon Egg item description.

(https://i.imgur.com/BJGtMEu.png)
Jerin's magic list.

I've modified the font a little so that some letters don't go over the "top line" in an unattractive manner.


Lufia: The Legend Returns:
(https://i.imgur.com/J6EtzGO.png)
Ruby's equipment menu.

(https://i.imgur.com/X7LbnWj.png)
Original dialogue boxes patch.

Just like with Lufia I, I've modified this font a little, mostly to make sure none of the serifs run into each other in the menu font.

Would anyone use these? I have them ready to go, but I figure I'd ask to gauge interest first--especially since Lufia III would end up having 4 patches...

Edit 1 - Also, should I let Lufia equip the Might equipment in Lufia I? I didn't let her in previous versions, because I figured it'd be a failsafe in case you gave her one of the few pieces of Might gear that you get for low effort before the Fortress of Doom event. But now I'm wondering if I should let her have it anyway. Thoughts?

Edit 2 - I didn't let Lufia equip the Might stuff, but I decided to go ahead with the Lufia I and III original font versions. I forgot to update the screenshots, but the patches are in the archives.
Title: Re: Lufia-Patches by Artemis
Post by: illuminerdi on May 03, 2018, 12:13:16 am
You should submit this to get pages for these on RHDN. These look like great patches, no sense hiding them in the forums!
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on May 05, 2018, 09:03:37 am
I'm too lazy to load up the stuff properly. But I guess my stuff is ready now.


As for the Might equipment, the items in question are all obtainable as often as possible, right? (As opposed to getting them per Egg Dragon wish.) Then sure, why not? I did something similar in Spekkio Lufia by letting Artea and Lexis also wear Mirac Plates from the blue chest items because it just felt better balancing-wise.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on May 05, 2018, 04:45:10 pm
I think I might add it in the next update, then. I was bored the other day and submitted the "vanilla font" alternatives to RHDN.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on May 08, 2018, 09:40:57 am
Okay, time to finally do it for really real: Therefore, I declare the beta status of my patches to be fully over.

So, no more updates without changing the version number.

Title: Re: Lufia-Patches by Artemis
Post by: gadesx on June 19, 2018, 07:23:30 am
(https://i.imgur.com/J6EtzGO.png)

As this image, I tried long ago change the colors of items instead black only icons and works fine, I have a spanish translation in progress with these changes too

I've seen a new hack called Lufia 2 Age of Sinistrals
http://ngplus.net/index.php?/forums/topic/188-lufia-2-age-of-the-sinistrals/&page=1

About Lufia 3 with a gameplay like Lufia 2, that was one of many ideas of my fangame Lufia Dawn of Sinistrals (google check if someone it's interested, I can share all I have done)
Title: Re: Lufia-Patches by Artemis
Post by: Celice on June 27, 2018, 10:14:24 pm
Hey all,

Are there any difficulty patches compatible with the Lufia Restored patch? This one here,

http://www.romhacking.net/hacks/2744/

I found this difficulty hack and the readme suggests it would be compatible, but any time I apply the difficulty patch, I get a crash right after the Taito splash screen. This happens if I patch an unpatched ROM or one patched with the Restored patch.

http://www.jce3000gt.com/forum/showthread.php?tid=145

This is my first time playing Lufia, and as I've gotten older I've wanted more difficult experiences to try and overcome in RPGs. Lufia 1's default difficulty so far is just mashing attack, so I was hoping to get something more difficult. Thanks for any help!
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on August 25, 2018, 11:11:18 pm
Hey Celice! So sorry I didn't see your post until now. I've sent you a PM with help on this. (The gist of it is that the Hard Mode mod needs an unheadered ROM, but Restored uses a headered ROM. TUSH (https://www.romhacking.net/utilities/608/) is your friend for header issues!)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on August 29, 2018, 09:55:12 pm
I made another little update for Spekkio Lufia as I felt the Egg Dragon somehow lacks a proper grande finale.

http://www.mediafire.com/file/uqujw1blaws7o7c/Lufia-Patches_v3.zip/file (http://www.mediafire.com/file/uqujw1blaws7o7c/Lufia-Patches_v3.zip/file)
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on August 30, 2018, 10:12:27 pm
Hey Artemis, I am going to submit Frue Lufia, the Kureji package, and the Spekkio package to RHDN. (Just those 3 of the English packs) Was the ROM you used headered or unheadered? (I know it's the US ROM)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on August 31, 2018, 06:54:07 am
They are all for headered ROMs.

And speaking of Kureji, please upload the difficult version with normal enemy buff. As that's the one I consider the best out of the 4 different Kureji versions.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on August 31, 2018, 11:04:42 am
I was just gonna do all versions of Kureji and Spekkio, honestly. Would you prefer me not to?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on August 31, 2018, 01:10:57 pm
Hmm, that's actually quite a tough question. As I'm not sure if the choice between four somewhat similar mods is a good choice - instead of being a blatant case of overchoice.

So it might be better to just upload one Frue, one Spekkio and one Kureji.

Especially considering that everyone on YouTube etc. did choose the Fruely Hardcore version - and just no one of them finished. I know about some off-screen victories, it's not undoable, but I really think the aforementioned version is somewhat more fun to play.


And just be sure to upload the new v3.1 in case of Spekkio.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on August 31, 2018, 07:43:06 pm
Frue Lufia has been submitted. I altered the "notable changes" text file a bit to list the full changes, including all bug fixes, since the bug fix folders aren't included in this upload.

I have another question. Is it fair to say that Spekkio and Kureji are based off of Frue Lufia, in that they both include all of the bug fixes and script changes that Frue has? (I'd rather not list the bug fixes every time in each project, if it can be avoided)

Edit - I made a mistake in the changelog; I thought the Ancient Cave reset glitch meant that the game reset to the title screen if you died on stairs. But it just resets your stats and inventory. So I need to submit an update as soon as it's officially uploaded to the site.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 01, 2018, 12:38:45 am
Yeah, I guess it's fair to say so.

September 01, 2018, 09:00:45 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Okay, Frue is up now. Just one thing: The minor rebalancing applies for Spekkio, not for Frue. In Frue I didn't rebalance consciously anything.

However, the emphasis is on consciously as I rebalanced the game slightly as the result of fixing some issues. For example, you can murder the Venge Ghost and the Ghost Ship bosses by tossing Miracles at them due to allowing them to heal more than 999 HP.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 01, 2018, 03:51:44 pm
By "minor rebalancing" I was referring to the IP Skill cost adjustments, Gold Dragon HP values, enemy AI fixes, etc.

edit - update to Frue Lufia documentation is up
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 02, 2018, 06:09:29 am
Ah, I see. So then there's only Spekkio and Kureji. It's four representative screenshots per mod, eh? I'm looking for relevant pics then.

About the readme:
- It's the last hit of the Octo-Strike (and similar multi-hit IP moves) that was problematic, not the first
- the visual glitch with the Hammer patch isn't included at all due the patch possibly being not stable
- inns don't turn away you, instead they just take the remaining money instead of letting you sleep for free


September 02, 2018, 01:26:37 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Here the sreens for Spekkio:

http://www.mediafire.com/file/0lkln5hxn62uznj/screensspekkio.zip/file (http://www.mediafire.com/file/0lkln5hxn62uznj/screensspekkio.zip/file)
Title: Re: Lufia-Patches by Artemis
Post by: lastdual on September 02, 2018, 02:15:23 pm
Spekkio sounds like fun. However, I'm rather attached to the game's original script. Edits to specific borked names (such as the Sealed Towers fixer) are nice, but is there a chance for a Spekkio patch without the script retranslation?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 02, 2018, 05:01:10 pm
As vivify remarked, Spekkio Lufia is based off of Frue Lufia. Therefore there's no version without the script changes.

However, if you like some of the optional battles, in the big package there are patches solely for La Puella the spider as well as the Spekkio Egg Dragon and the Master. Though, they are older versions, even having some minor but not harmful bugs.
Title: Re: Lufia-Patches by Artemis
Post by: lastdual on September 02, 2018, 08:33:32 pm
Yeah, I've been sifting through the individual patches. I definitely appreciate that they're included! I suppose I'll approximate the Spekkio version using those. 
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 02, 2018, 10:14:16 pm
I submitted Frue Lufia again with the corrected documentation.

Thanks for the screenshots! Before I submit Spekkio, I wanted your opinion on the description I wrote for it.


Based off of Frue Lufia, Spekkio Lufia is a battle rebalancing mod that aims to supply more of a challenge while lessening problems with game design in the retail release. Not only are bosses rebalanced, but certain regular enemies are too. The Ancient Cave also received some tweaks. You can buy Blue Chest items in Gift Mode, which is available from the first time you load up the game, and Iris Treasures appear more frequently.

The important updated bosses are as follows.

1. The Sinistrals in the Fortress of Doom are stronger, more befitting final bosses.

2. The Master can fully heal himself every round. How can you possibly bring him down? There must be some way...

3. The Egg Dragon, who named the patch. He now behaves like Spekkio in Chrono Trigger, his battle script changing based on the highest-leveled party member.

4. La Puella, the beloved pet giant tarantula of the Princess of Parcelyte. She can be fought anytime after defeating Gades in the Ancient Tower. Do you stand a chance against La Puella and her friends?

Check the X_Notable_Changes_X text file for detailed changes. To aid your survival, included are a bestiary, and a list of equipment that have always provided protection against status ailments.

Apply to a headered NTSC-U Lufia II ROM. NTSC-U ROMs have the Natsume logo at startup, not the Nintendo logo.



Does this sound good? (ignoring any typos)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 02, 2018, 11:39:34 pm
Yeah, sounds good. Only thing you could add in your description of the Ancient Cave tweaks is that the enemies of the later floors drop better, more useful rewards. Like:

Iris Treasures appear more frequently, the enemies of the later floors drop more useful rewards and you can buy Blue Chest items in Gift Mode, which is available from the first time you load up the game.

Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 03, 2018, 12:11:17 am
Awesome! Spekkio's been submitted. All that's left is Kureji.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 04, 2018, 07:02:10 am
Here the Kureji pics: http://www.mediafire.com/file/w3v016mfqyyiq6k/screenskureji.zip/file (http://www.mediafire.com/file/w3v016mfqyyiq6k/screenskureji.zip/file)


Also there's now a forum to discuss these Lufia patches:

http://ngplus.net/index.php?/forums/forum/35-lufia-2-mod-series/ (http://ngplus.net/index.php?/forums/forum/35-lufia-2-mod-series/)
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 04, 2018, 09:17:10 am
That's really good to hear! Thanks for the screens.

I'm having trouble making Kureji sound exciting. This is what I have so far.

Based off of Frue Lufia (https://www.romhacking.net/hacks/4129/), Kureji Lufia is a difficulty mod of legendary proportions. All of your opponents have been beefed up by a crazy amount. This might be Maxim's toughest journey yet! Will you manage to emerge victorious?

It's highly recommended you check out the text file "survival_tips"!

To aid your survival, included are a bestiary, and a list of equipment that have always provided protection against status ailments.

Apply to a headered NTSC-U Lufia II ROM. NTSC-U ROMs have the Natsume logo at startup, not the Nintendo logo.



Any thoughts?
Title: Re: Lufia-Patches by Artemis
Post by: Special on September 04, 2018, 10:20:16 am
Where did the names Frue, Kureji and Spekkio come from, are they just named after their author's or something? Or is there some hidden meaning to them, I only ask because personally I'm going to rename all these patches to Lufia II - Frue Version, etc. because in explorer it makes things hard to track down since you have no idea what "Spekkio" is when things are ordered by name, it's also not Lufia "One" game...  Project II: Final Fantasy IV is another example, mines just Final Fantasy IV: Project II to better keep it grouped with all the other Final Fantasy IV hacks.

Maybe consider an alternative (official) name that starts with Lufia II: ____

Also I mean no offense here.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 04, 2018, 10:33:15 am
Frue comes from a typo in Lufia - The Legend returns. (Fruely hardcore actually has two typos from that game. true->frue and truly->truely)

Spekkio comes from the optional superboss from Chrono trigger whose behaviour (of level adjusting) the Egg Dragon imitates.

Kureji is the romanized version of writing crazy in Japanese.


If an alternate name is more feasible, I'd go with "Lufia II - Frue Lufia" etc. then.


And I'm thinking about the description text.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 04, 2018, 10:35:37 am
Project II was just a working title I gave my FFIV mod. I thought it sounded mysterious and a little cool. The "II" comes from how FFIV was "Final Fantasy II" in America in 1991. There was going to be an accompanying Project I and Project III, but they didn't pan out. It was originally just called Project II, but I added Final Fantasy IV on the end to aid people's searches.

Thanks for thinking of the description, Artemis! I appreciate it. Difficulty mods are not my forte.
Title: Re: Lufia-Patches by Artemis
Post by: Swordmaster on September 04, 2018, 11:45:39 am
Hello, vivify93.  Hisashiburi desune.  Something isn't quite right about the Romhacking.net entry for Frue Lufia.  I thought you might want to know.  The "ROM / ISO Information" is thus:

    Lufia II - Rise of the Sinistrals (U) [!].smc
    Size: 2.50 MB (2,621,440 bytes)
    SHA1: A89931C1F29B161B8BE717DFAB4A4ADB54B42B84
    MD5: 6EFC477D6203ED2B3B9133C1CD9E9C5D
    CRC32: 20F2AC29
    Apply only to a headered ROM

The SHA1, MD5, and CRC32 match up with "Lufia II - Rise of the Sinistrals (U) [b1].smc" in the ROM collection that I have.  It is possible that my collection is outdated.  However, after checking with TUSH, this ROM is unheadered.  Furthermore, I have had no success patching this file, with or without a header.  Please advise.  ::bows::
Title: Re: Lufia-Patches by Artemis
Post by: SCO on September 04, 2018, 02:48:35 pm
imo snes hacks submitted to rhdnet should be submitted as no-header. I understand that a long running hack with a header is probably still so for the dev environment of the author but for users it's a additional step nowadays that can create errors.


It's actually pretty easy to transform a snes/pce ips header hack into no-header with https://github.com/heuripedes/ipsbehead

(or just use bps).


As for wrong md5sum indicated on the romhacking pages, that's sadly not unusual because submitters often instead of checking with a md5, crc32 or sha1 utility they search for 'romname crc32' on google... which might get wrong results. We'll see what's happening here, but as a rule the readme has priority over the romhacking page checksum information for me.

Another common error is to only post the md5sum of the game *after* patching, which doesn't match the rom naturally.
Title: Re: Lufia-Patches by Artemis
Post by: Swordmaster on September 04, 2018, 04:13:06 pm
@SCO - I had actually done as you suggested as well.  Header or no header, on both .ips and .smc/.sfc, the result is the same:  infinite black screen.  Strangely, though, I have an old beta of Frue Lufia v3 from a year or two ago that works just fine.  I remember having a similar issue back then, yet I fail to recall the resolution.  The ol' hippocampus isn't what it used to be, alas.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 04, 2018, 07:45:40 pm
Well son of a bitch, you're right. How in the world did I put in the wrong info? Thanks for catching that!

Edit 1 - I think I also might have mixed up patches in one of the Frue Lufia uploads, explaining the patching problems. (I had all 3 patches and their documentation in one folder, and as I was updating documentation, I might have confused one of the patches) This latest upload should include the proper v3 patch.

For now, the Frue Lufia in the Lufia-Patches archive should have the right version.

I submitted the proper hashes for both mods. Sorry about that, guys. I've had a lot on my mind lately.

Edit 2 - Almost forgot! Here are the proper hashes for a headered ROM.

Lufia II - Rise of the Sinistrals (U) [!].smc
Headered / NTSC-U
2.50 MB (2,621,952 bytes)
CRC32: 2FAEBB78
SHA1: 8B2CB09B1A0122027FB3863974D0728E53FE8B69
MD5: D35FCF90C273D4BC12EED59120954E58
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 05, 2018, 07:05:36 am
Based off of Frue Lufia, Kureji Lufia is a difficulty mod of legendary proportions. All of your opponents have been beefed up by a crazy amount. Especially the bosses now have only one goal: And that is clinging on their wretched lives. They don't want to just fade out into obscurity and nothingness, and therefore they will do EVERYTHING which is necessary to stay alive and put their mark on the world. This might be Maxim's toughest journey yet! Will you manage to emerge victorious?

As it cannot be said often enough: It's hard... It's really, really hard - and it sure as hell won't get any easier as you progress on your journey! Most bosses have new gimmicks you'll have to deal with in order to even be able to survive at all against them. Especially the later bosses have the potential to wipe out your entire party very, very fast. You won't only need a strong party, but you also need some good strategies and tactics like wearing the right equipment and analysing and completely understanding the enemy attack and behaviour patterns.

Of course, the Ancient Cave has gotten some heavy tweaks as well. This is the place where you really will feel the tremendous new power of the regular enemies the most, whereas you will find masses of treasures as elusive as... green tea or ear picks. So, you better prepare yourself as good as you can, when blazing your trail down to all the formidable atrocities that dwell deep down at the ineffable abyss beyond any of your imagination...

It's highly recommended you check out the text file "survival_tips"!

To aid your survival, included are a bestiary, and a list of equipment that have always provided protection against status ailments.

Apply to a headered NTSC-U Lufia II ROM. NTSC-U ROMs have the Natsume logo at startup, not the Nintendo logo.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 05, 2018, 08:18:11 pm
Awesomeness! I will submit this tomorrow. :D

September 07, 2018, 01:49:00 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Kureji has been submitted, and the correct hashes for Frue Lufia and Spekkio Lufia are up. (And in Frue Lufia's case, I ensured the patch was the right one.)

Edit 1 - Kureji is up!

Edit 2 - OK, so there's another problem with Frue Lufia's upload... There were two Frue Lufia ZIPs in the folder I uploaded from, (One being an old one, the other being the newest) and I stupidly uploaded the bugged release again.

Edit 3 - http://www.bwass.org/bucket/Frue_Lufia_v3_REUP.zip Here. If anyone needs this ASAP, this is the same exact package for Frue Lufia as I uploaded to RHDN just tonight. No estimates when it'll be on the site. I'm so sorry I keep screwing this up.

Edit 4 - The reupload is now on RHDN.

Frue: https://www.romhacking.net/hacks/4129/
Spekkio: https://www.romhacking.net/hacks/4132/
Kureji: https://www.romhacking.net/hacks/4138/
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 08, 2018, 05:04:55 am
Kureji and Spekkio are fine, but the Frue ROM still is another one with some modifications from you.

Maybe you want to actually upload both versions which I'm fine with. However, I didn't get all of the non-cosmeic changes, so I don't know whether it's a fully ready version or just some unfinished playground instead.


One remark: You changed Raid Bug into Raid Beetle. However, it's still Raid Bug in the overworld dialogue when you get him. Due to limited space I chose bug over beetle there.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 08, 2018, 06:52:40 pm
I apologize. I have now submitted the original Frue Lufia (and just it alone) but I did still make 2 small changes. Shortsword and Confusic Box are now Short Sword and Music Box. If you remember, back in 2011, I was the one who suggested you make these alterations.

On the first part, I've come to find out that unlike the word Longsword, the words Short Sword are pretty much always kept as two words when referencing that type of blade. Sometimes in a fantasy setting, if a writer wants to try and keep "consistent," they'll write Short Sword as one word, but in the real world, grammar sets a precedent for the two-word "Short Sword". You can't find any results on Google, for instance, for a "shortsword" aside from some MMO and table-top RPGs.

As for "Confusic Box"--I was 17 when I made up the "clever" portmanteau of Confuse + Music Box to try and preserve the feeling of Figgoru, the combination of Feeg (JP name for spell Confuse) and Orgel (Japanese word for a music box). As an adult, I've just really grown to hate it.

Everything else is the same as stock Frue Lufia, Again, I'm very sorry for doing this.
Title: Re: Lufia-Patches by Artemis
Post by: Special on September 08, 2018, 07:15:43 pm
Is Frue Lufia suppose to have a bad checksum whereas Kureji and Spekkio are fine?
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 08, 2018, 10:03:43 pm
What do you mean by bad checksum? Does it prevent you from playing the game on real hardware or Higan?

It's probably do do with my messing about with patches. I'll fix it.

Edit - Never mind, I fixed it. The only differences from stock Frue Lufia are:

- Shortsword > Short Sword
- Confusic Box (ughhh) > Music Box

Checksum is repaired with IpsAndSum, game works. Nothing else is altered. Font is the same, menus are in all caps, inventory text naming is the same. Again, I apologize. I'll submit this one after the latest submission goes through.

I changed the version number to v3.1 as a result of the two very minor changes.

http://www.bwass.org/bucket/Frue_Lufia_v3-1.zip
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 09, 2018, 04:01:07 am
dict.cc says shortsword and longsword, leo.org says shortsword and long sword. And wiktionary allows shortsword, short sword and short-sword. Of course, this is with quite a lot grain of salt and doesn't count as fully reliable source - especially with leo messing up so blatantly obvious. Guess I'll stick with it due to consistency now.

I prefer Confusic Box, but Music Box is also okay.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 09, 2018, 05:35:25 am
I never liked it, and it doesn't fit in Lufia III due to the 10-letter gear name limit anyway. So thank you so much for letting me change it. And once more, I apologize for swapping the patches. (The one I submitted is fully working. I had totally forgotten that Capsule Monsters' initial types were referenced in dialogue. I changed RaidBeetle enemy in Lufia III to Raid Bug for consistency now.)

So I guess I can come out of the closet with this... If anyone wants a copy of Frue Lufia that has more consistent terms with Lufia & the Fortress of Doom Restored and Lufia: The Legend Returns Text Cleanup, you can find it here:

http://www.bwass.org/bucket/FrueLufia-TrilogyAddendum_v2-1.zip

As for the official site upload, I submitted the corrected checksum version of Frue Lufia just tonight. (I'm sure the mods are sick of my constant uploads. Please let this one be that last, lol)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 09, 2018, 05:51:54 am
So is it only your v3.1 now that'll be included? Or will there be both versions?

There should be both versions in the package then as well as a small readme which explicitly explains these minor differences.
With 3.1 being the fully addendum version in contrast to 3.0.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 09, 2018, 07:16:42 am
No, I just put 3.1 in there, which is just 3.0 with Short Sword and Music Box. I don't want very much to upload the Trilogy Addendum to the site. I appreciate the gesture, but it was you who said that too many choices will make people confused, right? If someone really wants Frue Lufia consistent Lufia I restored and Lufia III Text Cleanup, they can check this thread. :)
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 09, 2018, 07:23:20 am
However, only these two changes feel half-assed if there exists this addendum. So I wish for the unchanged 3.0 then.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 09, 2018, 07:30:47 am
I would much prefer removing Confusic Box, at the very least, because I very strongly dislike it. (And I am the one who suggested it in the first place.) But we'll do unchanged 3.0 if that's what you'd want instead. :thumbsup:

Edit - The opening post has been rewritten; it's been a long time coming.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 10, 2018, 05:32:08 am
In the oopening you should replace "Danger Nose" with "The Wrath of Foomy" as the former isn't within the projects folder anymore.


About your frue addendum, some remarks:

Actually Deflect may correspond more to L1's Bounce instead of actual Deflect. It's muujir in japanese.

I choose Bright Knife over Light Knife not only for unambiguity, but also because in Japanese it's written the same as Bright Armor is written. Whereas light is technically closer, unfortunately there already is another light armor.

And Frenzy Ring was a pure gameplay decision. I were totally fine with it staying Fury Ring if only that wouldn't imply some sleep protection like all the other fury equipment.



And Frue 3.0 isn't reuploaded, right? You for sure can include your complete addendum as well if you like. You can even call it like Frue v3.2. And about choice: Let's be honest, there is absolutely no choice between a v3.2 and a v3.0. :)
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 10, 2018, 05:49:08 am
The reason it's Mute is cos Lufia III named Bounce/Deflect as Mute/Silence. All three games call them Muur/Muujir in Japanese. I felt that Mute and Silence fit much better. (Bounce/Deflect sound like reflect spells...) So I renamed Bounce/Deflect as Mute/Silence in my Lufia I mod. Lufia II might call the one spell Muujir in Japanese, but since it doesn't have an according LV2 spell, I gave it the LV1 spell name instead. Same reason I changed Dread to Drain in Lufia II. I put a lot of thought into each change.

For example, for a year now, I've been wringing my hands over changing the elemental rings to how base Frue Lufia has it in Lufia I/III. There was a Bolt Ring already in Lufia III (Boosts thunder-elemental magic; lets wearer cast Bolt) so I was worried people would get confused if the Flash Rings became Bolt Rings and the Bolt Ring became something else. If I make a single change for a shared term, it affects all three games. Finally, I decided that I hated "S-Drop. Ring" in Lufia II so much, that I'd go ahead and pull the plug. Name changes are as follows...

Spark Ring > Fire Ring
Gale Ring > Ice Ring
Droplet Ring > Water Ring
Flash Ring > Bolt Ring (also changed in dialogue in Lufia I)
Bang Ring > Bomb Ring (I don't entirely like it, but it sounds better than "Explosive Ring")
S-Spark Ring > S-Fire Ring (Fire RingX in Lufia III)
S-Gale Ring > S-Ice Ring (Ice Ring X in Lufia III)
S-Drop. Ring > S-Water Ring
S-Flash Ring > S-Bolt Ring (Bolt RingX in Lufia III)
F.BallRing > Blaze Ring
Blzrd.Ring > Frost Ring
Bolt Ring > Shock Ring

New names for Lufia III's intermediary-level rings were inspired by Horizon Zero Dawn's element names. (Though "Blaze" actually comes from the name of the item needed to craft fire ammo in that game.) As for why the Super Rings in Lufia III use X to denote their Super status instead of S... Not every ring has the room for "S-" in front of the name, and just slapping the S at the front with no dash, a la "SBrawnRing", looks unpolished. "BrawnRingS" looks like a typo of "BrawnRings". So I took X from how Breath of Fire I and II on SNES named their strongest spells (FireX, BoltX, NovaX, etc.)

Every single change I make has thought behind it. Even things that just say, "Preference" in my Trilogy Addendum changelog. It's nerve-wracking at times, lol.

Anyway, I digress. I'll have to think for a few days on the uploading both patches thing. I'm exhausted from the constant uploading, editing, re-uploading business these past few days.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 10, 2018, 06:15:22 am
Okay, then think it over before doing the final reupload!


About Deflect, however, it takes 5 MP (like Bounce, right?) and it's quite effective with an 80% chance of connecting. It's more similar to higher level spells like Coma - compared to Drowsy.

September 10, 2018, 06:40:20 am - (Auto Merged - Double Posts are not allowed before 7 days.)
And the link in the first post isn't the newest. This is:

http://www.mediafire.com/file/uqujw1blaws7o7c/Lufia-Patches_v3.zip
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 10, 2018, 10:07:28 am
thanks for pointing that out, fixed it
Title: Re: Lufia-Patches by Artemis
Post by: Special on September 10, 2018, 05:45:25 pm
So what "Frue" patch is on the RHDN site right now? I downloaded and patched it the day of release which said v3.0, now there's mention of a ReUp'ed version, and v3.1 and this site still says v3.0. This is worse then Chronosplit's shenanigans.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 10, 2018, 08:06:22 pm
edit - never mind
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 10, 2018, 09:04:24 pm
Special is right, though, about it being way too unnecessary confusing the way it is now.

Therefore the proper v3.0 should be uploaded as soon as possible - be it with or without the alternative addendum. (And a proper difference description in case it's included.)
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 11, 2018, 12:52:28 am
ok

edit 1 - [redacted for irrelevancy]

edit 2 - UPLOADED TO SITE.



OK, in case it's still confusing for anyone:

THE FINAL UPLOAD OF FRUE LUFIA IS LIVE ON RHDN.

IF YOU OBTAINED FRUE LUFIA FROM RHDN, YOU NEED TO DELETE YOUR OLD FRUE LUFIA ROMs AND APPLY THIS NEW PATCH TO AN UNMODIFIED, HEADERED, NTSC-U LUFIA II ROM


This final upload is a ZIP archive named "Frue_Lufia_v3_orig.zip".


"Frue_Lufia_v3_orig.zip" contains the following:

The official, stock, unedited Frue Lufia v3 patch by Artemis. THIS IS THE SAME FRUE LUFIA REVISION THAT YOU CAN FIND IN THE LUFIA-PATCHES ARCHIVE. CHECKSUM IS CORRECT. PATCH APPLIES TO HEADERED ROM. SPECS OF USED BASE ROM ARE AT THE END OF THIS POST. (last modified Jan 16 2018) - Frue_Lufia_3.ips

Text file readme (last modified Jan 16 2018) - Frue_Lufia_v3.txt

Text file on why Artemis recommends Spekkio Lufia over Frue Lufia (last modified Apr 18 2018) - Why_SPEKKIO_Lufia_actually_is_a_BETTER_experience_compared_to_Frue_Lufia.txt

Text file describing the 3 main patches, as well as bug fixes and text updates used (last modified Apr 16 2018) - About_the_projects.txt

Text file explaining significant changes in Frue Lufia, as well as a full descriptive breakdown of what each bug fix or patch did (Just so everyone understands, THE DESCRIPTIVE BREAKDOWN IS NEWLY-ADDED. THIS IS MY WORK, NOT ARTEMIS'. IT DOES NOT AFFECT THE PATCH OR GAME. THIS IS NOW MY ONLY RECENT CONTRIBUTION TO FRUE LUFIA.) (last modified Sep 11 2018) - Notable_Changes.txt

List of equipment that have always provided protection against status ailments (Again, just so everyone understands, THIS IS NOT A CHANGE ARTEMIS, RELNQSHD, OR RAINPONCHO MADE TO LUFIA II. EVEN IN THE UNMODIFIED RETAIL RELEASE, THIS GEAR PROTECTED AGAINST BAD STATUS. THIS IS NOT NECESSARY INFORMATION TO PLAY FRUE LUFIA. Status ailment protection is not well-known, because the in-game item descriptions don't list these defenses. Hence the text file.) (last modified Mar 23 2018) - ailment_protection_list.txt


[edit - removed enlarged text here because the final upload is on the site]


APPLY ONLY TO A HEADERED NTSC-U LUFIA II ROM. NTSC-U ROMS HAVE THE NATSUME LOGO ON STARTUP, NOT THE NINTENDO LOGO. Use TUSH for header issues: https://www.romhacking.net/utilities/608/ If you are a Mac or Linux user, I don't know what to tell you other than seek a different ROM. I WILL NOT PROVIDE YOU A ROM.

THESE ARE THE SPECS OF THE ROM YOU WANT TO APPLY FRUE LUFIA TO (As well as Kureji Lufia and Spekkio Lufia):
- Lufia II - Rise of the Sinistrals (U) [!].smc
- Size: 2.50 MB (2,621,952 bytes)
- SHA1: 8B2CB09B1A0122027FB3863974D0728E53FE8B69
- MD5: D35FCF90C273D4BC12EED59120954E58
- CRC32: 2FAEBB78
- Apply only to a headered ROM



are we good now? was i still too confusing for everyone? what should i clarify at this point
Title: Re: Lufia-Patches by Artemis
Post by: Chronosplit on September 11, 2018, 03:18:19 am
This stuff even got me confused, but I think you've cleared it up in your post.

This is worse then Chronosplit's shenanigans.
Nah, it's missing three more updates in the submission queue to be that bad.  :P
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 11, 2018, 03:23:53 am
This stuff even got me confused, but I think you've cleared it up in your post.
i appreciate the message, chronosplit. i was wondering though, is there something else you think i need to clear up still in my previous post? thanks!

edit - decided to give a real breakdown of each change in the trilogy addendum rather than just "preference" or "sounds cooler" to illustrate the point of why i changed stuff haha

https://pastebin.com/SVtrHXfF
Title: Re: Lufia-Patches by Artemis
Post by: Swordmaster on September 11, 2018, 09:47:09 am
Bang Ring > Bomb Ring (I don't entirely like it, but it sounds better than "Explosive Ring").

If you are dissatisfied with Bomb Ring, allow me to propose a few alternatives for your consideration:  Lava Ring, Magma Ring, Burst Ring, Flare Ring, Blast Ring, Atomic Ring.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 11, 2018, 10:37:50 am
I do like Atomic! I think I'll keep it as Bomb for now though, solely because it makes sense in context and I don't really want to upload another revision anytime soon.

Frue Lufia v3.0 is now on the site. I'm deeply sorry for any confusion and inconvenience I've caused. Thanks so much to Zynk for pushing this final update through. Artemis--if you do any more Frue Lufia updates, please upload it to RHDN yourself lol ;D
Title: Re: Lufia-Patches by Artemis
Post by: Chronosplit on September 11, 2018, 10:44:26 am
From my perspective about everything looks good.  Thanks for the last upload!
Title: Re: Lufia-Patches by Artemis
Post by: Special on September 11, 2018, 12:04:19 pm
Nah, it's missing three more updates in the submission queue to be that bad.  :P
Seriously, love your Pokemon hacks, would recommend them to anyone, but as someone who likes to keep things up to date, you can get pretty carried away. (http://www.romhacking.net/?page=submissions&action=itemhistory&section=Hacks&sectionid=6&id=1947)

If you are dissatisfied with Bomb Ring, allow me to propose a few alternatives for your consideration:  Lava Ring, Magma Ring, Burst Ring, Flare Ring, Blast Ring, Atomic Ring.

Really like Blast Ring.
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 11, 2018, 12:09:48 pm
Artemis--if you do any more Frue Lufia updates, please upload it to RHDN yourself lol ;D

I'm feeling the same. Hopefully this just is it now for quite some looooooong time.
Title: Re: Lufia-Patches by Artemis
Post by: vivify93 on September 11, 2018, 01:02:15 pm
Really like Blast Ring.
As do I, but unfortunately it doesn't work. OK, so, I didn't go in-depth cos I didn't wanna shoot all of Swordmaster's suggestions down. But here goes.

"Lava, Magma, Flare" don't work since they sound fire-elemental.

"Blast Ring" was its name in original Lufia I (The translator couldn't seem to decide if the rings should reference the LV1 or LV2 spells) and while I do like it, we're avoiding using the names of spells in elemental rings now.

Lastly, "Burst"--for some reason--doesn't feel very... descriptive to me. I don't know why.
Title: Re: Lufia-Patches by Artemis
Post by: Digitsie on September 11, 2018, 08:19:59 pm
Flak? Flack?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 27, 2018, 10:46:45 am
(https://picload.org/thumbnail/dcgrwlpl/lufia2161.jpg)(https://picload.org/thumbnail/dcgrwlpi/lufia2162.jpg)(https://picload.org/thumbnail/dcgrwlpw/lufia2163.jpg)(https://picload.org/thumbnail/dcgrwlwr/lufia2164.jpg)

Does anyone know what the hell went wrong there? Obviously the right Selan stat-wise is better in every aspect. However, for some reason she gets way more damage. Looks like for some reason the row damage doesn't get scaled down properly in the right case.

The only difference is that I proceded in the story. Left is at the end, right is short after getting Artea. Is there anything about damage calculation I just don't know?

The pics are made in vanilla version.
Title: Re: Lufia-Patches by Artemis
Post by: Special on September 27, 2018, 03:25:35 pm
(https://i.imgur.com/r2VU9lZ.gif)
Title: Re: Lufia-Patches by Artemis
Post by: Swordmaster on September 27, 2018, 07:41:33 pm
...the eye strain is real.   :o
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on September 30, 2018, 11:56:31 am
Okay, after speaking with Praetarius, looks like there's a variable (7E:094B in the Snes9x savestate data) that for some reason heavily affects the way damage is calculated. Neither of us knows anything about WHY this variable got chanced during playthrough. Or why this piece of shit thing exists at all.

I dunno, I might look into it more these days if I feel into it. To at least get when that variable gets chanced. To at least verify whether its absolutely plot related or not.

October 02, 2018, 08:58:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Wow... Just wow!

After watching some Let's Plays and doing some testing, the answer is the Magma Key on Dragon Mountain.

Collect the Magma Key and the damage calculation changes fundamentally - which makes absolutely perfect sense and is in no way some random bullshit.
Title: Re: Lufia-Patches by Artemis
Post by: portnoi88 on October 06, 2018, 05:37:57 pm
Hello,
I'm trying to apply the frue lufia patch. I have very little experience.
How do i know if the patch is correctly applied?


Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 07, 2018, 10:17:22 am
Just watch the intro scene. If the patch is applied correctly, Erim's very first words will be:

"I've arrived."


This goes for all of the major patches.
Title: Re: Lufia-Patches by Artemis
Post by: portnoi88 on October 07, 2018, 12:48:10 pm
Just watch the intro scene. If the patch is applied correctly, Erim's very first words will be:

"I've arrived."


This goes for all of the major patches.

Thank you. I did it.
But the MD5 didn't match, i couldn't find a rom with the correct MD5, is there any problem?
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on October 08, 2018, 05:31:43 am
I guess not. However, I don't really get that MD5 stuff, though.

October 13, 2018, 10:59:41 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I did another update to Kureji:

http://www.mediafire.com/file/e4jyhga5r9jd379/Lufia-Patches_v3.zip (http://www.mediafire.com/file/e4jyhga5r9jd379/Lufia-Patches_v3.zip/file)

It's only cosmetic, but somewhat crucial as it changes Retry into Start and Start into Grind so that the game tells you more obviously which is the better mode to start with.
Title: Re: Lufia-Patches by Artemis
Post by: gadesx on November 11, 2018, 10:11:03 pm
About the bugs I talked some time ago.
I remember this, own console have it too. This part of jumps it's throughable in some parts.
(http://www.subirimagenes.com/imagedata.php?url=http://s2.subirimagenes.com/imagen/9875948lufia-ii-rise-of-th.png)

Discovered in my last gameplay, using the chain in this part over the pillars,
you can go through the tiles.
(http://www.subirimagenes.com/imagedata.php?url=http://s2.subirimagenes.com/imagen/9875951lufia-ii-rise-of-th.png)

Maybe all are knowed. There's a lot  :laugh:
Title: Re: Lufia-Patches by Artemis
Post by: Artemis on November 12, 2018, 04:20:51 am
Yeah, I guess there are still dozens of them there somewhere.

November 15, 2018, 10:29:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Did a little update on Spekkio as I felt Daos lacked somewhat the special oompf feeling.

http://www.mediafire.com/file/dmkpqrk31e29rzf/Lufia-Patches_v3.zip/file (http://www.mediafire.com/file/dmkpqrk31e29rzf/Lufia-Patches_v3.zip/file)