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Messages - pirate_sephiroth

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Newcomer's Board / Re: JWPce and the Getting Started Section!
« on: October 17, 2020, 06:23:58 am »
The OP is almost definitely a bot. This is a copy paste of a message I posted in the newbie section a while back.
whoa
https://www.romhacking.net/forum/index.php?topic=29575

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If this were the case, then why would the game developers need to compress data? I found the data decompression procedure and it's pretty simple. To finally make sure whether the decompression process is a bottleneck in performance, you can just completely abandon it. But in this case, you will need to unpack all the files, which is a problem, since the addresses of compressed blocks and their size are scattered across different files and have a different format (somewhere the addresses of blocks follow each other, and somewhere they are mixed with the size of blocks).
Yep, the decompression code is simple and the sprites are small. Plus even though it runs EVERY frame, it's only used for the playable character and their graphics that are needed at that specific frame. Enemies and NPCs are stored raw.
I'm sure it has very little to no impact on performance.

3
Programming / Re: Help with "DTE - you can do it, we can help"
« on: January 22, 2020, 07:10:41 am »
you should be looking at a disassembler to understand what you're doing

4
It's awful how crappy indie games and dumb reviewers destroyed the meaning of the term.
Nowadays, any 2D platformer adventure set in a non linear map is defined as "metroidvania".

The games have none of the RPG elements (stats, elements, gear) from SotN so they're left only with the metroid part, therefore Metroid-like would have been the proper classification.

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Programming / Re: Running a LUA script for Battle Kid on Mesen.
« on: January 19, 2020, 06:38:53 pm »
The script was probably made for Snes9x-RR so it has to be adapted if you wanbt to run it on other emulators.

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I suppose it's a good idea that the next guy who makes a tool for editing/decompressing the game's files also adds a doc to the site explaining what he learned about the file formats, like nyxojaele did when he released SNEER.

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Personal Projects / Re: DSVania Editor (v1.7.2)
« on: June 19, 2018, 03:27:26 pm »
I have those all documented.
Item/soul drop chances in DoS: https://github.com/LagoLunatic/DSVEdit/blob/6474affb360a249f36881e88b7b326fc908f6762/docs/formats/DoS%20Enemy%20DNA%20Format.txt#L13-L44
Soul damage calculation in DoS: https://github.com/LagoLunatic/DSVEdit/blob/6474affb360a249f36881e88b7b326fc908f6762/docs/asm/DoS%20Functions.txt#L702-L708
The PoR and OoE ones are in similar locations.
Nice. I spent some time reading all those files.
I ses there are damage calculation formulas for souls in DoS, skills in PoR and Glyphs in OoE. The comments never specify weapon damage so I suppose normal attacks use a different forumla. (OoE is kinda confusing though... a comment mentions 'weapon' but isn't everything a glyph there?).

Also could you add the level up stat calculation formulas as well? I saw you already list the base stats for player characters on the RAM map.

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Personal Projects / Re: DSVania Editor (v1.7.2)
« on: June 18, 2018, 11:46:04 am »
hello, it's me again.
http://www.mediafire.com/file/ix6kfl2f5pp8541/dulahan_HoD.rar

This is Dulahan from Castlevania Harmony of Despair(same one as PoR), the thing that interest me most is the .jnt2 file it has.
I'm wondering if it's possible to convert it for OoE since it has a similar file and also for other enemies like it.

I compared j_guru00 from OoE and HD. Both files are clearly the same, only many values are byteswapped.


What seems to be happening is that bonus stats like the strength added by STR boost are added separately every frame.
So at the beginning of every frame your strength is reset to its normal value, then bonus STR is added in, then if you're attacking it calculates your damage.

But martial art is different - it calculates its damage after your strength is reset to the normal value, but before bonus strength is added in. So it ignores bonus strength.

I don't know why they made martial art calculate its damage differently than other attacks, but changing the order things are calculated at to be more consistent is probably not possible.

But it's easy to manually take bonus STR and add it to the normal STR value for the purpose of calculating martial art damage, so I made a patch that does that: https://github.com/LagoLunatic/DSVEdit/blob/master/asm/por_fix_martial_art_bonus_str.asm

Yes those are just the stats they start the game with. Their stat growth from level ups is hardcoded into a level up function somewhere.

There's some pretty good information there in your github docs. Could you add formulas for general damage calculation and item/soul/glyph dropping as well?


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